This will be my last post (at least about standard, and possibly overall, because I realized my contributions, none, to a mtg cube website is very lacking. I originally got on here just to talk to folks here, the level of knowledge, understanding of both theory and practice of magic, is disturbingly low else where. You see and hear people that want to get better, but they not only do not want to learn (improve and/or expand their theoretical understanding) or do they want to play better (improve and/or expand their practical understanding). It was a good fresh change.
I will comment on the posts above me by various different posters. I think I scared away Anotak, whom I actually know in real life; wonderful player.
To Changling Bob,
"Also, on your "4c midrange is the best deck"; clearly that's not true."
The logic is with higher number of available colors (access and low/no chance of color screwed), you have access to more colors, thus your options of goodstuffcards and cross color interactions are way better due just the access of cards. With no fear of color issues, you have the freedom to pick up the best value (from cards' internal value and from interactions). That combined with the fact that the drafting process (just due to its nature) makes interactions less reliable, makes constructions of goodstuff.dec more of a solid? path to take.
You could do storm in MM right? but most people dont, because while if you achieve a consistently powerful storm deck in MM, you pretty much lol at everyone. While it's still my belief that if you see and just pick up good cards and watch out for simple consistent powerful interactions, you just beat everyone in draft, most people just play goodstuff.dec. This is what's meant by 4c midrange is the best deck, because you got access to a bigger pool of cards, you max your chance of drafting goodstuffcards plus simple consistent powerful interaction cards to work with those goodstuffcards, so you just beat everyone.
Obviously this is not taking in account in interactions that are monocolor, lower color combinations or monoartifact in nature, and if those decks have happened to have the best values, best interactions, of course those will be the best. Sorry that was really long of a comment.
"The UB god will have to be reeeeally good to make a UB standard deck viable."
About Splashes... Cus there are people that do splashes deviating from the top monocolor devotion decks, some of those splashes have its advantages, but apparently (and I dont know this for sure, but not many splashes are topping, so I assume it's like this) the monocolor strategy is just more desirable; I suppose the advantages of splash guilds are not enough over disadvantages when compared to the monocolor versions.
Good example is the gruul variant of red devotion, which runs domri and xenagos walker, those actually makes you feel bad for playing fanatic of mogsi. Or maybe dimir variant of either blue or black devotion, which may run far/away, and apparently that doesnt fit too well in either devotion decks, so whatever right? fuck it just go mono. The guild gods will change that tho, I believe, because I BELIEVE!!!!! No, they're on average better than the monocolor gods in my opinion, so... I was trying out Xenagos god, and he's decent.
to CML,
I should clarify some stuff before I continue.
-What I mean by value (which when you say value, it could mean PCA (physical card advantage) in my book), I mean if you can assign a number (which I believe you can) based on the manner/quality of the effects of a card and the quantity of the effect of a card, that number is the value of a card (which varies depending on the situation), like far the opponent attacking's attacking god and away cause their 3 devotion creature to be sac'd, that's massive value, which is a big number; if you far the opponents' attacking gravecrawler and away cause their bloodghast to be sac'd, then their MP2, they play a land and the gravecrawler again.... not as good, so not as big of a number. PCA is related also to value of course.
-The standard devotion decks are not just synergy/combo decks, they're also tempo (blue) or keep away midrange (black). Blue is monoblue weenie tempo, which without the devotion part would... not be too great, but they do have a strategy to win without the (??) combo. It's just that the devotion part pushes the decks over the edge. For black, pack rat works with muta, underworld and nightvail right? Underworld has a downside that you need to pay 1 life per card draw. Merchant solves that problem, you can afford to pay 6+ life for 6 extra life, cus merchant will come out and gain it back. It's these little parts that all work together that makes the deck super stupid.
Now all the parts by themselves can still function, underworld without pack rat is okay, pack rat without muta is okay, etc. So you cant even shut down half the interactions happening in black, the devotion part is also pretty silly, you're at 10 life, they're at 2, they have 2 underworld out, play merchant, all of a sudden you're losing.
To be fair though, a deck like jund in the last standard also had cute little pieces like that. Like wolf run plus nighthawk, wolf run plus tusk or huntmaster (cus they can kill the tusk, but the token can easily be a huge threat next turn), etc. But that wasnt the primary focus of the deck, it was the deck played super value cards and fucking won.
The devotion decks are more focused on the interaction portions (so much that they would play 4 frostburn weird).
1. " 'tier 1' (if the tier system is useful, which I don't think it is)"
Well, this is gonna be like 2 pages of a response, so maybe another day.
2. "though Standard, being so subject to new releases, and having an uncritical player base, can undoubtedly be more ill-crafted than Modern or Legacy"
Man dont get me started about modern, Wizard did that to themselves.
