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5 years ago ::
Oct 07, 2008 - 6:04AM
#51
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Date Joined:
Mar 30, 2005
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So, what's wrong with infinite combos? I'll admit that some nasty Flash , Worldgorger Dragon or Squirrel-token based combo or any other overpowered infinite combo should be banned, but let's not ban things like infinite lifegain/lifeloss/damage/carddraw/mill combos with at least 2-3 cards and more than 5-6 mana needed, which most of the times are susceptible to removal. These are equatable to Coalition Victory , Mortal Combat , Test of Endurance , Helix Pinnacle and other i win cards and need good protection and setup.
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5 years ago ::
Oct 07, 2008 - 6:17AM
#52
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Date Joined:
Sep 23, 2007
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5 years ago ::
Oct 07, 2008 - 6:47AM
#53
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Date Joined:
Jul 24, 2004
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Typically global effects like armageddon and wrath of god, but there are typically a few blue players to help take care of that. Usually, what happens in my multiplayer games is that the first few rounds are spent building up resources (no attacking, spells cast are either summons or self-benefit, such as card-drawers). Then alliances are formed, cliques taken out one by one, with the victor being the one who held on to ample firepower to take out his ally once everyone else has been defeated. Anyone else have any different experiences to share?
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5 years ago ::
Oct 08, 2008 - 5:19AM
#54
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Date Joined:
Mar 30, 2005
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They aren't fun. You spend the whole game sitting on the sidelines hoping they don't gang up on you. They're acceptable in the sense that they're easily disrupted. While it can be unfun to finish a game in such manner, i do think that someone who pulls something like that off in a multiplayer game should be allowed to do so. I remember several games where someone else had an infinite combo out and while it was annoying, i understood that it was partly my own fault for letting them slip through and was impressed that the players who played them di manage to pull them off. If someone plays such a combo, i couldn't care less, it's his/her risk. Well, even i play infinite combo decks from time to time, just for the fun of it. I may not win, but still it's fun seeing the struggle to stop me and me trying to get the combo through. And if i do win, i do feel as if i did accomplish something despite the resistance.
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5 years ago ::
Oct 09, 2008 - 10:32PM
#55
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It depends strongly on the type of multiplayer casual you are playing in. If each player has d4 decks to pick from, and you meet regularly, often, and almost everyone shows up, then the metagaming you describe is to be expected. However, in my personal experience; decks per player usually run in the 3d6 range, gaming happens d4-1 days a week, and players are missing or random (a card shop or a school basement rather than someone's house).
In situations such as the abovelisted, the odds of you playing against Hakkon are low: the player may or may not be there and s/he probably has a dozen other decks. Even if it's one regular player who only plays one deck, it's still unerasonable to expect everyone else to pack the proper hate. If you're lucky, one player will have an anti-graveyard deck handy, in which case Hakkon.dec simply picks his next deck (likely with an equally silly combo).
It's not a perfect system, and I wouldn't say to ban Hakkon or Nameless. However, metagaming each of your own 3d6 decks for a constantly evolving metagame of up to 100 different decks is not explicitly reasonable. If people have to fix their decks because of Haakon, somethings wrong.
 http://forums.mtgdarkness.com/ MTGDarkness: A Magic: the Gathering forum.
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5 years ago ::
Oct 09, 2008 - 11:08PM
#56
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Date Joined:
Oct 10, 2007
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I disagree. An evolving metagame shows a healthy playgroup. Amen. If your playgroup is too set in its ways to cope with Haakon Inverted, then they might as well not print new sets, because no-one's going to be using the new deck ideas, are they? Some of the best fun I've had in multiplayer has been building decks that intentionally change my group's meta (e.g. The Antagonism deck in my sig). It makes them sit up, take notice, and have to deal with a threat that they've never dealt with before.
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5 years ago ::
Oct 10, 2008 - 12:20AM
#57
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Erayo, Soratami Ascendant it is way too easy to force 4 spells with 6 people playing. the bulk of combos, while not explicitly banned, are curb stomped upon exposure.
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5 years ago ::
Oct 10, 2008 - 7:27AM
#58
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Date Joined:
Mar 28, 2005
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The only card to get banned in my old playgroup was Skullclamp.
Anything goes in my new group. >^^<
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