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5 months ago ::
Dec 30, 2012 - 10:01AM
#21
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Date Joined:
Nov 18, 2012
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I wouldn't bring this in just for the combo with underworld connections. It does like nothing when you don't hit the combo, and even when you do, I just feel like you would have won most of those games with just connections. I'd honestly rather run another land.
I don't have an egosig because I'd rather my ideas be judged on their merits than on mine. Catpoints: Spoiler:
Show
What are catpoints? A way of measuring how much I love you. How do I get catpoints? 1: participate in my forum games/contests. 2: make awesome posts. 3: destroy Carthage. What can I do with catpoints? You can ask favors of me. I may or may not agree to your favor, depending on how big the favor is and how many catpoints you have. Who has how many catpoints? shadowchu: 100 Islands: 100 Niche: 50 mrindigo: 50 kips: 50 Rstnme: 25 Jman: 25 everyone else: 0 Keeperofmanynames: -100 Morgothra: -100
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5 months ago ::
Dec 30, 2012 - 10:13AM
#22
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Date Joined:
Jul 13, 2008
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lol, you got it. You're actually just 100% wrong. Please prove that you're not being results oriented and then I'll concede. Until then you're wrong. This card is a 0. It is actually completely unplayable regardless of what you think.
You can think what you like. I proved you wrong. There are situations where this card is useful. You don't get to deciede for all of us what the card ratings are. I've seen some dubious ratings from you in the past. I could care less if you think this is 0.0. I will run it in similar situations again and feel comfortable.
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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5 months ago ::
Dec 30, 2012 - 10:17AM
#23
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Date Joined:
Jul 13, 2008
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I wouldn't bring this in just for the combo with underworld connections. It does like nothing when you don't hit the combo, and even when you do, I just feel like you would have won most of those games with just connections. I'd honestly rather run another land.
Actually I didn't hit the combo and then tapped out for a creature on my turn and then on my opponents turn played a key giant growth .
Later in the same game I did something similar where I used all but one mana and then cast savage surge . The Oak street inn keeper wasn't going to come in that handy, that card was excellent. Then as said before it provided me a third card one turn that DIRECTLY kept me alive. If I only had the connections I would have lost, then 4 turns later it saved me AGAIN, with a third draw!
BUT, the big but, this was a narrow situation. I had the connections, I was in Golgari and I was happy with my build.
It's not out of the question for me to give this a 0.5 especially because after it saved my butt DIRECTLY in three games of one tourney.
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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5 months ago ::
Dec 30, 2012 - 10:24AM
#24
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Date Joined:
Sep 10, 2006
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lol, you got it. You're actually just 100% wrong. Please prove that you're not being results oriented and then I'll concede. Until then you're wrong. This card is a 0. It is actually completely unplayable regardless of what you think.
You can think what you like. I proved you wrong. There are situations where this card is useful. You don't get to deciede for all of us what the card ratings are. I've seen some dubious ratings from you in the past. I could care less if you think this is 0.0. I will run it in similar situations again and feel comfortable.
No, you're still wrong. I would gladly play against you playing this piece of feces because it means your deck has been dilluted with garbage.
You have a singular use for a bad card. You're being results oriented. You still haven't proven how the card is good even as your rating of a sideboard option. You shouldn't play bad cards even if a bad card worked for you once. It's bad practice and the wrong way to look at deck construction. Do you board in/side out lands after you get mana flooded/screwed? It's the same idea. You play the right amount of lands because over the course of playing magic you'll have the right amounts and then variance will time to time screw you. It's the same with only playing good magic cards. If you play crappy ones over a long period of time they will be bad for you. Your small amount of anecdotal evidence to this card being useful is wrong.
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5 months ago ::
Dec 30, 2012 - 11:25AM
#25
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Date Joined:
Jul 13, 2008
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lol, you got it. You're actually just 100% wrong. Please prove that you're not being results oriented and then I'll concede. Until then you're wrong. This card is a 0. It is actually completely unplayable regardless of what you think.
