They've convinced people to buy cards to play with them once and then re-buy the same cards over and over again.
Every time someone on a forum talks about playing limited or "how good it feels to crack open a booster pack", there is an executive at Hasbro jizzing his pants while money rains down from the ceiling.
Could not help but form a mental image and laugh out loud.
Game 2 I made a pivotal bluff that won me the game. He had 6 lands in play and I had [B]7 lands[/B] with an underworld connections. I [B]thoughtseize [/B]and see the bow, arbor colossus and kalongi an tusker. My [B]hand has lifebane zombie[/B], underworld connections. I think for a while and take tusker, bluffing removal in hand. He plays bow and passes, then I take colossus with lifebane zombie. [B]If he had played colossus then I would have lost probably[/B].[/B]
Why'd you even give him the chance? Just play Lifebane and Thoughtseize...
Price isn't a factor in determining rarity. Rarity doesn't even necessarily determine price. Force is an uncommon, archangel's light is a mythic, but we know which one is worth more.
That just proves that age and the resulting level of availability is a greater factor. If FoW had been printed at uncommon in Return to Ravnica it would not be very valuable anymore.
Guessing the mana needed is easy. Apply next equation.
(Lands I need to play my finisher)*(Cards in deck)
/
((Turn I want those lands)+6)<--This is # of cards in hand on that turn (if you play 1st)
=
(Lands I need in deck)
For example:
Finisher costs 4cmc
I want to play it on turn 4
My deck has 60 cards.
4*60/(4+6)=24 mana
This also works for specific lands and cards.
For example, I have a 1cmc red drop and I want to play it on first turn.
I need 1 mountain.
On turn 1
My decks has 60 cards.
1*60/(1+6)=9 mountains (or red mana generators) in my deck
After that, you can change medium cmc and mana fixers accordingly.
Another thing you can do is making a 'desired mana available' graph for each turn.
For example, i have R, 1G, 2W and 3W as the 'perfect' mana curve
Turn 1: R. I need 9 mountains (get 1 mountain at turn 1)
Turn 2: R+G. I need 8 forests (get 1 forest at turn 2).
Turn 3: R+G+W. I need 7 plains (get 1 plains at turn 3).
Turn 4: R+G+W+1. I need 24 lands (4 lands on turn 4).
I sum it all: 9+8+7=24. So, I don't need cards like shocklands or mana fixers (unless I want to put some special land as mutavault).
^^With this you can also calculate mana curve on your spells^^
This post is... so wrong.
With your proposed mana base you have a 63.2% chance to play your 4-drop on turn 4 (72.6% on turn 5 80.3% on turn 6 86.2% on turn 7 90.7% on turn 8 93.9% on turn 9).
Your "1-drop" scenario is a bit better at 70.0% in your opening hand.
In your mess of a basic mana base you have a 27.5% chance of fulfilling, :symr:, and on turn 3. I do not like having dead cards in-hand in 3/4 of my games.
The fact is it's not so simple and you will get different results every game.
It has no device restrictions, and can veiw country blocked apps. I didn't even notice my phone was "incompatible," because the modded market fixes it. You should refrain from messing with your build.prop too much, as some functions rely on the accurate information contained in there.
Wow, they should be offering refunds for this, that is complete BS.
Agreed and I would have pursued this had I not been able to find workarounds. I suspect the impact of this is quite small since smartphone users had only about a one day window to install the game and would have had to subsequently uninstall or wipe their phone as I did to take notice.
Thought I'd provide a heads-up / rant regarding DotP 2014 device compatibility.
I downloaded, installed a purchased DotP 2014 on my HTC One (phone) June 25th - it runs great and is perfectly readable on the 1080p screen.
It would seem that in the update on June 26th Stainless Games / WotC pushed an update restricting device compatibility. I reset my phone and the Play Store would not allow me to re-install.
What's in this version:
Magic 2014 runs best on tablet devices. It is not intended for use on other devices.
So, rant time.
"Magic 2014 runs best on tablet devices."
This applies to every app ever created. Web browser, game, spreadsheet, they all look better on a bigger screen. Who are you to decide what device I can run the app I paid for on after the fact.
Solution time!
If anyone else is victimized by WotC's bait-and-switch move, you can get around device compatibility checks a few ways. There are a handful of apps for this purpose, I used "Market Helper" with success. You can also edit your device's Build.prop manually. Google these terms to find guides. These require root access on your phone. You could also install the .apk from a 3rd party source.
If you are not rooted and not comfortable doing so - it voids parts of your warranty after all - and not comfortable installing from 3rd party sources; demand a refund and send a strongly worded letter to follow it up.
Could not help but form a mental image and laugh out loud.
Why'd you even give him the chance? Just play Lifebane and Thoughtseize...
Which is why I did not buy those products at retail price. I was pretty happy about the things I found in other peoples' trade binders though.
Think about it, depending on the distance between you you're asking him to wait potentially extra weeks to recieve the cards he traded for.
That just proves that age and the resulting level of availability is a greater factor. If FoW had been printed at uncommon in Return to Ravnica it would not be very valuable anymore.
Hero's Downfall?
Don't forget price.
Actually I didn't say anything other than how wrong the quoted text was.
This post is... so wrong.
With your proposed mana base you have a 63.2% chance to play your 4-drop on turn 4 (72.6% on turn 5 80.3% on turn 6 86.2% on turn 7 90.7% on turn 8 93.9% on turn 9).
Your "1-drop" scenario is a bit better at 70.0% in your opening hand.
In your mess of a basic mana base you have a 27.5% chance of fulfilling, :symr:, and on turn 3. I do not like having dead cards in-hand in 3/4 of my games.
The fact is it's not so simple and you will get different results every game.
Chance of NOT getting a Sol Ring after Mulliganing also 60%.
Chance of not getting a Sol Ring at all (.6*.6) 36%.
What worked for me was choosing the Tablet -> Asus Transformer Pad and then installing the app from my PC browser.
MSRP: $24.99
Dealers e-bay them for $50,000.
Thank you for providing an additional solution.
Agreed and I would have pursued this had I not been able to find workarounds. I suspect the impact of this is quite small since smartphone users had only about a one day window to install the game and would have had to subsequently uninstall or wipe their phone as I did to take notice.
I downloaded, installed a purchased DotP 2014 on my HTC One (phone) June 25th - it runs great and is perfectly readable on the 1080p screen.
It would seem that in the update on June 26th Stainless Games / WotC pushed an update restricting device compatibility. I reset my phone and the Play Store would not allow me to re-install.
So, rant time.
"Magic 2014 runs best on tablet devices."
This applies to every app ever created. Web browser, game, spreadsheet, they all look better on a bigger screen. Who are you to decide what device I can run the app I paid for on after the fact.
Solution time!
If anyone else is victimized by WotC's bait-and-switch move, you can get around device compatibility checks a few ways. There are a handful of apps for this purpose, I used "Market Helper" with success. You can also edit your device's Build.prop manually. Google these terms to find guides. These require root access on your phone. You could also install the .apk from a 3rd party source.
If you are not rooted and not comfortable doing so - it voids parts of your warranty after all - and not comfortable installing from 3rd party sources; demand a refund and send a strongly worded letter to follow it up.