My most valuable card was a goblin guide.
My second most valuable card was a path to exile.
I wish that I was joking.
- Rosy Dumplings
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Mar 27, 2017Rosy Dumplings posted a message on Oracle's Vault, Archfiend of Ilfnir, and GlorybringerPosted in: The Rumor MillQuote from meekrabkabob »Quote from Rosy Dumplings »6. If you don't need it, you can cycle it.
This is the standard equivalent of Legacy players saying "it pitches to Force of Will" ... ie, not a good reason to play a card.
You're never going to cycle this guy in a normal game unless you're mana-screwed or you need to find some specific effect to avoid losing. He's not even legendary, you can play the second copy!
Normally, I would agree with that completely. Because of its ability, however, discarding a second one can be used as a combat trick... such as if you fear being attacked by a nigh-infinite number of 1-power cats.
Quote from Firevine »
Archfiend is bananas, so no, that's just a joke and will never happen. But if we get a nerfed version, we can dub it "Mild Mongrel" and you can thank my phone's autocorrect for that.
You do know that noose constrictor is still legal in constructed, right? Color-changing isn't too relevant these days so that reach ability makes the snake better than mongrel in many cases.
Mar 27, 2017Rosy Dumplings posted a message on Oracle's Vault, Archfiend of Ilfnir, and GlorybringerGuys, that demon really hypes me up.Posted in: The Rumor Mill
1. It's a cost efficient flier that dodges fatal push.
2. -1/-1 counters help to counter constrictor's shtick.
3. It can block Aethersphere Harvester favorably and its ability can shrink vehicles down at instant speed.
4. If you have a single free form of discard (such as Olivia's Dragoon), you have protection against saheeli.
5. Collective Brutality is still standard-legal.
6. If you don't need it, you can cycle it.
Mar 20, 2017Cards that I might cut (and this is just a jumbo list of everything that COULD be cut. Not saying all of them):Posted in: Multiplayer Commander Decklists
Fauna Shaman: If you manage to saturate this deck with maximum combos, it will be your goal to slam a turn 2 Selvala and win between Turns 3-5. Slamming down shaman on turn three and maybe searching for a creature on turn 4 is a bit slow. The actual Survival of the Fittest allows you to machine gun for creatures as soon as you get it down (useful if you get all of the mana you need.
Joraga Treespeaker: I prefer to use boreal elf at can actually help with turn-2 selvala.
Genesis Hydra: While I can definitely see the appeal of this card (fetchable, big dude, puts stuff in play), I would generally prefer one of those sorceries (or momentous fall) that draws a whole bunch of cards. Again, running out of cards is a more frequent problem than running out of mana in many games.
Omnath, Locus of Mana: This card is borderline for me. You can make this guy absolutely HUGE in 2 or 3 turns but he won't really "come online" until turn 4 or 5, which is actually on the later side if you just want to combo out.
Shaman of Forgotten Ways: Cute but doesn't really help with the combo effort as it fills the same spot on your curve as Selvala. I'll admit that there's a cute turn four play where you drop dreadnaught, add 12 mana, and instantly biorhythm everyone... which leaves you with 3 life and all tapped creatures... so yeah.
Yeva, Nature's Herald: I honestly can't think of any time when I wanted to end my turn but still had the mana to cast another creature on my opponent's turn.
Hydra Broodmaster/Terastodon/the Eldrazi Titans: While having a slew of fatties is part of the appeal behind this deck, you honestly don't need more than a couple. The only high-cost creatures in my own build are Worldspine Wurm (because natural order can fetch it), Regal Force (because of incredible card draw), and Blightsteel Colossus (because it wins games with Surrak and works well with my buff spells). Don't forget that most wins may involve Infinite Power for everyone (umbral mantle or great oak guardian) and killing every permanent (Beast within, Somberweald Stag to kill the 3/3, bounce eternal witness twice with curio or kitty to repeat). Actual big dudes are just a plus.
Thousand Year Elixir: Like omnath, I'm on the fence. The first ability will RARELY help in practice. Even if you cast this on turn 2 instead of Selvala (for some reason), the low land count reduces the odds of getting four mana on turn three. Can make for some hilariously large mana on turn 4 or 5, though. If it works for you, keep with it.
Planar Bridge: I REALLY like that it allows you to grab the artifacts that help you grab instant wins. I tried this card for a while and couldn't consistently set it off on a reasonable timetable. If your experience shows otherwise, I'll chalk my experience up to bad luck.
Sylvan Scrying: I know where you're coming from with this one and I ran one as well for a bit. I found the gains to be marginal in many cases as you generally won't have more than 3 creatures for your Cradle until you decide to explode and win the game. Again, go with your experience here.
Nissa, Vital Force: This card looks ODD in a deck with so few lands. While that -3 is nice, I'm hesitant to pay 5 mana for it.
And now to make myself look a bit foolish:
Caustic Catterpillar/Reclamation Sage/Bane of Progress/Nature's Claim/Lignify/Krosan Grip: I play in a relatively casual crowd. As such, I have been able to get away with playing virtually no protection or destruction. The fact that your infinite combos will inevitably destroy your opponent's entire board through repeated BEAST WITHIN by turn 3-5 (and that it appears so innocent until it goes off) makes the use of too many other kill spells seem a bit redundant to me. I'd personally value protection (autumn veil, Dosan, or Heroic Intervention) over kill as a well-aimed anguished unmaking can take you out really fast... except that doesn't make much sense either. The early turns will often have you tapping out and any counterspells or kill will likely be used before you go infinite and draw your protection. Obviously, this is one element of competitive commander that I have yet to master so take my words with a grain of salt. Even so, I've seen a few builds with little protection or kill beyond the greaves, song of dryad, beast within, reclamation sage, and autumn veil. I might recommend experimenting with Noxious Revival as it can recover a card that was just killed or countered even if you just tapped out (getting back a killed Selvala and casting it for 3 instead of 5 will actually SAVE tempo in many situations as this low-land deck will take much longer to get to 5 mana, even though you lose a card draw).
Mar 19, 2017Running a similar deck list, actually.Posted in: Multiplayer Commander Decklists
The cards that I would recommend trying (many of which you already located) include:
Treefolk Harbinger: A surprisingly awesome toolbox. Can grab sheltering Ancient for big mana. Can grab great oak guardian to set up awesome turns later. Can grab lignify to disable a troublesome creature. if you get stuck on a 2-mana hand, it can even grab a forest. Since it's an enter the battlefield ability, it even synergizes with temur kitty and curio (see below)
Umbral Mantle: For obvious reasons. Can generate infinite mana (and infinite power for all of your creatures) if you start out with 7 mana and Selvala (instead of needing a 6-power creature like you do with Staff of Domination).
Invigorate/Might of Old Krosa/Groundswell/Berserk/Phytoburst: there aren't too many High power and low cost creatures but throwing out a cost-efficient buff does the same thing... as long as you intend to win the game that turn.
Ravaging Riftwurm/Briarhorn/Sheltering Angient: The last three cost-efficient creatures.
Boreal Druid/Elvish spirit guide: Because turn-2 Selvala really is THAT important. The druid is also nice as 1-drop elves can help to form a cheap infinite mana combo with the Wirewood Symbiont and the Sabertooth.
Regal Force/Soul's Majesty/Life's Legacy/Rishkar's Expertise/Momentous Fall: Because card draw is really nice when you don't draw search cards. Momentous fall is especially nice as you can cast dreadnaught, create 12 mana, and instantly use 4 of it to draw 12 cards and gain 12 life.
Eldritch Evolution: Better than it looks as the highest-cost card REQUIRED for infinite combos (the kitty) costs only 4 mana.
Weird Harvest: You have to win on the turn that you cast this but this deck runs into problems where you get tons of mana and run out of cards. In that situation, I'd rather have the harvest than a tooth and nail.
Surrak, the Hunt Caller/Blightsteel Colossus: the cards that I fetch when I use tooth and nail. 11 infect damage from out of nowhere will win incredibly reliably.
Cloudstone Curio: This one card acts as a second Temur kitty in most of your infinite combos and actually makes them much cheaper (Curio + Elvish Mystic + Wirewood Symbion + dude with >2 power = infinite mana).
Worldspine Wurm: While not "better" than eldrazi by any means, this is the most power of any creature (15 mana from Selvala is nothing to sneeze at), it replaces itself, and you can search for it with natural order.
Vitalize: Surprisingly useful, especially with a lot of mana dorks.
Isochron Scepter: Goes infinite with Paradox engine VERY quickly. The ability to throw down Crop Rotation, Worldly Tutor, Summoner's Pact, Groundswell, Might of Old Krosa, Berserk, Vitalize, Heroic Intervention, and Benefactor's Draught (in my deck) has also been useful.
