Thank you for the support. I highly recommend that you always get your booster packs from players or "bots" that sell them on the "Classified" section of the MTGO client.
People win boosters as prizes for tournaments but would rather have tickets than open those packs or use them in a tournament. Thus, they are willing to trade them on the classifieds section for tickets (and for less than what you get them for on the MTGO store).
To find the people selling these packs, make the tickets in your collection tradable, then head to the classifieds section and use the search bar. The best way to get the right results is to search the set code of the boosters you want to buy (i.e. M12, ISD, DKA, AVR... etc.)
Send me a message in-game if you're still having trouble. (My handle is OJumpyO)
Fair enough. The key function of every deck is to defeat the opposition, however: Any card can be justified in working towards that end. 'Bitterblossom is good in this deck' as a phrase is a bit off, as it's good in practically any deck that wins through damage. Innovating with cards that have been in the eyes of the players of the top tables is really, really hard: To take up the example of Punishing Fire, I included it in my Spellshaper deck as a 1-mana recursion engine to feed spellshaping in addition to its role as removal and a finisher. Despite that clever ruse, you'd have been absolutely right to dismiss it as a random good card, because as with Bitterblossom, I can win with Punishing fire/grove and nothing else.
Playing strong cards is absolutely fine, whatever they may be, but playing them and claiming to innovate with them, or building around them, doesn't really hold water: Revisiting extremely well-trodden ground can't be called trailblazing.
The Spine is absolutely bad for the Welder: he wants stuff that STAYS in the graveyard. He recurs the Torch too, btw. I an old Legacy build, I liked to put a Darksteel Forge in the deck (and sometimes Platinum Angel, since I already had Lighting Greaves, and that's pretty much a lock if you can pull it off undisrupted).
I'm going to play a Welder build later this month. I reworked my Construct one with your finisher package and Anger. I was shy to use actual Mountains because my package was based on Sundering Titan (plus Duplicant and Bosh). I think I satisfied my Sundering crave with the Golem deck now, so I'm going to use Anger-ed Sphink and Leviathan instead. :) Here's the list:
4 Goblin Welder
1 Anger
1 Sphinx of the Steel Wind
1 Filigree Angel
1 Bosh, Iron Golem
1 Inkwell Leviathan
4 Faithless Looting
4 Intuition
4 Scalding Tarn
1 Volcanic Island
1 Badlands
1 Plateau
3 Mountain
1 Island
4 Great Furnace
4 Seat of the Synod
4 Darksteel Citadel
You can see here a card that has been key in tests (and in similar builds I played in the past): Filigree Angel. Of course, it's directly linked to a mana base very different from yours, with 12 artifact lands. This way, the Angel could give you even 18-21 life per recursion. That's good game for fast aggro and burn, whatever they might do.
I still prefer the Constructs (I built Welder decks around artifact Shapehifters, Goblin with Sharpshooter/Basilisk Collar as a secondary strategy, and even artifact Walls), because they have Steel Overseer that comes very early on and calls for removals (this way protecting indirectly the Welder), plus a lot of control built-in (Biskelion, Triskelion, both interacting with the Overseer). It's a tribal base that doesn't depend entirely on the Welder and can win by itself. And in this latest version, I put Cathodion and Su-Chi in there: they are great blockers with excellent PT/CMC ratios (3/3 for 3, 4/4 for 4), and they got a nice interaction with the Welder, since sacrificing them can fuel the casting of, say, a Triskelion, or even Bosh, or a Bosh activation.
A thing has to be said about your Moxen, in this regard: they are bad Welder targets. When you sacrifice them, you're doing a 2-for-1 on yourself. And they are even more of a nightmare if you want for them to come back.
Quoting myself: "the thing didn't bother me per se (...) but it provided me with the chance to talk some more about my take on the Tribal Wars format." It was just the trigger for a "storytelling approach" piece I was planning to do anyway, with those two different Merfolk decks as the main example.
Anyway, the "trigger" was this (you can see it in our replay): as soon as I played Bitterblossom, you asked me (quoting verbatim): "Playing faeries or just random good cards? ;)". And no, my friend, that wasn't random at all. My point is that my approach is exactly NOT playing random good cards (that's why I never play Punishing Fire :P). I look at a card, as strong as it may be (I prefer to call them "exciting" :P), only as a function of the general structure and theme of the deck I want to build, or even build around them. That's what I wanted to talk about here. I even thought not to mention you or our game at all, but in the end that would have seemed strange.
