Started the game with some of my opponents cards in my deck. They have under 60 I have over (now) and this isn't noticed until the middle of the next game when I draw it.
I'm not sure on some of the finer points of the Pokemon rules, but I don't understand how one could consistently win turn 1.
Crobat G, as a basic, he's used for his power to add 10 damage whenever he's played from a trainers hand.
Uxie, as a staple draw card in most decks, Uxie is suited here due to enabling you to draw until you have a hand of 7 cards.
Sableye, Start with Sableye as your active and you go first. Can KO any Pokemon under 50 HP
Trainers are the lifeblood of the deck now, all of these are regular trainers apart from one which I will start with.
Seeker, a Supporter rather than a simple Trainer meaning you can only play 1 per turn but it allows you to force your opponent to pick up one of their benched pokemon as well as causing you to do the same.
Expert Belt, an attachable trainer which provides an extra 20HP and +20 damage to the active pokemon.
PokeTurn+, a card with 2 effects. If you play a single one, you draw one card, but if you play 2 at the same time you are allowed to search your deck for any 2 cards.
PokeBlower+, again has 2 effects. If just 1 is played then you flip a coin and place 10 damage on one of your opponents pokemon if heads, if you play 2 then you can switch their active pokemon with a benched one.
PokeTurn, a card that let's you pick up a SP pokemon (such as Crobat G)
Super Scoop Up, you flip a coin and if you get heads you can pick up one of your pokemon and return it to your hand.
Victory Medal, you flip 2 coins and if 1's heads then you draw a card but if they're both heads then you can search your deck for 1 card.
Alph Lithograph, you need the 4th version of this card (from the HGSS: Triumphant expansion) as it allows you to look at your face down prizes.
Dusk Ball, allows you to take any 1 pokemon from the last 7 cards of your deck (if there are any).
Quick Ball, allows you to flip cards off the top of your deck and take the 1st one you find.
Dual Ball, you flip 2 coins and can search for 1 basic pokemon per heads.
Junk Arm, a card that forces you to discard 2 from you hand but allows you to return one trainer from your discard to your hand.
Basically you start with Sableye, who makes you go first no matter what. You play Crobat G (who's a basic, because reasons) mark an opponents Pokemon for 10 Damage. Search for more Crobats, play them. Return Crobat, likely KO one Pokemon. Play Seeker, causing you and your opponent to return a Pokemon. Play more Crobats, bounce more Crobats and then eventually put an Expert Belt on Sableye, a Special Dark Energy and hardcore super KO your opponents active.
Unless they were super lucky and started with a full bench they likely just lost the game here by you bouncing one Pokemon, KOing one on the Bench and then Koing their active.
At the time you only lost to your mirror and only if they won the coin flip.
Needless to say it was worse than the Caw-Blade era for Magic.
I used to play Pokemon an I can tell you they are trying to make up for their past mistake, quite a big one at that.
Pokemon during the Heart Gold/Soul Silver era only had "Standard" there was a "Legacy" but nobody played it. One year, at rotation time... America decided they weren't going to rotate any sets out of Standard (while Japan and other countries did). It sounded great at first. I got access to cards and answers to new cards I should't have had access to.
Until summer came around and Japan announced some game rule changes. These changes only had the new Black/White and Heart/Gold sets in mind. not the Diamond/Pearl sets that had rotated out of legality in Japan. America then announced they would also be applying said changes... while these older sets that shouldn't be legal were still around.
Games instantly became who goes first wins and they win on turn 1. Dozens of turn 1 win strategies were around and since Pokemon is literally nothing but tutors and draw spells it was consistent. You didn't have to try very hard to pull it off. Oh not to mention if you started with Sableye as your active pokemon you went first unless your opponent also had Sableye, then it was a coin flip.
It was the year they lost a lot of their playerbase. The game was broken, unfun and unfair. All strategies were the same and they all went off on the first turn. I hear it's better now, but I've been burned and sold out already.
Sure Magic is expensive, but you at least you can get a decent return on your investment.
Okay, so the call was correct, but the Judge could have done a rewind if they saw it to be fitting? I don't know if it matters but this call determined if one player lost the game or not. A rewind would have caused player B to lose the game.
No one was trying to hold priority from what I understood. I was spectating, so I was there.
It was poor communication. But player A definitely moved the creature into the graveyard and didn't want to cast Atarka's command until Player B went to gain life from the lifelink AFTER the creature went to the graveyard.
There was just nothing said verbally from Player A. Which was his protest. He claims that because he didn't say out-loud the spell resolves it didn't matter if he moved the creature to the graveyard.
Player A moves the creature to the graveyard. When Player B goes to gain 4 life, player A says, "Hold up, in response then I want to cast Atarka's Command"
Judge is called over, the situation is explained in this manner. This is FNM. It is ruled that Player A communicated that the spell resolved by moving the creature into the graveyard. He disagrees and says that verbal communication is required, gesturing doesn't count. Other players and the Judge disagree and stated hand gestures is a valid way to signal that things happen.