Mar 17, 2017Posted in: Baseless Speculation
I agree with this. Kaladesh gave us new assembly-workers. Scars of Mirrodin gave us a new Locus land. As the original desert is pretty weak, I'd expect to get other cards with the desert subtype... unless the set uses some central mechanic that pumps out 1/1s (like the thopter/servo theme of Kaladesh) and prints it as an uncommon for limited purposes.
Mar 7, 2017Posted in: Commander (EDH)Quote from khaosknight69 »
I don't care about the lore at all. Why?
Lore is kind of important when you reuse the names of preexisting legends.
For whatever it's worth, I don't think yours are too bad. I could imagine Niv-Mizzet going black (in a commander product, as Ravnica is very much a two-color setting) and Geth gaining blue isn't a huge deal.
If a dead individual pops up in very odd colors with an ability that doesn't gel with his established identity as well, however, it looks weird. The Gonti above, for example, takes a black vampire and turns it into something with little relation to the Gonti represented in the game (a problem that wouldn't exist if it was called "Jubjub"). Likewise, imagine representing Jerrik (a dead research assistant from Innistrad who helped Tamiyo) as something like this:
Jerrik, Research Assistant
Legendary Creature- Human Wizard
At the beginning of your upkeep, exile a card form your hand.
Again, your legends look fine to me. When you use preexisting names, though, you invite criticism on how well the card matches the character (above and beyond criticism on the card itself). Personally, I think that it's easier to make up names (or use placeholder names like [Boros spellslinger legend]) if the entire point is to make mechanically unique commanders.
Mar 5, 2017Personally, I'd go in a different direction instead of making a second direct damage spell that competes with Infernal Blossoming.Posted in: Custom Card Creation
Add to your mana pool.
It's the perfect "mid-size" ritual between Black Ritual and Seething Song and potentially grants you a mox for an additional mana.
Or... you can take it in the opposite direction and make this a super cascade card.
Cascade X times.
Boom. This becomes a reverse Mind-twist card (that puts random permanents into play instead of ripping random cards from the hand) that is actually useful with high mana.
Feb 28, 2017Rosy Dumplings posted a message on Inquisition of Kozilek + Path to Exile (Uncommon!)Posted in: The Rumor MillQuote from dkingsland967 »Quote from EvincarCrovax »This already looks better than the previous modern masters. Wizards seems to be learning how to make good reprint sets. Surprised to see IOK at uncommon when it was rare in a recent set.
The problem with MM15 was they designed it like a Standard set where about 80% of the value was in the mythics.
This! I love this. I don't need giant $150 lottery tickets like MM15 (Goyf) or EM (FoW) when packs can have 7-8 $20+ rares (on top of mythic) and a couple $10 uncommons. While the price is still super high, value don't seem horrible.
Feb 27, 2017Rosy Dumplings posted a message on Mothership spoilers 02/27/17 - DAMNATION + ENEMY FETCHESSo... that's 7 $20+ rares spoiled in one day? Yeah, that fells like pretty much all of the value that Wizards can fit into rares. If we're lucky, snapcaster will stay at rare. If any other value rares are printed in this set, I will be VERY confused.Posted in: The Rumor Mill
Feb 18, 2017Rosy Dumplings posted a message on A Few New Mechanics (Primordial, Lord, Animus, Salvage)Hey there guys. I've been working on a little custom set for a new custom set (taking place on Muraganda)and have just finished designing my mechanics. Before I list them out, I should state that my ultimate goal with the set is to hit all of the notes that a normal set hits while allowing [u]every single card[/u] to have some potential use in limited settings. Considering that this card with have the normal gammut of vanilla creatures and junky instants/sorceries, this was pretty tricky.Posted in: Custom Card Creation
Mechanic 1: Primordial
Primordial- Creatures you control without activated or triggered abilities-
Creature- Cat [U]
Primordial- Creatures you control without activated or triggered abilities gain +1/+1.
Creature- Spirit [R]
Primordial- Creatures you control without activated or triggered abilities gain Lifelink.
- This card expands upon the basics of stuff like Muraganda Petroglyphs.
- Creates "slivers" without the use of a parasitic system.
- This card allows vanilla (and french vanilla) creatures to find real use
- Rewards the use of creature tokens (a sub-theme in the set)
- Challenges canny players to look through their collections for decent creatures with passive abilities, alternative costs, and replacement effects.
Implementation: The set is planned include 16 cards with primordial, spread across all 5 colors (though blue and black gain only 2 apiece).
Mechanic 2: Lord
Lord- Each [creature type] or [creature type] that you control with a lower converted mana cost than [name] enters the battlefield with a +1/+1 counter.
Captain of Despair
Creature- Spirit Warrior [C]
Lord- Each Spirit or Warrior that you control with a lower converted mana cost than Talmoch's Hord enters the battlefield with a +1/+1 counter.
Creature- Human Warrior [U]
Lord- Each human or Warrior that you control with a lower converted mana cost than Battlecrazed Champion enters the battlefield with a +1/+1 counter.
Battlecrazed Champion gets +1/+0 for each tapped creature you control.
- Allows the french vanilla fatties of the set to have a mechanic that matters.
- Rewards you for drawing cheaper creatures later in the game.
- Name is immediately recognizable for veteran players.
- Creates tribal synergies
- Works with Primordial.
- Works with creature tokens.
Implementation: There would be a high-cost cycle of common lords and a midrange cycle of uncommon lords in each color, plus a cycle of rare (and legendary) multicolor lords.
Mechanic 3: Animus
Animus- X effect, where X is the number of basic lands you control.
Animus- Deal X damage divided as you choose among any number of creatures and/or planeswalkers, where X is the number of basic lands you control.
Creature- Cat (U)
Animus- Creatures with power X or less can’t block, where X is the number of basic lands you control.
Mechanic allows for powerful effects in limited without harming constructed formats.
Rewards use of basic lands without overly pressuring monocolor decks.
In the few cases when it appears on creatures, it works with primordial.
Implementation: The set will have 20 cards with Animus, split among all colors.
Mechanic 4: Salvage
Salvage X- Whenever the Xth card is put into your graveyard from anywhere each turn, [Effect]
Creature- Elemental Wizard [R]
Salvage 2- Whenever the 2nd card is put into your graveyard from anywhere each turn, draw a card.
Creature- Human Scout [U]
Discard a card: Seasoned Scavenger gains haste until end of turn.
Salvage 2- Whenever the second card is put into your graveyard from anywhere each turn, scry 2.
- Rounds out these passive mechanics with a single triggered mechanic.
- Allows weak cantrips and 2-for-1 spells to fuel your effects in limited.
- Versatile as it is triggered by discard effects, self mill, casting sorceries or instants, or loss of permanents.
- Potentially powerful when put into dredge decks, though effects are designed with the assumption that they will be triggered each turn.
Implementation: The set would include 18 cards spread across all colors, though it is concentrated primarily in Blue and Black. Two artifacts and one land will have this mechanic as well.
Feb 17, 2017If I had to go with something, I would suggest a combat mechanic... that five others have probably recommended already. I give you a defensive combat ability.Posted in: Custom Card Creation
Tireless (Prevent all combat damage that would be dealt to this creature while it is tapped).
It's a black ability that keeps monsters alive and it rewards attacking in blue without evasion,taking the design space of regeneration/fog bank/guard gomazoa. For a few examples:
Creature- Spectre [U]
Whenever Relentless Specter deals combat damage to a player, that player discards a card.
Creature- Human Wizard (U)
, : Draw a card, then discard a card.
Creature- Human Rogue [C]
Whenever Diligent Agent deals combat damage to a player, that player reveals his or her hand.
Creature- Skeleton Warrior [C]
Whenever Shambling Bones attacks a player with four or more creature cards in his or her graveyard, put a +1/+1 counter on Shambling Bones.
Creature- Zombie [R]
Whenever another creature you control dies, tap Rotkeeper.
Whenever a creature dealt damage by Roiling Serpent this turn dies, you may return it to the top of its owner's library.
Feb 17, 2017Rosy Dumplings posted a message on Rare lands as a gift program for playing Standard between 13 Feb and 16 AprHuh...Posted in: The Rumor Mill
I don't know if I really buy into the logic of more powerful rares translating to increased value. Unless higher quality rares DIRECTLY equates to greater diversity among decks in standard (which is not a guarantee, though I'd expect a strong correlation), only the top cards of the set would see play and cheap bulk would be replaced by... more cheap bulk of higher quality. Even so, better bulk may also make it harder to "solve" a standard environment, allowing for more sales and price fluctuations around a larger selection of cards in the first few weeks after release.
