Sure. My issue is NOT that you've considered CoM to actually hit 60% of decks as statistically ~65% of decks run at least Brainstorm in their 60 atm. These ~65% include combo decks as well, which can kill you before CoM comes down and therefore should not be part of the statistic of decks CoM is effective against. If they are not included in these estimated 60% you picked, the number of decks, which go into the midgame with their cantrips (aka past turn 3) and are the target for CoM, is too high, but whatever :). I asume we agree that we count mostly Delver and Blade variants in that category and those don't make up 60% of the metagame.
The problem with that table is this part:
You can't tie your estimated, average win-% (here 50%) to a card and make a statement with the graph which boils down to (correct me if I'm wrong) "I won 70% of those matches just because I have CoM in the deck and managed to win 20% of matches against decks which CoM is a blank against" as neither the table nor the formula takes the waxing/waning impact of CoM into account if drawn at certain stages of the game. I hope we agree that the value of CoM varies depending on your opponents plays and the turn when you find & resolve CoM rather than your opponents deck constellation and therefore I think the table is very misleading.In this table, we are assuming that 60% of the field is playing one of these Xerox style decks or a draw focused deck. You can go through the table yourself, but something huge to look at is that if you are only able to win 20% of your matches where the mainboard Chains of Mephistopheles is ineffective, but have a 70% win rate with the Chains which shuts off the cantrip of the decks, you break even on your expected win percentage at 50%
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Yeah, I'm thinking the field will probably be mostly Delver (UR, BUG, RUG, in that order) and Miracles, but with a good amount of D&T, Elves, and Sneak/Show present.
I would love to play Aggro Loam, but it's slow and inconsistent in the early game.
Fast combo like Belcher or TinFins is also high on the list, but you might as well just assume that ever round you're sitting down across from at least 4 Force, 4 Daze, 4 Brainstorm.
Could get in on the Delver circlejerk and play BUG, but picking a DTB for a major event seems like something you should only do if you're good at this game. I need that left-field factor to buy me free wins and make the games interesting enough to not just drop after one loss.
For what it's worth, I don't go to these big things expecting to make day 2, I just want to have more wins than losses at the end of day 1. Plus I'm there for a week with the wife to visit friends and family, so there's not going to be any late-night practice sessions or last-minute changes. I guess what I'm saying is, if you're bored and want to grab a drink after round ~4, you know who to PM.
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
Ok, I think I've found our communication issue! The graph does not say "I won 70% of those matches becausechains was in the deck.". What it says is, "I won 70% of those matches when chains was in the deck." How or if you played the card isn't at question here. Maybe you played it, maybe you discarded it to Lilianna to pump goyf, or maybe you never saw the card, and won anyways becausethat can happen. I'm not looking at what specific impact it has on any game in particular.
The chart gives a lot of example cells at various winrates so that whatever you think the winrates might be, you can get a rough feeling for if its correct. A more exact method would be to use the formula and exact numbers after testing, but we can make rough guesses.
As for the numbers we picked:
"60% of the meta is affected by chains" sounds reasonable to me, although I suppose it depends if you count Elves or storm (i count elves but not storm). I also don't know the European meta very well. I also don't know the Japanese meta, but I assume that at an American GP, the American metagame will be the most represented.
"70% against affected decks" sounds in the right neighborhood. Again, this includes all the games you don't see chains and win anyways. But at the end of this post I'll throw you some lower comparison numbers.
"20% against non-affected decks" was picked mostly for the shock value. If you're playing Jund, you are going to win more than 20% of matches against decks that can't out-card advantage you, even if you are playing a dead card or two. You won't see them every game, and under some situations you can discard it to grow goyf, and eek some marginal value from it. This number also doesn't care how you win, just that you do.
So to give an example that might seem a little more tame, if 60% of the meta is affected by a hatecard, and you win 61% of the affected games and 35% of the rest, you're still better off playing that hatecard main, regardless of what that card is.
He's not saying that 70% and 20% the actual numbers, just that 70% is in the right ballpark, and 20% is around the flip point if 70% is accurate. Actual testing is of course needed to confirm, but it's a strong theory. From my end, I'm just fascinated by the math behind it, because it challenges something that I, and probably most people, thought. If all you care about is winning, playing simetimes-dead cards might actually be the right choice.
Winning 70% of the matches against decks affacted by draw-hate with this list? Seems way too high imo. The graph doesn't include 40-50% numbers, which, to me, seem more likely to be true than 70%.Originally Posted by iGrok
No. What you should look at is the changes in MW% with/without said hatecard in those matchups. (Preferably the effect on each individual matchup compared to that decks metagame share, but making 2 or 3 subgroups is fine to get an overview of the effects)Originally Posted by iGrok
Using your method you could decide that an already well positioned deck requires a narrow hate card while in reality that card has a negative effect on your overall win%.
