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  • posted a message on [AFR] Good Morning Magic 07/02— Fighter Class
    Quote from Cragplate »
    if i pay two time 3 mana i activate the level 2 two times?
    No. Each level up ability can only be activated once, and you can't go backwards in level.
    Posted in: The Rumor Mill
  • posted a message on [AFR] The book of Exalted deeds, Blue dragon and 2 others -Leaked video
    Quote from Lectrys »
    Thanks to my Mutavault, I AM INVINCIBLE!

    Do be careful that only combo decks are going to fall for that trick. Aggro and control decks probably have the removal.
    Note that mutavault keeps the ability after reverting to a land. While it's certainly possible they are running removal for lands, it's likely to be much less if they have any.
    Posted in: The Rumor Mill
  • posted a message on [AFR] "Hadar's Messenger" and "Venom Troll"— hobbyjapan.co.jp previews
    Quote from SilverWolf_27 »
    Why do they seem to be costed as if 20 is the only possible outcome?
    At uncommon, 4 mana "return this card to hand from the graveyard" would already be extremely strong, given its high power. It's definitely not costed like it's going to come into play every time.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Good Morning Magic 07/01— Delina, Wild Mage
    Quote from pierrebai »
    I'm not sure how that 0-day errata makes Wizards seems maths-challenged vs how power of 4 work. With 5s per roll, you have a one-in-16-millions chance of keeping rolling after *one minute*. One in *256 thousand billions* of still be rolling after two minutes.

    Edit, it's 15 inclusive, so the odds are a bit lower, but still...
    You're neglecting the possibility that you targetted pixie guide in the first place. Then you roll 2 dice and pick the highest on the first roll, bumping your odds to 51% or so to roll again. Then you roll 3 dice on the next roll, so your odds to keep the streak going go up. Somewhere around 20 pixie guides in play, you're pretty likely to keep rolling 15+ on at least *one* of your 20+ d20's, to the point that you can't actually stop anymore. So without the may, you'd have to keep rolling until you get all the dice to be 14 or less.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Planar Ally— Brent Vos preview
    In D&D "Heaven" and "Hell" are entirely separate from the Material planes.


    Well and isn't theros heaven entirely separate from theros material world as well? I dont think Gideon for example, can ever interact with the physical world again (and is not a place where you planeswalk in or out either)
    Gideon, they've repeatedly mentioned, did not actually go to the Theros afterlife. And as Elspeth shows, the underworld 100% *is* a physical place on Theros you can escape from and go back to the physical world.



    That said, we're dealing with two different types of planar systems with Magic and D&D. Magic's seperation of planes requires you to be a Planeswalker and have an inborn "spark" to travel to them. D&D just requires that you be a high enough level, or have a sufficently powerful magic item, and you can cross planes to your hearts content. Expecting the two systems to line up perfectly on their definition of what a "Plane" is is a project that is doomed from the start.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Mothership 6/30— Yuan-Ti Malison, You Find a Cursed Idol, and more legendary creatures
    Quote from boombox_smk »
    Quote from FunkyDragon »
    Quote from boombox_smk »
    Was you find a cursed idol too strong as an instant?


    It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery.
    Bar the Gate says otherwise.


    If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
    I'd also add that, because it's a counterspell (and one specifically for creatures and planeswalkers) and therefore requires another spell to be on the stack, it's harder to use Bar the Gate as a combat trick, since you can't suddenly complete a dungeon on command in the middle of combat.
    Posted in: The Rumor Mill
  • posted a message on Secret Lair: Stranger Things
    Quote from DL_Ojutai »
    I'm not really into TWD or Stranger Things but think it's cool that the crossover stuff exists. Hasbro used to make the ALIEN toys, and that's one that I REALLY want to see. The Dark Tower would be awesome and absolutely fits MtG flavor. Not sure what else I'd be into off the top of my head. But yeah, I say bring it on.

    I don't LOVE the print-to-List idea that much, only insofar as it seems to be a forced reason to buy Set Boosters, the existence of which I don't really get. It still seems as sort of an unnecessary product to me. But otherwise I think it's a cool way to ensure we get MtG versions of anything that turns out to be potentially playable, and I don't have a better solution off-hand.
    A good way to think of it is less "make people buy set boosters", and more "people are already going to be buying set boosters, so this helps get enough copies in circulation without absolutely flooding the market with them".
    Posted in: The Rumor Mill
  • posted a message on [MH2] Dauthi Voidwalker— Masters of Modern preview
    One thing one has to think about is weighing attacking vs. being able to react at instant-speed to anything of interest being exiled, which may be necessary, e.g., stealing a big beater at the end of your opponent's turn so it gets pseudo-haste and ends the game the following turn.

