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14776 Posts in 1094 Topics- by 455 Members - Latest Member: perfect
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 1 
 on: 04-08-2019, 12:59:20 PM 
Started by sibert-msmtg - Last post by sibert-msmtg
Freunde des einzigartigsten Formats, es gibt ein kleines Jubiläum zu feiern! HLMW geht in die 10. Runde! Das zelebrieren wir in einem der besten Spieleläden Deutschlands, dem Wolpertinger Gütersloh!
Die Plätze sind limitiert, schreibt für eine verbindliche Anmeldung bitte den Laden direkt über fb an! Oder nutzt ganz altmodisch den Telefonapparillo: 05241 5275196 (Und solltet ihr doch nicht können, meldet euch bitte auch wieder ab.)

Turnierstart: Sonntag, 08.09.2019, 12:00
Anmeldung: 11:00-11:50
Ort: Wolpertinger Gütersloh
Format: Highlander (http://www.highlandermagic.info/)
Startgeld: 10,-
Runden: 5 x best of 3 (unabhängig von Teilnehmerzahl)
Rundenzeit: 60 Minuten, 3 Extraturns
Mulligan: London
Preise: Einzelkarten, Booster - Ab 9 Punkten gibt es garantierte Preise, Alle Spieler mit gleicher Punktzahl bekommen soweit möglich gleichwertige Preise.
SONDERPREIS: Zum Jubiläum sponsore ich noch ein Signature Spellbook Jace, was zusätzlich in den Preispool geht.

Fehlen Karten fürs Deck? Kein Problem. Schreibt mich an!

 2 
 on: 23-07-2019, 01:26:56 PM 
Started by Vazdru - Last post by Vazdru
Allgemeine Informationen zur Veranstaltung:

Das Turnier wird am 09. 11. 2019 stattfinden.

Hall of Games
Martinstraße 10
06108 Halle (Saale)
Deutschland

Einlass: 9.00 Uhr
Anmeldebeginn: 9.30 Uhr
Anmeldeschluss: 10.45 Uhr
Turnierbeginn: 11.00 Uhr

Anmeldegebühr: 25€
  - die Anmeldgebühr kann bereits per Paypal bezahlt werden:
                       lars-lindenhahn@gmx.de
 ( bitte per Freunde + gebt eure Mailadresse an!!! )

daraufhin erhaltet ihr eine Teilnahmebestätigung, welche euch einen Platz im Turnier sichert
 
 - jeder Spieler erhält zur Anmeldung ein Booster Los

( Booster Los: hebt dieses Los gut auf, denn in jeder Runde wird ein Modern Horizon Booster verlost - wird eure Zahl aufgerufen, erhaltet ihr nach der Runde euer Booster (gegen Vorlage des Loses) bei unserem Personal )

-Tops werden ausgespielt ( ab 60 Teilnehmern wird es Top 8
geben - Preispool wird entsprechend angepasst)
- Rules Level: Competative
- goldrandige Karten sind erlaubt
- Rundenzeit : 1h
- 5 Extraturns nach dem Time Out
- BannedList von highlandermagic.info

Tournament Organizer: Hall of Games
HeadJudge: folgt
Judges: folgt, folgt, folgt

TEAM CHALLENGE:

Auch dieses mal wird es wieder eine Team Challenge geben:

- Startgebühr: 10€ je Team
( jedes Teammitglied erhält zur Anmeldung ein Booster Los )
- 3 Spieler je Team
- 1.Platz: 33,33€ MarketGutschein je Teammitglied
- 2.Platz: 3 Booster Modern Horizon je Teammitglied
- 3.Platz: 2 Booster Modern Horizon je Teammitglied

( Booster Los: hebt dieses Los gut auf, denn in jeder Runde wird ein Modern Horizon Booster verlost - wird eure Zahl aufgerufen, erhaltet ihr nach der Runde euer Booster (gegen Vorlage des Loses) bei unserem Personal )
-----------------------------------------------------------------------------
Mittagspause:
Aufgrund der hohen Spielerzahl wird es keine Mittagspause geben. Wir werden euch ausreichen Zeit lassen, um euch in den umliegenden Restaurants zu stärken - fragt am Thresen nach um zu erfragen, wo es am besten schmeckt Grin
-----------------------------------------------------------------------------
Kauf + Verkauf von Einzelkarten/Sammlungen:

Es wird wieder einen Händler vor Ort geben, bei dem ihr eure Einzelkarten / Sammlungen verkaufen könnt, bzw. noch wichtige Karten einkaufen könnt.

Hierzu folgen noch nähere Infos.
 

