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11 thoughts on “Magic TV: Extra – What Would You Change About Magic?”

  1. This is why the (now obsolete) standard is so boring. Most of the decks (Naya, Jund, Bant) are just midrange creature aggro decks. Sure, in terms of aggro decks they’re more interesting than most because of interactions like fauna shaman and vengevine and planeswalkers, but as a metagame they are boring because they are all the same deck just switched into different colors. Contrast this to a format like legacy where the play styles are much more open. You have degenerate linear combo/aggro decks in storm and zoo, but also in between steps like merfolk (aggro/control), countertop control (control/combo especially with thopter foundry), goblins or mono black with dark depths (aggro/control), as well as a slew of other decks that don’t really fit into categories like enchantress or lands. They’re kind of control, kind of combo, sort of lock decks a lot of the time. Standard is just linear and boring creature interaction right now and these other strategies aren’t present.

  2. Combo probably was hated by the same people that hate land destruction and discard and Wizards listened to them at took it out of the game.

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  4. On the other hand when you have a really open format with many combo options like Legacy, you’ll get screwed by getting paired against the “wrong” combo since you can’t be prepared for everything. I’m not really a fan of cobo in general because G1 tends to be so difficult and then you get to bring in the hate from your SB and turn the matchup upside down. It’s just really swingy and SB dependent.

  5. Magic is about Planeswalkers now, and Combo weakens Planeswalkers so it will continue to be hated out by R&D.
    Welcome to Post-Mending Magic.

  6. polymorph is really really bad though. There definitely should be more than 1 good combo deck in standard.

  7. TOTALLY agree with the sentiments in this video. However, one thing that I think is important to note is what is meant by the word “combo” as TSG seemed to be jumping between different definitions here. Certainly, Lotus Cobra and fetchlands is a combo, as is Sovereigns and Conscription, but that clearly isn’t the kind of combo being referred to here. The Magic community has kind of adopted the term “combo deck” to refer to decks that operate outside of creature combat. Pyromancer’s Ascension and Time Sieve both fall under this. Wizard’s has unfortunately made it very clear that they want creature combat to be the central focus of the game, so I think it’s unlikely they’ll do much about this, but I do think it’s possible to have competitive decks that ignore creature combat while still being interactive with the opponent with the right cards.

  8. I might start playing standard again if combo was a deck. Or maybe if Control was a deck.

    The one differentiation I think you guys are missing though is that in current standard, Ramp acts as the pseudo-combo deck, but if Wizards would stop being idiots trying to convince kitchen table players that competitive magic is fun, then the deck only really needs a few cards to become a true combo deck. Ascension is a combo deck, sure, but it is barely even tier one, whereas Ramp decks are in the top few.

    I think with Scars though this might change, since there are already a few “combos” with only one set, such as Putrefax with two Giant Growth effects (viable in Legacy with Berserk), and double Myr Galvanizer shenanigans (infinite mana with Palladium Myr, probably more stuff possible).

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