So if I am getting the picture straight, you are all playing decks that hope to do something broken. And you hate when your opponent's deck does it better.
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The only decks I really hate playing against are casual decks that players just getting into legacy bring to tournaments. They're so eager to do cool things and set up their turn 6 infinite combo. I just feel so badly crushing their dreams and embarrassing them as they read every card I play.
BUG Control with Jace and Deed recursion and a Wish SB is an awesome deck, severely underplayed, and had the ability to wreck tournaments. But no-one plays it!
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People that complain about Lands or Staxx or Enchantress just need to play more. Those decks don't put any sort of clock on you and give you all the time in the world to find the pieces to beat them.
Now Hymn to Tourach T1! That's a lousy card to fight through. Really, that's the scariest T1 play I know of, especially when you're on the draw.
Is there really that much of a difference? Our turn 2-3, usually 3, combo of dropping Emrakul and waiting til turn 4 to end the game (if you can't win before or somehow answer the Eldrazi) is still a lot more fair and inherently less broken than turn 1 tinkering out the One-Shot Robot while having duress/seize/chant/force for whatver you try to do on your only turn of the game.
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You cannot know the sweetness of Victory, without first dwelling in the agony of Defeat.
Tinker is restricted in Vintage, and the odds of doing it on t1 protected require:
-Blue mana source (Island/ Mox Sapphire);
-Other 2 mana (double Mox or Mana Crypt);
-Tinker, as a 1-of out of 60;
-Force of Will;
-Blue card.
That's a grand total of 5-6 cards.
Otherwise it's just a broken play which fits into the spirit and the potentialities of Vintage; you know the format is crafted on broken plays, you dance into it.
An unprotected Tinker on t1 which meets FoW is a fair 2 for 2, still.
Doing Show and Tell for Emrakul is somehow similar except that SnT is an automatic 4-ofs in any given deck. You can also have 4 petals to accelerate that, at the expense of little consistency (not that it aims to reach late-game, though..)
You must have the fattie in your hand too, but that's not difficult, considering you can run also 4 Progenitals along with the Eldrazi and still get a humble 2-turn clock, and you're given to run 4 Brainstorms and 4 Ponders-and 4 Intuitions, sometimes. Does that happen in Vintage, too?
The problem is when they do it on turn 2-3, and you don't have any protection, or it sticks through the counterwar. Vintage blue decks are way more prepared to opposite shenanigans either by playing a more robust disruption suite, or reacting by doing their own broken stuff.
Now, take a honest mid-speed Legacy deck, that does not pack blue, like..Goblins. Or Dragon Stompy. Or board-control Rock. What are they supposed to do, when you stick an Emrakul and you know you're going to be resetted the turn after? Try to race it? Not really, unless you're on turn 1000+1. Swing through it? Not really. Find your singleton, or non-existant solution? Not really (well, Goblin could Matron for the 1R bounce guy or have Warren Weirding, but that's narrow and it's game over off a single FoW).
The problem in general with Emrakul is that one swing of him means defeat, because you find yourself without anything at all. And sneaking him into play is as terribly easy and no-skill as strong, like Ivanpei said. It gives you one turn to either find a solution or die. It gives random or bad players a deck that wins alone, and thus the potentiality to steal games in a quasi-autopilot mode.
I wouldn't mind if this was accomplished on turn 4 or 5, the scary thing is that you can have those 2 cards, dump them on turn 2 or 3, take your opponent on surprise or simply facing a deck that's not equipped to deal 20 damages on turn 2-3 or having solutions to that to consistently grab/tutor/cantrip in, and die in the shittiest way ever. How many Legacy decks can actually do that stuff?
In this sense, Show and Tell is way more dangerous to me than any other combo decks now: it has the numbers to beat both aggro (obviously), and control, because it takes one turn to "recover" the whole state of the game, and spot removal-one of Legacy cornerstones-is useless. It shits on Counterbalance, too, breaking the "combo weakness" rule. It can be as fast as Tendrils (without Mystical) or Dredge, but it doesn't fold on the usual cards because it's not crafted on the "spell-chain/graveyard-filling" patterns. It just takes 2 fucking cards, to get those in hand and protect them at any cost.
At least, I can say that it's a deck with clunky draws from time to time.
/end rant
Dredge mirrors are far and away my least favorite games to play, though Lands and Enchantress mirrors also seem dreadful. The only thing you can do is try to do is string as many Bridge from Belows/creatures to sac in one turn as you can since Bridges get removed every turn due to Ichorid/Cabal Therapy. Post-side, it's mull to Leyline and commence with Stinkweed Imp/Golgari Thug beatdowns.
My least favorite decks to play against in general are decks that try to land one card (Hymn, Trinisphere, Chalice, Bob, etc.) early and then topdeck into more threats like mono-black discard or $T4KS decks.
