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  • 2

    posted a message on Un-Set 3 Unstable
    Quote from DementedKirby »
    I just hope that once the last unset is released and Oracle is updated for the rest of the silver-bordered cards, some of the more useful cards are not banned for commander - especially the cards that work with teamwork like Checks and Balances, Get a Life, Organ Harvest, and Team Spirit.
    Those are all going to be banned in Commander, regardless of Oracle updates. Or rather, they aren't, because they don't even have to be banned in the first place - silver-border cards aren't legal in any constructed format. Silver border cards are, and always have been, effectively outside of Magic's card pool, in the same way that a 3rd party parody of MTG would be outside of the actual card pool; the only difference is that Un-Sets and other silver-border cards are 1st party parodies.

    You are free to house-rule them in, but they are never going to be part of the Vintage card pool anymore than a custom fan-created set of cards would be, so they are never going to be legal in Commander, regardless of how well they function within the rules.
    Posted in: The Rumor Mill
  • 2

    posted a message on Thaumatic Compass/Spires of Orazca
    Can anyone tell me what Thaumatic means?

    Neither Google Translate or Thesaurus knows how to translate it or what it means.

    Thanks in advance Smile
    It's derived from thaumaturgy, which is the capability of a magician to perform magic (or a saint to perform miracles).
    Posted in: The Rumor Mill
  • 1

    posted a message on Commanders Brew Previews - Territorial Hellkite & Scalelord Reckoner
    Quote from KandykidZero »
    Is there a point where after the 6/5 taps that you can untap it and still attack? If so, can you choose to attack anyone with it?
    Yes, the ability triggers at the beginning of combat, after it resolves you have priority to do something else before moving to the declare attackers phase. The requirement to attack the selected player will only apply if you were able to choose one, when the Dragon is tapped because a player could not be chosen, no such attack requirement is created. So if you have a way to untap it, you would be free to attack whoever you want.
    Posted in: The Rumor Mill
  • 1

    posted a message on SBMTG Spoiler - Abandoned Sarcophagus
    Quote from Ryperior74 »
    Reminds me of yawgmoth's agenda but better in a way

    I don't see me using it too much only useful with creature stuff

    Oh unless if wheel of sun and moon can counter the exile part though.
    It can, what would happen is you would have 2 replacement effects trying to apply to the same event, so you would choose which happens first... and then there's nothing for the other replacement effect to modify because the actions they have you perform are mutually exclusive.

    It's also worth pointing out that while wheel of the sun and moon does negate the downside of exiling cards with cycling if they would go to your graveyard for reasons other than being cycled there, it also totally hoses your ability to cast cycling cards from your graveyard (the reason you would run this artifactin the first place) by preventing you from putting cards into it at all. Mixing a form of graveyard recursion with a card that turns your graveyard off strikes me as something of a nonbo.
    Posted in: The Rumor Mill
  • 1

    posted a message on Limited Resources spoiler: Uncommon Desert Cycle
    So... you didn't read the article I cited (and are still stuck on the nimble maze tangent), or you would know I glean what the definition of a completed dual land cycle is directly from the articles members of the development team post on the membership. A cycle of lands that generate two different colors of mana is a complete cycle if it has 10 cards, because there are 10 color pairs in the game of Magic (unless it's something like River of Tears, where completing the cycle would take 20 cards because there could be 2 different functional cards per color pair).

    You are debating basic semantics to argue that WotC is sticking to their word, but what you are arguing is nonsense because the example you keep returning to was a 1-off exception that, at the time players were told to expect more complete cycles in blocks, was from a set that came out 6 years prior. If they were talking about Nimbus Maze, there would not have been a reason to say anything in the first place: they were already not repeating that scenario, and had been for the better part of a decade.

    Releasing 4 to 5 new ally color dual land types for every 1 cycle they complete, usually years later (if ever), for the enemy color pairs has pretty much been the pattern for most of Magic's history, you are arguing that 4 years ago the players were told to expect exactly that going forward, and got excited. That does not make any sense.
    Posted in: The Rumor Mill
  • 2

    posted a message on Limited Resources spoiler: Uncommon Desert Cycle
    Quote from dLANCER »
    From your source,

    Not that they couldn't in the future, but they didn't work for what we were trying to accomplish. I mentioned last year that we were moving more toward printing full cycles of lands in a block to make the mana work for Constructed and for Block Constructed. That isn't changing.

    Part of keeping Standard interesting over the long haul is constantly rotating what the dual lands in the environment do.