What is correct? I would like to see where it specifically says this.
Was playing EDH last night and we got into a dispute over Shortcuts. An opponent cast Gilded Drake and announced he was going to take an opponents Palinchron. He waited for it to resolve as everyone had blue mana open. I had a Prophet of Kruphix out and counter magic but allowed it to resolve as he proposed a shortcut of it coming in and targeting palinchron. After it hit someone jestingly said, "Okay now take his Prophet" and I argued that he could not as we accepted the shortcut of him targeting palinchron.
Sarkhan is everything I was hoping for. I would have been upset if they gave us ANOTHER R/G walker. I would have also accepted R/B and MAYBE Jund. So far the spoilers have made me a happy panda.
If the card of my opponents was removed from my hand several turns in. Would I get to draw a card to replace it?
This is comp rel. How is this handled.
Uxie, as a staple draw card in most decks, Uxie is suited here due to enabling you to draw until you have a hand of 7 cards.
Sableye, Start with Sableye as your active and you go first. Can KO any Pokemon under 50 HP
Trainers are the lifeblood of the deck now, all of these are regular trainers apart from one which I will start with.
Seeker, a Supporter rather than a simple Trainer meaning you can only play 1 per turn but it allows you to force your opponent to pick up one of their benched pokemon as well as causing you to do the same.
Expert Belt, an attachable trainer which provides an extra 20HP and +20 damage to the active pokemon.
PokeTurn+, a card with 2 effects. If you play a single one, you draw one card, but if you play 2 at the same time you are allowed to search your deck for any 2 cards.
PokeBlower+, again has 2 effects. If just 1 is played then you flip a coin and place 10 damage on one of your opponents pokemon if heads, if you play 2 then you can switch their active pokemon with a benched one.
PokeTurn, a card that let's you pick up a SP pokemon (such as Crobat G)
Super Scoop Up, you flip a coin and if you get heads you can pick up one of your pokemon and return it to your hand.
Victory Medal, you flip 2 coins and if 1's heads then you draw a card but if they're both heads then you can search your deck for 1 card.
Alph Lithograph, you need the 4th version of this card (from the HGSS: Triumphant expansion) as it allows you to look at your face down prizes.
Dusk Ball, allows you to take any 1 pokemon from the last 7 cards of your deck (if there are any).
Quick Ball, allows you to flip cards off the top of your deck and take the 1st one you find.
Dual Ball, you flip 2 coins and can search for 1 basic pokemon per heads.
Junk Arm, a card that forces you to discard 2 from you hand but allows you to return one trainer from your discard to your hand.
Basically you start with Sableye, who makes you go first no matter what. You play Crobat G (who's a basic, because reasons) mark an opponents Pokemon for 10 Damage. Search for more Crobats, play them. Return Crobat, likely KO one Pokemon. Play Seeker, causing you and your opponent to return a Pokemon. Play more Crobats, bounce more Crobats and then eventually put an Expert Belt on Sableye, a Special Dark Energy and hardcore super KO your opponents active.
Unless they were super lucky and started with a full bench they likely just lost the game here by you bouncing one Pokemon, KOing one on the Bench and then Koing their active.
At the time you only lost to your mirror and only if they won the coin flip.
Needless to say it was worse than the Caw-Blade era for Magic.
Until summer came around and Japan announced some game rule changes. These changes only had the new Black/White and Heart/Gold sets in mind. not the Diamond/Pearl sets that had rotated out of legality in Japan. America then announced they would also be applying said changes... while these older sets that shouldn't be legal were still around.
Games instantly became who goes first wins and they win on turn 1. Dozens of turn 1 win strategies were around and since Pokemon is literally nothing but tutors and draw spells it was consistent. You didn't have to try very hard to pull it off. Oh not to mention if you started with Sableye as your active pokemon you went first unless your opponent also had Sableye, then it was a coin flip.
It was the year they lost a lot of their playerbase. The game was broken, unfun and unfair. All strategies were the same and they all went off on the first turn. I hear it's better now, but I've been burned and sold out already.
Sure Magic is expensive, but you at least you can get a decent return on your investment.
It was poor communication. But player A definitely moved the creature into the graveyard and didn't want to cast Atarka's command until Player B went to gain life from the lifelink AFTER the creature went to the graveyard.
There was just nothing said verbally from Player A. Which was his protest. He claims that because he didn't say out-loud the spell resolves it didn't matter if he moved the creature to the graveyard.
Player B has a Soulfire Grand Master and casts a Mardu Charm targeting one of Player A's creatures for 4 damage.
Player A moves the creature to the graveyard. When Player B goes to gain 4 life, player A says, "Hold up, in response then I want to cast Atarka's Command"
Judge is called over, the situation is explained in this manner. This is FNM. It is ruled that Player A communicated that the spell resolved by moving the creature into the graveyard. He disagrees and says that verbal communication is required, gesturing doesn't count. Other players and the Judge disagree and stated hand gestures is a valid way to signal that things happen.
What is correct? I would like to see where it specifically says this.
Who was correct in this situation?