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Topics - Dreamer

#1
New Editions / Return to Ravnica
04-09-2012, 02:23:36 PM
So. Worldspine... thing. Hooray for Nat Order into 30 power with Trample I guess? These "I Win Lols" permanents are goddamn stupid. But will they stop? Nno sir, so stop playing your favourite deck and ramp into FATTIES. Isn't Magic so FUN? Nevermind I am an idiot and cannot read. In other news, Gatecreeper Vine and the Guildgates are going to be huge in Pauper.

#2
New Editions / Innistrad
02-09-2011, 03:51:39 PM
Garruk 3.0
Want.
That is all.
#3
Off-Topic / Karma!
09-08-2011, 05:33:50 AM
I want to see from which posts I got karma from. Feels much better when it's tied to specific contributions instead of "you're vaguely appreciated". So if you have a flipswitch or something that makes the source of good and bad vibes visible, please use it.
#4
It's easy to post decklists as a stream of unarranged (or just alphabeticized) names and leave it at that. Whoever's interested will figure it out. Please, don't do this. It's incredibly annoying to have to sort out a decklist just so I can figure out what is even being played. If you post the deck for comments, I can almost guarantee a random jumble will have less than a list that's arranged coherently. It's not a terrible amount of work. These kinds of simple divisions are enough:


Example 1: Random jumble
Control Magic
Mirran Crusader
Kira, Great Glass-Spinner
Aven Mindcensor
Leonin Arbiter
Back to Basics
Gush
Fathom Seer
Armageddon
Ravages of War
Mana Drain
Mana Leak
Disrupt
Black Vise
Chrome Mox
Counterspell
Memory Lapse
Cryptic Command
Dismember
Miscalculation
Stonecloaker


Example 2: Random jumble arranged:

Meat:

Fathom Seer
Leonin Arbiter

Stonecloaker
Aven Mindcensor
Mirran Crusader
Kira, Great Glass-Spinner

Spells:

Chrome Mox

Black Vise
Disrupt

Counterspell
Mana Drain
Mana Leak
Memory Lapse

Dismember
Back to Basics

Control Magic
Cryptic Command
Armageddon
Ravages of War

Miscalculation
Gush



Notice how just this simple organization already makes it easier to determine wtf the list is in the first place? The structure helps in looking for specific cards and seeing the curve. It also divides the list into grokkable pieces that the human mind is designed to handle in the first place. It isn't designed to handle long, random jumbles that make no sense.

So please, do not post random jumbles. Even if it is just for my sanity alone.
Just.
Don't.
Do it.
#5
General Discussion / Vendilion Clique
03-08-2011, 03:23:50 PM
I've become quite annoyed with this card of late. It's theoretically good, but the more I play it, the more I'm left with a slight feeling of disappointment. It just feels like Clique doesn't cut it.

Everyone says it's awesome, but may it just be because we're conditioned to believe that the things it does are awesome, to the point that the Clique's inclusion is somewhat dogmatic?

Am I a heretic and just playing the card wrong, or does anyone else feel that the card is just a wee bit lackluster nowadays?
#6
New Editions / M12 spoilers
03-07-2011, 01:47:15 PM
White:

Angelic Destiny   2WW
Enchantment - Aura   Mythic Rare

Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.


Big Rancor. Probably too expensive, but hey, it's Rancor. Boo for Mythicness, as always.

Gideon's Avenger   1WW
Creature - Human Soldier    Rare
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on Gideon's Avenger.
2/2


Standard-ish critter. Nothing terribly amazing, but might cut it. Then again, I've never tried to build White Weenie.

Gideon's Lawkeeper   W
=Goldmeadow Harrier. Again, dunno if WW needs or wants any.


Grand Abolisher      WW
Creature - Human Cleric    Rare
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures or enchantments.
2/2


Heelllooo, hatebear! I could see running this in Rector. It's a critter, it's cheap, it says nono to nasty countermagic and combo interruption shenanigans. UW control will probably like it, too. Resolving Planeswalkers and other finishers without counterbackup sounds nice.