-----------------------------------------------------------------------------

Der Preispool wird entsprechend der Spieleranzahl angepasst. Bitte seid euch also bewusst, dass es bei deutlich weniger Spielern auch weniger Preise geben kann, da das Turnier finanziert werden muss.

Preise ( ab 120 Teilnehmern ):

Platz 01 - 380€ Cardmarket-Gutschein+Box Topper(ModernMaster)
Platz 02 - 300€ Cardmarket-Gutschein
Platz 03 - 200€ Cardmarket-Gutschein
Platz 04 - 200€ Cardmarket-Gutschein
Platz 05 -  150€ Cardmarket-Gutschein
Platz 06 -  150€ Cardmarket-Gutschein
Platz 07 -  150€ Cardmarket-Gutschein
Platz 08 -  150€ Cardmarket-Gutschein
Platz 09 -   90€ Cardmarket-Gutschein
Platz 10 -   90€ Cardmarket-Gutschein
Platz 11 -   90€ Cardmarket-Gutschein
Platz 12 -   90€ Cardmarket-Gutschein
Platz 13 -   90€ Cardmarket-Gutschein
Platz 14 -   90€ Cardmarket-Gutschein
Platz 15 -   90€ Cardmarket-Gutschein
Platz 16 -   90€ Cardmarket-Gutschein

Preise ( ab 90 Teilnehmern ):

Platz 01 - 250€ Cardmarket-Gutschein+Box Topper(ModernMaster)
Platz 02 - 200€ Cardmarket-Gutschein
Platz 03 - 150€ Cardmarket-Gutschein
Platz 04 - 150€ Cardmarket-Gutschein
Platz 05 - 120€ Cardmarket-Gutschein
Platz 06 - 120€ Cardmarket-Gutschein
Platz 07 - 120€ Cardmarket-Gutschein
Platz 08 - 120€ Cardmarket-Gutschein
Platz 09 -  60€ Cardmarket-Gutschein
Platz 10 -  60€ Cardmarket-Gutschein
Platz 11 -  60€ Cardmarket-Gutschein
Platz 12 -  60€ Cardmarket-Gutschein
Platz 13 -  60€ Cardmarket-Gutschein
Platz 14 -  60€ Cardmarket-Gutschein
Platz 15 -  60€ Cardmarket-Gutschein
Platz 16 -  60€ Cardmarket-Gutschein

Preise (ab 60 Teilnehmern):

Platz 01 -200€ Cardmarket-Gutschein+Box Topper(ModernMaster)
Platz 02 -150€ Cardmarket-Gutschein
Platz 03 -100€ Cardmarket-Gutschein
Platz 04 -100€ Cardmarket-Gutschein
Platz 05 - 80€ Cardmarket-Gutschein
Platz 06 - 80€ Cardmarket-Gutschein
Platz 07 - 80€ Cardmarket-Gutschein
Platz 08 - 80€ Cardmarket-Gutschein
Platz 09 - 50€ Cardmarket-Gutschein
Platz 10 - 50€ Cardmarket-Gutschein
Platz 11 - 50€ Cardmarket-Gutschein
Platz 12 - 50€ Cardmarket-Gutschein
Platz 13 - 50€ Cardmarket-Gutschein
Platz 14 - 50€ Cardmarket-Gutschein
Platz 15 - 50€ Cardmarket-Gutschein
Platz 16 - 50€ Cardmarket-Gutschein

Preise ( ab 30 Teilnehmer )

Platz 01 -120€ Cardmarket-Gutschein+Box Topper(ModernMaster)
Platz 02 -  80€ Cardmarket-Gutschein
Platz 03 -  60€ Cardmarket-Gutschein
Platz 04 -  60€ Cardmarket-Gutschein
Platz 05 -  40€ Cardmarket-Gutschein
Platz 06 -  40€ Cardmarket-Gutschein
Platz 07 -  40€ Cardmarket-Gutschein
Platz 08 -  40€ Cardmarket-Gutschein


Special Prices for Special Peoples:

Es wird natürlich wieder spezielle Preise geben für spezielle Kategorien.
-----------------------------------------------------------------------------

Wie kommt ihr am besten zum Turnier?
Falls ihr mit dem Zug anreisen solltet, bewegt ihr euch aus dem Hauptbahnhof raus, lauft bis zum Riebeckplatz und geht dann den Boulevard herunter. Haltet fortan Ausschau nach der Santander Bank auf der rechten Seite des Boulevards - Nebenan befindet sich nämlich auch der Laden!

