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Magic (The Gathering) => Discussion => Topic started by: Coffee Vampire on September 02, 2012, 10:33:25 AM

Title: RTR - Old Guilds, New Directions
Post by: Coffee Vampire on September 02, 2012, 10:33:25 AM
Okay, let's talk about standard!

So, given the previews so far, I would like to discuss what directions magic is heading in. Before RTR I thought that it was going towards a creature-based era, where things are more simple and everyone just tries to get a big creature out.

But I am glad that the new stuff seems to speak differently. What I see so far is that Magic is becoming more of a skill-based game. What I means when I say "skill based" is that deck building will require more fine-tunig than before.

This is because of all the answers that are being printed. No longer will people be able to focus on getting one plainswalker out to win the game. People can't rely on keepig their hand.

Counter measures will become more important, I think, than pure creature/plainswalker beatdown. I speak of lifegain, discard, card draw, removal, couterspells, graveyard interaction, etc.

I think that come RTR, building decks in standard will be more "fun". And by fun I mean more complex, like building a modern deck. Shock lands mean more options. Shock lands means less time wasted mana fixing, and more time playing your deck.

What do all of these random thoughts mean? Well it means that I M happy with the direction standard is heading. Plainswalkers and creatures will probably be how most games will be won, but to win with them, one will need a larger depth of strategy to protect their creatures, make them stronger, and deplete the opponent's resources.

I am glad that RTR actually makes me happy that most of my deck will be rotating because I will have room for so much new stuff!

What are your thoughts about how standard is changing?
Title: Re: RTR - Old Guilds, New Directions
Post by: Juggalonoke on September 02, 2012, 10:42:18 AM
I love it not even trying to edit decks for post rotation figure I'll just make new ones 😄
Title: Re: RTR - Old Guilds, New Directions
Post by: Cindjor on September 02, 2012, 02:31:32 PM
I wasn't around for original ravnica but I heard it was awesome because so many strategies were viable. Not just "okay, play blue and delver plus ponder" so I'll probably do some draft with my buddies. Variety is always fun in my book!
Title: Re: RTR - Old Guilds, New Directions
Post by: BlackJester on September 02, 2012, 07:35:04 PM
That's why it's important to read the cues and change plans if your guild is getting picked over.
Title: Re: RTR - Old Guilds, New Directions
Post by: Dudecore on September 02, 2012, 07:43:00 PM
It seems now (and who knows, maybe they're just spoiling all the good cards) that instead of printing nothing but jank, they're printing SO many good card per guild that a clear "this is the best card. Period." won't appear.
Title: Re: RTR - Old Guilds, New Directions
Post by: BlackJester on September 02, 2012, 09:37:47 PM
I think they can ramp up the power of two-tone cards because they can only fit in certain deck archetypes (guilds).
Title: Re: RTR - Old Guilds, New Directions
Post by: izik99 on September 02, 2012, 09:40:03 PM
Quote from: Dudecore on September 02, 2012, 07:43:00 PM
It seems now (and who knows, maybe they're just spoiling all the good cards) that instead of printing nothing but jank, they're printing SO many good card per guild that a clear "this is the best card. Period." won't appear.

That would mess up standard, because nobody would use Innistrad block anymore.
Title: Re: RTR - Old Guilds, New Directions
Post by: Rass on September 02, 2012, 09:43:08 PM
Not really there are still several good cards from there that will stay in play forever.
Title: Re: RTR - Old Guilds, New Directions
Post by: smokin terry on September 02, 2012, 09:48:16 PM
Quote from: izik99 on September 02, 2012, 09:40:03 PM
Quote from: Dudecore on September 02, 2012, 07:43:00 PM
It seems now (and who knows, maybe they're just spoiling all the good cards) that instead of printing nothing but jank, they're printing SO many good card per guild that a clear "this is the best card. Period." won't appear.

That would mess up standard, because nobody would use Innistrad block anymore.
Mess up standard? I'm guessing you didn't play in the shards block when then was more then 2 deck builds. And the innistrad block will still see some play. *cough* bonfire *cough*

Sorry if I came off like a jerk in this post also.
Title: Re: RTR - Old Guilds, New Directions
Post by: Fishsticks123 on September 02, 2012, 10:23:44 PM
So far I think standard is headed into a gooddirection.
Title: Re: RTR - Old Guilds, New Directions
Post by: Brandalog on September 02, 2012, 10:54:37 PM
Standard is becoming good. Not full of just the same three decks. I'm ready for decks like in the shards block when there was SEVERAL different builds dominating. And a home brew could do good even against the tier one builds. Unlike a home brew getting demolished against delver and wolf run.
Title: Re: RTR - Old Guilds, New Directions
Post by: RevanJJ on September 02, 2012, 11:03:33 PM
I wasn't around for the first Ravinca. Played from '95 till just after Betrayers of Kamigawa and only been back playin for a year or so.

What is all this guild business about? Have to make decks using guilds instead of theme?
Title: Re: RTR - Old Guilds, New Directions
Post by: Greg54js on September 02, 2012, 11:05:32 PM
I don't like standard period. I'm buying RtR for it's use in other formats. Lands for modern and commander and some fun shenanigans for commander as well
Title: Re: RTR - Old Guilds, New Directions
Post by: BlackJester on September 03, 2012, 12:06:13 AM
Quote from: RevanJJ on September 02, 2012, 11:03:33 PM
I wasn't around for the first Ravinca. Played from '95 till just after Betrayers of Kamigawa and only been back playin for a year or so.

What is all this guild business about? Have to make decks using guilds instead of theme?
No, design has evolved. The guild can help strategies from INN: Izzet can help {U}{R} {Burning Vengeance}, Rakdos can help {B}{R} vamps or even Zombies, Golgari will play well with Morbid, and so on.
Title: Re: RTR - Old Guilds, New Directions
Post by: Dudecore on September 03, 2012, 12:13:20 AM
Azorius cards spoiled already help U/W Delver and Esper decks.

Ravnica cards are based around playstyles and combinations players already exploit for those benefits. Ravnica gives color combos a mythology and some new toys. It's fun because they also provide mono colored card (hybrid mana too) some great new options.
Title: Re: RTR - Old Guilds, New Directions
Post by: Coffee Vampire on September 03, 2012, 12:47:59 AM
Quote from: Brandalog on September 02, 2012, 10:54:37 PM
Standard is becoming good. Not full of just the same three decks. I'm ready for decks like in the shards block when there was SEVERAL different builds dominating. And a home brew could do good even against the tier one builds. Unlike a home brew getting demolished against delver and wolf run.
I agree with you that standard is becoming good but I feel the need to say that some home brews can really demolish delver and wolf run. I like home brews ^^

I know you probably mean that most homebrews get facerolled by more streamlined popular builds and you are right. But I am loyal to homebrews so I just wanted to say that to clarify to anyone! :)