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Topics - TobiR

#1
Banned List & Rules / Ban the Fetchlands
24-03-2016, 01:48:15 PM
This is just for me to see how far off I am with my opinion regarding the fetchlands ;) I don't know if this has been discussed before, I just would like to hear peoples take on this.

I think the fetchlands (Onslaught flooded, Strand, Polluted Delta, etc and Zendikar Arid Mesa, Marsh Flats, etc) aren't good for the format.

Reasons:

1. shuffling takes waaaayyyy too much time. Shuffling before games is already a time consuming activity with a 100 card deck. I don't have a study to back me up on this, but I have the feeling that in 3 games against a 3 or 4 colour deck 10 minutes are devoted to shuffling. That sounds like an exaggeration, but think about your last game against 4 colour Blood. Think about the shuffling before the game, the cutting/shuffling you do with your opponents deck, mulligan shuffling, first fetchland searching/shuffling, cutting/shuffling your opp.'s deck, second fetchland searching/shuffling, cutting/shuffling your opp.'s deck, tutor searching/shuffling, cutting/shuffling your opp.'s deck, third fetchland.... I'll stop here. Playing a lot on cockatrice makes you forget how time consuming these actions really are. But in a real life card game you are forced to watch your opponent shuffle for a loooooong time. Don't get me wrong, shuffling will always be a part of the game with all its various tutor effects, but the Fetchlands take this to another level by adding an additional 7-10 fetch effects to almost every deck playing at least two colours ( for example even Izzet decks often play delta, strand, tarn, foothills, mesa, mire, rainforest)

2. banning the fetchlands would strengthen peoples deck-/manabase-building skills. Right now you can just jam all the on-colour duals and x fetchlands in your deck and call it a day because fetchlands work as duals and basic lands at the same time.

3. It would weaken multicolour decks by creating a downside to playing multiple colours. We all know that 4 colour blood is the best deck in the format because it combines incredibly powerful cards from 4 different colours with perplexing consistency. I find it weird that a deck with 4 colours is perhaps the most consistent in the format. Having access to 4 colours allows this deck to play so many threats that basically do the same (undercosted powerful creatures, powerful planeswalkers, really good removal, etc), therefore bypassing the thought of highlander as a format where every game feels different.

4. It wouldn't kill multicolour decks, they just have to adapt to playing different lands. There are so many sets of duals and dual coloured manlands out there that building a multi colour manabase is still easily possible without having fetchlands around.Furthermore there are enough signets, talismans, keyrunes, etc around to give you colour fixing/ramp without playing green.

(5. It would weaken dredge cards. Without fetchlands filling up the yard, DTT and TCruise would be reduced to an acceptable powerlevel) -> this is just my hate for TCruise.  :D Think of it as an extra argument

To draw a conclusion, I think the fetchlands make people wait for searching/shuffling instead of playing magic for an unnessecarily long period of time and have created an environment in which there is absolutely no downside to playing 3 or 4 colours (I know that blood moon, back to basics, etc are in the format, but they've been for quite some time and it hasn't slowed Blood decks down/stopped them from winning tounaments one bit). The latter has the affect that creatures like siege rhino, which have their multicolour casting cost as their only downside, are basically cards without downside at all, creating a disadvantage for every deck which limits itself to fewer colours. Right now, this isn't problematic because we have a diverse metagame (in part thanks to people playing their pet decks instead of the strongest) but I doubt that this will hold with multicolour decks (especially Blood) winning more and more tournaments all the while Wizards is printing more and more powerful multicolour cards.


Thank you in advance for your answers.
#2
First report as  part of my introduction to this forum  ;D

6th Day of the JK-Store HL League

Results:

1.  Radloff, Tobias  Green Ramp
2.  Müller, Tobias  4c Blood
3.  Schäffer, Dirk  4c Blood  (K0d013e4st)
4.  Hittel, Matthias  Esper Beats
5.  Korbel, Jochen  Grixis Control (goblinpiledriver)
6.  Eichenauer, Markus
7.  Farnung, Benjamin 4c Blood
8.  Kaiser, Benny  Mono U control
9.  Kropf, Marco
10. Schulze, Jan  RDW
11.Lavaud-Canonne, Olivier
12.Robst, Joachim Jund Midrange
13.Schramm, Markus UR Control
14. Vogt, Christian
15. Zahedinour, Kewan  Dredge

Sry for missing deck types. Maybe someone can refresh my memory.