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I'm not sure if there is a least fun deck to play against in general. My primary criticism is being bored of playing with and against generally the same sorts of decks.
For example, I enjoy playing magic the most when there isn't a clock to worry about. Tournament magic has its own fun quirks and strategies that don't show up in table-top magic, but some of these competitive issues which have absolutely nothing to do with playing magic are things I'd be fine playing without -- Particularly when I'm just in the mood to play magic for the sake of magic. I get bored of playing with and against the sorts of decks that are competitive largely because they are good at playing 3 games of magic in 50 minutes or less. Seriously, I like facing decks with greater variety and depth, even if they can't play 3 games in 50 minutes.
peace,
4eak
I pretty much agree with this. Storm combo is my least favorite. The matchup aren't too bad if I'm playing blue, but they're very unfun if I'm not.
I don't really hate burn, though. There is some degree of interaction. Burn players sometimes have to make choices on whether or not to target a player or opposing creatures with a spell. And they don't kill you by turn two.
I see more than others do because I know where to look.
In Vintage, there's a ton of things you can do against that robot. You could just establish Vault + Key next turn, for example. Or lay down your own robot and play Timewalk. Or combo out with Tendrils. Or play Jace turn 1 and bounce it etc etc.
In Legacy, there are a lot of decks that can't really interact with someone dropping a Show and Tell turn 2 or resolving Natural Order turn 3.
In Vintage, every deck can do broken things.
In Legacy, some decks do broken things, but lose to "fair" decks, because these decks don't really care about the broken gameplan of the other player - and then they have MUs where they just stare at that turn 2 Emrakul/Progenitus and have to pick up their cards.
Sure, Scissor - Stone - Paper sounds balanced in theory - but not being able to interact with your opponent in any way is a really horrible feeling.
Imagine you pilot a somewhat fair deck, like Goblins to the finals of the next Legacy GP - only to face something like SnT in the finals.
You drop turn 1 Lackey, he goes for Ancient Tomb, Lotus Petal, Show and Tell, Emrakul, Go.
Game 2 you are able to beat him down with your green men to low digits, he drops Show and Tell, but you brought in your miser Stingscourger, happily bouncing his Emrakul. You proceed to win.
Game 3 he just plays a basic land, then combos out on turn 2 with Ancient Tomb or land + petal. You don't have the Stingscourger this time and surely lose.
I don't want to let this look like whining, I've been pretty much always the one on the giving end, but I suspect it really feels horrible when you have to fight for your win each game and then you lose to a deck that sometimes just happens to win - not because the pilot has to build a Doomsday pile or go for Diminishing Returns and then start working, but because your opponent plays a deck that even a trained monkey could use without using more than 10% of his braincells.
It just feels horrible to lose to such a player.
All in all, I didn't mean to insult anyone playing Show and Tell, I just wanted to give an example of why this kind of deck is perceived as extremely "unfun". I hope everyone got that.
This looks like a job for me.
Most of my posts will be written from my phone, so please excuse the eventual lack of proper typing.
It's pretty unfun for me to whip out a 10/10 hydra avatar deity on turn 2 and then throw out a Firespout to roast a swarm of pathetic little green men, too. Don't play shitty decks and everyone will have more fun.
I just remembered, Survival sucked to play against. It could play around disruption far too easily. It had redundancy between Survival and Fauna Shaman, alternate win conditions with Nectotic Ooze and post-board NO Progenitus, and it was generally just badass across the board. I had to side in Needles, Extirpates, and Perish to beat it, but it wasn't guaranteed by a long shot. That deck was just far too elegant and beautiful and the synergies far too efficient for anything else in the format to compete. It really did need to be banned or else the Legacy format would be simply Survival or anti-survival decks, and that's what Standard is supposed to look like, not Legacy.
Least fun deck to play against? If my opponent is slow as hell it could be any.
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0.05.17 [Hans (GER)] <Hans (GER)> ...
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Belcher is extremely unfun to play against; ridiculously easy to beat, no plan B, horribly suboptimal a choice. It's not even a pale shadow of a proper combo deck and all the involved intricacies in match-ups with them. It's just a win-or-bust pile. Luckily it at least loses fast.
Any non-interactive decks. I love playing with aggro against control or the reverse, and I even like using aggro against Lands (I'm probably a masochist, but I enjoy the challenge). But combo decks are just boring to me. Both to play with and against.
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Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)
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I'm staring in the mirror looking at my biggest rival.
I can't tell if you're just joking.
If you don't like non-broken, plain decks (as implied earlier as well), why don't you just stick to Vintage or something? For me and I'm sure others, and for the people in charge of managing the banned list (not that I've always agreed with their decisions), Legacy is supposed to be a format in which all kinds of different decks, representing all three archetypes, are playable, including the likes of Goblins, Merfolk, Zoo, Death and Taxes and others.
Easily Merfolk. The format would be much better if Cursecatcher and friends didn't exist.
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