Blue:

Frost Breath      2U
Instant    Common
Tap up to two target creatures. They don't untap during their controller's next untap step.


UG might like it. At least it's better than sleep. Even then, probably not.

Jace's Archivist   1UU
Creature - Vedalken Wizard    Rare
{U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.

Reanimator might like this, I guess.

Jace, Memory Adept   3UU
Planeswalker - Jace    Mythic Rare
+1: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
0: Target player puts the top ten cards of his or her library into his or her graveyard.
-7: Any number of target players each draw twenty cards.
Loyalty: 4


Initial verdict: Meh. Probably the final one, as well.

Mind Unbound      4UU
Enchantment    Rare
At the beginning of your upkeep, put a lore counter on Mind Unbound, then draw a card for each lore counter on Mind Unbound.


Slow card advantage machine is slow.

Visions of Beyond   U
Instant    Rare
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.


The million-dollar question: Can this bugger be broken somehow? I kinda doubt it. But if there's a format it might be good in, it's ours.

Black:

Devouring Swarm   1BB
Creature - Insect    Common
Flying
Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.
2/1


Husk. Husk fly now. Ugh. Pattern should like it unless the extra B proves too annoying.

Red:

Chandra, the Firebrand   3R
Planeswalker - Chandra    Mythic Rare
+1: Chandra, the Firebrand deals 1 damage to target creature or player.
-2: When you cast you next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
-6: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.
Loyalty: 3


Good planeswalker is good. That's all. Also, boo Mythic and a million dollar pricetag.

Chandra's Phoenix   1RR
Creature - Phoenix    Rare
Flying

Haste

Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return Chandra's Phoenix from your graveyard to your hand.
2/2


Nice toys? RDW wants more nice toys.

Goblin Fireslinger   R
Creature - Goblin Shaman    Common
{T}: Goblin Fireslinger deals 1 damage to target player.
1/1


Cheap. Playable in RDW?

Green:

Dungrove Elder   2G
Creature - Treefolk    Rare
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
*/*


Seems decent-ish for GB rock or a random green ramp concoction.

Garruk, Primal Hunter   2GGG
Planeswalker - Garruk    Mythic Rare
+1: Put a 3/3 green Beast creature token onto the battlefield.
-3: Draw cards equal to the greatest power among creatures you control.
-6: Put a 6/6 green Wurm creature token onto the battlefield for each land you control.
Loyalty: 3


GREEN CARD DRAW <3<3<3
Heavy G cost, but...
GREEN CARD DRAW <3<3<3
And tokens. All in all, looks nice if you can cast it. Boo Mythic.

Garruk's Horde   5GG
Creature - Beast    Rare
Trample
Play with the top card of your library revealed.
You may play the top card of your library if it's a creature card.
7/7


Too expensive, but can be NO-ed out if you're desperate to play it. Worse effect than Oracle of Mul Daya.

Hunter's Insight   2G
Instant    Uncommon
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.


Risky as hell. But at least it's green.

Primordial Hydra   XGG
Creature - Hydra    Mythic Rare
Primordial Hydra enters the battlefield with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra.
Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
0/0


Newest Lolscale Coatl. Boo Mythic.

Skinshifter      1G
Creature - Human Shaman    Rare
{G}: Choose one - Until end of turn, Skinshifter becomes a 4/4 Rhino and gains trample; or until end of turn, Skinshifter becomes a 2/2 Bird and gains flying; or until end of turn, Skinshifter becomes a 0/8 Plant. Activate this ability only once each turn.
1/1


Whatever you need, this guy does it. All around nice critter.

Artifacts & Lands:

Sundial of the Infinite   2
Artifact    Rare
1, {T}: End the turn. Activate this ability only during your turn.


My prize for the most interesting Magic card printed in the last couple of years. Time will tell if anything comes out of it.
Stax?