BTW, I admit I totally misread your Thrun joke in Game 2 (I just rewatched it): when you said, "Use thrun: Seems better to be killed on-tribe than off. :)", in the heat of the moment I somehow didn't read the "to be killed" part, and thought you were being sarcastic, like an "ad" for Thrun being better off-tribe, or something. Hence my weird-sounding answer to that, about him not being off-tribe. :)
incase u need the spelling its,
Kolczynski
Its not like Wotc is going to come out and say, Hey were inviting back repeats this year.
To be honest Im of the mind, that in any givin year repeats could happen.
sorry about that. I got the list off Mike's article on this site, where he lists you as Walter (no last name.) I figured adding K was better than misspelling it, and I hoped JXC had a correct spelling. Best I could do, given time and a bad Internet connection.
I don't know if Wizards is re-inviting people. If they are, I'm editing out all the contacts, except for "one million words."
'I think he doth protest too much', as the bard once put it. I asked that Kuma use Thrun, the Last Troll to kill me rather than his faerie tokens, so as to be beaten by his tribe, Angels bested by Shamans. That's it, that's all. I have no beef with him squeezing Bitterblossom in his deck. It's a good card with a strong winning pedigree, Kuma has no more need to justify it than anyone needs to justify Goblin Charbelcher or Helm of Obedience. Good cards that win games are A-OK, and don't particularly need a half-dozen paragraphs trying to say why they fit into a deck or a theme. Bitterblossom was good enough to earn a pre-emptive ban in Modern due to its tournament successes, which is more than enough reason to stick it in a deck which can utilise it.
Seriously, no reason to go on about it nor to compose an apologia on its behalf. It's a perfectly reasonable card choice, you're defending against attacks which aren't being made.
Now that im home, I had time to look this up.
From this thread, http://community.wizards.com/funnygroup/go/thread/view/75846/27391605/RI...
Quoted from Worth, post # 63
"I was happy to be able to put a face to the name when he came out for the first ever MTGO community cup, too, and was looking forward to inviting him back."
This was from over a year ago, so even back then they knew they wanted to have repeats as some point.
Thanks for featuring my Goblin Welder deck this week. I spent a great deal more time tweaking that one than any deck recently, way more than my Esper Spirits deck that won a month back.
The main problem with the Artificers, I thought going in, was against linear aggro. The Batterskull plan and the Blade Splicers could buy time against fast aggro (Cat sligh, red elementals, etc), and my finisher was always going to be better than their board presence if they didn't kill me first. But linear aggro (Elves, Allies, Merfolk) was going to get their critical mass of synergistic guys out that my one or two fatties couldn't always trump. Undisrupted, those decks have a better endgame than me. The initial build had ZERO ways to interact with the opponent's board. Bosh and the Contagion Engine were added, and in my final test matches I swapped out a Paradise Mantle for the Blazing Torch just so I could kill a lord or troublesome utility creature in a pinch (and in magical Christmasland, recur it with Argivian Archaeologist.) And the torch randomly won me a couple games, including dominating game 3 of my last match against Vampires. A Germ riding a battering ram and carrying that torch, vampires cowering in fear, aw yeah!
Of course what I ended up losing to wasn't aggro at all, but AJ's demons. As Mike Flores would say, he had "moresies" on me. For every fatty I had, he had 3 of them. He chained them with Rune-Scarred Demons, which is uber-powerful. And I couldn't set up much early, because my shenanigans are creature-based and he had 6-8 sweepers in there.
Per Kuma's remark about noncreature permanents, I did consider Spine of Ish-Sah, but it kind of stinks that it goes back to your hand instead of yard when you sac it, so I thought it would be too much work to include it. I would rather have found some way to run Chrome Mox instead of Diamond, since Chrome Mox runs in land slots not spell slots like the Diamond does, and fit in 3-4 utility removal spells or countermagic. But I had too many artifacts to feel like Chrome Mox would be reliable, and the Diamonds were nice color-fixing against people who, for instance, blew up all my dual lands with Sundering Titan :-)
Regarding the "spirit of the format", I mostly view it like Kuma. That is to say, at the fundamental level it's just a legacy format made more interesting by combining the vast legacy card pool with a novel deckbuilding restriction. Trying to fit interesting cards, combos, and ideas into that restriction is challenging and fun. I certainly have my "Vorthos" moments where I run some card just because I love the art, but most of the time it's me sitting at the bar, idly browsing the Decked Builder app, and suddenly wondering "what can I do with THIS?" And I love it when all the pieces fall together into something that resembles a reasonable deck.