Sollte eure Anreise mit dem Auto erfolgen, so können wir euch nur empfehlen ein Navigationsgerät zu verwenden. Kostenlose Parklätze befinden sich vor dem Laden selbst, allerdings kann man sich meist nicht darauf verlassen dass diese auch frei sind. Was wir euch empfehlen ist das Parkhaus des Charlottencenters, welches sich hinter dem Laden befindet und in dem ihr den gesamten Tag für je 3,50€ parken dürft.


Was müsst Ihr mitbringen?
Wir erwarten von jedem Spieler eine leserlich ausgefüllte Deckliste im A4 Format zum Turnier mitbringt, sowie einen Block und einen Stift mit euch führt um eure Lebenspunkte zu notieren. Was ebenfalls nützlich sein kann ist ein Würfel um zwischen den Spielern zu entscheiden, welcher das jeweilige Duell beginnt.

Zur Location:

Die Hall of Games befindet sich, wie der Name bereits vermuten lässt, in Halle (Saale) und bietet Platz für bis zu 120 Spieler. Vor Ort habt ihr die Möglichkeit euch mit Sleeves und sonstigen Zubehör einzudecken, sowie Einzelkarten vom lokalen Händler zu kaufen oder eure Sammlungen an ihn zu verkaufen.

Snacks und Getränke werden vor Ort zu fairen Preisen angeboten. Informationen zu den Ankaufspreisen von Karten und Sonstigem erhaltet ihr auf Anfrage bei Jens Eckardt (AtzenJens) oder eben direkt im Laden. Euch fehlt es noch an etwas? Kein Problem! Einzelkarten und Zubehör, wie Hüllen und Deckboxen gibt es selbstverständlich im Laden vor Ort. Vorbestellungen sind ebenfalls möglich.

Noch Fragen?
Falls ihr noch weitere Fragen zum Turnier haben solltet, meldet euch bitte direkt hier in der Veranstaltung, auf unserer Facebook-Seite oder bei der Hall of Games unter der 034544538583.

— Das Team der Hall of Games

 3 
 on: 23-07-2019, 01:05:15 AM 
Started by nbb - Last post by nbb
Freunde des 100 Karten Singleton Formats. Die Turnierreihe der Highlander Masters Westfalen geht in die neunte Runde und kehrt zurück ins Auenland in Dortmund. Wer wird den Thron dieses Mal besteigen können? Begeisterte aus ganz NRW (und sogar noch weiter weg) reisen an um sich hier zu messen.

Turnierstart: Samstag, 03.08.2019, 11:00
Anmeldung: 10:00-10:50
Ort: Auenland Dortmund (Parkplätze vorhanden, etwa 15 Minuten per pedes vom Hbf)
Format: Highlander (http://www.highlandermagic.info/)
Startgeld: 10,-
Runden: 5 x best of 3 (unabhängig von Teilnehmerzahl)
Rundenzeit: 60 Minuten, 3 Extraturns
Preise: Einzelkarten, Booster, Storecredit

Fehlen Karten fürs Deck? Kein Problem. Schreibt mich an!

Facebook-Event: https://www.facebook.com/events/1031902997015211/

 4 
 on: 16-07-2019, 10:06:01 PM 
Started by Dr. Opossum - Last post by Maqi
Much appreciated! Smiley

 5 
 on: 15-07-2019, 03:49:11 PM 
Started by Dr. Opossum - Last post by Dr. Opossum
you got a pm.

 6 
 on: 14-07-2019, 06:04:59 PM 
Started by Dr. Opossum - Last post by pyyhttu
Quote from: Steffi
This survey was handed out in the area around NRW as a online version in June 2019.

Could you paste or pm me the link to this survey? I'd like to review it, and perhaps run here in Finland. Thanks.

 7 
 on: 14-07-2019, 01:41:30 AM 
Started by Dr. Opossum - Last post by Dr. Opossum
This survey was handed out in the area around NRW as a online version in June 2019. We had 19 participants.


How often do you play Highlander (highlandermagic.info rules)?
(absolute frequencies)




Where are you from?
(absolute frequencies)




How satisfied are you with the format currently on a scale from 1 to 10 (1=not at all, 10=very much)?
(absolute frequencies)



(mean)
(median -> resistant to outliers)




satisfaction according to how often Highlander is played
in contrast to the Berlin area: those who play the most are on the average more satisfied




These card(s) should be banned/ unbanned:
(absolute frequencies)
(relative frequencies)
put ban/ unban candidates in the same table because I expect that every brave Highlander player knows the banned list by heart Wink
Karakas was added by 2 players




Reasonings (single cards):
(I tried to make the written reasonings as unadulterated as possible, even if there were synonymous formulations (eg "too strong" vs. "too powerful").)

