wickeddarkman

112 Decks, 4,559 Comments, 801 Reputation

When I buy cards close to a tournament I usually buy 1 extra card than my research shows, because I might need more in a future deck or I may get new results supporting 1 more card for the deck.

If you wont use noble hierarch, use ordinary elves, like the arbor elves you already got.
Since your only way to win against the most aggressive decks will be to combo through, you need to do it at turn 2-3, which means elves and birds will be very important. Probably a mix of 5-6 of these. (8's too much)

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Posted 09 November 2016 at 12:08 in reply to #592147 on You Have Been Challenged

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I think I once tried out some eldrazi turbo thing that demanded big critters being played cheap through something else. I think I ended on 7-9 large critters, but if you go with scrying you may be able to land on 6, though you have to test it a bit. The number of flicker critters is probably around 5-6 if I should take a guess.

By the way I releas v6 of the bridge-deck, which has included 2 lingering spirits at the cost of 1 collective brutality and 1 ensnaring bridge. I've also managed to finally build the sideboard...

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Posted 09 November 2016 at 10:13 in reply to #592147 on You Have Been Challenged

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Got everything to minimum 70% except for jund.

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Posted 07 November 2016 at 09:21 in reply to #591769 on The Deckhelp Alliance

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I could paperstrip some answers for you?

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Posted 07 November 2016 at 09:20 in reply to #592146 on The Deckhelp Alliance

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I think you need to restart the deck.

First make sure that you draw dubious challenge during enough of your games.
(May be fixed with serum visions or my fave sage of epityr)

Then make sure you won't be interrupted at your plan.
(discard or counterspells. thoughtseize/dispel)

Third you toy with the amounts of big critters and bouncers.

fourth fix the mana.

fifth use whatever is left for alternate gameplans.

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Posted 07 November 2016 at 09:19 as a comment on You Have Been Challenged

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Have been building on my mill-bridge, and it turns out that the only tier 1 deck I
can't defeat with it is bant eldrazi. Otherwise it more or less takes out all the others.
ad nauseam more than 70%
affinity 55% of time
bant eldrazi lousy 30%
burn 50% of time
bw-eldrazi about 50%
deathzoo close to 55%
dredge (neonate) more than 60%
jund more than 60%

http://www.mtgvault.com/wickeddarkman/decks/dedwardss-bridge-v4-modern/

Any input would be valued.

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Posted 26 October 2016 at 11:47 as a comment on The Deckhelp Alliance

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+1 to your +1 :D

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Posted 25 October 2016 at 11:17 in reply to #591690 on HA ha He Ha infinite (Modern)

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The deck is a budget version of something nasty that has seen little play.
It usually plays a black critter that enables you to draw when a creature goes to the grave or something, which makes it all explode.

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Posted 24 October 2016 at 11:44 in reply to #591670 on HA ha He Ha infinite (Modern)

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I've been thinking!

Doesn't oath of nissa counter the theme of finding the bridge? It will place both bridges and ancient stirrings on the bottom library, potentially removing them from the top where they could be drawn within few turns!

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Posted 19 October 2016 at 04:01 in reply to #589815 on Walking the Altar

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Speaking of trump! Someone in mexico has created a demonstration of sorts by building a taco-selling-wagon wall in front of one of trumps locations.

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Posted 19 October 2016 at 03:57 in reply to #591349 on The Deckhelp Alliance

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The secret to manipulation is to give people set up choices, so they know it was their choice, but you made up the situation wherein they made it!

For example, at a later age children will be whiny and annoying, so you need to distract them from their willfull crying. This can be done by tricks like "did you see that cute kitten on that mans shoulder?" "oh, I see him often, he usually walks around that corner and watches the windows. Maybe we will see the kitten. It's a beautifull blue one!"

Children are small computers and will constantly reset their parameters, so confirmed sighting of a blue shoulderclimbing kitten will often have a higher priority than crying because of a mood or lack of candy/doll/actionfigure.

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Posted 17 October 2016 at 11:16 in reply to #591231 on The Deckhelp Alliance

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KILNMOUTH:
It wouldn't affect the bridge!

SHAKEYJAKE:
Few see the value of cosi's trickster. Nice call (You may consider surgical extraction in sb, which may boost it)

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Posted 13 October 2016 at 09:13 in reply to #584220 on Modern U/W Merfolk

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Well, I'm a little disappointed, but congratulations are very much in order :D
If it's a girl, tell her ponies are good, and if it's a boy, make him kill koala's...

And teach both that humanity is a devious and lying race, but it's a good thing for our survival.
(They should teach this in kindergarden, really, because at least 90% of humans cheat each others)

It may not seem so, but I've actually cut of from conspiracy theories because I learned that the above is an indirect source of most misinformation in this world, but because I've been an honest man I saw mankind in a much brighter light.

Protect your ofspring my man...

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Posted 13 October 2016 at 09:04 in reply to #591231 on The Deckhelp Alliance

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Oh my!
I can't wait to see what it's about.
I've started printing out some of the old phyrexian posts to extract all of my past insights, and it has been rather fun to see how stumped I've been by so many aspects of something as simple as land, 1ccc, 2cc, 3cc and 4cc.
There are so many of those old posts that I see repeated in my paperstrip methods, but at a more advanced setting.

