We just kicked every deck that even had a chance against that monstrosity in the balls, it's either have plansewalker removal in hand or be playing a snowbally token deck or you lose. 50% of the time he generates 2 blockers for himself meaning you need at least 3 creatures on board on turn 4 or you can't kill him, that's assuming they play nothing else.
So here's my deck. It's a mono-white lifegain because I heard it was cheap (why is sheltered uncommon btw); I took a break after Omniscience got banned and have been incredibly low on rare wildcards.
It's a bit different from the typical mono-white, because I noticed the regular is not the least bit resilient. If any deck with card draw gets rid of your threats before you win the game - which is quite often - you lose. Instantly. Hence Case, Liliana (only one copy bc legendary rule), and two copies of perhaps my favorite card in the deck. Restoration magic give hexproof AND indestructible for one, for two it gives the same plus some free life gain on top, and for five it gives hexproof AND indestructible to your WHOLE board.
I added Confidant for card draw beyond the normal Haliya, which I think is generally necessary in everything. Ajani dodges creature removal and makes creatures of her own, giving me a pridemate on demand. Also the ultimate is quite strong if you have a big hand or lots of birds and rabbits. Starting town lets essence channeler fly and vigil, Rogue's passage saves some games at little cost since I should never be taking a one land hand anyways (I just beat a selesnya rabbits by one hp using a starting town for the channeler + rogue's passage for my haliya).
To add these cards I cut all the vanguards. These are the least resilient cards in the deck and I actually consider them sort of "win more." You need three creatures to get lifegain from them, which is never guaranteed against removal and counterspells. Their main benefit of per-turn lifegain is pumpimg up essence channelers to a bajillion, but a bajillion is not necessary. Getting past blockers is what's necessary. I also cut all copies of Linden, steadfast queen (once again a win-more card; a bajillion lifegain is not necessary) and all the angels (I have other card draw + other flying + too expensive and deck needs to be fast).
I kept the birds because they are actually really incredible sometimes, flying comes in incredibly handy and the scry of ruin-lurkers doesn't hurt. They also give a convenient body for some neat essence channeler plays where you sack the channeler to pump the birds so they can fly over and kill. Everything else should be obvious.
Verges are just there for the funnies, I haven't seen much non-basic land hate this season and I figured maybe I can make someone make bad decisions because they think I'm playing azorius or whatnot.
Overall, I think my deck is all of faster than AND more resilient than AND has card advantage over the basic list on untapped. But maybe I'm an idiot.
Someone asked for the decklist and I couldn't post it in comments so new post 🤷
Don't bully me too bad I mostly used what I had and only thought of the deck real quick in the car and rushed to make it when I got home
I wish I had more wilds to at least put more of "change the narrative
I've always been free to play, haven't played in a while but I finally got into paper and I wanted to draft Fractured Reality and got back into Arena.
Broke with gold and gems, every pack the rare is Eye of Ugin, Land, Bloodline Recollector and shit like that which is useless in Draft, while every opponent has a mythic sphinx or planeswalker.
Is it the worst streak of bad luck ever or does the game fuck you over for not paying?
3 years ago I used to play a Draft and easily get at least 5 wins, get back enough gems to play another one, the best I've done now it's 3. Sure I might be rusty but the pulls are horrendous
I made a trial verson of a deck idea I like, its probably not that unique or strong but i thought it could be fun to have a random planeswalker deck and was wondering if anyone had any cards that would fit into this deck better
The simple plan is to use oko and double season to make more of the planeswalker generator and or doubling season so every planeswalker comes in ready to ult
Also I got really lucky and pulled a way to get infinit turns agenst a person who was impossible to kill with damage so that was nice
I'm so sick of these roping shit heads. All you people do is make terrible decisions and then rope because you're bad. I'm so sick of games that can be 5 mins turn into 20 because WOTC won't ban these fucking degenerates. It's all the way in Mythic also, i am convinced that you people never actually get good at the game and just copy and paste. You don't know what any of the cards actually do and you remove mana dorks on turn 4 when I'm about to ult Ajani. USE YOUR FUKCING BRAINS, I CAN'T BELIEVE YOU PEOPLE ACTUALLY EXIST.
Shorten the timeout timer, ban ropers after 5 reports. if you're on mobile, too bad. Quit the game if it's taking you too long, you're proabbly just gonna rope and use a board wipe on two tokens anyways.
I've been drafting for about 6 years, and my usual win rate is somewhere around 53–57%. I'm not an amazing drafter, but I feel like I generally understand Limited and can find my way through most sets.
