Thursday, January 09, 2014

Dies to removal

Jason: U willing to spend how much on goyf?
Player x:At most $200ea
Player x: But I kinda feel reluctant to pay so much for a card that gets pathed lol.
Me: Then play bogle lo
(Bonus) player x: haha then I can cont buying FS boosters. Since daybreak coronet also from there.

To the above player x. I would say. Just quit playing magic la. You can go open whatever packs you want with your abnn friend but I don’t care la. Just don’t drag my friend into opening packs with you just so that when he open good stuffs you can buy it for “friendship price” from him. Or I can sell you my path to exile for 200.01sgd, since path kills goyf so path should be more expensive here right? Knnbccb your money eye will never see the true value of the cards la.

/rant

What is dies to removal? Why do so many people use this argument all the time? Why sometimes dies to removal is a good thing? Why does tarmogoyf and some other creatures still cost so much more money than some of the best removal spells in the format?

All decks except combo decks play removals. However combo decks like tron, twins, pod play “wipes” or try to incorporate tempo elements and play “pinpoint” removals. So what are wipes and pinpoint
removals? Why play them? Why play one over the other?

Seasoned players can skip the next few paragraphs 
/*****************************************************
Removals are separated into wipes and pinpoint.
Wipes are also known as sweeps, resets and “wrath”. They do things to each and/or all stuffs. They cost a bit more, they clear a bunch of things at the cost of 1 card. Sometimes they deal damage across the board. Sometimes they do -X/-X across to everyone, sometimes they just outright destroy stuffs.

Pinpoint are removals that “target”. Things like do this to target stuffs. They tend to be cheaper but they are often clear 1 thing at the cost of 1 card, unless... sometimes they do damage to target creature or player; sometimes they just outright destroy/remove the creature.
*****************************************************/

For some reasons I decided to not talk about edicts as they do require some kind of setups in order to function ideally.

Dies to removals means it goes into the graveyard. Anything and everything can go into the graveyard. Creatures with backside <3? burn. Creatures with backside >3? Destroy effects. Shroud/hexproof? Wipes. Indestructible? Remove/exile them, edict them or bounce(return to their hand) them.

Most people use “dies to removal” just to offset their own thoughts that that creature is lousy, useless and ineffective. I have casted hundreds of snapcaster mages and they usually died anyways. Even dark confidant sometimes takes a bolt for the team. And when he don’t, he wins the game for me… but he sometimes also loses it for me. So does dark confidant deserve his price tag?

There’s this class of creatures so powerful that they CANNOT be allowed to stick for even a turn. This class of creatures either comes with insanely strong abilities that take you so far ahead than the opponent, or have a godly come-into-play/enter-the-battlefield ability or merely undercosted. They must die once you see them. Dark confidant, deathrite shaman are some things that exist in this class. They generate so much advantage that it’s hard to get back on. This class of creatures at the very least helps take a removal that is intended for something else. This is when they dies to removals is actually a +point.

eg.1 i have a dark confidant and a tarmogoyf. i know you got 1x abrupt decay so if i play dark confidant first then you will use your abrupt decay on it then i can play tarmogoyf safely.
eg.2 if you spent 2 mana to kill a 1cc creature then I am ahead. I can then spend my 1 mana to do something else.

But what if your opponent play something that puts 2 permanents into play? For example your opponent spent 4 mana to play huntmaster of the fells. You play lightning bolt on the huntmaster of the fells itself but you still have got to take care of the wolf token! Although you have spent lesser mana but In this case you would be a card down. wouldn’t it be better if you played a pyroclasm or a electrolyze and get a card back?

Whenever you play a removal spell, try to get an advantage here and there so it adds up and hopefully it will take you ahead enough for you to win the game. try not to get 2for1 in the huntmaster of the fells example above.

So does a creature still seems bad even if it “dies to removal”? I don’t think so.

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