REPORT

Match 1 vs. Tobias Müller with 4c Blood

Game 1: He mulligans to six and I'm able to keep him off of red and black mana due to Tectonic Edge, Wasteland and Acidic Slime.  My bigger creatures  win the game.

Game 2: He mulligans to six again but manages to power out Thundermaw Hellkite on turn 3 thanks to Lotus Cobra. I try to race the Hellkite and his follow-up Loxodon Smiter with Thrun and a 5/5 Mistcutter Hydra while Scavenging Ooze and Deathrite Shaman gain me some life (from the chump blocking small ground creatures on either side). He has two turns to draw into burn/removal, but doesn't so I can win this one.


Match 2 vs. Zahedinour, Kewan with Dredge

Game 1: Krovikan Horror teams up with Bloodghast, nether shadow and unearth dudes team up to first kill my elves and then me.

Game 2: He starts dredging early but fails to find relevant stuff on the first couple of tries which gives my big creatures enough time to kill him.

Game 3: His start of crop rotation searching bazaar of Baghdad is crazy (a discussion evokes if this is the best start in the entire format. Opinions??), but I manage to search for scavenging ooze via fauna shaman shortly after. The ooze eats all his relevant graveyard stuff and finishes the game as 10/10 monster.


Match 3 vs. Benny Kaiser with Mono U control

Game 1: I have a fast start with Thragtusk and Deathrite Shaman eating away his life total. He plays Back to basics which shuts of almost all my lands (one forest and elves of deep shadow and birds of paradise to keep deathrite going).  He casts bribery trying to find a creature which has etb trigger to gain life. As I have drawn Pellakka Wurm and already played Thragtusk he opts for wurmcoil engine but realizes that this would give me enough time to kill him with the shaman. So he has to settle for obstinate Baloth as his bribery target, which manages to trade with Thragtusk, but the shaman deals the last points of damage as he fails to find an answer for it.

Game 2: I ramp up early to lot of mana but he makes his lands drop every drop turn while keeping 5+ cards all the time signaling countermagic. I try to keep him busy by casting some spells into his counters when I draw Mistcutter hydra which does its best uncounterable, repeatable 7 damage Fireball impression. He manages to find Solemn Simulacrum and batterskull to block the Hydra but this opens the window for me to play Ruric Thar, the Unbowed which he can't beat in the given situation once it hit the board.

Match 4 vs. Dirk Schäffer with 4c Blood

Game 1: I play a Thragtusk which he kills with swords to plowshares. I manage to deal some damage with the token but he stabilizes and is slowly turning the race in his favour with his freshly summoned Falkenrath Aristocrat. Fortunately for me I draw Ruric Thar which he has to vindicate essentially timewalking himself by using up 3 of his 4 mana while taking 6 damage in a race situation. He doesn't recover from this.

Game 2: I have a slow start after he plays swords on my deathrite shaman and I fail to  hit a land with courser of kruphix several turns in a row. His turn two dark Confidants grants him about one million cards but is kind enough to reveal only high casting costs spells (Thundermaw, Sorin BW) which puts him on dangerously low life. I have an outside chance of winning with his confidant if I sacriifice my board in a gang chump block, but he has the path to exile so knight of reliquary and friends can kill me.

Game 3: I have a sick start of one drop elf into growth spasm into Vraska, the Unseen which kills his turn two bitterblossom. He kills Vraska with Ajani Vengeant which in return gets killed by my elf. I cast Karn Liberated on turn five which eats away his hand cards and threats. He tries to fight back with aven mindcensor (blocking my fauna shaman) und treetop village but a freshly drawn Thrun gives Karn room to breathe and take over the game.

Comments/questions/additions are welcome