it doesn't seem possible with the kinds of cards I see in packs though, I dunno. Feels like I'm just super unlucky in my packs/my opponents getting good shit to pick
0
Options
astrobstrdSo full of mercy...Registered Userregular
The other thing is to pay attention to what is coming your way. Sometimes a first pick is worth forcing, but often it is not. Don't worry much about what signals you are sending; pay attention to what you are receiving.
Once you have an idea of what your deck actually IS, draft towards that.
The best general tip I got for drafting is that the first like, 6 picks of pack one should just be the best cards you see and then you can figure out what deck you want to be in. Seeing a pick one Valki and deciding to force RB immediately can backfire if you wind up passing five solid cards for UW fliers.
The other thing is to pay attention to what is coming your way. Sometimes a first pick is worth forcing, but often it is not. Don't worry much about what signals you are sending; pay attention to what you are receiving.
Once you have an idea of what your deck actually IS, draft towards that.
This is kind of weird advice, specifically because if you only pay attention to signals you're receiving, you're potentially fucking yourself in pack 2. As far as signalling goes, either ignore it entirely or be aware of what you're receiving and what you're sending. Anything in between is like paying attention to your boat but not the water it's on.
0
Options
astrobstrdSo full of mercy...Registered Userregular
The other thing is to pay attention to what is coming your way. Sometimes a first pick is worth forcing, but often it is not. Don't worry much about what signals you are sending; pay attention to what you are receiving.
Once you have an idea of what your deck actually IS, draft towards that.
This is kind of weird advice, specifically because if you only pay attention to signals you're receiving, you're potentially fucking yourself in pack 2. As far as signalling goes, either ignore it entirely or be aware of what you're receiving and what you're sending. Anything in between is like paying attention to your boat but not the water it's on.
Signals received is 66% of your draft. Sure if you pass a red bomb p1 and 2 before moving in on 3, you may not have great red pack 2. That's the price you pay.
I've seen players look at a P1P1 with 3 great green cards and a mediocre black removal spell and take the black card so they don't send a bad signal and this is 100% wrong.
Also, don't hate draft. That's where sent signals might actually matter and give you an edge.
The other thing is to pay attention to what is coming your way. Sometimes a first pick is worth forcing, but often it is not. Don't worry much about what signals you are sending; pay attention to what you are receiving.
Once you have an idea of what your deck actually IS, draft towards that.
This is kind of weird advice, specifically because if you only pay attention to signals you're receiving, you're potentially fucking yourself in pack 2. As far as signalling goes, either ignore it entirely or be aware of what you're receiving and what you're sending. Anything in between is like paying attention to your boat but not the water it's on.
Signals received is 66% of your draft. Sure if you pass a red bomb p1 and 2 before moving in on 3, you may not have great red pack 2. That's the price you pay.
I've seen players look at a P1P1 with 3 great green cards and a mediocre black removal spell and take the black card so they don't send a bad signal and this is 100% wrong.
Also, don't hate draft. That's where sent signals might actually matter and give you an edge.
Yeah this example is people fundamentally misunderstanding what signaling is. You just want to pay attention to what you're shipping so you can be aware of what you might be getting in pack 2. This is much more relevant in some sets than others (It was incredibly important to have an idea what the person on your left was going to be in in RTR block drafts, because if you were Azorius in pack 1 and you were pretty sure the person on your right was in Golgari, and you've been shipping red and green cards to the right, you can have an idea that they're in Izzet or Selesnya, which means they're likely going to be fighting you for a guild in pack 2). Like I said, incredibly specific example, but just knowing about the existence of signalling, like in your example, is bad, versus knowing when it's important.
0
Options
astrobstrdSo full of mercy...Registered Userregular
The other thing is to pay attention to what is coming your way. Sometimes a first pick is worth forcing, but often it is not. Don't worry much about what signals you are sending; pay attention to what you are receiving.
Once you have an idea of what your deck actually IS, draft towards that.
This is kind of weird advice, specifically because if you only pay attention to signals you're receiving, you're potentially fucking yourself in pack 2. As far as signalling goes, either ignore it entirely or be aware of what you're receiving and what you're sending. Anything in between is like paying attention to your boat but not the water it's on.