Buried Ruin
Land    Uncommon
{T}: Add 1 to your mana pool.
2, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.


I guess it's useful. Would rather use Academy Ruins, tho.
#7
Deck Lists / Leftover Esper (Now Leftover UW)
29-11-2010, 07:16:35 PM
More budgety control decks for critique! After the RUG attempt just didn't feel right no matter what I did I decided to go back to good old UW control with Elspeths and Wraths and other good stuff. The deck feels much better to play and the manabase seems to work. It is stupidly allergic to Blood Moon and Ruination, though.

Without further ado, here's the list:

//Leftover Esper

//Creatures:

Tidehollow Sculler
Wall of Omens   

Vampire Nighthawk   
Kitchen Finks
Mulldrifter
Plumeveil
Trinket Mage   
Vendilion Clique   
Aven Mindcensor

Sanctum Gargoyle   
Sower of Temptation   
Glen Elendra Archmage   
Skinrender

Baneslayer Angel   
Reveillark
Body Double
Karmic Guide

Wurmcoil Engine


//Other permanents:

Everflowing Chalice

Sensei's Divining Top
Executioner's Capsule
Nihil Spellbomb
Pithing Needle

Bitterblossom
Sword of the Meek   
Thopter Foundry
Talisman of Progress   
Talisman of Dominance   
Azorius Signet
Courier's Capsule   

Phyrexian Totem
Jace Beleren
Oblivion Ring
Mimic Vat   

Elspeth, Knight-Errant

Tezzeret the Seeker   


//Spells:

Ancestral Vision   
Spell Pierce
Condescend
Path to Exile
Swords to Plowshares   
Duress
Inquisition of Kozilek

Demonic Tutor
Merchant Scroll
Counterspell
Muddle the Mixture   
Mana Leak
Remand   
Negate
Doom Blade   
Gerrard's Verdict
Agony Warp

Esper Charm
Thirst for Knowledge   
Mortify   
Vindicate
Consult the Necrosages   

Day of Judgment
Wrath of God
Damnation
Gifts Ungiven
Fact or Fiction
Mystical Teachings

Treachery
Force of Will


//Land: (36)

7x Island
5x Plains
4x Swamp

Arcane Sanctum
Scalding Tarn

Hallowed Fountain
Watery Grave

Sunken Ruins
Mystic Gate
Fetid Heath

Drowned Catacomb
Glacial Fortress

Darkslick Shores

Creeping Tar Pit
Celestial Colonnade

Vault of Whispers
Seat of the Synod
Ancient Den

Urborg, Tomb of Yawgmoth

Academy Ruins
Tectonic Edge
Maze of Ith
Mystifying Maze
#8
Deck Lists / RUG Control
25-11-2010, 06:02:29 PM
I've attempted to build a deck like this quite a few times, but never really succeeded at it. The lists always felt a bit off on paper. Here's my latest attempt:


//Creatures:
Birds of Paradise
Llanowar Elves

Sakura-Tribe Elder
Wall of Blossoms
Wall of Roots

Yavimaya Elder
Eternal Witness
Great Sable Stag
Magus of the Moon
Krosan Tusker
Mulldrifter
Ohran Viper
Trygon Predator

Glen Elendra Archmage
Venser, Shaper Savant
Mystic Snake
Swans of Bryn Argoll
Oracle of Mul Daya
Flametongue Kavu
Sower of Temptation

Teferi, Mage of Zhalfir

Sphinx of Jwar Isle

//Other permanents:
Sensei's Divining Top
Pithing Needle

Sylvan Library
Earthcraft

Blood Moon
Jace Beleren
Squirrel Nest

Garruk Wildspeaker
Nevinyrral's Disk

//Spells:
Lightning Bolt
Burst Lightning
Flame Slash
Skred
Search for Tomorrow
Worldly Tutor
Ancestral Vision
Ponder
Preordain
Spell Pierce