3. "The fixing. Historically fixing has looked like:
THS -- 10 shocks and 5 temples
RTR -- 5 shocks and 10 buddy lands
ISD -- 10 buddy lands and 5 fast-lands
SOM -- 5 fast-lands, 5 fetches, 5
WWK manlands
ZEN and before to
LOR -- some large amount of the following:
Alara tri-lands, filters, Reflecting Pool, Vivids, tribal lands"
To be fair, you should include guildgates.... but no, you're right, the color fixing is bad (and they intended it to be bad) this time around, but because guild deck fixing is fine, and you still dont see those much of the time, I want to argue that it has more to do with card choices in the card pool, which is related to another of your points.
4. "I agree that other small Standards are the right comparisons, since the card pool is barely half the card pool in September, but my experience of last year's format was far better"
I agree with you (and I'm not a good judge of that, because I wasnt as serious about magic last year; was mainly fucking around with junk tokens), but to be fair, you werent arguing that decks are awful due to bad fixing and small card pool/bad quality of card choices; you were arguing it was just the fixing, and that's not right. Size/quality of choices ARE issues, which I think we will see better stuff in this next set (but then again, it really can only get better and not worse right?). Shards/wedges may work if super value stuff gets printed or as 2 splashes centered on 1 color; guild (both splashes and probably even-distribution) decks will get a good shot. Look man, I just want better and more top decks (which is one thing I hated about the last standard, shard/wedge midrange just killed everything)
Like on top of the fact that you cant play arbor colossus in jund to kill dick demon, when you play reaper of the wild, your opponent just says, "k", but when they play nightvail spec, they just PCA till you lose. But even the rock isnt super good, and that's just 2 colors, the fixing (with the scry part) makes it not a problem, but you still dont see the rock anywhere... and when you do, it's not the rock, it's just black devotion splash green for certain cards... there are way less incentive to play multicolor cards like reaper, domri, xenagos walker, etc.
5. "'Does he have Supreme Verdict?' is the median of how interesting the games are, though, mercifully, when you do screw up you tend to die swiftly enough that you can go do something else ..."
I hear you. It's strange, despite the fact that aggro slowed down, aggro just long hair dont care through super verdict, I do wish there are more board wipes, which they did print for black, so... I liked that, I wanted damnation... oh well. Verdict is also way less useful against monoblack, you would think verdict would put an end to monoblue... but nope, sucks huh?
6. "So if pure aggro has to be one color (or one color splashing for another -- note how a lack of fixing ensures that the two-color aggro decks will mostly be splashing and not true 2-color), this restricts the number and quality of aggro decks considerably"
I think there are some rakdos (like even-distribution) aggro, but yeah mostly just splashes. The need to play muta does make the fixing more problematic, but I believe the card pool size and choices and the meta is the big problem; like what I said before, we may have to just agree to disagree.
7. "Between these and Thassa, I generalize that Devotion just wants to end the game on the spot;
Constructed devotion is an aggressive mechanic. And these spells are not too functionally different from their predecessors; as a 3-drop resilient to removal, Thassa does a passable Geralf's Messenger; as a 4-drop that ends the game in a hurry, Master of Waves is kinda Falkenrath Aristocrat; as a 4-drop that depends on other creatures, Fanatic is Hellrider."
I agree that devotion is a mechanic that generates a lot of value at once (may it be master of waves, merchant, fanatic or any of the gods turning on), and yes that does end the game right there a lot of the times, but certainly they're not all going with a rushdown strategy, especially not mono black. Monored is big red, which is a rushdown midrange deck, it plays a midrange curve putting down early pressure, and tries to finish the game around midgame, this is not like aggro, which doesnt event want to get to midgame, they just go go go until you die.
The analogy you drawn arent very good. Thassa doesnt actually do anything by herself, and her task isnt to rush you down, shes there to scry, make sure you the damage gets through through her unblockable ability, but that deck can win at late game without the devotion going off, because you cant stop the unblockable sustained damage.
Fanatic is not hellrider... hellrider can generate significant value by himself, fanatic without devotion and no haste, forget it.
8. "There are a ton of issues with this Standard format -- the protection-from cycle, the self-loathing cycle of
Gainsay and friends -- but the three-color decks are better against these for obvious reasons (is there any card since Bonfire more inbred than
Blood Baron of Vizkopa?? HOW THE FUCK CAN ANYONE THINK THAT A CARD WITH PROTECTION FROM ITS OWN COLORS IS GOOD DESIGN??)"
Well said! I didnt think about this in terms of the self protect, which does make some unintended issues, like a tempo deck just randomly counterspell your shit when you're playing esper.
Sorry for making such a long post again, I swear this will be the last time. Thanks for letting me humor you.