With that said, I am aware that I am more likely to pull a must-have card from a pack if those must-haves are rare instead of mythic. If I'm more likely to pull a key card from a cracked pack, I am somewhat more likely to go for the pack (though I'm admittedly burned out on packs in general)... though this comes at an odd cost.
While better odds may encourage more players may open packs to fill out playsets, doing so will take fewer packs. As such, the few obsessive players who LOVE playing the Magic Lottery will crack fewer packs on whole. If Wizards makes money through sealed products, it wants to cater its goods towards the people who crack the most packs and DOES NOT want them opening less to get what they want (IMO, Masterpiece cards were designed specifically to keep this demographic cracking packs even after they get 'the good cards' from a set). While all of us know that this is economically inefficient for those players, not all players are as savvy regarding statistics (and some might just enjoy the rush).
If we're seeing a slowdown in magic, however... I might see that as a good thing. If a larger number of players prefer to buy in singles, that might mean that more players are getting on board with the economic realities of this card game... unless this game is just scaring away old players and leaving a solid core of savvy buyers. Either way, Wizards may have to adjust its pack model if the obsessive work of a few players fails to keep the product afloat.
Feb 16, 2017Nice to see someone new to the game.Posted in: Magic Rulings
1. You don't need any special card to cast artifacts.
2. Artifact creatures (including artifacts that become creatures like vehicles) have summoning sickness.
3. Other artifacts can be tapped the turn they come into play.
4. You can indeed re-equip equipment after the previous creature dies (and you can transfer it from creature to creature as well)
Feb 11, 2017I'm... confused.Posted in: Commander Rules Discussion Forum
In the OP, you seem to make a pretty big assumption. Wanting to be protected from the harmful effects of a card does not imply that you don't want to use it. If I play a card that locks two opponents out of the game, I might be having the time of my life. If that card is banned, it's because a bunch of other players don't want me to use it and don't want to have their decks and playstyles painfully restricted by a cheapo card. Me "not wanting to use it" never really enters the equation there. I also enjoyed playing Prophet of Kruphix until people got tired of everyone killing-stealing-copying-reviving it. My joy for using and abusing that card never diminished, however.
I'm 'that guy' who loves cards like Serra Ascendant and Luminarch Ascension. I would abuse the ever-loving cardboard out of Limited Resources if it was ever unbanned. I am not alone among players who would use it, either. At least two other posters on this thread seem to support the idea that this would be a decent addition to Stax... which may suggest that people would want to use this card after all.
If you want to argue that this card isn't that powerful or that more painful cards are legal, that's an argument you can make. If you want to unban this card because "no one" would use it, however, that is simply inaccurate.
Jan 27, 2017Rosy Dumplings posted a message on Rare lands as a gift program for playing Standard between 13 Feb and 16 AprI'm... confused.Posted in: The Rumor Mill
I see lots of people here who are angry. I see people who are frustrated that standard is getting more support while their format is ignored. I see people who feel somewhat vindicated(?) that this apparent "move of desperation" validates their their dim views on WotC's business practices. I see people who mourn for the halcyon days when these promos would be associated with giant money mythics. I can even see some people lamenting the general play direction that standard has taken.
With that said... is anyone out there claiming that this program will make the game actively worse?
I mean, the worst-case scenario I could see here is the risk of accidentally reinforcing bad behaviors if attendance picks up... and that's it.
Jan 9, 2017Rosy Dumplings posted a message on B&R Update: Emrakul, Copter, Reflector Mage banned in Standard, Gitaxian Probe, Gravetroll in Modern!So... why is everyone so convinced that the Felidar would be banned instead of Saheeli? As one or two others pointed out, banning Saheeli would stop the combo without any preemptive bans. Is there some reason why it would have to be the Felidar?Posted in: The Rumor Mill
Jan 7, 2017While I'm not saying that Gatewatch members should die, WotC has kind of written themselves into a corner when it comes to creating "fail-states".Posted in: Magic Storyline
Depending on their mission, a typical hero can "fail" in a number of ways without dying. They can be horribly injured. They can fail to guard a person or city. They can fight on the losing side of a war. These small victories can create lasting adversity without large-scale ruin being involved.
In MTG, however, these small failures don't work. The design of blocks forces us to shift planes every other set. If a failure isn't definitive and final, it is hard to explain why planeswalkers don't head back and try again. If Jace was knocked into a psychic coma at a block's conclusion, for example, the story can't let him wake up until 1)his target has moved to another plane or 2)we are ready to return to the first plane. Otherwise, what would stop the Gatewatch from just trying again? Eldrazi destroying a plane? Phyrexians converting it? A giant spell cutting off a plane from the multiverse?
Considering the scope of the conflicts the gatewatch engage in, you have to break out some multiversal threat (or death) for "failure" to make sense.
Honestly, I'm in the camp that expects the confrontation with Bolas to the the Gatewatch's first failure. With that said, the story will have to bend over backwards to keep them from coming right back and trying new tactics. Personally, I'm betting that they'll be scattered across the planes and have their sparks temporarily fizzle. Maybe one death of a two-colored walker (*cough*Ajani*cough*) to go with all of that.
So... yeah. It feels like Wizards is trying to marry Superhero dynamics to the epic scale of multiverse conflicts... which doesn't jive too well with me.
Jan 6, 2017Rosy Dumplings posted a message on Favorite Cards from Aether Revolt Spoilers so far...Felidar GuardianPosted in: New Card Discussion
Not because it's a good card, mind you. Just because it might bring back splintertwin with Saheeli... and allows splintertwin in standard... and in limited...
They really didn't think that card through.
Jan 6, 2017...Am I the only one excited about the potential return of Mono Green Stompy?Posted in: The Rumor Mill
Greenpelt Rampager (and fetchlands) activate a number of other cards quite efficiently, including Greenbelt Liberator, narnam renegage, and hidden herbalist ('cause even a weak burning tree emissary is worth exploring). Longtusk Cub synergizes with the rampager and contributs to the +1/+1 counter theme. While a bit higher in cost, Bristling Hydra also marries energy with counters (and protects himself) and Verdurous Gearhulk is awesome. With the heavy +1/+1 counter theme in this block, Maulfist Revolutionaries can pump things up bigger and armorcraft judges could easily replenish your entire hand.
Even kill isn't too worrying, seeing how you have both Heroic Intervention AND Blossoming Defense.
...Okay, yeah. I know that it won't work. Even so, this is the MOST exciting that things have looked in a while.
Jan 6, 2017While I have a problem with the Gatewatch, it isn't a problem that most people seem to have with it. If anything, it is far simpler.Posted in: Magic Storyline
I don't like serial storytelling. I like stories with a clear beginning, middle, and defined end point. While MTG does include references to prior events and a few mechanations here and there, the actual "storyline" is only a few steps stronger than the old Justice Friends cartoon. Blocks feel disconnected and my mind demands progress towards discrete goals in place of simple character development.
The goals of gatewatch members are generally left very open-ended. In fact, just about everyone's goals are left open-ended. Jace wants to discover his past. Garruk wants to kill all planeswalkers. Nicol Bolas wants power. Phyrexians want to spread their metallic perfection through the planes. I have problems finding a single recurring character with a definite, discrete long-term goal that seems realistic.
I want someone who wants to meet with his long-lost brother. Someone who wants to kill a specific nemesis. Someone who wants a specific Macguffin. Anything like that. I used to like Garruk because "Find Liliana and make her remove her curse" was the type of goal I could get behind. Even if it would take a while, I knew what he wanted in specific terms.
But yeah, hard to do continuous stories like that. I can understand why they are doing this. Even so, I'm not a fan.
Jan 5, 2017So... black is getting a 1-drop kill that rivals tragic slip, a 2 drop that approaches Vampire Nighthawk, an uncommon that acts as Wasteland Strangler, and the best Bob variant we've seen since the original... and we might get one or two more playable (or borderline playable) cards when the rest of the set is spoiled.Posted in: The Rumor Mill
Yeah, I'm satisfied.
Jan 5, 2017Rosy Dumplings posted a message on Aethersphere Harvester - Russian spoiler from redditHuh... I have this odd mental image of a meta that is determined by who can kill the other player's Thraben Inspector first...Posted in: The Rumor Mill
Jan 4, 2017Actually, this might go real nice with aetherworks marvel (just 1-2 copies) to make sure you keep tempo. If you throw this down with marvel, you can bounce and recast it next turn to get another shot with your marvel as soon as it untaps.Posted in: The Rumor Mill
Worth experimenting, at least.