Merchant Scroll
Counterspell
Muddle the Mixture
Mana Leak
Negate
Remand
Regrowth
Into the North
Farseek
Rampant Growth
Chain of Plasma
Punishing Fire

Firespout
Cultivate
Kodama's Reach
Psionic Blast
Staggershock
Volcanic Fallout
Krosan Grip

Gifts Ungiven
Fact or Fiction
Mystical Teachings
Ruination
Control Magic

Force of Will
Treachery
Future Sight
Wildfire

Conflagrate

//Lands:
9x Snow-Covered Forest
9x Snow-Covered Island
6x Snow-Covered Mountain

Scalding Tarn
Evolving Wilds
Terramorphic Expanse

Stomping Ground
Breeding Pool
Steam Vents

Mouth of Ronom
Scrying Sheets
Highland Weald
Grove of the Burnwillows

Treetop Village
Raging Ravine


//Notes/questions:
All my other fetches are in another deck.
Lotus Cobra is in another deck as well. Move the bugger here?
Is Krosan Tusker even sensible in your opinion? Would Sea Gate Oracle or the like work better?
Too much "cute" stuff with squirrelcraft, punishing fire, swans, snow? If so, what to cut?
#9
Deck Lists / Bant Control
23-09-2010, 02:54:36 AM
One of our playgroup's regulars just quit Highlander, leaving a Bant slot open in our meta. Since I had a ton of nice non-combo cards leftover from my Pattern-Rector deck, I threw together a Bant-Thopter deck:

//Creatures:
Llanowar Elves
Birds of Paradise

Wall of Omens
Wall of Blossoms
Stoneforge Mystic

Aven Mindcensor
Trygon Predator
Vendilion Clique
Great Sable Stag
Ohran Viper
Eternal Witness
Trinket Mage

Chameleon Colossus
Mycoid Shepherd
Solemn Simulacrum
Glen Elendra Archmage
Venser, Shaper Savant
Mystic Snake
Wickerbough Elder

Baneslayer Angel
Draining Whelk

//Other permanents:
Sensei's Divining Top
Relic of Progenitus
Expedition Map

Sylvan Library
Sword of the Meek
Thopter Foundry
Talisman of Progress
Talisman of Unity
Simic Signet
Azorius Signet

Sword of Fire and Ice
Sword of Light and Shadow
Oblivion Ring
Jace Beleren

Faith's Fetters
Elspeth, Knight-Errant
Garruk Wildspeaker

Tezzeret the Seeker

//Spells:
Ancestral Vision
Ponder
Swords to Plowshares
Path to Exile
Worldly Tutor

Counterspell
Muddle the Mixture
Negate
Remand
Regrowth

Hinder
Dissipate
Voidslime
Thirst for Knowledge
Bant Charm

Gifts Ungiven
Fact or Fiction
Cryptic Command
Wrath of God
Control Magic

Rout
Bribery
Treachery
Force of Will

Martial Coup


//Land:
36x land, including Maze of Ith


Notes:
Noble Hierarch isn't available, as I only have one and it's in the combo deck.
No Mind Sculptor/Goyf/similar uberexpensives unless I happen to win a lottery.
#10
Deck Lists / Killbant.dec
07-06-2010, 11:25:54 PM
Problem: Bant is dominating the local metagame
Solution: Kill it with fire. Or, in this case, a Blightning Beatdown deck.
Any and all criticism welcome, as this is the first time I'm trying to construct anything RB aggroish in Highlander.

