RTR - Old Guilds, New Directions

Started by Coffee Vampire, September 02, 2012, 10:33:25 AM

Previous topic - Next topic

Coffee Vampire

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?

Juggalonoke

I love it not even trying to edit decks for post rotation figure I'll just make new ones 😄

Cindjor

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!

BlackJester

That's why it's important to read the cues and change plans if your guild is getting picked over.

Dudecore

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.

BlackJester

I think they can ramp up the power of two-tone cards because they can only fit in certain deck archetypes (guilds).

izik99

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.

Rass

Not really there are still several good cards from there that will stay in play forever.

smokin terry

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.

Fishsticks123

So far I think standard is headed into a gooddirection.

Brandalog

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.

RevanJJ

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?

Greg54js

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

BlackJester

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.

Dudecore

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.