Jan 3, 2017Have you considered the new legend, Riskar? 3 drop legend makes any two of your creatures into mana tappers, possibly making that mana instantly available if your creatures have been out for at least one turn.Posted in: Multiplayer Commander Decklists
Jan 2, 2017Heh... I have the odd urge to make deck that uses this heart to give Aetherworks Marvel energy... which it uses to find Shimatsu the Bloodcloaked... which it uses to sacrifice a bunch of permanents and get energy from the marvel... which it uses to get an extra turn through the heart.Posted in: The Rumor Mill
Just a dumb, silly deck.
Jan 2, 2017Actually, kind of curious to see if the sweatworks amounts to anything. The thought of paying R for a 3/3 menace is enticing.Posted in: The Rumor Mill
Edit: Just realized the that revolt ability on permanents seems to be an enter the battlefield affair. Will keep an eye open for blink deck goodies.
Jan 2, 2017Posted in: The Rumor MillQuote from hecch »very similar to Sorin
draw card effect
ultimate but not sure win
Let's be honest here. This planeswalker *IS* Sorin.
two-color 6 drop that needs to plus 3 times for its ultimate and that shares the same pattern of +card draw, -kill, ult situational win. The only real difference is that starting loyalty has been shuffled around so that doubling season (which is in Ajani's colors)doesn't allow for automatic ultimates.
Dec 28, 2016Guys, Guys... Hold up for a minute.Posted in: The Rumor Mill
I think that we're all missing the commander that REALLY benefits most from Paradox Engine.
Derevi, Empyrial Tactician
Because it's always Derevi.
Seriously, though, think of how WUG benefits from this situation.
-You have Arcum Dagsson, who can fetch this out and make infinite combos with scepter.
-You have Kaho, Minamo Historian to act as a backup scepter if something goes wrong.
-You have Hannah, Ship's Navigator to revive the paradox engine if something happens.
-You have both Selvalas, who can quickly devolve into huge mana and card advantage.
-You have Captain Sissay, who can search for this guy as well as searching for Arcum, Kaho, Hannah, Selvala, legendary lands, or whatever toolbox legends you have handy.
-You have seedborn muse & Murkfiend Liege (and Unwinding Clock) to reinforce all of your untapping shenanigans if you hit delays in going infinite (and also have alchemist's refuge winding canyons, Vedalken Orreries, Leyline of Anticipation, Vernal Equinox, and Yeva to take over everyone else's turn)
-Even if you don't get off an infinite combo with the paradox engine (in spite of recursion from Hannah and protection from Leonin Abunis, Indomitable Archangel, or Padeem), Derevi is already about untapping all of your stuff.
Through in some general goodies (Aura Shards, Mirrari's Wake, Reshape, Fabricate, Praetor's Counsel), some isochron spells (especially cantrips), and a few mana rocks and...
...Well, I know what I'll be brewing.
Dec 28, 2016Honestly, though, my favorite use for this guy is in a Captain Sissay Commander deck... since Sissay can search for this guy.Posted in: The Rumor Mill
Turn 4: Commander
Turn 5: Search for paradox engine and play it.
Turn 6: Search for Rhys and play it, untap, search for Saffi and play it, untap, search for Gaddock Teeg and play it, untap, search for next legend/legendary land
That's not magical Christmas Land, either. That's getting 5 mana sources by turn 5. If ANY of that mana comes from mana rocks, you can start on turn 3 and start going for far longer.
Dec 10, 2016Rosy Dumplings posted a message on A dragon, an Angel, An Demon, a Drake and a PhoenixNicol Bolas, Planeswalker: This is... much closer to balanced than I originally thought. Abilities are all really powerful and the clock for the ultimate is really fast but a CMC of 9 and a turn 11 ultimate don't sound unreasonable. Definitely breaks the game if you can cheat it out but isn't in colors of Narset. Otherwise, a good head for a grixis deck.Posted in: Custom Card Creation
Zuriel, Angel of Harmony: Putting aside the oddity of an angel of harmony bashing my opponent for 3, I'm not sure how well this works as a 4-color commander. While everything... kind of... fits together thematically, this color achieves 4 color status by shoving four abilities together... which is something WotC has largely avoided with Nephilim and the new 4-color commanders (though Breya comes close). Also, it feels odd for a card to say "your opponent" when it would largely see use in a multiplayer format. Maybe "target player" or "each other player" would work?
Tibalt, Demonblooded: This card works. While it isn't "good", the +1 doesn't feel like punching yourself in the stomach. The low point is higher and the high point is... lower, actually. I guess that it makes for a well-rounded low-cost commander.
Iyana, the First: What? Reusable tutor as a commander is already broken. You put blinking on that so you don't even have to pay the commander tax. Seriously.
Version 1: Gutshot -> Gitaxian Probe --> High Tide --> Frantic Search --> Pyretic Ritual --> Rite of Flame --> Seething Song --> Insurrection --> Turnabout --> IT JUST KEEPS GOING.
Version 2: Timewarp --> Temporal Manipulation --> Walk the Aeons --> Time Stretch --> Temporal Mastery --> Temporal Trespass. Even if you can't cast them all in the same turn, you only need one Extra Turn spell each turn to keep going and going.
Edit: I now see that the tutor is only a "Cast" trigger, turning the blink ability into an awkward protection effect. Even so, reusable tutor is kind of scary.
Dec 9, 2016Huh...Posted in: Baseless Speculation
1. Well, I'm always really excited by large krakens/leviathans/octopi as I play lots of Commander.
2. If there's pirates, I hope that the creation of Gold Artifact tokens you sacrifice for Mana (Such you see on Gild) becomes a new code word. On a related note, this would be a perfect set to actually start refer to "draw a card, then discard a card" as "Looting".
3. Kiora is no-brainer.
Dec 1, 2016While I posted this in the card comments, I see an odd cheeri0s variant with this and heartless summoning.Posted in: New Card Discussion
1.One mana to cast trawler as a 2/1 (possibly on turn 3, right after casting summoning).
2.pop mishra's bauble.
3. myr moonvessel for 1 free mana to fetch bauble, which you pop again.
4. myr retriever instantly dies and recovers both the moonvessel and the bauble.
5. Pop bauble before using moonvessel for mana and another bauble pop.
6. Second retriever starts a small loop that ends either with (A) an X-cost burn spell to the face (fueled by infinite moonvessel mana), (B) drawing your full deck to win next turn (with bauble), or (C) winning with plain old grapeshot.
Compared with traditional cheerios, creature removal for the paladin is typically more common than enchantment removal for the summoning and the reduced color requirement (1 black instead of two white) removes a lot of stress from the mana base. It's a bit slower (card draw isn't immediate) but the reliance on revival in place of self-bouncing may add some resilience in the face of counterspells and removal.
Not sure if it will be winning tournaments but it might be worth experimenting with.
Nov 21, 2016Looking at revisions:Posted in: Custom Card Creation
Rakis: Significantly better. Like that you definitely get a land or spell out of the deal. Even outside of Boros, this would be a solid Tier 1 commander.
Keria: Again, much better. Find it a bit odd that the second ability doesn't end at end of turn and that the creature tokens aren't "created" as that's the newest terminology. Free sacrifice outlet is still a bit scary as commander, of course, and the text would be a bit crowded on an actual card. Maybe something like this?
Keria, Mistress of the Hunt
Legendary Creature - Vampire Warrior (MR)
The first time each turn that another creature dies, target creature gets -2/-2 until end of turn.
The third time each turn that another creature dies, you may draw a card.
, : Create a 1/1 Green and Black Zombie creature token with deathtouch.
Yton: Doesn't feel much like an archon without flying but definitely a much more solid card. A solid token doubler/mini-riku with a defensive keyword to help it block against larger threats. Would love to brew around this card as it could actually go in a couple different directions. Not the best but a solid Tier 2.
Nov 20, 2016Rakis: T2 for me. It's a political commander that gives enemies a lot of agency but the effects are very powerful.Posted in: Custom Card Creation
Notes: Nice to see a boros card (other than sunforger)that cares about instants, though some part of me wishes this was Jeskai colors so that you could respond with an exiled counterspell. It honestly feels like the triggers for the two abilities should be switched. That damage isn't particularly useful in the late game when it would come up (especially against the opponent using high-cost spells) but would be effective in keeping the ground clear early on. Conversely, the non-optional second ability would let enemies mill you out early in the game when players are spamming cheap mana rocks and you lack the mana to cast what you get... but wouldn't come up much when you finally do have the mana.
