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#“this is MY turn. not yours. wait your turn like a good planeswalker or i'll whack you with my gavel”
dravidious · 6 months
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You're more amazing than multiple pillows
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"Your honor, the prosecution would like to call the next witness to the stand."
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"Mr Murder claims to have seen the entire crime personally."
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"Your honor... With all due respect, that's a bird. You can't call a bird as a witness! Furthermore..."
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"As as the previous witness revealed earlier, several black feathers were found on the victim's body. This makes Mr Murder look like far more than just a witness. The defense would like to accuse Mr Murder of being the true killer!"
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"Mr Wright, the last time we had a bird at the witness stand, you were the one wanted to cross-examine it. And we're all well aware of the black feathers. Let's hear what Mr Murder has to say before throwing around accusations. Now then, Mr Murder, please state your name and occupation."
"You will die on the twelfth of April, 2038, 11:31 am."
In other news, an expansion on disturb cards!
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And now that we've got a nice chain going, let's string them all together!
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inventors-fair · 4 months
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Across the Finish Line: Weird Vehicle Winners ~
Our wheeled warriors this week are @curiooftheheart, @deg99, and @misterstingyjack!
It's going to be hard to talk about some of these entries this week, because wow, we had a lot of strong, unique submissions. Paring down to winners and runners wasn't easy, but I can't wait to talk about them.
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@curiooftheheart — Artillery Drive
This is a heck of a mechanical payoff. Interesting how it's such an aggressive card, one that only looks into attacking, but at the same time I never considered how much the defensive property of vehicles can matter—or at least, I had considered it, but this cars makes me rethink its aggression. The cost is enough for me to put this solidly in the limited/casual/commander areas of the vehicle archetype. And what a card it is for that; turning on your engines is quite strong.
When considering the creature/noncreature functionality of vehicles, I love how this card can tap as soon as it comes out, UNLESS it gets crewed. The incentivization of deckbuilding to that strength becomes core. Big vehicle archetype? Absolutely wild. And then, the complexity of the bonus buff for if it's a creature? Every part of this card is both top-tier complexity and easily grokable. Assuming one reads the card, I mean. Players who can use this card effectively will be able to demolish their opponents. I wonder, what is a "Drive" here? That's the only part I'm more curious about, but if it's a mechanical specificity to the augmenting nature, I think I feel it.
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@deg99 — Story Train
We had a lot of red vehicles this week. Honestly, we had a lot of variety in the vehicles. This one is the only Saga in the bunch. Can you believe that? Look, Mx. 99, I have to be honest: when I first saw this card, I really thought it was too weird. And then, I thought about it mechanically, and got mad about how well it would play. And then, I remembered some long-forgotten children's trope about a train that took people on story-based adventures. Seriously, I was like...five? Six? No idea, but lord knows it's there. This is weirdly effective in terms of trope connection. What the heck is making this so...enjoyable?
The only thing that I would change is the possibility of having the abilities start with "Until end of turn, ..." to ensure that there's no confusion between the ability-granting EOT and the animation EOT effects. You mentioned the story in your submission, but I actually feel that this card just kinda...works. The train gains its different abilities as it goes along, and then it ends in a fiery cataclysm because the train has to stop somewhere and everything explodes. It carries itself. This shouldn't work! This really shouldn't be as fun as it is! And yet, you have a removable body that says "let me tell you the tale of how I did twelve damage and exploded your planeswalker." I couldn't not include this one for innovation's sake. Far from broken, far from normal.
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@misterstingyjack — Phandelver Funicular
This card is the marriage of story and functionality that makes it both nicely weird and neatly good to deal with. I'll be doubly honest as well: the dungeons/initiative are tied with the Ring as my least favorite mechanics. Period. Ever. Does this card work? Yes, 100%. Should it have the keywords that it does? That's... Well, I think that it's a little much, and menace/trample don't feel great together always, but that's disregarding the dungeon exploration mechanic. Your description of the vibes, the name, and the understanding of the world all come together to make this card as good as it is.
