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  1. ahadabans

    Card/Deck Single Card Spotlight

    Atog needs teeth of some kind though doesn't it? It's chewing up metal!
  2. ahadabans

    Sets AEther Revolt Spoilers

    Thanks for the feedback on Risker's Expertise. I think I'm adding that one to my preorder list. My first thought is it was win more, but maybe it's just what green decks are looking to do (drop a bunch of dudes and then refill their hands). I've been thinking of it as win-more when it's maybe...
  3. ahadabans

    Sets AEther Revolt Spoilers

    Oh yeah. Treachery is the best untap card by far (and better than Baral's Expertise IMO), but I cited it due to cost equivalency. The green one looks good but I fear it might be win more. You need board presence for it to be good and 6 mana (pretty late in the game). I don't know. Ux...
  4. ahadabans

    Sets AEther Revolt Spoilers

    Baral's Expertise is probably going to be broken but I really want to build a deck around it. The expertise cards I feel will function like the untap cards (Treachery, etc) from a tempo perspective, but with an added bit of versatility at least in the case of the blue one (since you can...
  5. ahadabans

    General Too Many Lands

    Maybe not "fetch land of choice" since they are flexible already. But what about "shock land of choice" (or other dual)?
  6. ahadabans

    General Too Many Lands

    Wow. That's a lot of poetry. And some is quite good too. So has anyone tried proxying up cards which read "fetchland of choice", "shockland of choice", etc? I certainly like the idea of every fixing land being playable in every deck, because that would absolutely cut down the number of...
  7. ahadabans

    General Too Many Lands

    Very reasonable viewpoint. Cruel Ultimatum is sort of an extreme case too, given that it requires 7 sources of colored mana (and 3 different colors). I think maybe this has been in a draft or two and no one tried it. So I have insufficient data to say if it's supportable or not. On paper...
  8. ahadabans

    General Too Many Lands

    Define invasive? Wizard's already addressed it I think with cards like Yasova Dragonclaw. That's tricolor but is more playable than a two color gold card. My feeling is that tri-color cards have to be really good and very splashable. Lightning Angel is plain good in my retro list, so if you...
  9. ahadabans

    General Too Many Lands

    I'm not sure I'd classify it disengagement. There's inherent risk in picking a card with super heavy mana requirements. It limits your options and if you can't cast the card, you are pretty heavily penalized. Most cards I think work well in the paradigm of draft where you have to be conscious...
  10. ahadabans

    General Too Many Lands

    Gotta agree with all that. Especially the rant about fun.
  11. ahadabans

    General Too Many Lands

    I'm not sure I subscribe to a basic premise I think you are operating under Prophet... specifically that fixing lands are boring. If I have a sweet deck and I see a perfect fixing land for it, I'm very excited to take it because I know it will give me consistency. Where my main objection...
  12. ahadabans

    General Too Many Lands

    That could work. How good is RDW in your cube? Because if the quality of fixing goes down, that deck just gets better and better. On the flip side, you could try and make mono color decks a thing by weakening fixing to the point of incentivizing it. I'm attracted to this idea because a...
  13. ahadabans

    General Too Many Lands

    Yeah, see. I'd be life long friends with those two. They make the best D&D players too.
  14. ahadabans

    General Too Many Lands

    I think it's more than that though. I can play a board game with someone and after a few play throughs, it's not hard to convince most people that tweaking a rule here or there will make it more fun. This is even easier to do in something like D&D (where rules are more guidelines anyway)...
  15. ahadabans

    General Too Many Lands

    While I side with StormEntity on that particular argument, I do agree with the message Onderzeeboot is presenting. We should be open to every solution and at least talk it through. More than most, I'm fully open to changing how Magic plays - draft or actual in-game mechanics. It's not a...
  16. ahadabans

    General Too Many Lands

    360 is really rough. This is way easier to figure out at 450, to the point where I don't feel like any sacrifices need to be made. I can run 20% land, run every land I'd even be interested in and still not really be making huge sacrifices with non land cards. And I get stellar fixing during...
  17. ahadabans

    General Too Many Lands

    You all don't need to convince me that shock/fetch is sweet. I'm already onboard that train. And there are cases like above where duals are less narrow than gold cards. Fair enough. But I'm still not convinced that 80% of the lands you draft go in your deck. Maybe I'm just not a great...
  18. ahadabans

    General Too Many Lands

    Fair enough. We should link that original discussion in this thread because it's very relevant to the conversation and it was a really good exchange with different view points. Worth reading I feel.
  19. ahadabans

    General Too Many Lands

    80% usable seems high to me. Dual lands are basically gold cards. Those are very narrow. Fetches are like hybrids. What percentage of your picks are playables? 80% feels optimistic to me. And that includes mono colored and artifact cards. Dual lands go in far fewer decks, which is the premise...
  20. ahadabans

    General Too Many Lands

    I know you are being facetious here, but that is actually how I arrived at my 20% land count. The average deck plays 2-3 colors with 23 playables, right? How many fixing lands does that deck want ideally? 5-6 I figure. So, if you wanted that to be something everyone could draft, you would want...
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