Keria: T0. While it's not hard to guess what card this is competing with *cough*Meren*cough*, this card feels TOO pushed.
Notes: To put it in perspective, you took Adarkar Valkyrie (A solid commander card) and transformed it into a reusable commander that is cheaper, comes with haste, empowers what it revives, and can revive things after the fact. The possibilities of multiple revivals in a single turn (such as rapidly cycling between Craterhoof and Eternal witness) is also... yeah.
Yton: T3. Even with a few awesome 1-drops like Serra Ascendant or Mother of Runes, it's a mono-white token commander and most white tokens are really small (Storm Herd, Sacred Mesa, Martial Coup, etc.) or are easily produced in multiples (Luminarch Ascension, Entreat The Angels, etc). Not terrible but not that great.
Apologies if I missed anything obvious.
Sep 17, 2016Posted in: SpeculationQuote from Manite »
My main problem with the Crew mechanic is that it doesn't really feel like the crewing creature is riding the Vehicle; you can bounce the creature used to crew it, and the Vehicle still works just fine. It's more like they just pull a cord to rev the Vehicle and let it race off. I guess you can argue that even if the creature "leaves" the Vehicle while it's attacking or blocking, it still has momentum, but what about before combat even begins? This is probably just one of those times we have to shrug like we do when putting boots on a Dragon or handing a sword to a Squirrel.
Given the intense theme of ETB abilities in this set, I would almost bet money that the crew mechanic was a repeatable one-turn Champion (ala Lorwyn) effect at some point in development... at least until they realized that even the weakest vehicles would break blink decks.
Sep 13, 2016What about the newly spoiled Inventor's Apprentice? You could have a few Red 2/3s and white 3/2s for 1, giving you the rush you'd need for a straight-up aggro deck (or at least get somewhere close). Add a few Thraben Inspector to create an artifact clue and trigger them on turn 2 and you have the start for real speed.Posted in: Standard Archives
Sep 12, 2016Okay, bringing over insights that I've picked up from another thread on the same topicPosted in: Magic General
Quote from HugSeal »
#2 there will be more older cards in circulation, how do you reason that won't increase accessibility? There will be more cards to access. ergo they will be more accessible.
If they were using the old art and a normal card layout, making no differences other than the set symbol (and holographic), I would buy into that arguement right away. Because these cards are super-rare artful masterpieces, however, collectors and investors who already have the original cards have a good incentive to buy these as well. If a collector who already has a mana crypts double up and purchase super-special mana crypt, that second mana crypt isn't going towards accessibility.
To be clear:
-Quite a few masterpieces will end up in the hands of casual players who don't want to trade or sell them. While I can't dismiss this group, saying that it accounts for a large percentage of the 1 in 144 pack (1 in 4,320 for any given masterpiece) is a bit optimistic.
-In spite of meager increases in general accessibility for these cards, that might not be the accessibility you should focus on. If people keep cracking boxes to get these cards, the price of singles for the rest of the set goes down.
-I am in the group who sees the overall quality of Kaladesh so far as being pretty high (even if I think that energy is parasitic), making the "lottery instead of good sets" argument something that I don't quite agree with.
Sep 12, 2016I'm... very mixed when it comes to these cards.Posted in: The Rumor Mill
I'm okay with the concept of epic rarity. I admire the brilliance of the marketing team for bringing these things out on basic land day. I like the cards that they chose to reprint. I absolutely love the new art and fancy border. I am salivating over the flavor text. By all accounts, I should love this.
One thing really bugs me, though.
While I love the new art, I hate that new art was used. If these cards had normal art (albeit holographic and a new set symbol), they would effectively increase the supply of cards on the market (even if it isn't by much). Now that they are all visual marvels, however, people who already own these cards (especially those with large wallets) have a good reason to invest in one of these as well. While I get that the new art brings things into the thematic space of Kaladesh, I wish that they weren't designed to attract the sort of big-money investors who are more likely to have these cards already.
tldr: If collectors/investors ever start treating inventions as separate cards from the originals, worthy of buying even if you have the original, I don't see this having any real effect on the market.
Aug 8, 2016Rosy Dumplings posted a message on Does not competitive FNM really exist? Casual events organized by shops are still competitive?I honestly cannot parse the larger complaint being made here.Posted in: Magic General
"Casual Magic" has no set of rules. You can't enforce "casual". Seriously, what would a "casual event" look like? Do you disqualify people who refuse to engage in conversation? If aggressive play sets you on edge, would you call a judge? Would urging people to hurry be banned? How would you even prove any of that? I can see that there are a number of things that the OP does not like but I have no idea how you would enforce the opposite.
Aug 3, 2016Just a quick question on eternal formats (my apologies if this thread belongs in vintage)Posted in: Legacy (Type 1.5)
Everyone knows that the reserved list prevents a certain collection of cards from being reprinted, allowing them to hold value. Because of the promise that the list makes, players would have some firm legal ground to stand on if WotC decided to make reprints anyways and bomb the value of collections.
My question is thus: Has WotC made any similar standing promise that there will always be a format in which cards from the reserved list are legal? Put another way, has WotC ever stated that Black Lotus will never be moved from the restricted list to the banned list (bombing the value of the card faster than hypothetical reprints)? Is that included in the definition of the reserved list or banned list? Are eternal formats defined by having those cards legal? Is there a famous press statement making this apparent?
To be clear, I am not saying that WotC ever would or should do this. I would like the power nine to remain usable in some format and banning even one of those cards would be a disaster on par with Chronicles (seeing how it would undermine collector confidence in the continued value of the other cards). I am only asking if WotC has ever made a legal (or semi-legal) promise to never ban them or if we are relying on their continued good business sense.
May 29, 2016Posted in: Magic GeneralQuote from tsinkkoriitta »
3. I tried to provide few example of how colorful these sort of rules could be. It is true that the winning deck can form from current archetype, but quite likely it still has to evolve somehow. Even in the worst case where somehow most of the current major archetypes would do fine as they are, the rules should mix their relative power levels.
I... I don't think this is how it would realistically work, though that might be due to miscommunication regarding alternate rules.
To be clear, saying "alternate rules" includes a broad array of possibilities, most of which cannot be explored or which fail to do what you are after.
1. some alternate rules simply do not work and could not be used. Starting the game with only 5 life, for example, would invite a meta of nothing but hyper-fast burn decks.
2. many alternate rules involving gameplay might not work as you expect as they simply change what sorts of decks are favored and need to be countered. Starting with 40 life, for example, would create a meta where burn, aggro, and even mid-range are at a severe disadvantage, creating an awkward meta of control, ramp, and combo decks. While some decks may be more willing to pay more life for cards, most of these preexisting decks would be mostly unchanged. Similarly, while a super suicide deck might cruise to victory from out of nowhere, I would not count on it in many situations.
3. This is what I think you are really after. Instead of creating skill in deckbuilding through alterations to gameplay (like your above examples), the simpler strategy would be to add stipulations to deckbuilding. If a tournament requires all decks to have 200+ cards, that no deck can have more than one copy of any card, or that all creatures must have at least two keyword abilities, it actually poses a deck building challenge to everyone and it greatly decreases the ability of players to just netdeck.
May 28, 2016Rosy Dumplings posted a message on Delay Lands: A Dual Land Experiment (need wording help)The idea of making the effect symmetrical was due to an error in my own rules understanding. My original thought was that, as lands don't use the stack, it would be a way to lock opponents out of instants. Upon reflection, however, opponents would be able to respond to the triggered ability and still get their things down.Posted in: Custom Card Creation
Because it was symmetrical, I ended up using "play" as a trigger. While a spell pulling one or more duals into play untapped with no drawback is powerful (and these lands were designed to be "pushed"), a symmetrical enter the battlefield effect would open up lockdowns where you proceed to cheat these lands into play on your opponent's turn.
Now that I realize that the trigger doesn't work as I thought it did, however, the suggested compromise is pretty great. A less punishing alternative might be.
Land- Island Mountain
When ~ enters the battlefield, the next spell you cast this turn costs more to cast.
: Add or to your mana pool.
May 28, 2016Rosy Dumplings posted a message on Delay Lands: A Dual Land Experiment (need wording help)thinking of how a new form of dual land might be used, I thought of something that may or may not work.Posted in: Custom Card Creation
Land- Mountain Island
Add or to your mana pool.
When you play Calamitous Vents, neither player can cast spells until end of turn.
This is what I came up with, a dual land that enters the battlefield untapped but that carries an interesting double-edged sword. If you pack too many of these into a deck, you effectively develop your board state as though you were one turn behind. Even so, the careful use of "delay lands" would allow to stop enemy combat tricks and most end-of-turn surprises.
