Forgot very important life totals at end of phase and non-positive life totals.
You could never "pay" life into an infinite life total though, right, just to zero life? or was that ever possible with mana abilities maybe.
Graveyard order had to have matter for then T2 because shallow grave. I guess it still matters for any format that can play those cards.
They might have classified "enchant creature", "enchant artifact", "enchant land", "enchant enchantment" ect, as "local" but those were the "card types" printed on the cards.
regeneration and damage prevention, involved a temporary bubble much like interrupts, it didn't last until end of turn like it does now. Frankly I never understood it entirely.
"mana abilities were uncounterable"
yes that was a thing remember hearing, Also read somewhere there was a way to abuse this with zuran orb to somehow make spells you casted uncounterable.
Also there was some difference with spells casting and resolving, you couldn't cast a spell and then decide the mana abilities to pay for it, the mana had to be in your pool first. I think this in-turn had some other slightly different effects such as with targets and resolution.
I'm trying to get a specific breakdown of the rules set and their changes from the period of Ice Age to Tempest Block.
I actually played my first mtg tournaments during this time and even then I remember most players really didn't understand the rules for specific things, different judges would give you different answers, rules updates, amendments and overhauls were common place, the internet wasn't used, the dojo came up in tempest and snap rulings like "two mogg flunkies can't attack together" "new 'in between phase' let's wall of roots go infinite and the mana carriers over to draw phase if you skip your untap with something like Stasis" end of turn phase added, creature healing phase, oracle rulings for cards like armor of thorns. Then there was damage prevention, stack damage, implementation of the stack, division and conjoining of cleanup phase/phases.
Here's what I've gathered so far, please correct anything that is wrong, or add anything that's missing, and I'm trying to get most specific dates known when changes were made.
1. The stack functioned with last in first out, but resolved all at once. - A to 6th.
2. Interrupts had a bubble that needed to resolve itself before more non-interrupts could be added to stack. - A to 6th.
3. "Mana abilities" could be played any time and resolved immediately - 4th to present except the any time part?
4. Active player could respond first always until passing priority, then other players could only respond once, but could use the same ability multiple times simultaneously as a response, like a pumping a creature - A to 6th
5. "Triggered abilities" resolved without any possible responses, even "mana abilities" - A to 6th
6. A "between turns phase" was added before untap in which certain "triggered abilities" occurred, time vault. There was no "turn" during this phase and "mana abilities" could be played during this phase. - after 5th and ending before 6th
7. "End of turn phase" was added, which end of turn effects occurred at the beginning of and fast effects could played during. 6th to present, (with M10 ed. semantic changes)
8. "End to turn phase" was divided into two phases and "clean up" and "creature healing phase" ? - after 6th and before 7th
9. Oracle rulings were added to some specific cards to make them function as intended, ie armor of thorns - after 5th to present
10. Non-positive life totals (not after game decided) existed, life totals at end of phase determined winning or drawing. - A to Ursa's Saga?
11. Mana abilities had a faster than interrupt stack bubble which at times created some potential exploits (Zuran orb?). - 4th to 6th?
12. "Mana Burn" damage existed. - A to M10?
13. Tapped permanents no longer had static effects functioning, ie winter orb - A to 6th
14. Tapped blocking creatures dealt no damage - A to 4th?
15. Trample damage could not go past protection - A to 6th?
16. Damage prevention and regeneration had some kind of special bubble, (not until shield until end of turn)? - 5th to M10?
17. "Stack damage" was added - 6th to M10?
18. Stack as we know it now was added - M10
19. Legends rule was global to all players and was was first one one stays and new one dies - A to Champions of Kamigawa?
20. Removed from game was removed completely, there was no exile or exiled face up or face down or SB counting as exile - A to M10?
21. Graveyard order mattered in T2 - A to ursa's saga? (when shallow grave phased out)
22. "Enchantments" had sub-types of "global enchantments" and "enchant creature", "enchant artifact" ect.. for all card types. - A to 6th?
23. Artifacts were divided to into sub-types of "poly" "mono" and "continuous" - A to 5th?
24. Infinity was a number in magic, ie infinite combos could loop infinite times - A to 6th-7th?
25. "Bury" also could destroy "indestructible" ie Guardian Beast -A to 7th?
26. Mulligans were granted once per game and only for no land or all land hands - A to Alliances?
27. You drew on the play - A to Alliances?
28. Spells were only cast once current mana pool sufficed, there was no resolution separation, targeted spells behaved somewhat differently as result ?? - A to M10?
does flipping change the instance of the permanent? or does the hamlet captain EOT effect have some kind of a voiding conditional rule I'm not aware of?
or some other reason different all together why a human then non-human would void the triggered EOT effect from hamlet captain?
It seems like wotc would have made some other good reanimate cards like Reveillark that are limited to smaller creatures by power or CMC, as this kind of the direction they want standard and Modern to go, ie not reanimate things like griselbrand
So someone brought up Act on impulse and I thought a deck it would make most sense in would be wish with tender walls, So I tried here's the deck list. I think this is close to what someone else made back in dark ascension time for high T1 kill rate, so I designed off that premise, it's very poor against disruption and has little adaptability. I'm not so sure the one act on impulse is better than 3rd meditate.
