The name of this post refers to an article placed in the "how to play" section.
The above deck is part of a very large project which is basically a project to beat the modern meta with commoncards, and to beat it I use a complex procedure using evolution to fine tune my halfdecks, but all that can be read by following this link:
THE USUAL DIRE WARNING:
Have you ever seen how tourists flock around mona lisa at the Louvre?
Well, criminals are flocking around magic players in a similar way, driven by the value of some magic cards.
At tournaments they can take a picture of the pairings, make a short walk among the tables identify the most expensive builds. They then have your name because they can look at the table number and see your name on the pairings. From that point they have a variety of tactics.
The smartest of them learn to blend in, they start playing to learn about the players
As well as which cards have the most value.
They only need to shadow you once, to learn which car is yours and where you live and then they just need to plan when to strike, and if you post anywhere about going to a tournament, they know that they can target either your car or your home while you are playing.
But some are smart enough to realise that social media is the way to earn the most.
By learning which sites are visited the most, they can start up a surveillance of the best prospects of crime.
I believe I was first introduced to mtgvault by a Danish thief, while we were playing a game at a tournament. Because we were playing he would be able to identify me if I created an account, and started posting about it.
The decks you post, will be full of hints about who you might be, and writing about tournaments will make it easy for them to strike.
After our encounter I have been pickpocketed for a deck, and attempts have been made at breaking in at my apartment, several times, it's a good thing that I've got two locks, one harder than the other.
The whole setup of magic sites and tournaments makes it a criminal paradise, and the trolls we got in here, is most likely to be criminals, because whenever I attach this warning to any deck, the spam increases. A lot...
I've taken some breaks with the warning a couple of times, and then the spam drops to a minimum.
Anyways, I believe that Gary, owner of the site should work out an automated warning that appears whenever you are about to post a deck, so you can back up and think about if any thief might be lining you up for a rob.
I believe that close to 4 out of 5 decks is spam decks made by thieves in the Hope's that they can get you into a talk where you reveal too much, while at the same time covering my warning.
I'd strongly advise you to not write about your tournament life or your economy, especially if there's theft in your circles of play.
Even an innocent question like "What budget are you aiming for" could be asked with sinister intent, but it's a common question also asked by friendly people who wants to help, which makes it all the more tragic.
I've warned you, so the rest is up to you.
Ah, it's been a while since I've posted a measure.
I use evolution to design decks for me through a simple process.
I play a lot of games against a wide field of test decks using paperstrips to measure the individual performance of cards.
First of all, you must know that I use old lands and proxies, with the paperstrips in front, this is to avoid damaging card surfaces of cards I'd otherwise play.
The strips are also a little longer than the sleeves, so I wont have to dig my finger into the sleeve to take out the strips.
When I play games I simply add to the number on a paperstrip if I manage to cast a card, and if having two of the same cards in hand, I play the one with the highest value first.
There are additional rules that I follow, but this is the basics to make the system work.
I've been playing against 36 out of 64 test decks, and the following is the number of points scored by individual cards.
(Duplicates are listed, but usually have different points)
29 chromatic star #1
28 porcelain Legionnaire #1
26 battlefield raptor #1
26 chromatic star #2
24 battlefield raptor #2
23 battlefield raptor #3
23 healers hawk #1
21 boros recruit #1
21 gingerbrute #1
21 healers hawk #2
20 healers hawk #3
20 unearth #1
20 youthful knight (singleton)
19 vault skirge #1
18 boros recruit #2
18 unearth #2
17 gingerbrute #2
17 gut shot #1
17 putrid goblin #1
16 chromatic star #3
15 porcelain Legionnaire #2
14 vault skirge #2
13 chromatic star #4
12 goblin matron #1
12 putrid goblin #2
12 skirk prospector #1
11 lightning bolt #1
11 strangling soot #1
11 unearth #3
9 battlegate mimic (singleton)
9 first day to class #1
8 deadly dispute #1
8 fireball (singleton)
8 gut shot #2
8 porcelain Legionnaire #3
8 sunlance (singleton)
7 first day to class #2
6 deadly dispute #2
6 goblin matron #2
6 skirk prospector #2
5 lightning bolt #2
4 lorehold pledgemage (singleton)
1 strangling soot #2
It's tradition for me to post lists like this close to the end of a measuring project so that I can try to second guess which cards will be lost.
When the last game has been played, I make a list like this and remove the 9 cards that have performed the worst.
If this was such a list, everything with less than 8 points would be removed from the deck, and two of the cards scoring 8 would be cut as well.
Usually the results are clear enough that I rarely have to choose myself, but as stated, this is a measure of the deck close to the end of the project.
Since the last testdecks will mostly be combo, the last stages of the process will favor creatures and the combo that this deck can sometimes use, so everything else is basically worthless unless it speeds up the win or somehow stalls the other combo deck.
With that in mind, I think the deck will actually keep the combo intact as it is, except maybe for goblin matron which may take too long time to win with.
The 64 testdecks are from modern around 2018+
As I'm trying to beat modern with commoncards.
It's a really long process, and this is the first out of more than 300 different combinations of decks in this project.
If you got questions about any of the values on the cards involved I'll answer them in as much detail as I can.
Because the deck is a halfdeck it actively have two aspects to it, the aggressive first strike half, which is supported by evasive lifegain, and the other half is doing it's best to become an effective combo deck.
The majority of cards being cut from this couple of halfdecks is so far belonging to the combo half.
Overall the concept loses two out of three games, and the last game is 50/50 which is the winner, and I must admit that this is way better results than I expected from these two halves put together.
The combined build has a number of weaknesses beyond the obviously low mana, and the easiest fix to most of them rests in the need to stop other decks from exploiting their graveyard. So the most obvious card I can think of to both improve the deck and stall graveyard decks is shred memory, which can remove 4 cards from a graveyard or fetch a keycard for the deck.
The cards I plan to fetch will be:
First day of class
Other cards that get introduced to the deck may be chosen to fit into this small list of fetchable cards, making shred memory a very flexible card.
I've compiled a list of all matches played so far, as well as cards that are considered for inclusion, which can be read at this link:
Once a card is lost from the design, it can still be reintroduced to the deck if it scores enough points during the mutation stage.
Again, if you are wondering about how the deck performed against any of the listed decktypes I'll gladly describe it in more detail.
I can also answer questions about how the deck was formed which happened by play testing solely against a 2018 merfolk deck.
The deck has progressed since then.
After testing against 64 decks from around 2018 I know what to cut.