My big question regards whether an ability can trigger off of "playing a land", as opposed to having it enter the battlefield. Several cards like Crucible of Worlds and Exploration affection how you "play" lands and from where but not a single ability in this game currently triggers from playing a land. This distinction is important as is stops players from cheating out "delay lands" on an opponent's turn to freeze them.
If necessary, that second line of text could always become:
"When Calamitous Vents enters the battlefield, if it is your turn,..."
But that seems pretty wordy compared to a relatively streamlined alternative.
May 27, 2016Posted in: Magic GeneralQuote from Lithl »
Also, if you try to apply new drastic changes to eternal formats, you could run into issues with cards designed with an entirely different ruleset in mind.Quote from SquadronHawk »Another problem is that you probably wouldn't have time to playtest your temporary sets of rules thoroughly. So in any tournament there's a very real chance that there's a game-breaking deck. Whereas the current system of well-defined rules and formats with banlists arguably allows metagames with several viable archetypes to exist.
Actually, tsinkkoriitta has accounted for that. If you check the OP, it is suggested that these tournaments each include banned lists specifically to account for these intersections of old cards and new rules.
As for what is being suggested here... it could work.
I was extremely skeptical at first glance, looking for any way to pick it apart. In the end though, this isn't too different from the way that mahjong regularly changes win conditions. The point is to keep the question of what deck is best up in the air and to never let players definitively disseminate what is best over the internet (or at least to have enough conflicting views to make netdecking a liability).
With that said, a couple of caveats:
1. This "format" could not really be applied to MtG at large. The constantly changing rules would confuse new players who are looking for "basic rules" and casual players might not pay enough attention to the rules to keep their deck updated (which could cause some serious rage). Instead, I see this as a tournament thing, with a list of rules being released a week prior to each bit tournament in this "format".
2. As you have already acknowledged, this "format" is a bit more money-intensive than our current netdecking standard. Having one optimal deck is moderately cheaper when you don't have to constantly replace cards for each tournament. As such, I can't really see non-static rules being applied to anything small-scale like Friday Night Magic as it might risk alienating new or casual players (even if they don't show up in large numbers in your area). Instead, I see it as a side-event for bigger tournaments for players who have already invested heavily in their collection.
3. This format makes the dangerous assumptions that a) players will change up their decks to win and b) the most adaptive player will win. In a tournament where everyone starts with 40 life, many burn players will simply sit out the tournament instead of brewing something new. Likewise, many tournaments will probably be won by existing netdeck archetypes (whichever requires the fewest adjustments to get into the tournament) as players will have the most experience piloting those decks. In this way, reading the new rules are only one more factor involved in reading the meta.
The idea of non-static rules may increase necessity of skill but yea... caveats.
Apr 16, 2016Posted in: SpeculationQuote from Fiveod »
Why in the world do people keep saying that mummies would be white? Because the classic movie mummy is wrapped in white cloth? It's absolutely ridiculous. What about mummies says "white" to you people?
While Black is certainly the color of death, we have seen venerated death only a small handful of times in the history of mtg. I would imagine imperial pharaohs being white in life and the systematic removal of organs and sacred burial to ensure a smooth journey to an afterlife to be kind of white. Alternatively, the idea of a mummy as the guardian of a tomb or as an agent of divine justice (if you want to go beyond real-life mummies) seems kind of white. Again, the idea of the dead being raised up out of respect instead of having it shown as rampant desecration is surprisingly new for mtg.
May 2, 2015Posted in: ModernQuote from A.J.Gibson »Quote from Rosy Dumplings »I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
The problem is that you still loose a chunk of mana, which against a turn 4 deck like burn is like giving them a timewalk. Since each burn card is probably going to do 3 damage, you need to spend at least 3 mana to make this card worth it, then they skullcrack you. Then you can try again on turn 4, but guess what, they're already won.
Hmmm... does that mean that we need something like this?
Utopian Ideals W
Life totals can't change until end of the turn (Players can't gain or lose life. Players can't pay any amount of life except 0)
No war. No conflict Only eternity.
It seems like a nice little work-around for effects that prevent damage prevention and has the capacity to act as a time-walk against burn (where a large number of 3-for-1s like lava spike or chain lightning are sorcery speed) without having much more presence than aholy day.
May 1, 2015I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?Posted in: Modern
May 1, 2015Something that I've been thinking overPosted in: Modern
Fragile Lifewell enters the battlefield tapped.
You gain X life. If you do, sacrifice Fragile Lifewell and draw a card.
A million souls awaiting a single moment of life.
People have been remarking how burn has been given cards like atarka's command or skullcrack that lets it easily overcome most countermeasures for burn. In the name of giving certain decks a better shot, this thing essentially guarantees that it will give you life once.
Apr 11, 2015Just started playing around with the random card button on gatherer, taking sets of two cards and seeing if I could work some synergy between them. Feel free to try it for yourself if you haven't. Just starting out with a small cluster.Posted in: Custom Card Creation
Creature- Beast (U)
Whenever Mudspawn Seer is dealt damage, scry 2 and lose 2 life.
At the end of each turn, if you have scried this turn, return Mudspawn Seer to its owner's hand
Each disturbed vision brings its handlers insights... and agony.
Crystal Seer + Thrashing Mudspawn
Creature- Zombie Mutant(U)
: If you control two or more swamps, regenerate target zombie. If you control two or more islands, all non-zombie creatures gain -1/-0 until end of the turn.
Some ringleaders saw the rot as a feature, producing free material for sale as fertilizer... prosthetics... circus snacks...
Twisted Abomination + Downsize
Creature- Goblin Scout (C)
When Airborne scout enters the battlefield, target creature gains flying until end of the turn.
At the end of the turn, return Airborne Skirmishers to its owner's hand.
"Brutal, Brief, Cowardly, and Suicidal. Yeah, that sounds like goblins."
Viashino Sandstalker + Soaring Seacaves
Legendary Creature- Ooze (R)
When Cosmic Alluvium enters the battlefield, put two 2/2 green ooze tokens with deathtouch onto the battlefield.
Sacrifice an ooze: Put two +1/+1 counters on Cosmic Alluvium and Cosmic Alluvium gains indestructible until end of the turn.
Whenever Cosmic Alluvium or another ooze dies, you may destroy target artifact or enchantment permanent.
As all things were, so shall they be once more
Acidic Slime + Hearthcage Giant
Mar 29, 2015Rosy Dumplings posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponentPosted in: Magic General
Pretty sure that LastElk means Asymmetrical.
Mar 29, 2015Rosy Dumplings posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponentPosted in: Magic GeneralQuote from Carthage »
Yes, I do want a new skill set brought in to the game.
Right now I think skill plays a pathetically minimal role deciding the victor.
And now I understand what you're after!
When it comes right down to it, though, it seems that these cards are simply moving from static statistical choices to... other statistical choices...
Take the counterspell that you made up above as an example: Taken in a perfect vacuum, it typically makes more sense for an opponent to choose 2 so that they either draw 2 or let you draw 1 (instead of the reverse). Because this makes more sense, however, players are more likely to choose 1 (let's say that they choose it 66% of the time for the sake of argument). In the end, the opponent isn't REALLY interacting with the caster at all. Instead, they are simply selecting whether they would like to draw 2 cards with 33% accuracy (giving an opponent 1 card if you fail) or want to draw 1 card with 66% accuracy (giving an opponent 2 cards if you fail).
Seeing as the math behind these cards would be crunched within days of release, the only real skill involved in playing against these cards would be the loose skills of bluffing and reading tells... which already exist in this game. If you want the skill involved here to exceed what you would find in professional rock-paper-scissors, you may want to provide a specific example of how you would "out-guess" someone.
Mar 28, 2015Rosy Dumplings posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponentOne more thing that I wanted to bring up. While you keep talking about the skill of the players mattering... it doesn't seem like you're about being skilled at playing the card game. Cards that let you outguess your opponent are interesting curiosities but when you get right down to it, they are about as "skillful" as chaos orb. You can use the cards better if you understand psychology and game theory, maybe, but it seems like you are talking about incorporating a new (or at least peripheral) skill set into the game instead of utilizing the core skills that the game already demands of professionals to let them outplay each other. Otherwise, you might as well ask players to play chess or arm wrestle in order to determine card effects (extreme example but you can hopefully see what I'm trying to communicate).Posted in: Magic General
Mar 28, 2015Okay, now i see what I didn't understand. When you said outguessing, I was assuming that you wanted the guessing to be incorporated into the ongoing game and boardstate when in reality... I guess that you just wanted a number guessing game where opponents can block off maximum gains by effectively guaranteeing you a smaller gain unless you both choose to be greedy at the exact same time.Posted in: Magic General
I... hmmm... I do thank you for producing solid examples of what you were talking about. On a general conceptual level, that sort of idea is pretty nifty and I certainly don't oppose it. On the other hand, I personally think that "choose a number" type effects are inelegant in design even though they make for memorable situations and that cards that effectively make little "mini-games" are ultimately doomed to obscurity. It would be nice if you could figure out a way to make the number selection more organic and integrated than just "pick a number" (such as guessing whether the converted mana cost of a spell is even or odd) but if not...
