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6 months ago  ::  Dec 25, 2012 - 10:47PM #11
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,777

Dec 25, 2012 -- 7:24PM, Shadowchu wrote:

This number system doesn't properly show how much of the nut this card is. Blowout city. 




It also doesn't show it's often a dead card in hand. This card is often in my opponent's hand when I beat them...

bulletd Guidelines:

5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1. Domri Rade
4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council
4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk
3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault
3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet
2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging
2.0: Creatures 10-16; removal 6-7. Act of Treason
1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk
1.0: 23rd card if I don't maindeck an additional land. Mental Vapors
0.5: This card will sometimes be sideboarded in. Shattering Blow
0.0: I will shred this card for counters. Frenzied tilling
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6 months ago  ::  Dec 26, 2012 - 2:20AM #12
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,510

Dec 25, 2012 -- 10:47PM, Urzasapprentice wrote:

Dec 25, 2012 -- 7:24PM, Shadowchu wrote:

This number system doesn't properly show how much of the nut this card is. Blowout city. 




It also doesn't show it's often a dead card in hand. This card is often in my opponent's hand when I beat them...




... While this is a trend, most of the times if you remember to play 15+ creatures, this card is insane. If they're trading off all their creatures, it's going to be a dead draw. If they instead (try to) race with cards like Gore-House Chainwalker s and Bloodfray Giant , this just swings the race around so hard. I suspect some players who include this play too defensively when they don't actually have the card in hand (losing the game slowly but surely) instead of playing to their outs. You shouldn't be afraid to take some damage to the face instead of trading/chumping unprofitably if you're running stuff like this and Traitorous Instinct .

A First look at Dragon's Maze Limited - New article up!
IN THE TANK - my very own blog for rambling about Magic!
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6 months ago  ::  Dec 26, 2012 - 6:38AM #13
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,777

Dec 26, 2012 -- 2:20AM, Lobster667 wrote:

Dec 25, 2012 -- 10:47PM, Urzasapprentice wrote:

Dec 25, 2012 -- 7:24PM, Shadowchu wrote:

This number system doesn't properly show how much of the nut this card is. Blowout city. 




It also doesn't show it's often a dead card in hand. This card is often in my opponent's hand when I beat them...




... While this is a trend, most of the times if you remember to play 15+ creatures, this card is insane. If they're trading off all their creatures, it's going to be a dead draw. If they instead (try to) race with cards like Gore-House Chainwalker s and Bloodfray Giant , this just swings the race around so hard. I suspect some players who include this play too defensively when they don't actually have the card in hand (losing the game slowly but surely) instead of playing to their outs. You shouldn't be afraid to take some damage to the face instead of trading/chumping unprofitably if you're running stuff like this and Traitorous Instinct .





I suspect that's a big part of it. I'm just sick of the postgame "You got lucky...look what I had in my hand." after 4 or 5 guys do that, you realise it might not be luck that this card is in the palm and not on the stack...

bulletd Guidelines:

5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1. Domri Rade
4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council
4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk
3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault
3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet
2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging
2.0: Creatures 10-16; removal 6-7. Act of Treason
1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk
1.0: 23rd card if I don't maindeck an additional land. Mental Vapors
0.5: This card will sometimes be sideboarded in. Shattering Blow
0.0: I will shred this card for counters. Frenzied tilling
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