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Rune scarred demon into inferno titan….. yeah that seems fair. Nice draft, shame you ran into the nuts like that.
Marshall, these vids are very good! A pleasure to watch.
I’ve noticed that drafting this set leaves me in a weird place right after the end of the first pack. Maybe you’ve felt this way, too: I feel like I don’t know what’s going on or what the signals are suggesting. Tappers and Divinations go around late, and I don’t yet know how to evaluate Shock. Anyway, this is all to say that it seems that the decks eventually come together in the second and third packs like yours did.
Lot of fun! Thanks for posting!
This core set is far less about bombs than M11, and building a proper curve will win games that make 5-6 drops irrelevant. That being said, I don’t like how many games are decided on die rolls, it is a bit too much like Zendikar for my tastes.
Missing land drops often means death, having an opponent curve out with bloodthirst is usually game over, and sometimes blue tempo (Frost Breath, Aether Adept, a reasonable clock) is not interactive or fun.
On the plus side, the games are always fast if you build your deck well.
Thanks for the vid. Always enjoy watching your take on the sets. That being said, I feel like you have been playing really loosely lately. From splashing not exciting cards in Scars now to allowing a lot of extra damage you could avoid in these vids.
You allow fireslingers to get you for 4-5 points of damage when you have low cost removal in your hand. Bloodthirst guys are sure to be in these decks, so you are allowing the archetype to take off against you. Taking that 6 damage from the war painted elemental instead of chumping with the tunneler felt really wrong. You know your outs are a mountain to get him the way you did or any man with three power. Keeping a fireslinger around to enable bloodthirst is to slow. You probably still don’t win that game, but you get another draw step if you play it more conservatively. Even attacking with your hasted dragon felt bad. Trading off there with the removal in your hand would be a superior position to the spot you put yourself in.
Also, you left a nuts Black/Green deck out there because you decided not to take green before the first pack opened. I know I sound like I am hating here, but I am thankful you are still posting vids and keeping the limited resources moving forward.
You mentioned how people are talking about the bangchuckers and you considered them unplayable.
This is the deal with them- they suck when you think about it in a vacuum. In actual play though its pretty easy to abuse them. The obvious synergy with goblin grenade helps too.
To abuse the bangchuckers either put troll hide, goblin war paint or kite shield on them. Then you have a shock approx every other turn.
I have run them in a mono red goblins draft (with cheiftan and 2 goblin grenades) and I ran them in a red green control draft deck with kite sheild. Neither time were they amazing, but they were much better than I initially gave them credit for.
Kite shield+bangchuckers can win games
No, he is 100 percent correct on bangchuckers. If you are going to play a 2 card combo in limited, make sure the cards are either good in a vacuum (Act of Treason + Devouring Swarm) or win you the game when you have them both.
@420gabriel
“Kite shield+bangchuckers can win games”
But…….then you’re playing 2 bad cards so that one of the bad cards has a 50% chance at doing something unimpressive. : /
Bangchuckers are bad, but so are the Zombie Goliaths. You got pretty lucky with the third packs, and unlucky with not drawing the Doom Blades. In M2 G1 the main bad decision was the mulligan IMO.
@hanjin and bt
Yes you are playing 2 bad cards to get a weak combo, but both cards are playable on their own anyways. Kite shield is decent equipment (much better than the sword) and a 2/2 for 4 mana that has a weak ability is also playable. Im def not saying you should go for the combo, or even play it if you have the bangchuckers/shield, I am just saying that the bangchuckers are playable and should not be so quickly overlooked.
@milegy
How does the 7 card hand in m2g1 ever win? This deck doesn’t have a strong enough lategame for a slow hand like that to be viable. You need to be hitting an aggressive curve and pressuring them or you’re just going to lose late due to topdecking stuff like Goblin Tunnelers.
@gabriel
A 2/2 for 4 is pretty much unplayable, and adding a bad ability doesn’t help. The only time I’d want to run him is in the Sacred Wolf/Trollhide deck.
yeh m2 mulligan made no sense…and explanation made less