You can think what you like. I proved you wrong. There are situations where this card is useful. You don't get to deciede for all of us what the card ratings are. I've seen some dubious ratings from you in the past. I could care less if you think this is 0.0. I will run it in similar situations again and feel comfortable.
No, you're still wrong. I would gladly play against you playing this piece of feces because it means your deck has been dilluted with garbage.
You have a singular use for a bad card. You're being results oriented. You still haven't proven how the card is good even as your rating of a sideboard option. You shouldn't play bad cards even if a bad card worked for you once. It's bad practice and the wrong way to look at deck construction. Do you board in/side out lands after you get mana flooded/screwed? It's the same idea. You play the right amount of lands because over the course of playing magic you'll have the right amounts and then variance will time to time screw you. It's the same with only playing good magic cards. If you play crappy ones over a long period of time they will be bad for you. Your small amount of anecdotal evidence to this card being useful is wrong.
You can't possibly be this dense. No one could be. A 0.0 means you would never play it under ANY circumstances. I HAVE played it, to strong effect. Therefore saying I wouldn't play it under any circumstance would be false. My evidence does PROVE that it's a 0.5 I only need to provide one situation where it was picked and played successfully. I did that. But you refuse to ever acknowledge other people's plays or ideas because you're so narrow in your thinking. For the last time, it wasn't only used for Underworld connections , UC was one of several reasons that I CONSIDERED playing this card. The others being I had plenty of creatures, plenty of lands and no spells to add in color. It had a chance to make an impact because I had many instances in this deck that might be useful.
As I already stated it was cast during three games. In each of those games it was KEY in delivering a win. Providing necassary mana for two combat tricks and providing a third card for winning effect several times.
It's extremely rare that I would play this, but for one, I'm happy that I was able to see through the stigma WE all attached to this card and I helped it to be viable and win FNM. I'm happy to say I went 4-0 with a deck consisting of a few common combat tricks and an Underworld Connections I only drew in 4/10 games.
Again, it really doesn't matter what you think. I used the card and it worked...end of story. Will I use it ever again? Who knows, maybe not. But I wouldn't have won if I had been drawing the Inn Keeper I know that.
It's too bad you can't see when a card's value rises because of what's around it in the deck.
You probably only win when you have bomb rares. I'm 1/1 with this card and happy for it.
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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5 months ago ::
Dec 30, 2012 - 11:42AM
#26
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Date Joined:
Sep 10, 2006
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Actually, you're the one who doesn't understand. You shouldn't play this card under any circumstances and just because you made this card relevant one time does not make it good in any sense. This card is universally bad. This card is worse than playing a land, always.
So, based on a small sample size at an FNM gives you the ability to judge that this card isn't worthless. You still haven't answered me about how your "evidence" about this card isn't results based.
Also, as previously stated in this thread, it says more about the power level of Underworld Connections than urban feces. There isn't a "stigma" attached to his card. It's bad because it's bad. A polished turd is still a turd no matter how much you shine it.
I love the ad hominem. The difference is that I will call you a trash player to your face rather than petty jabs. If you think this card is playable in any sense, you're bad at magic.
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5 months ago ::
Dec 30, 2012 - 12:24PM
#27
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Date Joined:
Sep 22, 2012
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Preface: I can't really do math worth a damn, so please feel free to correct me here.
So, we all agree that this card does absolutely nothing when you don't have underworld connections in play. The question is, assuming we have 1 underworld connections and 1 urban feces (I lol'ed irl) in our deck, what are the odds we draw both? and when?
The earliest we can assemble the combo is turn three(activating for the first time on turn 4). Giving ourselves the benefit of the doubt, let's assume we are on the draw. If so, we have seen 10 cards(7 opener plus 3 draw steps) of 40, or .25 of our deck.
.25 is our chance of drawing each respective combo piece by turn 3.