    (As the card says "you may play it this turn" I don't see any usual timing restrictions apply, you should be able to play sorceries and permanents on your opponent's turn, right? Mayby only if the stack is empty...)
    Because it says "this turn", you have to obey all the normal timing restrictions. So you'd only be able to steal instants during your opponent's turn, likely to prevent the shenanigans you're mentioning.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Dauthi Voidwalker— Masters of Modern preview
    One relevant thing to remember is that a 3/2 Shadow creature is not the same thing as a 3/2 unblockable. Sure, it likely won't be blocked, but it also won't be blocking much either. This is going to be an absolutely awful card to drop when you're behind. Voidwalker will be great when you're ahead and the 3 damage a turn is relevant pressure, but I think people will be disappointed if they think a BB 3/2 shadow creature with no other rules would be playable outside the most aggro of decks.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Captain Ripley Vance— ManaCurves preview
    Why should this go in a storm deck? Copies of storm cards are placed on the stack, not cast.
    If you're playing enough spells to make the storm count worth anything, you're casting at least 3 spells that turn.

    Most relevantly, as an uncommon, this is intended for Limited. Green/Red is the storm archetype, which this helps with.
    Posted in: The Rumor Mill
  • posted a message on [MH2] fan Email -- Sol talisman
    Quote from Lectrys »
    Suspend on mana artifcats was always crap.

    Sure, if you can storm and win the turn it resolves, fine ... but it simply never produces interesting games and its terrible annoying to topdeck.

    I want as less cards i hate to draw in my deck as possible.


    Yep. The problem is you want fast mana early. This never lands early. By the time you can cheat this card out, you'd rather cheat out spells that do something rather than mana, so I suspect this will join the Mox Tantalite scrapheap and do nothing.

    There is always a chance though that some enabler enables this some day. Basically what is needed is something that enables T1 this, as that is a big game.

    Ad Nauseam is currently salvaging Lotus Bloom's chances in Modern. I think Sol Talisman similarly needs to enable something backbreaking on Turn 4 (that Lotus Bloom cannot do) in order to have a chance in Modern.
    Could it arguably serve as backup Lotus Bloom, which was something Mox Tantalite couldn't really do? I think, if this does have a shot in modern, it's going to be off the fact that it manages a little from Lotus Bloom (ramping for multiple mana on turn 4), and a little from Mox Tantalite (sticks around rather than sacrificing).
    Posted in: The Rumor Mill
  • posted a message on [MH2] Skyblade's Boon— Gaby Spartz preview
    Quote from tappwater »
    That wording seems weird to me. I guess it's the best way to say it, but there's nowhere else you could return it to your hand from, so the use of "only" feels weird.
    Theoretically, they could make it function from Exile, or, if we *really* want to make the rules manager cry, your library. But basically they have to use only because there's a lot of zones it *could* be, and they have to specify if it works in the graveyard for it to be able to function there.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Archon of Cruelty — Kenta Harane preview
    Worth remembering that we just got a bunch of new reanimation/reanimation enablers that specify "non-legendary", and most of the high end competition for this guy is Legendary. Turn 2 Unmarked Grave into turn 3 Persist seems like a solid line of play, and this is probably one of the better targets for that.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Cursed Totem— MTGNerdGirl preview
    Quote from Lectrys »
    Nah, Cursed Totem is appreciated to hose Heliod Ballista and other creature-based combos.

    Is there a Protean Hulk combo that dodges both Cursed Totem and one removal spell?
    Dodging totem is definitely hard. It's possible you could get there with like, ETB sacrifice creatures? That... might also just solve the removal problem as well, if it's all coming off etb's and death triggers. Sidisi's Faithful works for at least some of them?
    Posted in: The Rumor Mill
  • posted a message on [MH2] Karmic Guide— r/ModernMagic preview
    Quote from Lectrys »
    Are there any Protean Hulk combos that resist 1 removal spell that this enables? Remember, they can kill your sac outlet with the Karmic Guide trigger on the stack.
    Off the top of my head, none that go off immediately, but if you're somehow running Imperial Recruiter, you could use that as a way to reload for next turn? Alternately, if this is already in the graveyard with another sac outlet, grabbing Viscera seer+Reveillark would let you go off regardless of at least one kill spell.
    Posted in: The Rumor Mill
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