So the rules for this game were: you can't ramp in any way, your deck has no lands, but you get an Everywhere land each turn. We also decided to avoid thing that explicitly abuse the Everywhere lands (like a Domain deck, for example).
I'm surprised Crim didn't go with Soul of Windgrace. Land destruction is op in this version. The ability to steal your opponents' destroyed lands is even better.
I would have adapted it a bit. Still no ramp, but have a land library made up of everywhere tokens. That way you get around the discard to hand size, because you can always draw one land per turn when you need it.
Sometimes I don´t understand the threat assessment at the table. The literal only way Phil doesn´t lose is by letting Crim use the disk. So he decides to kill Crim?
Crim is there down in the dirt trying to keep everyone in check, putting his own board state behind, doing gods work. They take it personally and kill him for it, then die immediately on the clap back
"Reanimator would be busted", he said, right after winning with a patriarch's bidding. For which he tutored and immediately discarded a chasm guide two turns earlier.
Rather than the Everywhere lands I think what might work better is having each player choose a basic land of any type on their upkeep and put that one into play. Otherwise every deck ought to just be 5 colour good stuff.
Teferi says no to your opponents Winota just wins Although it seems irrational playing against anything that can be perceived as stax, is very frustrating For the player, perceiving it as stacks
@jaysonking4055 I just think that if you complain about a teferi yet try to say Winota is okay in any capacity, we kinda need to re-evaluate our stances lmao
My brother and I have done "hero powers" magic. Choose a 1 cost instant or sorcery to add to your command zone. It now costs 2 and can be used once per turn cycle. If we were to play it again I'd probably add the cost can't be modified, it counts as a typeless card, and only on your turns (to help combat the really broken interactions with a guaranteed spell each turn).
I really like Phil, but sometimes his decision making is just so terrible, takes me a bit out of it (though in reality maybe it was late and he just wanted the game to go out on a bang instead of everyone needing to rebuild).
This reminds me of the TCG Force of Will, it died off in my town due to lack of players but it sort of played like this. You had a separate deck for your mana (called stones in that game) and it had a built in commander-like mechanic into the deck building where your deck had a "ruler". The game was fun, but unfortunately didn't get off the ground here.
game 2 kingmake but game 1 was pure taking advantage of the discard for turn rule. yall shouldve started at 3 cards in hand because seth filling his graveyard for free and reanimating was kinda bullshit
It probably would make sense to start the game with only 4-5 cards to make up some slots that would be filled by lands normally. It would also reduce the amount of discard in the beginning.
I agree with Richards analysis for this version of clash, and I think another rule should have been added where your creatures can attack other creatures, as that's part of how the mana balances out. Your removal is removal, but so are your creatures.
I’ve been playing some hearthstone lately and as a long time magic player honestly it’s pretty nice not having to worry about losing games to flood/screw.
@@Arctanis-vt3hl I completely agree with that, it can be really frustrating not being able to interact with my opponent but honestly I feel less frustrated by that than losing a game just because the cards weren’t cooperating with me. Idk I’m split on hearthstone but it’s a nice break after getting stomped on by mono red etc lol
I played Hearthstone 5 years ago and loved playing Pirate Rogue in wild. I came back yesterday only to find it's arguably even stronger now than it was when I played, and I dont even have an optimal deck lmao.
@@Gorbgorbenson that’s awesome! I also love the new player experience with hearthstone, the loaner decks you get to play and keep one of actually feel like real meta decks and not just token offerings like what arena gives you.
@Asian_Caleb Yeah, I think the only negative of Hearthstone over Arena is that commons and rares (their uncommons) are harder to acquire outside of cracking packs. Though card quality is higher at common and rare in hearthstone, it feels.
Each deck gets 10 face down basic lands on the battlefield, reveal one each turn, a land search lets you reveal a color of your choice, that way you won't end with 5 color goodstuff everywhere
It's frankly incredible how often Crim will have the smallest board with no immediate threats and the entire table will go "we need to start getting Crim's stuff off the board". Meanwhile there's an obliterator, an ever growing army of tokens, and a building mass of allies. Edit: I just don't get anyone's mindset this episode. Why would you kill Crim before he could wrath when Seth just popped off like that? What was everyone so concerned about?
I don't know, Innkeeper's Talent with Oath of Teferi is a pretty scary set up in a superfriends deck. If Crim sweeper the board there I think he's almost guaranteed to win.
Very satisfying watching a week with 0 ramp. When the game is nearly always, who ramps the best and fastest either wins or becomes a threat and the whole narrative of the game is ramping...it's very refreshing when everyone is on an even playing field mana wise, let's the focus of the game be about what you are doing...and complaining about having no mana.
I have been building my decks with 20% crim logic and 80% richard logic and I am stomping my playgroup. I think most of Richards seemingly crazy takes are actually just correct. And crims playstyle is the most fun and cool imo.