Maybe if wizards was print number cards instead of morph tokens or transform-card placeholders, producing cards that required picking a number would be more practical... I don't know. It doesn't seem likely that this will be a theme any time soon but who knows.
Mar 28, 2015I think that I can understand why you like Master of Predicaments. While anyone knowing your deck might be able to predict what you would commonly use it for, you can "outmaneuver" your opponent by using that information against your opponent. Then again, if you attack when your board is empty, your opponent may guess that you would benefit more from a prognostic sphinx than a divination... an expectation that you could further capitalize on and so forth.Posted in: Magic General
The problem with these types of spells, I think, is that guessing ultimately does rely on unknown game information. Unless you want to go around making mini-games like mage's contest, that means dealing with the hand or deck in some capacity (unless trying to work with morph or something similar). Even worse, the really good guessing cards all seem to rely on hidden information for both sides of their effect.
To make sure that I understand the principle, here are a couple homebrew examples
Krakenwatch Hermit 2UG
At the beginning of each of your main phases, target opponent chooses one- add 3 to your mana pool or draw a card.
Search your library for a zombie card and reveal it. Shuffle your library and place that card on to of your deck. Afterwards, any opponent may place the top 4 cards of your library into your graveyard.
Solitary Hunter GG
Creature- Human Druid
At the beginning of your upkeep, you may place a creature card from your hand into the battlefield.
While no opponents control untapped lands, Solitary Hunter gains +2/+2 and loses all other abilities.
For the first one, the opponent has to ask whether you have giant creatures (or multiple spells in your hand) that they might help you unload early if they don't help to accelerate you (which may be what you want in the first place if your hand is actually empty). The second one, meanwhile, asks players if they think you need a zombie or if you are just looking for an easy reanimation Target (especially if played early in the game). The last card is special because both players are doing some guesswork. The opponent has to guess if you have a big fatty or not and you have to guess whether an opponent lacks instants or if it just didn't want you to get a fatty.
Given those examples, it may be hard to see my specific complaint about this type of guesswork. Put simply, I believe that it has a VERY narrow design space. Consider all of the horrible cards out there that give your opponent agency, stuff like book burning or browbeat or dash hopes. When all of the information that an opponent would need is plainly visible (such as asking if an opponent would rather take 5 damage or tap all creatures it controls), the opponent can start making the "statistically correct" guess. It's possible that you have more cards in your hand that would punish the opponent for choosing the correct answer, of course, but that doesn't seem to be what you're talking about. To prevent players from making "statistically correct" choices, at least one of the options (preferably the "weak option") has to be tied to unknown information, meaning your hand (and occasionally deck) in a format without proper implementation of morph/manifest-esque mechanics.
As a result, I end up with the feeling that just about every good out-guessing card would need to deal with drawing cards, scrying, searching, self-milling, producing mana, or cheating out lands or spells (or some combination of those elements). While you are personally free to disagree or to provide counter-examples, I personally believe that out-guessing foes takes up a pretty small design space and question focusing on it.
Mar 28, 2015But... isn't this type of thing already built into the game on a fundamental level? Like... pretty much everywhere?Posted in: Magic General
Pretty much any card that allows you to name cards (cabal therapy, pithing needle, meddling mage, etc) allows you to do this.
There are entire keywords in magic, such as morph or tribute, that theoretically work like this (should I try to target a face-down card that might be huge and risk that it's a willbender? Do I let the minotaur smash me or does he have somthing in his hand?)
That's not mentioning the old trap cards from zendikar and combat tricks/counters (is that mana being left open for permanents or for tricks or is it just a bluff)?
Hell, the very concept of a sideboard in competitive play seems to be EXACTLY what you are talking about, reading the local meta to know precisely which defenses you are going to need and which ones you may want to maindeck. Knowing when to mulligan likewise fits into this expert level of play.
Further, I'm not really sure that I'd believe that most players "play against decks". If you ask the aficionados of any archetype, ranging from the most obtuse of control decks to the most linear of burn decks, players will tell you that player skill is a serious concern. Even if a deck seems to have a very high floor or very low ceiling on what an archetype can do, knowing what decks have what tricks and knowing what tools in your 75 cards can be best used to dispatch these specific threats isn't simply "playing the deck".
What you seem to be asking for, however, is for specific cards that allow you to outplay opponents... except that you seem very focused on outguessing your opponent within the effects of individual cards instead of over the course of play (which several cards already allow such as wishes, tutors, and any card with multiple modes that lets you choose how the card works)
The problem is that having a single card let you outplay your opponent means that your card actively gives your opponent agency to stop you, which generally isn't a good thing. While Gifts Ungiven and Fact or Fiction are famous, they are kind of outnumbered by lesser-used cards like temporal extortion, mage's contest, and zur's weirding. The general dislike of tribute as a mechanic kind of shows how hard it is to make good cards while giving your opponent agency.
Jan 7, 2012This should prove to be a pretty simple, though I might as well make a disclaimer:Posted in: Magic Rulings Archives
I know that cards associated with ante are illegal in every format of DCI game, relegated to 100% casual games in which both players are willing to play by the rules. What I do with any information I get obviously won't be going into any tournament decks.
How does the "Remove ~ from your deck before playing if you are not playing for ante" line actually work in relation to the minimum deck size of 60 cards?
If I load my 60 card deck with jeweled birds, contracts from below, and the like and then choose to NOT play for ante, is the deck "illegal" (as it has <60 cards) or is it "legal" as the removal is part of the card's rule text (I could imagine that rule text removing the card being checked after the game checks the size of my deck).
Is this just one of those areas where no tournament play = no rules?
Once again, this is not for tournament play. I just want to know for personal edification.
Jan 20, 2011Thank you for the valuable perspective, Sir Aureus. I haven't produced custom cards in years and it really, really shows.Posted in: Custom Card Creation
That I've never heard the term "creative space" until two days ago makes me a bit sad. Back to the drawing board, then.
Jan 20, 2011I personally wanted to make a blue card that, rather than simply canceling what the opponent plays, uses the same opportunity to spring a powerful monster, decent card draw, or so forth. That said, the green version is totally awesome.Posted in: Custom Card Creation
Maybe I should have turn this into a mechanic like:
Spell Siphon X (Exile this spell when it is played unless another spell with a converted mana cost of X is also on the stack).
Then I could do things like.
Mental Siphon :symu::symu:
Spell Siphon 4
Draw three cards and discard one unless any player pays X, where X is target spell's converted mana cost.
Then again, I suppose that this thing could be splashed into other colors quite easily. As a couple of examples.
Ready the Troops :1mana::symw::symw:
Spell Siphon 3
Until the end of the turn, whenever an opponent's spell resolves, put a +1/+1 counter on each creature you control
Unstable Battleground :1mana::symr:
Spell Siphon 2
Until the end of the turn, deal 3 damage to all creatures that enter the battlefield.
Jan 20, 2011Hidden Phantasm :2mana::symu::symu:Posted in: Custom Card Creation
Creature- Illusion (R)
Flash, Flying, Shroud
When you play Hidden Phantasm, exile it unless another spell with an equal or higher converted mana cost is also on the stack.
We’ve been waiting for you to try that.
This was just a loose idea bouncing around inside of my skull. I am 99% certain that the wording on this is incorrect so I'd be very much obliged if somebody could help translate this into workable text.
Jan 18, 2011It's been awhile since I've done this so let's see if I can get my creative juices flowing again. Probably messed up with the format, though.Posted in: Custom Card Creation
Traumatic Invocation :3mana::symu::symb:
As an additional cost to playing Traumatic Invocation, discard two cards.
You may play an instant or sorcery from your graveyard without paying it's mana cost. If that card would be put into your graveyard this turn, exile it instead.
Jun 6, 2010Purplex: Well, this card purplexes me. I'm not a master of advanced tactics in magic so I'm not sure whether you select a target for a card when it enters the stack (which would make this card useless) or when it actually resolves (in which case some weird combo may exist). I'll assume it's the latter.Posted in: Custom Card Creation
That said, how do you view this spell being used? I'm not sure that I'm seeing the synergy.