Demonic Tutor:
having unrestricted access to your silver bullets should be more reasonably priced
there is a reason we have never seen an effect of a card like this printed for such low cost again
in general a fair card, but tutoring in 100 card singleton feels too strong
enables a lot of Combo decks
even if splash B is worthy, this would be greedy
too good
too much impact
is fine
Combo decks have already a hard time in the meta
without DT Combo decks become unplayable
auto-include
finds every card x2
disregards the highlander concept
unsure x2
CMC2 x2
sorcery-speed
this is the only card that makes black an interessant color
highest individual powerlevel of cards
should be legal, but if format evolves to be combo-heavy -> re-evaluate

Dig Through Time:
blue decks heavily profit from delve card draws
heavily undercosted
refuel for decks, that can fill the grave with cantrips already
gives a lot of digging
feels too good at times
instant speed is strong, but double U makes it kind of fair
too much advantage by a feasable card
Midrange is unplayable without blue, mainly due to the card advantage of Dig and TC
blue is too strong
advantages, that non-blue decks work for long time get eradicated so easily
either dig or cruise
not too strong in our high power level format
backbone of blue decks
on the stronger side of cards
requires setup (graveyard)
might be necessary to weaken blue a bit by cutting one of the delve spells
is ok

Entomb:
exceeds the average power of comparable cards
brings an unnecessary variance into the games
not fair
CMC1
instant-speed
not strong enough on its own
multiusable card which requires setup
does not do enough on its on
sees not really much play anyway
it has to be watched with Echo of Eons
too strong
Reanimator is still ok without this
frustrating
fine right now
maybe abusable by Combo decks
fair tutor

Mana Drain:
unnecessary, because there are a lot of similar cards for the Counterspell slots
overpowered
U is still the strongest colour
not a fair card at all
too strong
tempo boost
randomly unfair
making an already good card just strictly better (and even beyond)
too strong, even if you can only use 1 or 2 mana
turn 2 drain -> game over
power level too good
single best turn 2 play
increases variance for non-blue decks
blue has enough substitutes but one could argue, that countering with an upside for 2 is too good
isn't too broken
must stay
important CMC2 hardcounter
not too powerful in our format
Blue is strong enough
Counterspells with massive upsides are stupid
there are enough good counters
sometimes do absolutely broken things

Scapeshift:
don't see too many decks running around with Scapeshift
keep combo alive
requires dedicated engine
not that dominant
would kill an archtype if banned
problematic with tutors in the format (tutors as a whole)
fine right now
can win outright
is a 1-card combo with your library

Tainted Pact:
fair card
possibility to f%&k up everything, but is ok
tutoring with a downside is fine
strong tutor, but only for greedy decks, that get punished fast
requires dedicated engine
instant-speed tutor x2
without real drawback
autoinclude in every 3+ color deck with black
this must go
ban please
very good tutor
requires a bit of build-around x2

Tolarian Academy:
enables a very solitaire-like archetype
strong but niche deck currently
too much impact in decks that are already highly synergetic
broken, but you can interact (just play non-basic hate)
if the Combo deck was cheaper it would be more oppressive
extremely unfun to play against
20-minutes-turns
very powerful, but not played by too many though
too easy to find
kind of hard to interact with
should be legal, but if format evolves to be combo-heavy -> re-evaluate

Treasure Cruise:
blue decks heavily profit from delve card draws
heavily undercosted
refuel for decks, that can fill the grave with cantrips already
too cheap to refuel
almost the same as DTT -> TC is more 'fair'
sorcery and dependence
Midrange is unplayable without blue mainly due to the card advantage of Dig and TC
blue is too strong
advantages, that non-blue decks work for long time get eradicated so easily
might be necessary to weaken blue a bit by cutting one of the delve spells
either Dig or Cruise
requires setup (graveyard)
If you want one blue draw delve spell gone, take this, though. Unban Mystical Tutor in return then.
weakening blue
is ok

True-Name Nemesis:
too broken for 1-vs-1-games
Blue doesn't need the probably best creature/3-drop in paper
played in 99% of blue decks
counterintuitive in its color
non-interactive card
too easy to play
finishes games as a 1-of
double blue
not fun to play against
A nice beater but allows only two ways of interaction: counter and sac. For my taste this is too narrow.
Decks without boardwipes can't handle it at all
not a card that breaks the format
not too strong but uninteractive
warps the game completely around in fair-decks-matchups
weakens blue
there are many other cards that must be banned
fair card in essence
People complaining about this card tilt too fast instead of searching for ways to beat it. There are many ways.