In retrospect, I'm not sure I would even call that odious Wall-Belcher deck outside the "spirit of the format". It's noxious and disgusting and an affront to the game in ANY format, but at least the person who originally designed it a few months ago can claim that he did the work and found a way to fit that ridiculous joke of a deck into the format's restrictions. Anybody copying it now lacks that justification.
Holy cow, someone nominated me??!?! That's pretty crazy since most of the others are a lot more involved with the community and likely better deckbuilders as well. Thanks to whoever did though! And FYI, my handle on MTGO is Tarasco.
Also, sorry no article today. Real life caught up. Next week though!
Also, where was it announced past participants are ineligible? AFAIK that hasn't been stated, and I know eventually repeats will be considered (though not necessarily for this year).
As mentioned by El Pato, above, I messed up the calculations for the pack EVs. Here are the updated numbers:
ISD: $1.16
DKA: $1.47
AVR: $1.15
M12: $0.81
My apologies. The reflected changes are that Mythics are 1 in 8 (not 1 in 7) and that Double Faced Mythics and Rares in ISD and DKA have different distribution rates.
Really enjoying this serious so far. Look forward to how a new set plays into your percentages and the EVs were a very nice touch this week. Thanks for the insights.
Oh I should also point out that while what you said about the name origin is true it was also intended as a reference to the R/P/S meta game model that was popular in discussion at the time. As the R in that model it was designed to beat the top tier which accounted for its success and the toolbox nature of its design meant that changing out creatures when the meta changed kept the archetype alive and competitive.
Don't lose hope that you can't win 2/3 of your matches! Sometimes you are just not very good at a format. I was above 70% for Scars block but I failed out of ISD-DKA at around 58% and I'm not doing too hot in AVR. It's a little depressing thinking that there are some sets your are just going to fail, and you're never going to know why, because Magic keeps changing and you have to move on, but the fact that it moves on gives you hope for better days.
Stuff I'd like to point out:
After the 8/1 downtime, there are no longer M12 queues ;_; too bad so sad
Is that 6/7 + 1/7 calculation correct? I thought mythic odds are 1/8 not 1/7.
Make sure to do the ISD-DKA math right - flip cards don't take the rarity slot so they make the EV a bit more difficult to crunch. If you haven't done this yourself, or for anyone reading who would do this, here are some numbers for flip cards:
Innistrad has 121 cards on the DFC sheet. There's 1 mythic with only 1 copy, so 1/121, and 6 rares with 2 copies each, 2/121 each.
DKA has 80 cards on the DFC sheet. There are 2 mythics at 1 copy each and 3 rares at 2 copies each.
I like playing with rancor so much because it reminds me of when I was a teenager playing the game. Sitting around in the University of Louisville's game room playing with friends and such. It's because of stuff like that I'll play Black Green as often as I can.
Yeah, that's when Magic really was the game I love. I think we've lost something along the way and even though the game is still great, it just doesn't grab me the way it did back then. These days, I have a whole lot more "what the hell were they thinking?" moments than I did back then. I don't like the way formats deteriorate so quickly now. Back then, it felt like the possibilities were endless. Now, it seems predetermined that there will only be two or three tournament-worthy decks at any one time with a few decks lurking at the fringes.
I also miss the days when you'd go to the card shop and you'd see homebrew all over the place. Now, it's more a case of "which decklist do you prefer: the one from Star City or the one from some other website?"
Hey, you kids! Get off my lawn!
I referred to it as a "nine days wonder" because at the time he hit it big with that deck, black/green wasn't much. He played and won with cards that weren't seeing much play (a trait I always admire in anyone).
He really did put black/green on the map. You're right about the deck constantly evolving. Sol couldn't sit still on a deck if his life depended on it. The original decklist didn't last long due to his constant tinkering. That's not a slam. It probably accounts for his longevity with the deck. You never knew what his latest improvements to the deck would be.
Thank you for the support. I highly recommend that you always get your booster packs from players or "bots" that sell them on the "Classified" section of the MTGO client.
People win boosters as prizes for tournaments but would rather have tickets than open those packs or use them in a tournament. Thus, they are willing to trade them on the classifieds section for tickets (and for less than what you get them for on the MTGO store).
To find the people selling these packs, make the tickets in your collection tradable, then head to the classifieds section and use the search bar. The best way to get the right results is to search the set code of the boosters you want to buy (i.e. M12, ISD, DKA, AVR... etc.)
