So I'm wondering about price, how does it usually go with commander pre constructed decks,they are pre-selling now for around 23 euros + shipping. Do these products rise quickly? I want two of the decks, but I first want to see some spoilers, does it matter with these preconstructed commander decks if you pre-order or wait for the full spoilers?
Unlike From the Vault or Modern Masters, you don't typically have to worry about getting price-gouged with products like this because they're also going to be sold at big box retailers (Wal Mart, Superstore, Toys R Us)
That said, each of these decks is going to contain some brand new cards as well as some pretty notable reprints, so occasionally one deck rises to the top of the heap and winds up being worth a couple extra bucks on the secondary market. In this instance you're going to be stuck either scanning the shelves at major retailers or waiting until the hype dies down - but across the past 20 Commander products there's only been one or two that got out of hand like that.
tl;dr - no rush, should be able to sit around and read spoilers all day before deciding
Thanks!
Is the first ever sets a acceptions?
I'm just saying those got to the $100 zone
Well, finding them new now would be around 100. Simply because of the age (5 years old, they probably didn't print as much. With the exception of Mind Seize the 2013 and later decks have remained close to MSRP.
I am confused on what exactly the confusion is. Haha
How did it work pre 6th?
How does it work now?
What about it is counterintuitive?
What was the problem with the ability?
How were players doing it wrong?
When I played in the 90s, will-o-wisp and drudge skeletons were must use as infinite blockers. The way we did regeneration was the way it was written in the 4th strter deck rule book.
Finding an old fourth starter.............a aha.....yeah seems pretty easy to get.
You block their creature then regenerate it. It taps and doesn't deal its combat damage. If its buried or something causes you to sac it, you can't regenerate it. Or if the card specifically says creatures can't regenerate.
I may be asking a lot but I truly am unaware of the confusion,change in the ability. If someone can put it succinctly, that would be appreciated.
I also think in that maro post its pretty much assumed that the ability is gone.
I liked rampage too...Craw giant with a lure on it.......old school ftw!!!!!
Pre six - you regened after damage was dealt
Post six - you regen before damage is dealt.
Galvic Bombarment (if it could target players) round 1: 2 damage, Round 2: 3,4 damage Round 3: 5 damage while magic Christmas land, 14 damage in 3 rounds makes it where they can't allow it to target players.
Not only is that "omg 14 damage in 3 turns!" magical christmasland as all hell, you've then completely burned through your hand and have no good way to try and force through the last 6 points of damage except from lucky topdecks, and many decks will be able to use that time to turn the tables.
Honestly, if you're lucky enough to rip all 4 of them in your opener then I take that as a sign that I wasn't meant to win that one. Wizards needs to get over their "we don't want players to feel bad" phase, because it results in crap like this where a 2-mana creature has a 5-turn clock, but red can't get searing spear anymore because "it invalidates half the card pool", which is complete BS.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
Galvic Bombarment (if it could target players) round 1: 2 damage, Round 2: 3,4 damage Round 3: 5 damage while magic Christmas land, 14 damage in 3 rounds makes it where they can't allow it to target players.
Uh, no. We already have Ghave, Guru of Spores as a WBG Saproling commander. Adding red would only serve to make it more combo-y, which Ghave is plenty already.
But thematically it makes the most sense, mindless creatures (green without blue) who are focused on the now (Red) and community (white), have a connection to death-rebirth cycle (black).
It's always been tertiary in green tied in someway to creatures.
Well, finding them new now would be around 100. Simply because of the age (5 years old, they probably didn't print as much. With the exception of Mind Seize the 2013 and later decks have remained close to MSRP.
Pre six - you regened after damage was dealt
Post six - you regen before damage is dealt.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
But thematically it makes the most sense, mindless creatures (green without blue) who are focused on the now (Red) and community (white), have a connection to death-rebirth cycle (black).
Also you resolve his ability before buyback resolves right?