//Meat
Figure of Destiny
Tattermunge Maniac
Magus of the Scroll
Grim Lavamancer
Spark Elemental


Stigma Lasher
Blood Knight
Black Knight
Goblin Outlander
Hellspark Elemental
Keldon Marauders
Oona's Prowler
Sygg, River Cutthroat
Kargan Dragonlord

Magus of the Moon
Ashenmoor Gouger
Shambling Remains
Fulminator Mage
Hell's Thunder
Hypnotic Specter
Vampire Nighthawk

Mirri the Cursed
Ashling, the Extinguisher
Avalance Riders
Blazing Specter
Flametongue Kavu
Giant Solifuge
Viscera Dragger

Shriekmaw
Siege-Gang Commander
Demigod of Revenge

Dread

//Other permanents
Sensei's Divining Top


Phyrexian Arena
Blood Moon
Sulfuric Vortex
Sword of Fire and Ice
Sword of Light and Shadow

//Spells
Slaughter Pact

Duress
Thoughtseize
Lightning Bolt
Burst Lightning
Flame Slash
Dark Ritual
Banefire

Night's Whisper
Hymn to Tourach
Wrench Mind
Incinerate
Terminate
Doom Blade
Demonic Tutor
Tainted Pact

Stupor
Blightning
Unburden
Char
Flame Javelin
Staggershock

Ruination

Bituminous Blast
#11
General Discussion / Breaking Bant.meta?
04-06-2010, 08:38:16 PM
As the Highlander metagame at our local shop has evolved, it has coalesced more and more into a bunch of Bant decks. Some have a bit of black, like my old ones, some not. Pretty much all are Rock or Control. I've played blue-green-white-black Loam/lark/whatever concoctions since I started playing the format, and was pretty satisfied until now. I love the cards, but just like pre-Eldrazi Sha-Zen Standard, a bunch of midrange, however nice, eventually becomes boring.

The non-Bant decks in the shop are a multicolor Zoo build, a couple mono-black control decks, one of which has a heavy focus on discard, a Hypergenesis combo pile, Red-black Goblins, and my GWB Rector-Lark-Ranger combo deck (borrows heavily from Öhman's deck from the recent tournament in Tampere).

So far I've ascertained that my combo deck sucks against the discard deck, and has a slightly unfavourable matchup with Bant. (Or I just play badly) Needless to say, this makes playing less than enjoyable. I'm frustrated, and thus would like to ask for help: What kills Bant?
#12
Deck Lists / Black Bant (Post-Survival)
05-04-2010, 12:45:05 AM
What I came up with when my old 4-color list was killed by the Survival ban and the Esper concoction designed to replace it proved frustrating to play with. It's based on an older incarnation of the 4-color Survival list, but modernized and un-Survivalized.
So far it has proven to be a really pleasant deck to play, although I'll certainly have to upgrade the lands for a tournament, at least.

//Meat

Birds of Paradise
Arbor Elf

Sakura-Tribe Elder
Wall of Roots
Shriekmaw
Tidehollow Sculler
Qasali Pridemage

Aven Mindcensor
Aven Riftwatcher
Mulldrifter
Kitchen Finks
Eternal Witness
Great Sable Stag
Vendilion Clique
Knight of the Reliquary
Rhox War Monk

Glen Elendra Archmage
Oracle of Mul Daya
Venser, Shaper Savant
Sower of Temptation
Mystic Snake

Body Double
Reveillark
Baneslayer Angel
Karmic Guide

//Other permanents

Sensei's Divining Top

Sword of the Meek
Bitterblossom
Sylvan Library
Thopter Foundry

Oblivion Ring
Pernicious Deed
Jace Beleren

Elspeth, Knight-Errant
Garruk Wildspeaker

//Spells

Swords to Plowshares
Path to Exile
Worldly Tutor
Ancestral Vision

Negate
Mana Leak
Remand
Memory Lapse
Muddle the Mixture
Counterspell
Farseek
Life from the Loam
Demonic Tutor

Intuition
Compulsive Research
Vindicate
Maelstrom Pulse
Bant Charm

Gifts Ungiven
Fact or Fiction
Careful Consideration
Damnation
Wrath of God

Primal Command
Tidings
Force of Will
Worm Harvest

Martial Coup

//Lands
5x Island
4x Plains
4x Forest
1x Swamp

Reflecting Pool
Seaside Citadel

Verdant Catacombs
Marsh Flats
Arid Mesa
Misty Rainforest
Scalding Tarn
Polluted Delta
Windswept Heath
Flooded Strand