Chorus of Nightmares: So this card gives you the potential resources to deal your entire life total as damage. If you play this on turn 5 after a damnation on turn 4, your opponent will be in some pretty big trouble. A good mythic rare
Against all Odds: Why even give the target +5 toughness if it's indestructable anyways? I guess that the card is balanced but it doesn't seem that... red.
Most cards like it in red would likely give a creature something more like +5/+0, first strike, and trample. Again, though, it's balanced as is and is servicable as a combat trick.
As for the rarity, I've got nothing. It seems like alot for an uncommon but a bit pricey for a rare. Maaaybe lower the price to 3R.
Novawing Crasher: You forgot the power and toughness. I'll assume that it's intended as a 2/2, making it a better furnace whelp that gives the gift of... dragon... to decks of all colors.
Amphibious Spellbeast: Again, missing the p/t. Seems like it should be a 1/1, 2/2 max. Decent work with this card.
Forget Humanity: So the basic gist of it is that you tap out all your mana for a single free shot at your opponent (barring combat tricks on their part) with your strongest creature (which gets a +8/+0 bonus).
Seems like a decent game-ending card.
Edit: Wait, no. An instant-speed wrath of god is a bit too powerful.
Jun 6, 2010Rosy Dumplings posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!Seems like a pretty fun card (though a bit weak as rares go). Even if you get out all four, the resulting forteen 3/1s that you get aren't too overpowering. That said, this card really feels like it should cost UUGG more than BBGG as blue is the color or replication and black doesn't really seem that related to this card (though a few beetles thus-far have been GB creatures, most of them have also dealt with the graveyard in some way).Posted in: Custom Card Creation
Mistwoven Guardian :symg::symg:
Creature- Elemental (R)
Lands that you control gain shroud.
Jun 6, 2010Malevolent Darkness: Perfectly priced and well-executed.Posted in: Custom Card Creation
Diffusing Barrier: Yeah, the word prevent really makes me think that this card is pretty white in flavor. I see your logic and could picture it in blue in a sort of planar-chaosy sort of way but it still looks odd.
Most blue attempts at manipulating magic are pretty universal in their applications. If this card reduced all numeric values on cards by -2 (minimum 0), making shock worthless and giant growth give a mere +1/+1, it would seem alot more blue (at least if you could prevent it from looking like it came from an Unset)
Careful Preparation: Another nice card. Strangely, I see this card as being in white as well, what with the greater supply of combat tricks, decent blockers, and military strategy to explain the odd color. I'd price it at 1W/U but I'm pretty odd like that.
Jun 6, 2010Chronotron seems a bit odd to me. You can name multiple cards but there is no incentive to do so. In fact, there is no point in doing anything other than naming a single basic land. Even without that problem, this card seems built to force opponents into easily achieved infinite locks.Posted in: Custom Card Creation
Perhaps consider something like this.
Tap: name two nonland cards and choose an opponent. The opponent shuffles his or her library and reveals the top 5 cards. If either of the named cards is revealed in this way, you gain an extra turn after this one. Either way, your opponent places the revealed cards on top of his or her deck in the order of his or her choice.
Jun 6, 2010Okay, then.Posted in: Custom Card Creation
I like the second version a bit more as a) the difficulties of multicolored cards helps to balance things a bit, b) because transfigure was originally a black/blue mechanic, and c) because adding black seems to embrace the "mourning" aspect of the card.
Not sure if the mono-green is overpowered but the multicolored one is a-okay in my book.
Jun 5, 2010Where is the power and toughness?Posted in: Custom Card Creation
As for transfiguring in green, there is probably some way to break that which I'm just not seeing but all that I see off the top of my head is transfiguring for sylvan scrying to get a land of your choice... or to get a disenchant to handle a threat... or a Jitte if you're going more oldschool...
Probably a pretty big deal in a select few decks and decent in general (borderline competative if not in T2) outside of them.
Jun 5, 2010Hmm... I made skin thief to act as a black wild mongrel of sorts. This guy has a bigger growth potential and can be splashed into some tribal decks but there isn't really any deck that you could build around it (exiling cards doesn't trigger effects the way that discarding them triggers madness).Posted in: Custom Card Creation
As for harvest, I don't see what you mean by an "Oh, I want power" card. It gives you no card advantage (3-for-3), requires that you not only play with basic lands but that you have them in your hand to discard, and only really helps to get you out of a mana-flooded situation (something that green can't really do otherwise). I do note, however, that it's effects are pretty odd for green. It would probably make more sense if the basic lands were sacrificed (perhaps I should restrict it to untapped lands to delay when this card is played) but I took an idea in my head and ran with it.
Jun 5, 2010Skin Thief 2BPosted in: Custom Card Creation
Creature- Shapeshifter (C)
Exile a creature from your graveyard: Skin Thief gets +1/+1 and gains a creature type of your choice until the end of the turn.
Dreamscape Delve IU
Exile the top three cards of your deck face up. You may play any of these cards as if they were in your hand until the end of your turn.
As an additional cost to playing harvest, discard two basic lands.
Draw three cards.
Jun 5, 2010Too many numbers to crack for me to really get my head around but this seems to be a pretty decent card.Posted in: Custom Card Creation
Being multicolored and having a small body seem to even out the possibility of hitting your foe with three 6/6 creatures or 1 10/10 creature very late in the game. It scales nicely as the game goes along but it isn't that powerful unless you build a deck around it, using alternate mana sources apart from lands to get more elementals and land-untapping abilties to better swing or block with your minions (sounds like an interesting casual deck).
Jun 5, 2010Hmmm...Posted in: Custom Card Creation
Unless the rules have changed since I last played magic, you probably want temptation to grant the stolen creature haste so that it can tap/attack while you have it.
With despair, I'd personally like it more if it killed nonblack creatures. A dark bannishing each round seems like more than enough. Then again, that may be just me.
Jun 5, 2010Hmmm...Posted in: Custom Card Creation
I'd up it to a 2/4, increase the cost of the counter ability to 1UU, remove the attack-blocking ability, and reprice the card drawing at simply tapping the creature (perhaps make it draw 2 cards if you really want this as a mythic rare).
Jun 5, 2010thanks for the assistance as always.Posted in: Custom Card Creation
I changed it to steal nonbasic lands and only for as long as conquest is in the battlefield. I could definitely see the card as an incarnation but I like my enchantment for some strange reason.
Jun 4, 2010I know that this doesn't really fit into what red traditionally does but the flavor of this card totally seems to go with Red.Posted in: Custom Card Creation
At the beginning of your upkeep, take control of target nonbasic land for as long as Conquest is in the battlefield.
May 31, 2010Rosy Dumplings posted a message on Goblin Lunatic, Eternal Wretch, Stagnation ElementalGoblin Lunatic: Yeah. I made this guy primarily to prevent first turn creature drops from your enemy, something that red can't do too well.Posted in: Custom Card Creation
Eternal Wretch: Basically a combo piece, yes.
Stagnation Elemental: Thanks for the correction. I didn't want to make it that good.
May 31, 2010Rosy Dumplings posted a message on Goblin Lunatic, Eternal Wretch, Stagnation ElementalWow. It's been years since I last did this. Let's see if I can still do it.Posted in: Custom Card Creation
Goblin Lunatic R
Creature- Goblin (R)
Whenever Goblin Lunatic becomes untapped, it deals 1 damage to you and 1 damage to target creature.
A danger to himself, the environment, himself, all those around him, and himself.
Eternal Wretch BB
Creature- Zombie Shaman (U)
1B: Return Eternal Wretch from your graveyard to your hand. Play this ability only when you could play a sorcery.
B: Sacrifice Eternal Wretch. Return another zombie from your graveyard to your hand.
The difference between eternal life and eternal youth.
Stagnation Elemental 2BU
Creature- Elemental (U)
You may return three islands and/or swamps you control to their owners’ hands rather than paying stagnation elemental’s mana cost.
You may not play lands.
Never changing, always feeding.
Jan 9, 2007It does combo with all of those but there is no infinite combo that wasn't already there.Posted in: Custom Card Creation
What this would be insane with is the old dross scorpion (if I remember its effect correctly) but then again, that requires playing dross scorpion.
Jan 6, 2007Rosy Dumplings posted a message on Bragging rights - what cards did WotC steal from you?I once created a card called goblin tobboganer (doubt I spelled that correctly but you get the idea). The only three differences between it and spark elemental were the name, creature type, and flavor text (the rules text was exactly the same, word for word).Posted in: Custom Card Creation
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