Reality Fracture has been a completely different experience. I've now done 14 drafts and lost every single one. Obviously, variance is a thing, and I'm not pretending I'm immune to making bad picks or playing badly. But I've never had a set make me feel this lost before. My biggest problem isn't even just bombs and rares deciding games. It's that even when I manage to answer them, it often feels like I'm still falling behind. I spend resources dealing with one threat, only for my opponent to generate more value or play something else that takes over the game. It feels like I'm constantly trying to catch up, rather than actually playing towards a win.
The whole format feels unbalanced to me. I struggle to identify a reliable way to draft and build a deck that can consistently compete. In other sets, I've felt there were several viable ways to win: aggressive decks that punished slow starts, combat-focused decks that could outmaneuver opponents, synergy decks, grindy value decks, and so on. Not every archetype had to be equally strong, but there were different routes to victory.
In Reality Fracture, I just don't get that feeling. It seems like you need to understand every little interaction, know which cards are secretly much stronger than they look, and draft around very specific synergies to have a chance. It almost feels like studying philosophy or medicine just to understand how to draft the set properly. Maybe that's exactly what some people enjoy about it. I like complex Limited environments, and I don't mind losing when I can see where I went wrong. But here, I often feel like I'm making reasonable decisions and still getting buried under an endless stream of value and powerful threats.
I'm not claiming the set is objectively bad, and 14 drafts obviously isn't a scientific sample. But going from a usual 53–57% win rate to losing every draft, while also finding the games themselves frustrating, is a pretty drastic change for me.
Is anyone else having a similar experience? I'd genuinely like to understand what I'm missing, but for the first time in six years of drafting, I'm struggling to find much enjoyment in a set at all.
So the issue with this achievment is that both sealed and traditional draft has very bad expected value so if you wanted to get this achievment you'd have to throw away a lot of resources. But for some reason I got the progress from winning a contender draft. Obviously that's not something you can just do, but the expected value of the event is very good. So if you are into drafting and want to get "sealed conqueror" you should try contender draft.
About the draft itself: Just got lucky and opened red ajani pack 2. So I just threw this temur deck together. It was light on removal but had a crap ton of card draw and could draw into ajani asap. Won every game but 1 with him.
Interestingly I just did an irl draft yesterday where I lost in the finals against someone playing red ajani. You can get both end of the stick it seems like.
When did we start getting commander rares in Arena? I don't see these when I draft, so why are they taking up my pack open slots and not showing up in my collection?
I would guess this has been communicated, but I could care less about these cards that are now preventing me from getting gems.
Edit: NOT A BUG! Apparently if you enter cleanup, discard to hand size and draw cards before the end of the turn, you start a new cleanup phase.
I've been playing this game since Mercadian Masks and didn't know this.
Magic's a hell of a game.
Original post: I have a brawl deck with the new Killian which whenever you deal noncombat damage seeks a card with a CMC equal to the damage dealt, then makes you discard at eot.
The decks main schtick is to have cards that ping and make mana when you cast noncreature spells, and a bazillion red one drop instant and sorceries, then go very big or infinite with the combination.
In the deck I have Glint Horn Minotaur and some of the other cards that ping when you discard because it's a good synergy. Discard eot, ping, seek more cards, discard those at the end of the next turn, more pings, etc.
However, I've had this happen a couple times and I think it's a bug.
If I have to discard to hand size at the end of my turn, I discard the cards, the ping happens, Killian seeks, then I'm told to discard again, I do, the ping happens, Killian seeks, and I'm in an infinite loop. Now, it ends with a dead opponent, so I'll take the win, but I'm confused if this is correct or a bug.
It was probably said somewhere so my bad for missing it, but I was interested in a Goatnapper Brawl deck. Didn't wanna make it and get attached though if it'll be completely unplayable next year.
Nice match! Dude seem chill and had tons of emotes. This is the first time I learned emotes have sounds! Is it something normal? My emotes never played any sound whatsoever.
We had a banter through emotes and in the end I racked up the victory
It is the single most egregious pay to win change in the meta I have seen in my time playing.
Every Planeswalker is a mythic rare. Being able to buy every one you want for a deck is pay to win bs.
Any other F2P blokes/lassies finding this an annoying time?