Lonely Sandbar
Secluded Steppe
Tranquil Thicket
Barren Moor

Temple Garden
Hallowed Fountain
Breeding Pool
Watery Grave
Overgrown Tomb
Godless Shrine
Tropical Island

Stirring Wildwood
Maze of Ith
Academy Ruins
Wasteland
Tectonic Edge



TODO/Thinking:
Get a Noble Hierarch
Include Brainstorm or Impulse, perhaps?
More acceleration?
Regrowth?

Deckstats.net analysis: http://deckstats.net/deck-98864-192a717dfb91e1c5bf5e77b19dc50cf8-en.html
#13
OLD LIST, current one in third post


Here's an Esper control deck I'm tinkering on, partly just for kicks, partly in case Survival gets the axe next month.
It's a fairly traditional board control build with a focus on card draw, sweepers and counterspells with some finishers mixed in.

//Meat
Vampire Hexmage
Tidehollow Sculler

Trinket Mage
Aven Riftwatcher
Aven Mindcensor
Kitchen Finks
Shadowmage Infiltrator
Vendilion Clique

Solemn Simulacrum
Glen Elendra Archmage
Venser, Shaper Savant

Mulldrifter
Shriekmaw
Baneslayer Angel

Draining Whelk

//Other permanents
Land Tax
Sensei's Divining Top
Executioner's Capsule
Relic of Progenitus

Azorius Signet
Dimir Signet
Orzhov Signet
Sword of the Meek
Thopter Foundry

Crucible of Worlds
Propaganda
Ghostly Prison
Oblivion Ring
Jace Beleren

Elspeth, Knight-Errant

//Spells
Swords to Plowshares
Path to Exile
Ancestral Vision
Brainstorm
Argivian Find
Duress

Muddle the Mixture
Counterspell
Negate
Remand
Demonic Tutor
Diabolic Edict
Merchant Scroll

Intuition
Thirst for Knowledge
Compulsive Research
Mortify
Vindicate
Relearn
Esper Charm

Mystical Teachings
Gifts Ungiven
Fact or Fiction
Wrath of God
Damnation
Day of Judgment
Cryptic Command

Force of Will
Bribery
Tidings

Mind Twist
Martial Coup

//Lands
5x Island
3x Plains
2x Swamp

Reflecting Pool
Arcane Sanctum
Vesuva
Jwar Isle Refuge
Sejiri Refuge

Marsh Flats
Polluted Delta
Flooded Strand
Windswept Heath
Verdant Catacombs
Terramorphic Expanse

Hallowed Fountain
Watery Grave
Godless Shrine
Tropical Island

Celestial Colonnade
Creeping Tar Pit
Faerie Conclave
Mishra's Factory

Ancient Den
Seat of the Synod
Vault of Whispers

Wasteland
Tectonic Edge
Tolaria West
Volrath's Stronghold
Academy Ruins
Dark Depths

I'm slightly hesitant on Draining Whelk because it has no protection (perhaps Sphinx of Jwar Isle instead?), and am wondering if I should include Loam as the deck's sole green card just for the ease of constructing mean Gifts piles. As for the Tropical Island, it's there to enable cracking green fetches for blue. Not sure if it's the best of ideas, but it should work. Any and all suggestions welcome.
#14
The discussion on us Finns establishing our own Highlander format has surfaced again at vaihdetaan.net. The discussion so far has been both intelligent on some people's part and outright stupid on some others'. There's been discussion about ditching the special mulligan for an EDH-style free mulligan rule and other stuff (like allowing CE cards), but in the end we're mostly happy with just about everything. The one issue that's been consistently raised up, unsurprisingly, has been the banned list, and especially the way it's maintained.