Signals received is 66% of your draft. Sure if you pass a red bomb p1 and 2 before moving in on 3, you may not have great red pack 2. That's the price you pay.
I've seen players look at a P1P1 with 3 great green cards and a mediocre black removal spell and take the black card so they don't send a bad signal and this is 100% wrong.
Also, don't hate draft. That's where sent signals might actually matter and give you an edge.
Yeah this example is people fundamentally misunderstanding what signaling is. You just want to pay attention to what you're shipping so you can be aware of what you might be getting in pack 2. This is much more relevant in some sets than others (It was incredibly important to have an idea what the person on your left was going to be in in RTR block drafts, because if you were Azorius in pack 1 and you were pretty sure the person on your right was in Golgari, and you've been shipping red and green cards to the right, you can have an idea that they're in Izzet or Selesnya, which means they're likely going to be fighting you for a guild in pack 2). Like I said, incredibly specific example, but just knowing about the existence of signalling, like in your example, is bad, versus knowing when it's important.
There are always exceptions in heuristics, but drafting is hard enough that I think short-cutting signals received > signals sent is useful. I do try to note, for example, if any of those green cards wheel.
Part of what makes signaling hard is that you usually have little idea who you are passing to. Maybe they opened a sweet build around and nothing will budge them off, so guessing they MUST be Azorius and planning around that can be a disaster. Maybe they value things (correctly or incorrectly) differently than you do, so even though you poached 2 Berg Striders and 2 Behold the Multiverses, they are equally happy with 2 Mistwalkers and 2 Saw It Coming.
The sideboard thing is a bit of a bummer since I switch between Bo1 and Bo3 with thr same decks depending on time. Not huge, but dumb I have to save and label 2 of the same deck.
You don’t, it defaults to the first 7 cards of a 15 card sideboard
Would it be possible then to have a single target for a Bo1 wishboard that is a 2-4 of in Bo3?
The sideboard thing is a bit of a bummer since I switch between Bo1 and Bo3 with thr same decks depending on time. Not huge, but dumb I have to save and label 2 of the same deck.
You don’t, it defaults to the first 7 cards of a 15 card sideboard
Would it be possible then to have a single target for a Bo1 wishboard that is a 2-4 of in Bo3?
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
That's not a professor, it's two bears in a lab coat.
Humor can be dissected as a frog can, but dies in the process.
0
Options
KalTorakOne way or another, they all end up inthe Undercity.Registered Userregular
I won't disagree that there are hundreds of complex rules to Magic, some more arcane than others (no pun intended). The hill I will die on is this: The card, and language used on it, is intentional.
If the card says "Prevent all combat damage" well, sure you need to know how to tell between non-combat-spell/ability-related-damage and the damage created by combat, but that distinction is fairly intuitive. Still, the text says "damage", and other cards that don't do "damage", specifically don't say damage. It's important to not paint with a broad brush with Magic. These cards are specifically unambiguous in their writing.
I don't think it's a newbie trap. You were going to lose the 3 life no matter what because that is incredibly hard to impossible to prevent. If you cast a spell to prevent damage, got winged anyway and lost the spell due to Arena... Well, the game is best played in person with paper for a reason, any opponent would have let you take that back once you realized the interaction.
Considering the stakes are super low in Magic, I think "trap" is strong language. Losing means nothing, everyone loses constantly in this game, that's why it's best of 3. It's an opportunity to make better decisions next time because you learned something. I mean, how many times are you going to make that mistake? Once? Ever?
I won't disagree that there are hundreds of complex rules to Magic, some more arcane than others (no pun intended). The hill I will die on is this: The card, and language used on it, is intentional.
If the card says "Prevent all combat damage" well, sure you need to know how to tell between non-combat-spell/ability-related-damage and the damage created by combat, but that distinction is fairly intuitive. Still, the text says "damage", and other cards that don't do "damage", specifically don't say damage. It's important to not paint with a broad brush with Magic. These cards are specifically unambiguous in their writing.
I don't think it's a newbie trap. You were going to lose the 3 life no matter what because that is incredibly hard to impossible to prevent. If you cast a spell to prevent damage, got winged anyway and lost the spell due to Arena... Well, the game is best played in person with paper for a reason, any opponent would have let you take that back once you realized the interaction.