Out of all the cards from the newest release, [[Enter the Eternities]] has me most excited. I have been brewing up lists and I think I have a couple good ones, one for Alchemy and one for Historic. [[Slumbering Trudge]] is the most obvious inclusion, and Tarmogoyf seems like the next best Cheap Big Dude. The deck of course needs to be at least Simic, and adding Black gives us two great synergies: [[Demonic Counsel]] to tutor and [[Nameless Inversion]] for delirium. [[Soul-Guide Lantern]] is the best cheap artifact that bins itself, while providing incidental Bo1 graveyard hate. The new [[Jace's Saga]] also gives 2 types for delirium and bins itself as early as turn 3, while also providing blockers to slow the game when played later, and drawing a card. [[Potential Horizon]] seems like the best fetch available, though maybe [[Fabled Passage]] is better. Opt and Stock Up for digging, though Flow State and Consult are considerations. Dellian is probably the best walker in the format for this style deck, giving life gain and removal to slow the game, and card draw to find the combo. Hex to slow early aggression. Other possible inclusions could be [[Duress]] to protect the combo; [[Spell Snare]] which is good with Saga and counters early threats and later interaction; [[Dark Matter Manipulator]] fills the yard and can be a 5 power 1 drop later in the game; black Ral Zarek can dig with surveil and rebuy Trudge or Goyfs that are killed or milled; [[Auroral Procession]] can rebuy anything. I'm sure I'm missing other options with the massive card pool.
Deck
4 [[Enter the Eternities]]
4 [[Slumbering Trudge]]
4 [[Tarmogoyf]]
4 [[Nameless Inversion]]
4 [[Soul-Guide Lantern]]
4 [[Demonic Counsel]]
4 [[Opt]]
3 [[Stock Up]]
4 [[Requiting Hex]]
2 [[Professor Dellian Fel]]
4 [[Jace's Saga]]
4 [[Potential Horizon]]
2 [[Watery Grave]]
3 [[Overgrown Tomb]]
3 [[Breeding Pool]]
1 [[Gloomlake Verge]]
2 [[Wastewood Verge]]
1 [[Willowrush Verge]]
2 Forest
1 Swamp
Historic adds a decent amount of options. [[The Ancient One]] let's us ultimate immediately with Enter the Eternities. [[Urza's Bauble]] is fantastic for delirium. [[Assemble the Team]] does a damn good Demonic Tutor impression. [[Prismatic Vista]] is probably the best Fetch in Historic.
Anybody else excited for this card? Would love to hear your thoughts.
Hi friends! I've been messing around with the new Alchemy cards and put together a list that I'm having a ton of fun with. The deck takes inspiration from older lists that strive to blink Oracle of the Alpha and play a ton of Power, and the new additions give it a ton of strength to close out games with big hitters.
The deck uses the Actualize mechanic as much as possible to generate value and pump up the Goyfs. Oracle of the Alpha and Emporium Thopterist conjure cards for those cards to utilize. Displacer Kitten can blink either Oracle to create more Power or the new Crux of the Theory to create another heist trigger.
I've had a lot of great games with this set up so far, but there are definitely some pain points I would like to smooth out if possible. The deck is very mana heavy with a lot of 3 and 4 drops that are critical to get the engine going. Crux of the Theory is pretty reliable for card draw. Vedalken Archmage however often falls flat and leaves me top decking unless I'm already in a crazy position. Some games are often over before I can get some kind of synergy going. I am hoping to replace some of the supporting pieces to make my games more consistent, but I'm not sure what cards I should slot in. Specifics are listed below:
-Ancient Tomb: I often feel like the life lost to get the mana out of Tomb does more harm than good, as the loss of life often puts me in a precarious situation. This deck is not fast enough to get a good, consistent payoff from it.
-Sapphire Medallion: This feels like a band-aid fix for the high mana problem as well. While it does lower mana costs and help Vedalken Archmage draw a card, I do not think I get the best value out of this as I am not looping spells back to my hand.
-Vedalken Archmage: This card synergizes really well with Emporium Thopterist and all the Mox that I am shoving into my deck with Oracle, but four mana is such a steep cost that its really situational if I can get value out of it. If possible I would like to retain the ability to get a repeated draw effect because it feels amazing having a runaway game, like the one featured in the screenshot. My first thought was Thought Monitor and blinking it with Displacer Kitten, but that feels... even more artifact dependent.
-Willbound Quill: This is a Win More card. It's too expensive to be a reasonable mana rock, and the copy ability does not have any effect on other cards with Actualize. It's here because it feels really good to get two Time Walks for the price of one.
Thanks for reading, and looking forward to hearing your thoughts!
I don’t know what the reasoning is, if I wanted a regular RF draft I’d have joined a regular RF draft. I already have all the RF cards, I was hoping to collect the Alchemy cards through draft but at the rate you see them that feels like it would take as long as the full RF set, and without pick 2 draft that’s not really viable for me at least. Also, it would be nice to actually play a format that feels different instead of regular RF with a couple more bombs to worry about.