Many people here feel that the way you maintain the list is odd, and at least unpredictable. They don't generally see a problem with the format having a most-played deck unless it starts warping the format into DtB + hate decks, like happened with Affinity and several others. In their opinion, cards should be banned strictly on power level concerns, or if their banning can deliver a blow to a format-warping deck. Cards shouldn't be pre-emptively banned unless they're clearly bonkers (P9, Library of Alexandria, etc.): If they cause problems, fine.

Another more common criticism is your harshness towards combo. The format's nature itself already harshly limits strategies based on specific cards, and especially ones intending to use those cards quickly enough to race aggro. Many casual players LIKE combo decks a lot, and many of the more experienced ones feel that a good combo presence in a format helps keep it healthy. As an avid combo and control player, I can personally say that I'd support loosing the reins on combo a bit.

Third, people just can't see the sense in things like the Painter/Grindstone situation: Right now, we have an utterly useless (not to mention expensive) card in the format that nobody wants to play because it's only use is a broken combo that's been banned. Painter without Grindstone, on the other hand, has interesting but hardly broken interactions with cards like Persecute, Iona and Oona. As far as I can remember, the Painter issue is a prime example of the policy of pre-emptive banning - it could be a problem, so might as well kill it anyway. This is not liked.


With those general sentiments expressed, my own thoughts:
I'm a bit ambivalent on the issue, but would lean towards the side of Finnish criticism. Your goal of format diversity is admirable, and it's certainly true that a sufficiently diverse format helps foster interest in it. However, I feel that the "ban if it proves to be a problem/is just plain obviously broken" mentality to banning would lead to a more sensible, coherent and predictable ban list than the current philosophy of balancing archetypes does. This doesn't mean that it isn't a good idea to keep format diversity in mind: A diverse format should be more fun for more people.

Many people are irritated about Gifts, especially it's splashability. I wouldn't mind fixing the Tarmogoyf problem, but the problem is that in addition to "(blue controls)decks running Gifts" there are "Gifts (combo) decks", the latter being based around the broken piece of cardboard instead of just putting it in because it's, well, broken. Some are also annoyed at Survival and Demonic Tutor, but I haven't personally seen quite as much loathing for them. The parentheses above give away another problem: Banning Gifts would severely hurt combo, which would probably be a bad thing. How can we limit blue control without weakening combo further, while perhaps applying the new "if it's a problem" policy?

This is just one relative newcomer's suggestion, but I'd suggest the following changes to the banned list:
- = Ban
+ = Unban

- Grindstone (broken combo)
- Gifts Ungiven (very splashable and extremely powerful tutor, greatly powers up blue control)
- Library of Alexandria (breaks control mirrors in half)
- Mind Twist (very splashable, often wins the game against control on the spot.)

+ Painter's Servant (useful, but likely won't be broken without Grindstone)
+ Buried Alive (strengthens Reanimator while providing a less versatile Gifts replacement for Survival decks. If Kiki-Guide-Mite proves broken, Pestermite and Sky Hussar could perhaps get the boot: Kiki and Guide have more widespread and interesting uses.)
+ Protean Hulk (Shouldn't be so fast as to be a problem when Flash is banned, graveyard-based versions are more vulnerable to hate and require setup)

These changes have a distinct slant of pushing black graveyard strategies and weakening blue control - the latter's loss in strength should give rise to alternative board control decks to keep aggro in check (and be kept in check themselves by the strengthened combo decks). Additionally, Worldwake will bring us a land version of Tormod's Crypt, so more quality graveyard hate would be available as well.

Comments?
#15
Deck Lists / 4c Gifts-Lark Zurvival
15-01-2010, 03:10:03 PM
The topic pretty much says it all. This is my current Highlander deck, a 4-color Survival build with the usual suspects of Gifts, Lark, Zur, Recurring Nightmare, Genesis etc.