Gifts Ungiven:
combodecks are already pretty strong
blue too strong
already proofed to be extremely strong in the past
needs a lot of time on the clock (searching + seperating cards + choosing)
dislikes shuffling because of time aspects
whatever you need plus x
too many redundant cards which could get tutored already
could give Combo a higher chance
too strong
not broken
CMC4 -> no ban
another instant-tutor for Combo players
just made the games go the same route when it resolved
it was broken in the slow meta in the past
nowadays should stay banned because of combo decks probably
We have tons of good tutors already.
too broken with the grave-filling

Umezawa's Jitte:
power has creeped
times have changed
at least worth a try
fair card now
creature decks need more support
not too strong
uninteresting gameplay with TNN in the format
more reasonably priced now
value of equipment has dropped
Although, I was born in a meta without it. Haven't seen it in all its glory, but am familiar with its brokeness.
might be too strong
heavily creature-based decks are not existing
enough artifact + creature removal to handle this
would not help the creature decks as people think it would
could be fine
fair decks matchups are decided by whoever draws this first

Karakas:
too good
too much play
makes for high variance games

Other Remarks (not directly added as a single card):
ALL cards/mechanics from multiplayer sets shouldn't be allowed in the HL format (e.g. Palace Jailer, Councils Judgement, Machesa etc)
Birthing Pod could give more creature-based decks a chance.
Mystical Tutor. Consider unbanning that as a tradeoff if you want one blue delve spell gone.
On a side-note: Don't unban Skullclamp either, please. It's ridiculous.


What Mulligan do you prefer?
(absolute frequencies)
(relative frequencies)
"others" -> some persons voted for different Mulligans (FM+LM or LM, Spoil M or FM+LM) or the current Mulligan or nothing




Reasonings (Mulligan):
(I tried to make the written reasonings as unadulterated as possible, even if there were synonymous formulations (eg "too strong" vs. "too powerful").)

FM + LM:
felt very good
not too broken for Combo decks
London alone is too weak (FM + LM > FM + VM > LM)
makes for a low number of non-games
without FM you have too many non-games cause of the high variance
you need a solid hand in 100-cards-singleton x2
50% of the games with =<6 cards is no fun
still needs to be tested further
makes games possible
healthy games of Magic
prefer playing fair games instead of random winning/ losing to bad draws (spells/lands)
I do like the FM
not sure it favours combo decks or could lead to decks with lower land counts
makes it easier to find a keepable hand
6-cards-starting-hands = huge disadvantage
I at least see the potential of abuse as a small risk in this.

LM:
less non-games x2
more flexibility
better and more fun plays because both can do plays
it is easy
good enough
leads too less non-games without pushing greed too much
It lets us play more healthy games of Magic without one player sitting on otherwise unplayable hands
more close games

Other Remarks:
Free 7 is fine. With an additional London after that too strong maybe.
we should not shape the format because of preferences (What should a Mulligan do? -> concrete definition)
overall I would like to see the format a bit slowing down
we should consider to go for a "weaker" mulligan probably


How many lands did you play? Did you or would you adjust your deck to the mulligan?
(absolute frequencies)
(relative frequencies)






I would adjust...
1 less land
depending on the deck
most likely a land less when we have a stronger Mulligan
few more lands
all decks profit from this Mulligan, maybe Combo a bit more (and is not as strong as the Spoil Mulligan that you can greed much more)
lowered the land count
mulligan doesnt change enough to justify making deck building changes
(not adjust) going down to 6 or less cards is still horrible for a Midrange type of deck which relies on 1:1 trades and most times just slowly outvalues the opponent in the mid to late game

 8 
 on: 01-07-2019, 12:23:51 AM 
Started by Vazdru - Last post by Vazdru
Cards on the following list will be closely observed and are potential candidates for a banning on October 15th, 2019.

  • Demonic Tutor
  • Dig Through Time
  • Entomb
  • Mana Drain
  • Scapeshift
  • Tainted Pact
  • Tolarian Academy
  • Treasure Cruise
  • True-Name Nemesis


Cards from the following list are still banned but will be under testing for a potential unbanning on October 15th, 2019.


  • Gifts Ungiven
  • Skullclamp *new*
  • Umezawa's Jitte


Off the Ban watchlist:

Scapeshift
Before Scapeshift, there was Bring to Light in the watchlist, which was dropped in favor of Scapeshift. Scapeshift was added to the watchlist in October 2018 as it was considered as the real offender among the three top tier combo decks, constantly finishing in top-8 in tournaments, and as such too oppressive to some Highlander areas. It was also noted that Scapeshift enabled various midrange decks with a single card combo win, making the archetype too flexible.