.25*.25 = .063, the odds we have assembled the combo on turn 3 on the draw. .275*.275 = .076, the odds on turn 4 .3*.3 = .090, the odds on turn 5 .325*.325 = .106, the odds on turn 6 .35*.35 = .123, the odds on turn 7 .375*.375 = .141, the odds on turn 8
Additional disclaimer: Yes I know that you can't draw both cards in the same draw step. I don't know how that affects the numbers so I have chosen to ignore it.
Now we have reached the average length of an RTR game. Beyond this, I don't see how drawing our combo would be relevant.
If we saturate our deck with urban feces, to the point where we always have 1 in hand, our odds of assembling the combo are still only .25 on turn 3 and .375 on turn 8.
Is a 6%-14% chance of assembling the combo worth the large majority of the times when urban burgeoning is a virtual mulligan? I'm not even considering the life and mana payments it takes to use underworld, and how much easier it makes the opponent's task of killing us.
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5 months ago ::
Dec 30, 2012 - 12:57PM
#28
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Date Joined:
Nov 18, 2012
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You also need to consider that often, you'd be winning off connections whether you draw burgeoning or not.
I don't have an egosig because I'd rather my ideas be judged on their merits than on mine. Catpoints: Spoiler:
Show
What are catpoints? A way of measuring how much I love you. How do I get catpoints? 1: participate in my forum games/contests. 2: make awesome posts. 3: destroy Carthage. What can I do with catpoints? You can ask favors of me. I may or may not agree to your favor, depending on how big the favor is and how many catpoints you have. Who has how many catpoints? shadowchu: 100 Islands: 100 Niche: 50 mrindigo: 50 kips: 50 Rstnme: 25 Jman: 25 everyone else: 0 Keeperofmanynames: -100 Morgothra: -100
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5 months ago ::
Dec 30, 2012 - 3:47PM
#29
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Date Joined:
Sep 30, 2010
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Both sides are being a little extreme here, I feel. I definitely get the point against this card ever being playable, though I think it's overstated. I think playing this over an Oak Street Innkeeper in a deck that has Underworld Connections as well as cheap pump spells at instant speed is reasonable, if unattractive. However, that should not be considered proof that the card is even remotely playable in the vast majority of situations, and I feel that UA is overstating its case. Let us be perfectly clear here: Casting a Giant Growth and a Savage Surge off this is not enough to make it worth more than playing a basic land which could have accomplished the same thing and more to boot. Making a case for the card on the basis of those situations is weakening, not strengthening your case. The card is very, very bad and evaluating it beneficially (yes, I consider .5 to be "too much" for this card) is like ranking Search the City higher than 0 because you've had a deck that had 6 Doorkeepers, 8 Hover Barriers and 8 Downsizes in addition to it. It's an extreme case which does very little to illuminate the card's general utility. The point of these rankings is that they are generalized and should serve as rules of thumb. It's not atrocious to rate this .5, but it's too generous.
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5 months ago ::
Dec 31, 2012 - 8:23AM
#30
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Date Joined:
Nov 18, 2012
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Both sides are being a little extreme here, I feel. I definitely get the point against this card ever being playable, though I think it's overstated. I think playing this over an Oak Street Innkeeper in a deck that has Underworld Connections as well as cheap pump spells at instant speed is reasonable, if unattractive.
You're not playing this over oak street innkeeper, you're playing this over a basic land.
I don't have an egosig because I'd rather my ideas be judged on their merits than on mine. Catpoints: Spoiler:
Show
What are catpoints? A way of measuring how much I love you. How do I get catpoints? 1: participate in my forum games/contests. 2: make awesome posts. 3: destroy Carthage. What can I do with catpoints? You can ask favors of me. I may or may not agree to your favor, depending on how big the favor is and how many catpoints you have. Who has how many catpoints? shadowchu: 100 Islands: 100 Niche: 50 mrindigo: 50 kips: 50 Rstnme: 25 Jman: 25 everyone else: 0 Keeperofmanynames: -100 Morgothra: -100
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