Considering the stakes are super low in Magic, I think "trap" is strong language. Losing means nothing, everyone loses constantly in this game, that's why it's best of 3. It's an opportunity to make better decisions next time because you learned something. I mean, how many times are you going to make that mistake? Once? Ever?
your argument is "non-intuitive, inscrutable interactions are good because it's always been that way"
they should bring banding and mana burn back just for you
the specific interaction here that inspired this litany of curses was two copies of the black enchantment that ping you, excuse me, cause the opponent to lose 1 life every upkeep, and give the controller 1 life, vs. the shield side of Reidane, God of the Worthy which among other things reduces all damage from sources opponents control to you or permanents you control by 1.
you make a compelling argument! thanks buddy
e: like for real I do not have the temperment for this game, you're right, not a sarcastic thanks
BahamutZERO on
0
Options
KalTorakOne way or another, they all end up inthe Undercity.Registered Userregular
edited April 2021
I like damage being different from life loss because it opens up more design space. Like how damage affects different game objects differently; players lose life, creatures get it marked on them for the turn, planeswalkers lose loyalty, and other objects are unaffected. And you can change that default to something else (infect) or add an additional effect (lifelink) or put triggers on it, or whatever.
It's not the most intuitive of rules distinctions, but I think it's a useful one.
I've been thinking about that stupid Spawning Kraken. Here's my dream play:
T1: Entomb > Protean Hulk
T2: Exhume > Protean Hulk
T2O: Removal > Protean Hulk > Spawning Kraken
T3: Turn sideways > Kraken
Look, I know it's not great and the reanimator shell can make all kinds of dumb happen. I'm probably going to get 1 spawn off it at least though. Plus your opponent is way behind now, and you're in reanimator so it's kind of moot that the stuff died.
It's quite alright, I understand where you're coming from.
Getting popped over something you miss understood is about the worst feeling in the world. I wouldn't give up though, I think Magic is the superior card game, and offers a much longer career for you to have tons of fun. Just dust yourself off, put on a stupid grin, and shuffle up for the next game.
nah I should stay away from competitive games, especially ones with quick one more game attraction like this and MOBAs and fighting games, I know they eventually get me tilted as seen in this thread. It ain't healthy.
I've been thinking about that stupid Spawning Kraken. Here's my dream play:
T1: Entomb > Protean Hulk
T2: Exhume > Protean Hulk
T2O: Removal > Protean Hulk > Spawning Kraken
T3: Turn sideways > Kraken
Look, I know it's not great and the reanimator shell can make all kinds of dumb happen. I'm probably going to get 1 spawn off it at least though. Plus your opponent is way behind now, and you're in reanimator so it's kind of moot that the stuff died.
Why not just entomb+reanimate the kraken to begin with? Plus, you won't get murdered for the potential that Hulk can win you the game when it triggers.
Eat the early removal to make room for the Kraken, and I don't play combo, I just play Protean Hulk.
I'm just talking rude kitchen table, not true competitive. I realize I'm usually the odd man out around here. I just brew and play these days. Maybe when this is all over I'll get back into tournaments or something, but I haven't played more than a few friends over webcam and my family in a long time.
Posts
Once you have an idea of what your deck actually IS, draft towards that.
This is kind of weird advice, specifically because if you only pay attention to signals you're receiving, you're potentially fucking yourself in pack 2. As far as signalling goes, either ignore it entirely or be aware of what you're receiving and what you're sending. Anything in between is like paying attention to your boat but not the water it's on.
Signals received is 66% of your draft. Sure if you pass a red bomb p1 and 2 before moving in on 3, you may not have great red pack 2. That's the price you pay.
I've seen players look at a P1P1 with 3 great green cards and a mediocre black removal spell and take the black card so they don't send a bad signal and this is 100% wrong.
Also, don't hate draft. That's where sent signals might actually matter and give you an edge.