But Scapeshift-decks haven't received too much of new playable cards in the last sets, and that people have moved on to different decks. Additionally players learned better how to play against this kind of decks. At least Scapeshift doesn't seem too oppressive right now so we decided to cut this one from the ban-watchlist.


Off the Unban watchlist:

Gifts Ungiven
This card has been introduced to unban-watchlist on January, 1st 2018. It has been added especially because higlander meta has changed much since its ban in 2011. It was questionable if a card on CC4-slot can still be too strong while aggro-decks become faster since 2011 with every set. In fact there are only three cards left on banned-list with CC4 (Natural Order, Gifts Ungiven and Birthing Pod, which is virtually a CC3-spell due to phyrexian Mana).
Furthermore the power-level of cards has risen drastically since that time. But this is partly a reason why Gifts Ungiven stays on the banned-list. The banned-list allows explosive starts and combo-decks like Academy could benefit most of Gifts Ungiven while this card probably won't see much play outside combo-decks. As there is currently no noticeable requirement to push combo-decks or adding another powerful tutor to the meta we decided to cut this card of the unban-watchlist for a while.


On the Unban watchlist:

Skullclamp
Although Stoneforge Mystic is unbanned equipments do not get much love recently. Predominant you will find a package with SFM + Batterskull and a Sword (of Fire and Ice mostly) if a player decides to add any equipments to his/her deck. Skullclamp is (together with Jitte) on the banned-list for eternitys, even Highlander veterans haven't had the chance to play with those equipments ever although there have been long debats which impact adding one or both equipments could have on our meta all over the years. Maybe time has come to test this out finally. In theory Skullclamp needs a specific deck to shine while Jitte can be thrown into almost every deck which run enough critters to carry it. At least in some of the tier-1 decks where the creature-count is low (e. g. Reanimator, Academy, some Scapeshift-builts) both equipments hardly find a slot so other decks, which stands behind right now would get some powerful weapons to compete.

Now you might ask: Why has this card been removed from the watchlist in April just to be reintroduced in the next announcement? We know this looks odd but there‘s a simple explanation: As communicated there have been internal changes to the council and those changes also lead to a new majority agreeing with the above reasoning.  


Other announcements:

The London Mulligan replaces the combination of Free Mulligan + Vancouver Mulligan

Hardly any discussion has polarized as much as the recent mulligan discussion. The community and the council largely agree that, with the London mulligan becoming the new industry standard for mainstream Magic, not implementing it or not at least trying it would be a hardly justifiable non-action. This leaves us with two possible outcomes:
1. A new combination mulligan of Free mulligan + London mulligan or
2. the implementation of the London mulligan.
We have tried to take into account the main arguments  of the two groups.

Uniformity across formats (LM):
One of the main arguments of the LM group was the standardization across the formats to make it easier for newbies and players of other formats to enter Highlander. In addition, the recognition by WotC for Highlander as a "real" format was repeatedly called. In fact, Eternal formats are strongly and very often different from rotating formats. Many would say that makes the charm. All in all, magic is a very complex game anyway (layer system, priority, stack, etc.) and we doubt that unifying one rule would significantly simplify format transition nor would WotC have more sympathy and support for us.

Highlander has always had a combination mulligan with Free + X (FM + LM):
In fact, that's not true. Especially older players will remember the Spoils mulligan, where any number of cards of your starting hand were put away, then you would redraw to seven and after that the stowed cards would be shuffled back into your library. The Spoils mulligan quickly became too strong, allowing players to aggressively fish for specific cards and excessively streamline their decks. The outcome of the games was more often than not determined during the first few turns with one player running away with game on the back of a perfect hand. Consequently, the Free mulligan followed. Just a few years ago, the Free mulligan was then supplemented with the Vancouver mulligan, creating the first combination mulligan.

Allows for "better games" / less "non-games" (FM + LM):
This argument doesn’t really help because of the many possible different definitions of "non-game". We asked many players about the topic and got a different description from each of them. Player A finds the mulligan should mitigate the resource problem Magic has. Meaning, one does not want to draw too few or too many lands or mana resources within the early game. Player B thinks the mulligan should not only fix the resource problem, but should also allow them to play their spells during the first turns, so one would not only want to draw the appropriate number of lands, but also the fitting low-curve spells. Player C expects from the mulligan to make their deck not only steady and dependable but also wants to access their key cards with relatively high probability. So they demand specific cards on the starting hand or a direct way to these spells. In the best case they always have an optimal starting hand or an approximately perfect starting hand. The questions which we had to ask ourselves were "What is the task of the mulligan?" or "Is this still the task of the mulligan?". "At what point does the wish of Player A, B or C exceed the idea of Magic so much that it does more harm than good?" and how does that work with the subjective idea of avoiding "non-games"?