I'm going to assume that you know more about D&D than I do if this was what came to mind, or at least that you liked the AFR stuff more than I did. You know what? That's fine! Fantasy world tourism is a silly enough idea that it makes sense to me—why wouldn't there be some dungeon that's being grifted? What's up with the grand tour? Well, someone made a vehicle that can delve into it safely, so there you go, more bang for your buck. What a silly card. If I was ever forced to play a D&D set again, I would love to play this card. Weird vibes, fun times. Those long-time inventors know that I get into sad/grim/serious cards a lot, but why not have some fun with a mechanically relevant and straightforwardly world-curved card. Right?
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Runners and commentary later today. @abelzumi
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gold3nladybug · 6 years
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Let's build a Legacy Deck
I do a lot of thinking about magic; you've possibly realised that, since I post long diatribes about what the game means to me on a somewhat regular basis. However, I'm not really very... let's say creative in how I approach the game. I'm not looking to explore new ground, I'm mostly trying to be as good at this game as I possibly can be. I'm pretty competitive, but my motivation isn't really winning - it's more about improving.
Legacy is a beautiful format. Not just the cards themselves, but the complexity, diversity and unbelievable skill ceilings that you can strive to attain playing these cards. I always feel like there is so much more I can learn, so many things I can improve. The level of mastery that could be achieved with these cards is seemingly endless.
So it is only fitting that we start here:
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Mercadian Masques is the best Brainstorm. Don't @ me.
Now, beyond that, it's actually not that easy to branch out too far. There is a very real, very challenging financial barrier to playing this amazing format (and indeed all non-rotating formats share this problem to some degree). I own a handful of blue duals, and that unlocks a certain subset of the format for me. I bought them over the course of a year or so, and they were much, much cheaper than they are now. I doubt I'll ever be able to justify buying more, and since I don't have the quantity of duals necessary for some decks, and I own zero Tropical Islands, that subset actually isn't that large. I also don't really own any of the cards to play non-brainstorm decks - no Death & Taxes, no Eldrazipost, no Lands, no Quinn the Eskimo (yup, that's a real deck name. Give it a google, its delightful).
So, I own Tundras. That means that in Legacy, I'm pretty much always playing Miracles. My collection supports that. But that isn't really where I think I wanna be right now
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Beautiful.
Stoneblade has had a bit of a renaissance recently, putting up good finishes at a high level because someone recently decided "I think I should play Death's Shadow in Legacy" and almost won the Pro Tour. Decks that play white mana have a pretty solid answer to that, and Stoneblade's ability to switch strategies between defender and aggressor is really valuable. I loved Miracles with Sensei's Divining Top, but the deck was a problem, and without that card it can't always claim inevitably. You need to win the game somehow, and Batterskull is a pretty solid somehow. But it can't do it alone.
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Here's the rest of the team.
Snapcaster Mage is a ridiculous magic card. There are a lot of good instants and sorceries, y'all. In a format like legacy, though, playing the full four copies can sometimes be a liability, especially if you don't have cards like Lightning Bolt that can let you convert excess mages into a noncommittal, one size fits all kinda spell. All the cards I have are pretty specialized, and Snapcaster Mage can be all of them. Absolutely wild. I hear Tiago Chan, the winner of the invitational that led to this card, became a professional wrestler.
Wild.
Jace, the Mind Sculptor set the gold standard for what a Planeswalker could be. It feels like a privilege to be able to play with this card sometimes. One thing that I find interesting, is that in my experience I am vastly more willing to +2 Jace as my main plan than others. I get that Brainstorming is awesome and all, but the elevator going up is pretty cool too. It doesn't create numerical advantage, but using Jace's fate seal can create a lot of qualitive advantage and also let's you use an ability that wins the game. I'm a fan.