Obviously playing a dead card is worth it if that card alone would get you to a 70% matchup vs 60% of the field. I doubt anyone would find that shocking.Originally Posted by iGrok
37th GP Ams'11 | 80th GP Stras '13 | 5th BoM Paris '13 | 12th GP Lille '15
If your win% with hatecards against affected decks is 40-50%, you've got a bad hatecard (or a bad deck), unless you're winning more than 65% of your other games even with two dead cards in your deck. I'm not a Jund player, but my understanding is that Chains is a good card to bring in against decks that like to draw cards. If your winrate with the card is <50%, your non-affected winrate needs to be between 50-70%. Jund is having trouble because it's not having that kind of winrate against these decks (again, thats my understanding anyway).
If I knew how well Jund performed against the field with chains in the deck, the chart wouldn't be needed :). As is, it helps to figure out where the line is, using estimations based on current sideboarded game winrates against the metadecks and non-meta unsided mulligan games winrate. These are rough approximations, but they can give a general sense of net positive or negative.
I agree that looking at changes in MW% would be great to see, especially if it was split deck-by-deck. But, that's significantly more in-depth than the scope of one article.No. What you should look at is the changes in MW% with/without said hatecard in those matchups. (Preferably the effect on each individual matchup compared to that decks metagame share, but making 2 or 3 subgroups is fine to get an overview of the effects)
Using your method you could decide that an already well positioned deck requires a narrow hate card while in reality that card has a negative effect on your overall win%.
I don't agree that this method could make net-negative cards seem positive. How do you figure that?
Apparently, a lot of people do. :)Obviously playing a dead card is worth it if that card alone would get you to a 70% matchup vs 60% of the field. I doubt anyone would find that shocking.
Check out my Legacy UBTezz Primer. Chalice of the Void: Keeping Magic Fair.
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Playing since '96. Brief forced break '02-04. Former/Idle Judge since '05. Told Smmenen to play faster at Vintage Worlds.
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Most of the 'Ban brainstorm!' arguments are based on the logic that 'more different cards should get played in Legacy', as though the success or health of the format can be measured by the portion of cards that are available and see play. This is an idiotic metric.
Eidolon
(Taken with the bag of salt that I am obviously not a significant name in Legacy, ahem) I've been saying for a few months that any non-blue deck running red is basically obligated to run Eidolon. He's the only thing that makes up for the lack of White in such a deck (by giving the obligatory hatebear + discard synergy.) Jam 4 and don't look back. The only reason that bandwagon isn't a thing is because red is bad and double-red is worse.
Chains
To the article: Library > Chains. As someone who uses library and ran Chains for a good 6-months in the sideboard; Chains is basically really-cool, really-expensive, hot-garbage. I love the card, I would love for it's value to skyrocket so I could really stick it to some poor sucker on ebay; but that card is balls IME. It's not worth the card slot a lot of times against Delver (it just gets countered, it's win more, or it's straight tempo loss) and against S&T variants you still lose because they combo through it. It also has good potential to simply fuel PiF. It is hit or miss against elves, and they carry 8-10 outs post-board (3-4 decay + 3-4 gsz + 1-2 sage) meaning if you DID get the right combo with it, they can probably just pop it.
Library
Library is always live. I say that even if SotL is flashed in. What..? I just don't draw and nothing bad happens? Dang. And if you're even slightly ahead? Screw it, punch the turbo-fuck button and jizz all over your poor opponent.
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I play Jund as my main deck in legacy. I have the cards to build anything, but I prefer Jund (my brain can't handle storms, if you get what I'm saying). The problem with your solution to Treasure Cruise is that a miser Chains, in a deck with 0 cantrips, 1 Library (which is a nonbo with Chains) and 4 Dark Confidants, is very difficult to find. Is this supposed to fight a U/R Delver deck with a million ways of finding Treasure Cruise? Over any given tournament, you might get to cast Chains once while a typical Treasure deck would cruise away at warp-speed.
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Maybe I'll just maindeck Misinformation and keep putting fetches on top of their library before they get to 7 cards! Where is your blue god now?!?!
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
Check out my Legacy UBTezz Primer. Chalice of the Void: Keeping Magic Fair.
-----
Playing since '96. Brief forced break '02-04. Former/Idle Judge since '05. Told Smmenen to play faster at Vintage Worlds.
-----
Most of the 'Ban brainstorm!' arguments are based on the logic that 'more different cards should get played in Legacy', as though the success or health of the format can be measured by the portion of cards that are available and see play. This is an idiotic metric.
Somehow I feel putting Fetchlands on top of their library kind of defeats the purpose ;-)
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
Check out my Legacy UBTezz Primer. Chalice of the Void: Keeping Magic Fair.
-----
Playing since '96. Brief forced break '02-04. Former/Idle Judge since '05. Told Smmenen to play faster at Vintage Worlds.
-----
Most of the 'Ban brainstorm!' arguments are based on the logic that 'more different cards should get played in Legacy', as though the success or health of the format can be measured by the portion of cards that are available and see play. This is an idiotic metric.
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