 The most important question we had to answer is, where do we actually want to go with the format and what function should the mulligan actually have.

Especially tournament players, who look back on years of experience and can put strong trust in their skills often forget an important point: Magic owes a large part of its success to its considerable chance component. Each of us started sometime. And without the factor of luck, hardly any of us would play today if our tournament opponents and playgroups had only consisted of Gary Kasparows and Magnus Carlens. Good players will still prevail statistically the more games are played. But the random component also allows newcomers to emerge victorious between many defeats and thus gain new motivation. We find that in a format which has a very substantial proportion of casual players and is in need for newcomers, this aspect should certainly not be lost. Maintaining this balance between "randomness" and "consistency" ultimately determines the rating of all arguments .

"The mulligan should not punish the player" is probably a statement that every one of us would sign.
But the impact on probabilities starts much earlier: during deckbuilding. The task of the mulligan is not to compensate for a shortage of resources (whether in the form of lands or cheap spells)  which have intentionally been left out during deck building. In other words, deck composition should not be made too easy because the mulligan will just fix everything for you anyways. You need to estimate how high you would like the probability of having any number lands or any number of spells in your starting hand. With what probability do you want to start with at least two lands for example? Have a mana elf on the starting hand? A counterspell effect? Of course, you will hardly be able to speculate on a specific card, but our format not only has the "disadvantage" of being able to play each card only once, but also allows us to access all kinds of variants of the same type of effect. Of course, it doesn’t always work the way you wanted it to. This is where the mulligan comes into play. It is not a punishment but a choice. A second chance, which has a price. A compromise.
Once the mulligan allows you to orient your deckbuilding to it, the mulligan transcends its original purpose. As soon as it allows you to play fewer lands because your curve is very low and aggressive, ensuring you’ll be able to pay all your costs during the first few turns, it is not a second chance anymore. As soon as we start taking "quality mulligans", because the hand could be a little bit better, or because we feel it necessary, because the opponent does the same, the mulligan is no longer a mulligan, but we are entering an arms race. And if consistency determines our game, we no longer have to play our matches to determine a winner.
WHEN this point is reached, or IF a person feels a disturbance in this balance between "randomness" and "consistency", everyone ultimately decides for themselves. However, quite a respectable part has already acknowledged that they are planning to or must adapt their deck due to a mulligan change.

In relation to the "consistency-randomness" balance, also the desire for deceleration (LM) was expressed by some people. Highlander has undergone a significant development, especially in recent years. While a few years ago everyone still resorted to midrange and control lists, games are often decided in the first turns now. The mana curves become narrower, the decks faster, the play style more aggressive. Older players in particular will be able to remember that decks were fine at coping with something like three or four pet or test cards. That is unthinkable today. The decks are tuned and each card has its "reason for being" or is being cut. Of course, no one can tell with certainty how the meta evolves due to a change of the mulligan. And of course, our influence on this development is limited. Already with the change from Spoils mulligan to Free mulligan we were faced with the same precarious situation. Of course, specific decks have better starting conditions for adjusting to a new mulligan than others. This argument works both ways, depending on whether one chooses a mulligan who favors consistency or one who refutes it. We hope the mulligan, IF it favors certain decks, will favor those decks which are already kind of balanced in itself. Decks whose consistency cannot increase much further due to their redundant card packages. But even these decks, in the best case, will have to lose a bit of consistency and possibly have to work on their resources.

Why did we decide to change it now? Well, many forget that the discussion has been going on since the first mention of the London mulligan half a year ago, and since then it has repeatedly initiated heated conversations and demands for implementation. Since the announcement of a test run on the latest Mythic Championship the desire for change became more and more concrete and finally reached its climax when WotC announced that they decided to establish the new mulligan for its competitive non-eternal formats.
We understand the decision to go with "London mulligan only" as a conservative compromise, between people who argue for a strong focus on consistency and those who see a problem in the already existing consistency. The London mulligan will be the most suitable tool to balance out explosive play strategies and allows for more deceleration, so that Highlander may be more attractive to players who need to find their way into format and into the game first. We also strongly believe that the implementation of the London mulligan will happen without subtracting from gameplay and without reducing the strategic depth of the format at all.
We fully understand that not everyone might agree with this decision, but we would like to emphasize that this unfortunately is a problem that any rules change always has and that this decision is not irrevocable at all. If, after a certain period of time, the new mulligan does not produce the expected results, or perhaps even does more harm than good, it can of course be adjusted or turned back. However, we believe that our players can enter the new challenge with the same self-confidence as they did when we switched from Spoils mulligan to Free mulligan and that everyone will be able to adapt to the new situation.