This would be a fun one to return to, since it seems everyone learned a lot about how this particular restriction will play out and it might be pretty different next time.
Winota is doubly powerful in this format BECAUSE there is no land or ramp chaff that can blank an entire trigger. Absolutely nuts in this format. This should be its own format, honestly. Cut the card count down to 60, keep the singleton rule and create a separate ban list. And instead of using actual lands to keep track of your mana count, just use dice, and spin down as you use the mana.
Tbh anti mana screw magic could be great as well. Simply have a pile of basic lands in the middle. And whenever you draw a land you may instead replace it with a basic land from the pile. Ofc to keep ramp instead,searching for a land would search the pile. You could still run lands if you like to run hermit druid but fixes mana completely.
OO, could be fun trying so many different ways to play with different mana systems. like how Force of Will TCG had its stone deck, WoW TCG had the any card is your mana, Duel Masters had anything was a resource but only made the colors the card was. Just love the idea to see how the game would work.
I had an idea where we could have a hearthstone like format with nonbasic lands. A seperate land deck, at the start of the game you draw 5 cards, and have a regular London mulligan starting at 5, and then you draw two lands from your Lands deck. In your draw step each turn, you choose whether you draw from your Lands deck or your spells deck. Spells that search for a land search the lands deck, and spell tutors the spells deck, when you scry or surveil, you can choose which deck tomdo it on, shuffling one deck does not require shuffling the other. You still have a minimum play set of 60 cards, its up to you how you want to split them. I don't think this would work very well in 1v1, as land variance is about 20% of the game, honestly, and this would honestly encourage people to play as few lands as possible. Land destruction would actually be more acceptable in this format, I think, as it would punish a small lands deck and the garuntee of being able to replace the lands is much more forgiving. Would be interested to see someone try it out. I don't have the paper decks necessary to really do it.
I've consider this as a concept, but I think having a separate deck of your 40 lands and you can choose to draw from one or the other would be an interesting concept.
You guys should have had the same starting hand size as hearthstone as well. Games without land systems usually start with 3-4 cards in hand. In normal magic, half your deck is lands, so you effectively have less gas in hand, so you start with 7. You guys essentially started the game with a 14 card hands. That would obviously help the aggro decks so much
Deck building idea: either the same commander or the same colors, draft from all cards to 100. There are no duplicates amongst the 4 decks. So no two BoP, etc.
Talking about this like an aggro format... I think Stax and pillowfort might compete especially if you're able to abuse things like cascade in conjunction or to have things that aren't considered "ramp" but can untap lands...
I would love to see another epsiode of this espcially with this expiernce in mind with deck buidling and maybe start with less cards and ban reanimator
This was pretty funny to watch, hopefully we get to see it again someday, especially now that you guys have some experience with it and can improve deckbuilding. ... Winota is such a messed up card x-x
You could have committed more to Hearthstone ruling by starting with 3 cards in hand and max hand size is 10! That way you do not have to discard down to hand so much.
Seth playing Ally's makes me remember my first deck I built was Ally's. I always wanted to bring them back I mostly used harabaz druid to tap for a bunch of mana.
I think if you play Hearthstone mana, you should start with five cards like Hearthstone. The max hand size can stay at 7, but this way you don't auto-discard the first turn or perhaps two in the game.
I think a way to make this a bit more interesting would be that you can play basic lands from outside the game rather than everywhere tokens. Otherwise there is 0 reason to not just be 5 color pip pile and then you also don't have to ban domain
Omg Yu-gi-oh next. Like the others suggested, following the hand size of the game it's inspired by is prolly helpful. Enchantments are field spells so only one at a time and playing a new one destroys the old one. Instants and sorceries need to be set before activating. Instants can technically be flipped right away. Sorceries need to wait a full turn maybe. Maybe summoning 1 to 4 cmc creatures is broken but maybe it's fine since the max creature count is 5 and you'd need a sac outlet if ever. 5 cmc above stuff follow the summon rules where you gotta sac a certain number of creatures to do so
Phill looked pretty petty in the second game. Why killing the only person that could save you from dying with the disk? And that kind of behaviour seems to be a constant in several games too.
Not surprising the zoo deck was the best deck during hearthstone week. Really have to focus on low mana curve and should probably mulligan aggressively since you're discarding so often .
I am not sure if it still the case but you used to be able to ramp in hearthstone. I think this would have been so much better with ramp as it could not be land ramp. The way this was played out anything that buffs your board is killer. Slivers would have been pretty busted.
I think it would be really interesting to see more of these with ramp as an option with a starting had size of 3-4 similar to Hearthstone. With 7 cards you just have access to too many cards and card draw isn't really necessary. Of course there are so many new games that use better mana systems than MTG that it would probably be better to just play those because they are balanced around it. Lorcana and Star Wars Unlimited are the most recent ones that I have been playing with that comes to mind. Would love to see you guys play free for all Star Wars Unlimited / Lorcana :). It is always fun to watch your games.