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	<title>Comments on: Eternal Warrior #11: Pretty Hate Machine</title>
	<atom:link href="http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/</link>
	<description>The prime source for Magic the Gathering strategy</description>
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		<title>By: Bluediamonds</title>
		<link>http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/comment-page-1/#comment-76779</link>
		<dc:creator><![CDATA[Bluediamonds]]></dc:creator>
		<pubDate>Tue, 17 Dec 2013 01:30:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=27121#comment-76779</guid>
		<description><![CDATA[I miss SWCCG so much....]]></description>
		<content:encoded><![CDATA[<p>I miss SWCCG so much&#8230;.</p>
]]></content:encoded>
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		<title>By: PB</title>
		<link>http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/comment-page-1/#comment-76077</link>
		<dc:creator><![CDATA[PB]]></dc:creator>
		<pubDate>Wed, 11 Dec 2013 23:00:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=27121#comment-76077</guid>
		<description><![CDATA[Very interesting discussion about the way WoTC implements bullets. A couple of other notes because I also played swccg and find the comparison interesting. SWCCG lacked two features that magic does have - sideboarding and rotation/ban list. SWCCG made it a point of pride that they would never ban or rotate cards, which created all sorts of problems. Which they then solved with a combination of absurd, narrow/powerful bullets and power-level errata. Ultimately even this was unsuccessful, and they introduced &quot;defensive shields&quot; (very late in the game&#039;s life) which was essentially a sideboard which started on the table and you were allowed to play a certain number (usually 3) of your sidebaord cards at any time during the game and they couldn&#039;t be interracted with in any way by your opponent. That eventually solved some of the more broken strategies in the game permanently, but was extremely inelegant.

In general, I think WoTC does bullets fairly well although the fact that they&#039;re not strong enough to completely push certain decks out of the game does lead to some silly post-sideboard games where if the opposing player draws and resolves their bullet (eg. leyline turn 0 vs dredge) the game is just over, making for some silly, swingy games. On the other hand, SWCCG&#039;s solution ultimately meant that certain degenerate decks like numbers* or operatives were just 100% unplayable.

* 3,270 to 1 and never tell me the odds must rank among the stupidest cards in TCG history.]]></description>
		<content:encoded><![CDATA[<p>Very interesting discussion about the way WoTC implements bullets. A couple of other notes because I also played swccg and find the comparison interesting. SWCCG lacked two features that magic does have &#8211; sideboarding and rotation/ban list. SWCCG made it a point of pride that they would never ban or rotate cards, which created all sorts of problems. Which they then solved with a combination of absurd, narrow/powerful bullets and power-level errata. Ultimately even this was unsuccessful, and they introduced &#8220;defensive shields&#8221; (very late in the game&#8217;s life) which was essentially a sideboard which started on the table and you were allowed to play a certain number (usually 3) of your sidebaord cards at any time during the game and they couldn&#8217;t be interracted with in any way by your opponent. That eventually solved some of the more broken strategies in the game permanently, but was extremely inelegant.</p>
<p>In general, I think WoTC does bullets fairly well although the fact that they&#8217;re not strong enough to completely push certain decks out of the game does lead to some silly post-sideboard games where if the opposing player draws and resolves their bullet (eg. leyline turn 0 vs dredge) the game is just over, making for some silly, swingy games. On the other hand, SWCCG&#8217;s solution ultimately meant that certain degenerate decks like numbers* or operatives were just 100% unplayable.</p>
<p>* 3,270 to 1 and never tell me the odds must rank among the stupidest cards in TCG history.</p>
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		<title>By: diablomarcus</title>
		<link>http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/comment-page-1/#comment-75945</link>
		<dc:creator><![CDATA[diablomarcus]]></dc:creator>
		<pubDate>Tue, 10 Dec 2013 23:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=27121#comment-75945</guid>
		<description><![CDATA[I&#039;m pretty shocked that you don&#039;t run Bojuka Bog when you are running Knight. Even if you&#039;re too scared to run it maindeck due to the risk of drawing a black source, in the board it seems incredibly helpful.

Tutors for hate help aleviate the massive sideboard slot problem.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m pretty shocked that you don&#8217;t run Bojuka Bog when you are running Knight. Even if you&#8217;re too scared to run it maindeck due to the risk of drawing a black source, in the board it seems incredibly helpful.</p>
<p>Tutors for hate help aleviate the massive sideboard slot problem.</p>
]]></content:encoded>
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	<item>
		<title>By: burt</title>
		<link>http://www.mtgoacademy.com/eternal-warrior-11-pretty-hate-machine/comment-page-1/#comment-75842</link>
		<dc:creator><![CDATA[burt]]></dc:creator>
		<pubDate>Tue, 10 Dec 2013 07:08:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=27121#comment-75842</guid>
		<description><![CDATA[A big issue to me is that the hate cards cost more than the broken combos. Except fow but that itself needs hating.]]></description>
		<content:encoded><![CDATA[<p>A big issue to me is that the hate cards cost more than the broken combos. Except fow but that itself needs hating.</p>
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