4 x culling the weak
4 x summoners pact
1 x deathrite
1 x wild cantor
1 inferal tutor
1 x TOA
in
3 x xathrid swram
2 x dures
4 x cabal therapy
2 x gobin charbelcher
2 x gitaxian probe
So based off a blue meta and mud, that looks like a good start.
I would probably run 4 belcher and 1 TOA, 3/4 swarm main seems reasonable or 2 and 2 side, less tutor is good, pacts should definitely be out and with that dryad arbor, also elvish spirit guide is less valuable with pacts out, just running 1 bayou makes more sense with 4 belcher standard, also IGG isn't doing so much work anymore either. I don't think slithermuse is good against blue, yes they will have a large hand more often, but with a large hand, it likely has a counter and muse is very fragile and situational to setup with that blue mana cost. And for hate package I'd for sure run 1 or 2 unmask if you're running 5 or more hate cards. You can still run some culling the weak with the swarm in, attacking then culling it is very strong start to a turn, but 1/2 tall men could help. I'd also consider the tallmen mox opal list posted early, reusable mana has more value against decks with lots of disruption. And manamorphose isn't as good against decks with disruption, it can be cut.
Carpet of flowers in side is probably the best card against blue decks, should have 4. 3/4 nature's claim is good vs mud. Another idea to consider is the man plan with Tomb of Urami and some others, since it's pretty good blue and mud once they side out their creature removal.
Carpet of flowers is really the best for blue decks, I'd get them, otherwise might consider the man plan, tomb or urami, and a something else. Also, I'd recommend 2 unmask if running 5 or more hate cards.
diminishing returns and Balance of Power are pretty big options to have too, and removal of sorts, I'd like to see a good wish decks list with more burning wish or death wish in main deck, I remember reading in the middle of this thread someone claimed 80% first turn with burning wish, but I just can't see how the mana is working that well.
Volt Switch 1RR
Instant {U, PKM}
Choose target creature you control and target creature you don't control. The creature you control deals 5 damage to the creature you don't control. Then return the creature you control to its owner's hand.
I think it's good functionally, I don't quite get the flavor though, I can kind of see the damage from one creature to another, but where is the returning coming from?
maybe a different name, also doing 5 is a lot, kind of negating most of the point of a creature doing the damage, I might like to see 2cc and 4 damage, and I don't see why not just let it be any two creatures.
Not sure about tallmen, but belcher is nice against delver post side, these blue decks are typically cutting spell pierce for treasure cruise now, that's the main largest difference I see in the meta for this deck in the last 5 years.
Yes, I've heard of other people using custom cards
Do you have any references to these people or know what custom cards they were using, or kinds of custom cards? How many do you think would be appropriate? Obviously you don't want too many, but then it's not too hard for people to learn some new cards as they learn hundreds of new cards each set, also in a large cube it's kind of futile to be adding just a couple.
What was the story/reasoning behind changing to this 450? is the module still being used?
You could never "pay" life into an infinite life total though, right, just to zero life? or was that ever possible with mana abilities maybe.
Graveyard order had to have matter for then T2 because shallow grave. I guess it still matters for any format that can play those cards.
They might have classified "enchant creature", "enchant artifact", "enchant land", "enchant enchantment" ect, as "local" but those were the "card types" printed on the cards.
regeneration and damage prevention, involved a temporary bubble much like interrupts, it didn't last until end of turn like it does now. Frankly I never understood it entirely.
"mana abilities were uncounterable"
yes that was a thing remember hearing, Also read somewhere there was a way to abuse this with zuran orb to somehow make spells you casted uncounterable.
Also there was some difference with spells casting and resolving, you couldn't cast a spell and then decide the mana abilities to pay for it, the mana had to be in your pool first. I think this in-turn had some other slightly different effects such as with targets and resolution.
I actually played my first mtg tournaments during this time and even then I remember most players really didn't understand the rules for specific things, different judges would give you different answers, rules updates, amendments and overhauls were common place, the internet wasn't used, the dojo came up in tempest and snap rulings like "two mogg flunkies can't attack together" "new 'in between phase' let's wall of roots go infinite and the mana carriers over to draw phase if you skip your untap with something like Stasis" end of turn phase added, creature healing phase, oracle rulings for cards like armor of thorns. Then there was damage prevention, stack damage, implementation of the stack, division and conjoining of cleanup phase/phases.
Here's what I've gathered so far, please correct anything that is wrong, or add anything that's missing, and I'm trying to get most specific dates known when changes were made.
1. The stack functioned with last in first out, but resolved all at once. - A to 6th.
2. Interrupts had a bubble that needed to resolve itself before more non-interrupts could be added to stack. - A to 6th.
3. "Mana abilities" could be played any time and resolved immediately - 4th to present except the any time part?