Starting with tabletop Core Set 2020 Preleases on July 5, the new mulligan can be used for all play. It will become officially reflected in the comprehensive rules with the M20 rules updates on July 12. Stores may opt to enact the new rule for regular REL or lower events before the official rules change on July 5 to give players the opportunity to test out the new procedure. Competitive REL events cannot use the new rule until the official change.

 9 
 on: 24-06-2019, 10:51:40 PM 
Started by Dr. Opossum - Last post by Dr. Opossum
This survey was handed out at the Metagame Masters #15 tournament in Berlin, Germany, June 22th. We had 24 participants. Although the survey was also open to other participants, this time only tournament participants completed and submitted a survey sheet.


How often do you play Highlander (highlandermagic.info rules)?
(absolute frequencies)




Where are you from?
(absolute frequencies)
most participents from Berlin, Germany
nearly that many players from Halle and even one from Köln and Dortmund each (cool! Smiley)




How satisfied are you with the format currently on a scale from 1 to 10 (1=not at all, 10=very much)?
(absolute frequencies)




(mean)
(median -> resistant to outliers)




satisfaction according to how often Highlander is played
lowest satisfaction from players who play the most (blink twice when forced by someone! Wink)




These card(s) should be banned/ unbanned:
(absolute frequencies)
(relative frequencies)
put ban/ unban candidates in the same table because I expect that every brave Highlander player knows the banned list by heart  Wink




Reasonings (single cards):
(I tried to make the written reasonings as unadulterated as possible, even if there were synonymous formulations (eg "too strong" vs. "too powerful").)

Demonic Tutor:
must-play in black x2
splashable x2
always good
banned in legacy
probably ban another tutor
not too strong

Dig Through Time:
blue too strong
Dig OR Cruise x2
blue delve spells are a mistake
blue needs this to keep up with power creep
too strong with cantrips
instant
auto Include in every blue deck
is ok

Entomb:
is fine x2

Mana Drain:
not as strong as in the past
not the best counter anymore
colorless Mana cannot be used so often

Scapeshift:
wins games on its own

Tainted Pact:
instant Demonic Tutor
overpowered
ridiculous

Tolarian Academy:
too strong
hard to interact with
“Varianzschleuder“?
can produce too much mana -> should not be possible
fast mana

Treasure Cruise:
blue too strong
Dig OR Cruise x2
blue delve spells are a mistake
blue needs this to keep up with power creep
one mana three cards is unfair
auto include in every blue deck
is ok

True-Name Nemesis:
doesn’t need to be in the format x2
wins otherwise unwinnable games
boring x2
overpowered x2
non-interactive x3
weaken blue
does something blue shouldn’t be able to do x2
requires specific answer for no setup cost

Gifts Ungiven:
I love Combo
cool card
no way this card is even stronger than Dig through Time
maybe test it

Umezawa's Jitte:
equipment is not an inherently good archetype
slow
lower power level than cards on banned list
should be fine
push creature decks x2
not game breaking anymore
only good against creatures
games are decided by planeswalker
shuts down all creatures (should stay banned)



What Mulligan do you prefer?
(absolute frequencies)
(relative frequencies)
"others" -> some persons voted for different Mulligans (FM+LM or LM, Spoil M or FM+LM) or the current Mulligan or nothing
expected a much more homogeneous result for Berlin and was surprised about the quite large part for "others"





Reasonings (Mulligan):
(I tried to make the written reasonings as unadulterated as possible, even if there were synonymous formulations (eg "too strong" vs. "too powerful").)

FM + LM:
feels good and fair               
more even games/ more games
high variance format needs strong mulligan
so i can assemble a reasonable hand
decks should win by tactics not by luck
LM better than VM               
more games when someone goes down to x
if a deck abuses the mulligan -> deck should be banned, not the mulligan changed
FM necessary to strengthen control strategies
hope combo decks will see more play


LM:
LM better than VM
more good games
cut FM to make decisions more meaningful
balanced
FM makes mulliganing not very punishable
FM promotes greediness
FM not needed anymore
better/ stable hands for everybody
official mulligan                  
reduces variance
makes games more interesting


FM + VM:
fair mulligan
not giving an advantage to any archetype specifically
forces more consistency


How many lands did you play? Did you or would you adjust your deck to the mulligan?
(absolute frequencies)
(relative frequencies)
persons which prefer the LM only play slightly more lands






I would adjust...
mana producing lands x4
adding more silver bullets x2


Survey layout:




 10 
 on: 17-06-2019, 10:06:16 PM 
Started by Vazdru - Last post by Maqi
Me too.

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