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Switch to Forum Live View 8/10/2012 LD: "Ah Yes. Very Standard."
10 months ago  ::  Aug 09, 2012 - 2:03PM #1
WotC_Monty
Date Joined: Nov 5, 2003
Posts: 1,652
This thread is for discussion of this week's Latest Developments, which goes live Friday morning on magicthegathering.com.
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10 months ago  ::  Aug 09, 2012 - 9:19PM #2
Ertai87
Date Joined: Jan 20, 2004
Posts: 811
This is very telling:

Aggro → Midrange → Ramp/Combo → Control/Disruptive Aggro



Note how there's no arrow pointing back towards aggro.  This is very telling when the best deck in the format for the past 4 years have been either Control or Disruptive Aggro decks, with the exception of the one year when there wasn't a single playable card for either of those archetypes.  For reference:

LOR/ALA: Faeries (Disruptive Aggro, or Control, depending on your definition)
ALA/ZEN: Jund
ZEN/SOM: Caw-Blade (Control)
SOM/ISD: Delver (Disruptive Aggro)

So I suppose that's an accurate description of the Standard metagame.  It's kind of disappointing that R&D appears to engineer the format to act in that way.
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10 months ago  ::  Aug 09, 2012 - 9:23PM #3
chronego
Date Joined: Jul 6, 2011
Posts: 1,284
What amuses me is how he says they're very happy with how things have worked out since adopting this model...and then in the very next paragraph talks about how Stoneforge Mystic and Snapcaster have messed up these plans...

Because there have been so many Standard environments without either one of those cards, recently... It's definitely not like as soon as the first mistake rotated out (well, was banned, but whatever), they printed the second.
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10 months ago  ::  Aug 09, 2012 - 9:27PM #4
carrionpigeons
Date Joined: Apr 12, 2008
Posts: 86

Aug 9, 2012 -- 9:19PM, Ertai87 wrote:

This is very telling:

Aggro → Midrange → Ramp/Combo → Control/Disruptive Aggro



Note how there's no arrow pointing back towards aggro.  This is very telling when the best deck in the format for the past 4 years have been either Control or Disruptive Aggro decks, with the exception of the one year when there wasn't a single playable card for either of those archetypes.  For reference:

LOR/ALA: Faeries (Disruptive Aggro, or Control, depending on your definition)
ALA/ZEN: Jund
ZEN/SOM: Caw-Blade (Control)
SOM/ISD: Delver (Disruptive Aggro)

So I suppose that's an accurate description of the Standard metagame.  It's kind of disappointing that R&D appears to engineer the format to act in that way.






Reading the article belies that.  He specifically says aggro is supposed to be able to exploit control.

That said, I kinda wonder how cards like Snapcaster are supposed to fit this model.  I mean, they knew very well the card was tournament viable, but they also knew the card is far too cheap and useful to not be a strong counter to aggro, so why print it like that if they're hoping for controlling decks to be anything less than dominant?

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10 months ago  ::  Aug 09, 2012 - 9:39PM #5
nikosison
Date Joined: Jan 6, 2007
Posts: 134

Aug 9, 2012 -- 9:27PM, carrionpigeons wrote:

Aug 9, 2012 -- 9:19PM, Ertai87 wrote:

This is very telling:

Aggro → Midrange → Ramp/Combo → Control/Disruptive Aggro



Note how there's no arrow pointing back towards aggro.  This is very telling when the best deck in the format for the past 4 years have been either Control or Disruptive Aggro decks, with the exception of the one year when there wasn't a single playable card for either of those archetypes.  For reference:

LOR/ALA: Faeries (Disruptive Aggro, or Control, depending on your definition)
ALA/ZEN: Jund
ZEN/SOM: Caw-Blade (Control)
SOM/ISD: Delver (Disruptive Aggro)

So I suppose that's an accurate description of the Standard metagame.  It's kind of disappointing that R&D appears to engineer the format to act in that way.






Reading the article belies that.  He specifically says aggro is supposed to be able to exploit control.

That said, I kinda wonder how cards like Snapcaster are supposed to fit this model.  I mean, they knew very well the card was tournament viable, but they also knew the card is far too cheap and useful to not be a strong counter to aggro, so why print it like that if they're hoping for controlling decks to be anything less than dominant?



Snapcaster doesn't really counter aggro, Restoration Angel and Blade Splicer do. Without them, Zombies has a very good matchup against delver

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10 months ago  ::  Aug 09, 2012 - 9:54PM #6
Shiny_Umbreon
Date Joined: Jun 10, 2009
Posts: 1,914

Aug 9, 2012 -- 9:19PM, Ertai87 wrote:

So I suppose that's an accurate description of the Standard metagame.  It's kind of disappointing that R&D appears to engineer the format to act in that way.



It's not that they make us a few decks of each category. This division has existed for a long time, and we have known how each category is supposed to act against one another. In fact, it's beneficial that the people that balance the game (among other things) know this, because, as the article says, they can print powerful things in every category, giving every one a chance (theoretically).

EDIT: What's with the messed-up colors in Grim Monolith 's picture, by the way? 

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10 months ago  ::  Aug 09, 2012 - 10:02PM #7
SadisticMystic
Date Joined: Aug 6, 2003
Posts: 1,083

When blocking isn't a "thing," each one of your creatures is just a down-payment investment that depreciates your opponent's life total by a rate equal to its power every turn, and deck design is about nothing but figuring out what the most efficient way to do that is without losing all your guys to removal.



If blocking is ever profitable (in a two-player game, and excluding the chump-block sense where the alternative is immediate reduction to 0% Win Probability), then attacking isn't, hence ideal play would dictate that the attack never takes place. The "blocking problem", if indeed it is one, is a direct consequence of that, and nothing more.

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10 months ago  ::  Aug 09, 2012 - 10:32PM #8
Shiny_Umbreon
Date Joined: Jun 10, 2009
Posts: 1,914
Blocking doesn't always mean "blocking profitably". The game is more interesting when chump blocking, gang blocking and trading are possible good moves, too, as Limited as that sounds.
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10 months ago  ::  Aug 10, 2012 - 12:25AM #9
Amarsir
Date Joined: Oct 28, 2006
Posts: 2,731

There's also the "aggro gambit": I lose creatures to your blocks but still get enough damage through from others to eventually win the game.

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10 months ago  ::  Aug 10, 2012 - 2:37AM #10
TobyornotToby
Date Joined: Mar 7, 2006
Posts: 2,311
This article has been long due! I image I'll link to it often in the future.
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