NobodyPicksBulbasaur King of Games
I've been playing Magic on and off for a number of years now. I got back into it right before M12 came out. I like playing standard because I like the pay-as-you-go approach, as opposed to dropping hundreds of dollars at once on a legacy deck. It also forces me to keep making and playing new decks, which is half the fun.
I did recently drop my collection to pick up a legacy deck, and I've been having lots of fun with it. The people at my LGS help me tweak it, and it's been smooth sailing.
I also love playing in limited formats and EDH, because they turn deck making into a skill, and forces creative play choices.
|Playing since||Ravnica: City of Guilds|
|Avg. deck rating||4.58|
|Favorite formats||Commander / EDH|
|Good Card Suggestions||17|
|Last activity||13 hours|
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It's the same reason you should weave your deck immediately after you make it. If, before you start shuffling, your deck looks like this:
then it's going to be very difficult to randomize. I'm sure most of you have shuffled a freshly made deck what you thought was an appropriate number of times, only to have the ugliest, clumpiest opening hands you've ever seen.
After weaving the fresh deck you still need to shuffle, and well, but the closer your deck starts to random before you shuffle, the easier it is to get it to a random state.
December 21, 2014 10:42 p.m.
To clarify, a single riffle shuffle won't magically break up a large land pocket. It may spread it out a bit around the edges, but you'll still have a (potentially smaller) land pocket. Riffle shuffle a couple more times and you'll continue to shrink that pocket, but if the pocket was large to begin with, it may still persist. While the deck is well shuffled and is "random", you'll still have some sort of land pocket somewhere in the deck, which is undesirable.
Riffle shuffling doesn't truly randomize a deck in the mathematical sense of the word until after some arbitrarily large number of riffles. Instead of shuffling some arbitrary number of times, we simply call it good enough once the deck is fairly well mixed and the position of any given card can't be distinguished by either player. This can be achieved through approximately 7 riffles.
My point was that 7 riffle shuffles may not always break up excessively large land pockets. Pile shuffling helps remove the land pockets so that "good enough" after 7 or so riffles yields a result that is more akin to a truly random arrangement of cards. You might still end up with land clumps, but that's how randomness works.
December 21, 2014 10:35 p.m.
Pile shuffles aren't a bad thing. They're good for preliminarily breaking up the clumps of 8-10 lands you're likely to have when picking up your cards after a game. This will lower the probability of those 8+ lands remaining together throughout your shuffles.
Just remember that pile shuffles by themselves don't sufficiently randomize your deck. You'll have to do several riffle shuffles or mash shuffles to get your deck to a suitably random state.
December 21, 2014 9:44 p.m.
Mega Beedrill, Yo. That speed. That base attack. Those drills.
December 20, 2014 7:51 p.m.
There's nothing wrong with only running 2 TS in the main. If it works keep it up.
December 20, 2014 1:13 p.m.
Holiday Hymn 1(W)(U)
When ~ enters the battlefield, each player may begin singing or humming a holiday song. If a player does, spells they cast cost (2) less for as long as they remain singing or humming.
December 18, 2014 11:55 p.m.
Kenji is quite entertaining. He's no Reid Duke, but he sure knows his way around a Limited deck.
December 17, 2014 6:39 p.m.
The price of a misprint depends heavily upon both the severity of the misprint and whether the card in question has any inherent value. Because Celestial Archon has relatively little value as a card, it would have to have a particularly exciting misprint in order to gain a significant value.
December 15, 2014 2:55 p.m.
Because someone has to do it:
FTV: Storm Crow
December 15, 2014 2:52 p.m.
My LGS marks up product like that, but not because the owner is greedy. Limited run products aren't just hard to obtain for players; they're also hard to obtain for store owners. When you have to pay a premium just to obtain a product, then you also have to charge a premium when you sell it.