Send me a message in-game if you're still having trouble. (My handle is OJumpyO)
Great column. Look forward to reading more! Where do you go to find packs cheaper than on MTGO?
Fair enough. The key function of every deck is to defeat the opposition, however: Any card can be justified in working towards that end. 'Bitterblossom is good in this deck' as a phrase is a bit off, as it's good in practically any deck that wins through damage. Innovating with cards that have been in the eyes of the players of the top tables is really, really hard: To take up the example of Punishing Fire, I included it in my Spellshaper deck as a 1-mana recursion engine to feed spellshaping in addition to its role as removal and a finisher. Despite that clever ruse, you'd have been absolutely right to dismiss it as a random good card, because as with Bitterblossom, I can win with Punishing fire/grove and nothing else.
Playing strong cards is absolutely fine, whatever they may be, but playing them and claiming to innovate with them, or building around them, doesn't really hold water: Revisiting extremely well-trodden ground can't be called trailblazing.
The Spine is absolutely bad for the Welder: he wants stuff that STAYS in the graveyard. He recurs the Torch too, btw. I an old Legacy build, I liked to put a Darksteel Forge in the deck (and sometimes Platinum Angel, since I already had Lighting Greaves, and that's pretty much a lock if you can pull it off undisrupted).
I'm going to play a Welder build later this month. I reworked my Construct one with your finisher package and Anger. I was shy to use actual Mountains because my package was based on Sundering Titan (plus Duplicant and Bosh). I think I satisfied my Sundering crave with the Golem deck now, so I'm going to use Anger-ed Sphink and Leviathan instead. :) Here's the list:
4 Steel Overseer
4 Serrated Biskelion
4 Cathodion
4 Su-Chi
4 Triskelion
4 Goblin Welder
1 Anger
1 Sphinx of the Steel Wind
1 Filigree Angel
1 Bosh, Iron Golem
1 Inkwell Leviathan
4 Faithless Looting
4 Intuition
4 Scalding Tarn
1 Volcanic Island
1 Badlands
1 Plateau
3 Mountain
1 Island
4 Great Furnace
4 Seat of the Synod
4 Darksteel Citadel
You can see here a card that has been key in tests (and in similar builds I played in the past): Filigree Angel. Of course, it's directly linked to a mana base very different from yours, with 12 artifact lands. This way, the Angel could give you even 18-21 life per recursion. That's good game for fast aggro and burn, whatever they might do.
I still prefer the Constructs (I built Welder decks around artifact Shapehifters, Goblin with Sharpshooter/Basilisk Collar as a secondary strategy, and even artifact Walls), because they have Steel Overseer that comes very early on and calls for removals (this way protecting indirectly the Welder), plus a lot of control built-in (Biskelion, Triskelion, both interacting with the Overseer). It's a tribal base that doesn't depend entirely on the Welder and can win by itself. And in this latest version, I put Cathodion and Su-Chi in there: they are great blockers with excellent PT/CMC ratios (3/3 for 3, 4/4 for 4), and they got a nice interaction with the Welder, since sacrificing them can fuel the casting of, say, a Triskelion, or even Bosh, or a Bosh activation.
A thing has to be said about your Moxen, in this regard: they are bad Welder targets. When you sacrifice them, you're doing a 2-for-1 on yourself. And they are even more of a nightmare if you want for them to come back.
Quoting myself: "the thing didn't bother me per se (...) but it provided me with the chance to talk some more about my take on the Tribal Wars format." It was just the trigger for a "storytelling approach" piece I was planning to do anyway, with those two different Merfolk decks as the main example.
Anyway, the "trigger" was this (you can see it in our replay): as soon as I played Bitterblossom, you asked me (quoting verbatim): "Playing faeries or just random good cards? ;)". And no, my friend, that wasn't random at all. My point is that my approach is exactly NOT playing random good cards (that's why I never play Punishing Fire :P). I look at a card, as strong as it may be (I prefer to call them "exciting" :P), only as a function of the general structure and theme of the deck I want to build, or even build around them. That's what I wanted to talk about here. I even thought not to mention you or our game at all, but in the end that would have seemed strange.
BTW, I admit I totally misread your Thrun joke in Game 2 (I just rewatched it): when you said, "Use thrun: Seems better to be killed on-tribe than off. :)", in the heat of the moment I somehow didn't read the "to be killed" part, and thought you were being sarcastic, like an "ad" for Thrun being better off-tribe, or something. Hence my weird-sounding answer to that, about him not being off-tribe. :)
Connection too crappy to grab my name off Facebook?