There are many times in life where I've wondered how the three-colored manalyser would have given me lots of material if my computer hadn't crashed. On the other hand, the crash is what really made me work more and more with paperstrips (I think the eldrazi cycle was where I really started to see the concept's potential) and strips allways perfect my mana for me, and I skip the programming time and follow all the steps involved, so I get a keen sense of how the stuff seems to work, and get more apt at guessing the end quantities of cards ending up in the deck.

Post me as soon as you are done, or give an early outline ;D

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Posted 13 October 2016 at 04:17 in reply to #591231 on The Deckhelp Alliance

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You know, I still toy with my evolution projects, trying to find the perfect recipy to mutate decks :D

Back then I had two major mechanisms, "number of mutations on ofspring" (pretty easy) and "rate of mutation" which controls the chance an ofspring has to be mutated. I also toyed with horizontal mutations (mutations gained from other decks) where a random deck would chosen to give the mutation, or the deck defeated would give a mutation.

Since discoveries into evolution are pretty fastmoving these days I've included an extra aspect:

Mutation based on age!
It turns out that older human males has sperm with more mutations in them than younger males.
This could explain why males turn to other females later in life, since their first ofsprings are closer to their own dna, and thus almost have the same genes, then children made later in life will have far more mutations and be different or not even born. A successfull male becomes a genetic platform for natural experiments.

So in my experiments I include age to decide rate of mutation :D

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Posted 12 October 2016 at 15:56 in reply to #591231 on The Deckhelp Alliance

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Maybe we should update with a new sparkly page once in a while :D
I'm currently having a break with my grixis for some weird esper deck.

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Posted 12 October 2016 at 04:07 in reply to #591231 on The Deckhelp Alliance

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My experiences with your mana tells me that you perhaps percieve your landrate differently than it actually behaves, which is
quite normal human behaviour.

I "redrew" 100 times, and here is the breakdown:

0 lands = 4%
1 lands = 21%
2 lands = 26%
3 lands = 30%
4 lands =14%
5 lands = 3%
6 lands = 2%
7 lands = 0%

0 lands + 1 lands is a total of 25%, meaning that every fourth game (statistically) you get the bad hand.
I have the patience to redraw a lot more times if you want to get a clearer picture of it all.

I've got nothing against the theme of the deck and have actually supported it several times, but when it comes to the discussion of mana I will go through hell to tell people how wrong they are...

The 1/3 advice actually have a source, which I have traced back to the computer version of mtg, produced by microprose, which set up some general advice on how to build a deck, and I have the bloody manual at home because I bought the game. The 1/3 advice is an advice from the very beginning of magic which annoyingly persists despite many updates made by wotc, which itself have refined their own advice a lot.

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Posted 29 September 2016 at 11:29 in reply to #585138 on Mana Tax: How to annoy anyone.

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I seriously find the above hard to believe unless you mulligan a lot.

I play 22 lands and occasionally only draw 1 land on the opening hand.
And I've experimented with 20 and 18 land curves a hell of a lot of times.

In total I've been keeping an eye on mana for more than 15 years (I started to use computersimulations at ice age)

When I test my mana, it isn't unusual for me to run several tests, running up to 200 games in some tests to look at certain aspects of the design, and while doing this I adjust the mana using a personal method which tells me a lot about the mana that I've got.

I think you play in a relaxed environment, which allows you to play with stuff like 12 lands that tap, while I allways go competitive rogue (which demands that you do stuff at turn 1 or often die soon, so I use a maximum of 2 taplands total!)

The 1/3 must be mana solution is for casual play :D, so if you want to be competitive you should go other ways.

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Posted 28 September 2016 at 11:20 in reply to #585138 on Mana Tax: How to annoy anyone.

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It's a very old myth that "any" deck can work with 1/3 lands :D It is however a VERY persistent myth...

Working from the view that you want to lock down your opponent's deck as fast as posible, you need to cast your locks as fast as possible or the opponent will slip away, simple as that.

Such a speed demands 24 lands...

Why?

Let's say you want to draw a land each turn, and cast a spell with an equal cost.

At turn 1 you need 1 land, and a 1cc spell. (sleeper agent or paralyze)
At turn 2 you need 2 lands and a 2cc spell. (containment ground)
At turn 3 you need 3 lands and a 3cc spell. (mana web)
At turn 4 you need 4 lands and a 4cc spell. (zur, the enchanter)

Since this takes 4 turns and you start with 7 cards you will have only 10 cards to perform this.
Since 4 of the 10 cards needs to be lands, the rate of lands is certainly not 1/3, but larger 1/2.5

I've had computersimulations running to generate mana, and one of the better "curves"
(Mana really does not curve in general when looking at evolutionary generated solutions)

I can recommend one "curve"
12 cards costing 1 mana
12 cards costing 2 mana
8 cards costing 3 mana
4 cards costing 4 mana

Though it would be very hard to fit this deck into those frames :D

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Posted 20 September 2016 at 11:51 in reply to #585138 on Mana Tax: How to annoy anyone.

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Thanx for the answers :D

I'm currently working on this:
http://www.mtgvault.com/wickeddarkman/decks/barons-bridge-2-modern/

Can you see any obvious flaws /bad matchups ???

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Posted 20 September 2016 at 11:24 in reply to #590038 on Mooning Modern

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