Yeah this example is people fundamentally misunderstanding what signaling is. You just want to pay attention to what you're shipping so you can be aware of what you might be getting in pack 2. This is much more relevant in some sets than others (It was incredibly important to have an idea what the person on your left was going to be in in RTR block drafts, because if you were Azorius in pack 1 and you were pretty sure the person on your right was in Golgari, and you've been shipping red and green cards to the right, you can have an idea that they're in Izzet or Selesnya, which means they're likely going to be fighting you for a guild in pack 2). Like I said, incredibly specific example, but just knowing about the existence of signalling, like in your example, is bad, versus knowing when it's important.
There are always exceptions in heuristics, but drafting is hard enough that I think short-cutting signals received > signals sent is useful. I do try to note, for example, if any of those green cards wheel.
Part of what makes signaling hard is that you usually have little idea who you are passing to. Maybe they opened a sweet build around and nothing will budge them off, so guessing they MUST be Azorius and planning around that can be a disaster. Maybe they value things (correctly or incorrectly) differently than you do, so even though you poached 2 Berg Striders and 2 Behold the Multiverses, they are equally happy with 2 Mistwalkers and 2 Saw It Coming.
Hell, with Arena, maybe they disconnected.
oof my wallet
Would it be possible then to have a single target for a Bo1 wishboard that is a 2-4 of in Bo3?
Yes. All 15 slots are discreet.
Please be patient with the professor, gnome.
OH NO
BEAR IS DRIVINGTEACHING
howcanthatBEEEEEEEEE
I keep telling you, not EVERY 4/4 for 2GG is two bears in a big coat!
Not good but I love it
"And I thought Lin Sivvi was rebellious!"
Magic is one of the few ways a dope like me can feel clever for a few moments.
If the card says "Prevent all combat damage" well, sure you need to know how to tell between non-combat-spell/ability-related-damage and the damage created by combat, but that distinction is fairly intuitive. Still, the text says "damage", and other cards that don't do "damage", specifically don't say damage. It's important to not paint with a broad brush with Magic. These cards are specifically unambiguous in their writing.
I don't think it's a newbie trap. You were going to lose the 3 life no matter what because that is incredibly hard to impossible to prevent. If you cast a spell to prevent damage, got winged anyway and lost the spell due to Arena... Well, the game is best played in person with paper for a reason, any opponent would have let you take that back once you realized the interaction.
Considering the stakes are super low in Magic, I think "trap" is strong language. Losing means nothing, everyone loses constantly in this game, that's why it's best of 3. It's an opportunity to make better decisions next time because you learned something. I mean, how many times are you going to make that mistake? Once? Ever?
your argument is "non-intuitive, inscrutable interactions are good because it's always been that way"
they should bring banding and mana burn back just for you
the specific interaction here that inspired this litany of curses was two copies of the black enchantment that ping you, excuse me, cause the opponent to lose 1 life every upkeep, and give the controller 1 life, vs. the shield side of Reidane, God of the Worthy which among other things reduces all damage from sources opponents control to you or permanents you control by 1.
Also being quite the goose.
You come in here and complain about counterspells, now you complain about loss of life not being damage.
Hearthstone is right there, man.
Edit: Also yes, bring back banding, that shit was fun as hell. Mana burn is also not a problem, just do math.
e: like for real I do not have the temperment for this game, you're right, not a sarcastic thanks
It's not the most intuitive of rules distinctions, but I think it's a useful one.
T1: Entomb > Protean Hulk
T2: Exhume > Protean Hulk
T2O: Removal > Protean Hulk > Spawning Kraken
T3: Turn sideways > Kraken
Look, I know it's not great and the reanimator shell can make all kinds of dumb happen. I'm probably going to get 1 spawn off it at least though. Plus your opponent is way behind now, and you're in reanimator so it's kind of moot that the stuff died.
It's quite alright, I understand where you're coming from.
Getting popped over something you miss understood is about the worst feeling in the world. I wouldn't give up though, I think Magic is the superior card game, and offers a much longer career for you to have tons of fun. Just dust yourself off, put on a stupid grin, and shuffle up for the next game.
Why not just entomb+reanimate the kraken to begin with? Plus, you won't get murdered for the potential that Hulk can win you the game when it triggers.
I'm just talking rude kitchen table, not true competitive. I realize I'm usually the odd man out around here. I just brew and play these days. Maybe when this is all over I'll get back into tournaments or something, but I haven't played more than a few friends over webcam and my family in a long time.
Edit: Also, seems fun?