It's pretty basic stuff: A controlling combo deck with lots of creatures with interesting abilities and many tutors. Apart from the archetype-defining stuff above, standout cards include the Squirrelcraft combo (meaning Zur has a three-turn clock) and an alternate win condition of tinkering for Progenitus.

Protection is primarily in the form of targeted discard and a small assortment of counterspells.
As it stands, the deck is 111 cards, which might be a bit too big. Any suggestions on what to cut? Other recommendations heartily welcomed, as well.

Meat: 33 pieces

Arbor Elf
Birds of Paradise
Carrion Feeder

Wall of Roots
Wall of Blossoms
Mesmeric Fiend
Sakura-Tribe Elder
Tidehollow Sculler
Qasali Pridemage

Kitchen Finks
Aven Riftwatcher
Nantuko Husk
Aven Mindcensor
Knight of the Reliquary
Eternal Witness
Vampire Nighthawk

Loxodon Hierarch
Mystic Snake
Venser, Shaper Savant
Wickerbough Elder
Solemn Simulacrum
Zur the Enchanter
Glen Elendra Archmage
Academy Rector

Mulldrifter
Shriekmaw
Reveillark
Genesis
Karmic Guide
Baneslayer Angel
Body Double

Empyrial Archangel
Progenitus


Enchantments, Artifacts: 11
Sensei's Divining Top

Oversold Cemetery
Survival of the Fittest
Sylvan Library
Earthcraft

Pernicious Deed
Oblivion Ring
Phyrexian Arena
Squirrel Nest
Recurring Nightmare

Nevinyrral's Disk


Spells: 25

Path to Exile
Swords to Plowshares
Worldly Tutor
Duress

Castigate
Demonic Tutor
Negate
Merchant Scroll
Remand
Muddle the Mixture
Life from the Loam
Regrowth

Maelstrom Pulse
Putrefy
Intuition
Compulsive Research

Careful Consideration
Damnation
Natural Order
Fact or Fiction
Gifts Ungiven
Wrath of God

Primal Command
Force of Will
Worm Harvest


Land: 39

4x Island
4x Swamp
5x Forest
1x Plains

Reflecting Pool
Seaside Citadel

Verdant Catacombs
Marsh Flats
Arid Mesa
Misty Rainforest
Scalding Tarn
Polluted Delta
Windswept Heath
Flooded Strand

Lonely Sandbar
Secluded Steppe
Tranquil Thicket
Barren Moor

Temple Garden
Hallowed Fountain
Breeding Pool
Watery Grave
Overgrown Tomb
Godless Shrine

Tropical Island

Stirring Wildwood
Treetop Village

Wasteland
Tectonic Edge
#16
General Discussion / The language barrier
14-01-2010, 11:00:12 PM
Hello,

I'm a Finn who has been playing German Highlander for a few months. So far, it's been pretty much the best format I've ever played, with a good mix of the best sides of being a good player (all the card analysis, deck tuning and so on) and the things that made Magic so fun in the beginning (discovery and things like killing people with squirrels).

It's not all rosy, though. Oh, I've got my complaints with the banned list (Why ban Painter and not Grindstone? You could probably also ease on the combo phobia a bit.), but those are largely insignificant to one overarching problem: Discussion.

I like discussing decks and the formats I play as a whole, but have a problem. I don't know German. Sure, there's the Finnish forums at vaihdetaan.kapsi.fi where you see pyyhttu, Nastaboi etc., and these international forums at magicplayer.org, but both are pretty quiet places at least as far as actual Highlander discussion goes. The german magicplayer.org forum seems to be more active than the two aforementioned ones combined, and I'd love to take part in the discussion but can't because of the language barrier.

German Highlander is the most played Highlander variant in Finland by a good margin, but Finns, on average, speak English much better than German. This basically splits the Finnish and German Highlander communities apart. If we had a single, shared international forum, we could have much more active discussion which in turn could get more and more players into the fold for the benefit of everyone.

I realize that I'm just a single person, but I believe the idea has merit. What do you people think about it?