4. Active player could respond first always until passing priority, then other players could only respond once, but could use the same ability multiple times simultaneously as a response, like a pumping a creature - A to 6th
5. "Triggered abilities" resolved without any possible responses, even "mana abilities" - A to 6th
6. A "between turns phase" was added before untap in which certain "triggered abilities" occurred, time vault. There was no "turn" during this phase and "mana abilities" could be played during this phase. - after 5th and ending before 6th
7. "End of turn phase" was added, which end of turn effects occurred at the beginning of and fast effects could played during. 6th to present, (with M10 ed. semantic changes)
8. "End to turn phase" was divided into two phases and "clean up" and "creature healing phase" ? - after 6th and before 7th
9. Oracle rulings were added to some specific cards to make them function as intended, ie armor of thorns - after 5th to present
10. Non-positive life totals (not after game decided) existed, life totals at end of phase determined winning or drawing. - A to Ursa's Saga?
11. Mana abilities had a faster than interrupt stack bubble which at times created some potential exploits (Zuran orb?). - 4th to 6th?
12. "Mana Burn" damage existed. - A to M10?
13. Tapped permanents no longer had static effects functioning, ie winter orb - A to 6th
14. Tapped blocking creatures dealt no damage - A to 4th?
15. Trample damage could not go past protection - A to 6th?
16. Damage prevention and regeneration had some kind of special bubble, (not until shield until end of turn)? - 5th to M10?
17. "Stack damage" was added - 6th to M10?
18. Stack as we know it now was added - M10
19. Legends rule was global to all players and was was first one one stays and new one dies - A to Champions of Kamigawa?
20. Removed from game was removed completely, there was no exile or exiled face up or face down or SB counting as exile - A to M10?
21. Graveyard order mattered in T2 - A to ursa's saga? (when shallow grave phased out)
22. "Enchantments" had sub-types of "global enchantments" and "enchant creature", "enchant artifact" ect.. for all card types. - A to 6th?
23. Artifacts were divided to into sub-types of "poly" "mono" and "continuous" - A to 5th?
24. Infinity was a number in magic, ie infinite combos could loop infinite times - A to 6th-7th?
25. "Bury" also could destroy "indestructible" ie Guardian Beast -A to 7th?
26. Mulligans were granted once per game and only for no land or all land hands - A to Alliances?
27. You drew on the play - A to Alliances?
28. Spells were only cast once current mana pool sufficed, there was no resolution separation, targeted spells behaved somewhat differently as result ?? - A to M10?
does flipping change the instance of the permanent? or does the hamlet captain EOT effect have some kind of a voiding conditional rule I'm not aware of?
or some other reason different all together why a human then non-human would void the triggered EOT effect from hamlet captain?
Why hasn't WotC made more cards like Reveillark? It's exactly what they want standard and modern to be about. IE not big things like Griselbrand
driver of the dead is just a bit underpowered, recurring nightmare and diabolic servitude and apprentice necromancer aren't quite right either. reanimate, life // death(both have uses), postmortem lunge, and shallow grave are all good but I'd still rather have a Reveillark I think.
It seems like wotc would have made some other good reanimate cards like Reveillark that are limited to smaller creatures by power or CMC, as this kind of the direction they want standard and Modern to go, ie not reanimate things like griselbrand
Shattered crypt is okay when you have aether vial in play. Living Death is a thing
So based off a blue meta and mud, that looks like a good start.
I would probably run 4 belcher and 1 TOA, 3/4 swarm main seems reasonable or 2 and 2 side, less tutor is good, pacts should definitely be out and with that dryad arbor, also elvish spirit guide is less valuable with pacts out, just running 1 bayou makes more sense with 4 belcher standard, also IGG isn't doing so much work anymore either. I don't think slithermuse is good against blue, yes they will have a large hand more often, but with a large hand, it likely has a counter and muse is very fragile and situational to setup with that blue mana cost. And for hate package I'd for sure run 1 or 2 unmask if you're running 5 or more hate cards. You can still run some culling the weak with the swarm in, attacking then culling it is very strong start to a turn, but 1/2 tall men could help. I'd also consider the tallmen mox opal list posted early, reusable mana has more value against decks with lots of disruption. And manamorphose isn't as good against decks with disruption, it can be cut.
Carpet of flowers in side is probably the best card against blue decks, should have 4. 3/4 nature's claim is good vs mud. Another idea to consider is the man plan with Tomb of Urami and some others, since it's pretty good blue and mud once they side out their creature removal.
diminishing returns and Balance of Power are pretty big options to have too, and removal of sorts, I'd like to see a good wish decks list with more burning wish or death wish in main deck, I remember reading in the middle of this thread someone claimed 80% first turn with burning wish, but I just can't see how the mana is working that well.
I think it's good functionally, I don't quite get the flavor though, I can kind of see the damage from one creature to another, but where is the returning coming from?
maybe a different name, also doing 5 is a lot, kind of negating most of the point of a creature doing the damage, I might like to see 2cc and 4 damage, and I don't see why not just let it be any two creatures.
Gobble Gobble:
http://mtgcardsmith.com/display?img=1416954586713419&t=554113
http://mtgcardsmith.com/view/diabolic-treaty?list=user#.VIAkdPnF9Bk
What was the story/reasoning behind changing to this 450? is the module still being used?