I don't really care, I just found it odd.
incase u need the spelling its,
Kolczynski
Its not like Wotc is going to come out and say, Hey were inviting back repeats this year.
To be honest Im of the mind, that in any givin year repeats could happen.
sorry about that. I got the list off Mike's article on this site, where he lists you as Walter (no last name.) I figured adding K was better than misspelling it, and I hoped JXC had a correct spelling. Best I could do, given time and a bad Internet connection.
I don't know if Wizards is re-inviting people. If they are, I'm editing out all the contacts, except for "one million words."
'I think he doth protest too much', as the bard once put it. I asked that Kuma use Thrun, the Last Troll to kill me rather than his faerie tokens, so as to be beaten by his tribe, Angels bested by Shamans. That's it, that's all. I have no beef with him squeezing Bitterblossom in his deck. It's a good card with a strong winning pedigree, Kuma has no more need to justify it than anyone needs to justify Goblin Charbelcher or Helm of Obedience. Good cards that win games are A-OK, and don't particularly need a half-dozen paragraphs trying to say why they fit into a deck or a theme. Bitterblossom was good enough to earn a pre-emptive ban in Modern due to its tournament successes, which is more than enough reason to stick it in a deck which can utilise it.
Seriously, no reason to go on about it nor to compose an apologia on its behalf. It's a perfectly reasonable card choice, you're defending against attacks which aren't being made.
Now that im home, I had time to look this up.
From this thread,
http://community.wizards.com/funnygroup/go/thread/view/75846/27391605/RI...
Quoted from Worth, post # 63
"I was happy to be able to put a face to the name when he came out for the first ever MTGO community cup, too, and was looking forward to inviting him back."
This was from over a year ago, so even back then they knew they wanted to have repeats as some point.
Thanks for featuring my Goblin Welder deck this week. I spent a great deal more time tweaking that one than any deck recently, way more than my Esper Spirits deck that won a month back.
The main problem with the Artificers, I thought going in, was against linear aggro. The Batterskull plan and the Blade Splicers could buy time against fast aggro (Cat sligh, red elementals, etc), and my finisher was always going to be better than their board presence if they didn't kill me first. But linear aggro (Elves, Allies, Merfolk) was going to get their critical mass of synergistic guys out that my one or two fatties couldn't always trump. Undisrupted, those decks have a better endgame than me. The initial build had ZERO ways to interact with the opponent's board. Bosh and the Contagion Engine were added, and in my final test matches I swapped out a Paradise Mantle for the Blazing Torch just so I could kill a lord or troublesome utility creature in a pinch (and in magical Christmasland, recur it with Argivian Archaeologist.) And the torch randomly won me a couple games, including dominating game 3 of my last match against Vampires. A Germ riding a battering ram and carrying that torch, vampires cowering in fear, aw yeah!
Of course what I ended up losing to wasn't aggro at all, but AJ's demons. As Mike Flores would say, he had "moresies" on me. For every fatty I had, he had 3 of them. He chained them with Rune-Scarred Demons, which is uber-powerful. And I couldn't set up much early, because my shenanigans are creature-based and he had 6-8 sweepers in there.
Per Kuma's remark about noncreature permanents, I did consider Spine of Ish-Sah, but it kind of stinks that it goes back to your hand instead of yard when you sac it, so I thought it would be too much work to include it. I would rather have found some way to run Chrome Mox instead of Diamond, since Chrome Mox runs in land slots not spell slots like the Diamond does, and fit in 3-4 utility removal spells or countermagic. But I had too many artifacts to feel like Chrome Mox would be reliable, and the Diamonds were nice color-fixing against people who, for instance, blew up all my dual lands with Sundering Titan :-)
Regarding the "spirit of the format", I mostly view it like Kuma. That is to say, at the fundamental level it's just a legacy format made more interesting by combining the vast legacy card pool with a novel deckbuilding restriction. Trying to fit interesting cards, combos, and ideas into that restriction is challenging and fun. I certainly have my "Vorthos" moments where I run some card just because I love the art, but most of the time it's me sitting at the bar, idly browsing the Decked Builder app, and suddenly wondering "what can I do with THIS?" And I love it when all the pieces fall together into something that resembles a reasonable deck.
In retrospect, I'm not sure I would even call that odious Wall-Belcher deck outside the "spirit of the format". It's noxious and disgusting and an affront to the game in ANY format, but at least the person who originally designed it a few months ago can claim that he did the work and found a way to fit that ridiculous joke of a deck into the format's restrictions. Anybody copying it now lacks that justification.