Vendilion Clique, though, might just be one of my favourite magic cards. It does a whole lot of very cool things, the most important of which to me is create informational asymmetry. This game would be a lot easier if you knew all the cards your opponent had, and usually that means you have to play cards like Thoughtseize. But that card is gross. Also, don't sleep on using Clique to send one of your own cards away, especially if that card is an equipment that you can find with your stoneforge mystic.
Lastly, we have True-Name Nemesis. This card isn't always good, but when it is it's the best card in your deck. If creatures attacking or blocking matters in a game, there is no card that does either that is better for its cost than TNN. My copies are the only cards in my deck that are altered or signed, and I normally like having things be really consistent in my constructed decks, but you can see Zack Stella's beautiful signature. Can you blame me?
So that is how I'm going to win. How am I going to not lose?
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Death's Shadow matches up so poorly against Swords to Plowshares, like damn. My pick for the most outrageous removal spell of all time, even with Assassin's Trophy coming down the pipeline, Swords to Plowshares solves so many problems. A lot of this post is just me gushing about these cards, and I understand that might not be the most engaging thing to read, but I really do just love so many of them.
The rest of these spells are broadly about patching holes up. One of the amazing things about Brainstorm is that you get to see a lot of cards each game, so having a few discrete answers to unusual problems can pay a lot of dividends. Council's Judgment and Enginnered Explosives can answer weird permanents that might otherwise beat me, and Supreme Verdict (though sometimes weird in a deck that wants to put creatures on the battlefield) will occasionally just bail you out. And while it might sound funny, it really is relevant that it is blue sometimes.
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This is also the best counterspell art. Still don't @ me.
Force of Will is a bit of a weird card, because in a perfect world I wouldn't even want to play it. It is clunky, puts you down cards a lot of the time and is a massive hassle to play for retail. But also, sometimes Force is the only thing standing between you and rampant degeneracy. People play Belcher in this format! It is the glue that holds the format together.
And then we get to this, and I start to question if I actually know what I'm doing. Sometimes I make these really calculated choices, trying to eke out the smallest possible advantage. Other times I think to myself "yeah, that seems right" and this is one of those times. Flusterstorm is a really powerful, versatile piece of interaction that comes with inbuilt protection and scales throughout the turn. Great with Snapcaster Mage, but absolutely worthless some of the time. People play Chalice of the Void in this format!
Spell Snare is hyper specialized, but it does a lot of things that Flusterstorm can't. There are a legion of incredibly powerful, diverse threats that exist at 2cmc in this format; Baleful Strix, Hymn to Tourach, Tarmogoyf, Sylvan Library, enemy Snapcaster Mage, Counterbalance, Exhume, Infernal Tutor, etc, etc. Snare stops them all cold, but only them.
Spell Pierce is the middle ground, the bridge between two entirely different points of view. It's kinda boring, but its pretty okay at standing in for both of the other's jobs. Spell Pierce never wins employee of the month, but I hope it knows I appreciate it.
One last spell in the main deck, and its Search for Azcanta.
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X marks the Spot! I play with checklist cards almost exclusively for any DFC cards that I use, even if I'm 100% sure the sleeves I'm using are completely opaque. It is way better to be safe than sorry, and I also like not needing to actually take my card out of the sleeve to flip it when I can have the real card off to the side in an inner to place on the board when I need it.
Once, when I was playing two Azcanta in a standard deck, I asked my teammate if I should have two Azcanta sleeved, one flipped and one not, because I couldn't actually have two in the same state on the battlefield. They looked like they wanted to slap me.
After that is just lands, and you probably don't want to see that...
Who are we kidding, the lands in a legacy deck are beautiful
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I'm really proud of my legacy manabase.
This is also one of those examples of those really calculated choices, optimising for the smallest possible advantages. It turns out that you're only allowed to play four Flooded Strand, and after that NONE of the fetches get both basic Island and basic Plains. Normally this means a couple of Scalding Tarns, or whatever other blue fetch you have a few copies of, but why not extract the tiniest, most infinitesimal fraction of an advantage. What if they Pithing Needle Scalding Tarn? What if they're monsters who cast Surgical Extractions on random targets to see if they getcha? Well you're not going to get me, because I have insulated myself by playing three different blue fetches and an Arid Mesa.
Otherwise, Karakas is a lovely tech land against any sort of reanimator strategy, while also unlocking all sorts of fun play patterns with Vendilion Clique. Wasteland is playing in a similar space, being a low investment singleton that can be really good in some matchups, but I don't know if I like it. I might play an extra basic over it, we'll see.
But wait, I hear you asking, why are you playing Volcanic Island. You don't have any red cards!
Entirely fair question.
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All the way from the sideboard, red cards.
As you might have gathered, there are some pretty amazing blue cards in legacy. I'm not one to let people just get away with playing blue cards. It's a little weird to have a 2/1 split of red blast effects, but it's just one of those micro optimizations. Sometimes they'll have a meddling mage naming Pyroblast, you know? Also, on my wishlist is a black border red elemental blast of some description. My pyroblasts just look so much prettier.
Also I guess I lied about TNN being the only signed card I play. But again, just look at Franz Vohwinkel's signature. Impossible to turn it down.
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The rest of the sideboard is pretty easy to break down. A Hydroblast, because we can't let people get away with playing red cards either. An extra Flusterstorm, because it's just a fantastic card that usually gets better after sideboard. People usually have pretty good spells in their decks, and stopping Flusterstorm from countering those spells can be pretty challenging. Disenchant is a pretty good hedge a lot of the time, for a similar reason. People tend to have some high impact enchantments or artifacts kicking around, so I usually want a cheap way to fight that available to me. Containment Priest and the two Surgical Extractions are a concession to the speed and power of reanimation strategies, that also happen to have some really good splash damage against other really powerful strategies. I kind of want to make room for a Rest in Peace, but for now these will serve. Monastery Mentor is just one of those cards that, in a post sideboard game where a lot of the removal is gone and Pyroblasts imperil the battlefield and stack, can take over a game with extreme speed and quickly end it. It could also be something like a Gideon, Ally of Zendikar, but there's value in dodging Spell Pierce.
So the only part of this that might be a bit weird is the Spell Queller, Counterbalance package. My thinking is, coming from Miracles, that Counterbalance is sometimes an exceedingly powerful card. And sometimes it's pretty janky. It's hard to truly cut it from the main deck there, because it helps enable so many of the soft synergies in the deck (revealing for Predict, making all the cantrips that much better, finding spots to crack fetch lands for extra value), even though the times that it's bad it is so bad. But here, I've almost got the same amount of cantripping and deck manipulation as I would in Miracles, but my main proactive gameplan is strong enough that I don't need them in my main deck. It's a perfect card to slide into the sideboard, where I can access it both as a value engine for blue pseudo-mirrors and a desperate tool to fight combo as well.
Spell Queller was a card I considered for Vendilion Clique's spot for a long time. They are approximately as vulnerable as each other in the context of the format, but eventually the inability to profitably play it for value proactively gave Clique the nod. But the other main three drop I play kept me thinking about it. When it matters, TNN is exceptional. But when it's bad, there's nothing you want less; True Name feels like such a brick if your opponent is doing something degenerate. It's an easy swap in those situations for this powerful reactive spirit. Like Mentor, dodging Flusterstorm and Spell Pierce is a huge deal in winning counter wars while also transitioning into an aggressive stance. So many important cards are vulnerable to being quelled, and I'm honestly quite excited to play with it.
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So... there you have it. That's my legacy deck. It's not perfect, and I'm sure before too long I'll end up putting Terminus back in here and going back to Miracles. It's hard to change decks in Legacy, and not just because of the price. These cards really do feel special, like you're playing with important pieces in the history of a really great, really important game. I hope I get to keep playing Legacy for a long, long time.
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