Holy cow, someone nominated me??!?! That's pretty crazy since most of the others are a lot more involved with the community and likely better deckbuilders as well. Thanks to whoever did though! And FYI, my handle on MTGO is Tarasco.
Also, sorry no article today. Real life caught up. Next week though!
I havent seen it posted anywhere that past invitees cant be invited again.
Repeats will happen, its just a matter of when it does.
... and I get a "K".
Also, where was it announced past participants are ineligible? AFAIK that hasn't been stated, and I know eventually repeats will be considered (though not necessarily for this year).
Good work as usual.
Edited as you beat me to it!
Cheers
Some additional names I have seen in the threads (since I submuitted this article on Wed.)
Todd Anderson (strong_sad)
Zach (The_Hoff)
Andy (Eternal_Hammer)
(Lord Erman)
Mike Morales (levithan)
Keya Sale (gamemaster32)
Mathew Watkins (oraymw)
Cedric Phillips (CellDweller)
As mentioned by El Pato, above, I messed up the calculations for the pack EVs. Here are the updated numbers:
ISD: $1.16
DKA: $1.47
AVR: $1.15
M12: $0.81
My apologies. The reflected changes are that Mythics are 1 in 8 (not 1 in 7) and that Double Faced Mythics and Rares in ISD and DKA have different distribution rates.
Really enjoying this serious so far. Look forward to how a new set plays into your percentages and the EVs were a very nice touch this week. Thanks for the insights.
Oh I should also point out that while what you said about the name origin is true it was also intended as a reference to the R/P/S meta game model that was popular in discussion at the time. As the R in that model it was designed to beat the top tier which accounted for its success and the toolbox nature of its design meant that changing out creatures when the meta changed kept the archetype alive and competitive.
I totally forgot about flip cards, since I haven't played DKA/ISD in months!
I'll fix up the spreadsheet and have the proper values in the comments by tomorrow night.
Apologies to my readers.
Don't lose hope that you can't win 2/3 of your matches! Sometimes you are just not very good at a format. I was above 70% for Scars block but I failed out of ISD-DKA at around 58% and I'm not doing too hot in AVR. It's a little depressing thinking that there are some sets your are just going to fail, and you're never going to know why, because Magic keeps changing and you have to move on, but the fact that it moves on gives you hope for better days.
Stuff I'd like to point out:
After the 8/1 downtime, there are no longer M12 queues ;_; too bad so sad
Is that 6/7 + 1/7 calculation correct? I thought mythic odds are 1/8 not 1/7.
Make sure to do the ISD-DKA math right - flip cards don't take the rarity slot so they make the EV a bit more difficult to crunch. If you haven't done this yourself, or for anyone reading who would do this, here are some numbers for flip cards:
Innistrad has 121 cards on the DFC sheet. There's 1 mythic with only 1 copy, so 1/121, and 6 rares with 2 copies each, 2/121 each.
DKA has 80 cards on the DFC sheet. There are 2 mythics at 1 copy each and 3 rares at 2 copies each.
I like playing with rancor so much because it reminds me of when I was a teenager playing the game. Sitting around in the University of Louisville's game room playing with friends and such. It's because of stuff like that I'll play Black Green as often as I can.
Yeah, that's when Magic really was the game I love. I think we've lost something along the way and even though the game is still great, it just doesn't grab me the way it did back then. These days, I have a whole lot more "what the hell were they thinking?" moments than I did back then. I don't like the way formats deteriorate so quickly now. Back then, it felt like the possibilities were endless. Now, it seems predetermined that there will only be two or three tournament-worthy decks at any one time with a few decks lurking at the fringes.
I also miss the days when you'd go to the card shop and you'd see homebrew all over the place. Now, it's more a case of "which decklist do you prefer: the one from Star City or the one from some other website?"
Hey, you kids! Get off my lawn!
I referred to it as a "nine days wonder" because at the time he hit it big with that deck, black/green wasn't much. He played and won with cards that weren't seeing much play (a trait I always admire in anyone).
He really did put black/green on the map. You're right about the deck constantly evolving. Sol couldn't sit still on a deck if his life depended on it. The original decklist didn't last long due to his constant tinkering. That's not a slam. It probably accounts for his longevity with the deck. You never knew what his latest improvements to the deck would be.
I thought it was weird that someone else was writing State of Play and then I saw the news. What a shame. Hammy will be missed.