    No where in that article is ten lands as a cycle ever mentioned. Full cycle can be interpreted as 5, which is par for most things. You still have not proven that ten is the full cycle.

    If it's all nonsense, why do you even care that they don't make it? You have nearly no way of getting what you want them to make. Play with what you have.

    ...Are you for real? For the final time, let's examine why I keep telling you that your assertions are utter nonsense (not the idea of completing land cycles, that's something a great many players want and a constant source of frustration whenever WotC does not): For cards to be considered a cycle, the design must be such that each shares certain mechanical similarities, such that having seen one example the text for other cards in the cycle can be partially/completely guessed at. For a cycle to be complete it must have a representative card for each color combination in the scope of the cycle. If that is a set of 5 mono-color spells, or lands that only produce 1 color of mana, then 5 would be a "complete cycle", because there are 5 colors in Magic. When you add in a second color, you now require 10 cards to comprise a full cycle, because there are 5 colors in Magic.

    You are arguing that what Sam Stoddard meant when he said "we are moving more towards printing full cycles of lands in a block" was that WotC intended to release 5 lands in either the ally or enemy color pairs in any given bock, and that whenever they do just that, they are living up to their word. Here is why that is ludicrous - the part of that sentence where the words "we are moving toward" is, cannot possibly be interpreted (by a reasonable person) to mean "continue doing exactly what we always have since Revised", because that makes no sense whatsoever; if the end result is the status quo, there is nothing to move towards. This is the clearest possible repudiation of your argument and the fact you refuse to acknowledge it is maddening. Particularly because every single "incomplete (ie, ally colors only) cycle of lands that produce 2 different colors of mana are not only from the same block, they were printed in the same set. Full stop.

    You seem to think that stuff like the Future Sight ally-color duals were not a weird exception (a partial cycle itself comprised of 5 other incomplete cycles), but across the entire history of Magic and its various types of "dual lands", there are only two other sets of those lands that break the standard 5 ally/enemy breakdown: the tainted lands from Torment (a cycle of 4 cards, 1 for every color pair with black in it), and the tribal lands from Lorwyn (a mixture of ally and enemy color dual lands that corresponded to the colors each tribe was in). That's it, a set containing all 5 ally color producing lands and then maybe years and years later the corresponding 5 enemy color producing lands is the long established pattern, so when a Magic developer tells us multiple times that their design philosophy is shifting towards printing full cycles of lands in blocks, there's just no grounds to interpret that statement to conclude "5 lands in just the ally colors is a full cycle" like you have.

    That a full cycle of dual lands by definition must contain 10 lands (at least) or be considered incomplete, that's not something I need to prove, it's how numbers work, but I went the extra mile and provided statements from the developers to back up all my points, and the cards themselves support my position - if you continue arguing that WotC has in fact not said one thing and then done the opposite, Sam Stoddard's statements must be pointless and nonsensical for your interpretation to be correct (one does not "move towards" continuing to do the same thing you've already been doing for 20 years). Unless you are seriously going to suggest that his statements are in fact nonsense, the only possible number of lands he could be referring to when he says a "full cycle", in the context of dual lands, is 10.

    Telling me to "play with what I have" is both patronizing and completely besides the point.
    Posted in: The Rumor Mill
  • 3

    posted a message on 3x Commons & 1x Uncommons spoiled by PasteMagazine (Zombie Camel!)
    Quote from entombedhydra »
    I hate Dutiful Servants so much it's not even funny. You know Wizards did this on purpose. And poorly designed zombie camel aside, this may be the insult that breaks my back. It's a poorly designed vanilla, with art and flavor purposely designed to trick you to confuse it for another card in the same block. This is the sort of thing that leads to entirely preventable gameplay mistakes in limited. And somehow MaRo said "Print it."

    Well, I'm sorry MaRo, but peddle your joke cards elsewhere. And I'm sorry piss-poor designers, but PAY ATTENTION to what you do.
    Fun fact - design doesn't come up with the card names (at least not finalized versions) and they most certainly don't pick the art. Blaming Mark Rosewater for this is silly, it's Development you have an issue with (and the art director).

    As ridiculous as most of the things you complain about are (like suggesting WotC should have made Rhonas' Last Stand go from questionable to straight out garbage by costing it at 3 CMC, presumably because it offended your sense of symmetry by costing less than the other 2 cards in the cycle that were spoiled at the time), almost NONE of those things are indicative of bad design. In point of fact, almost all of the complaints everyone makes about cards on this forum can be blamed on Development. Why does this card cost so much, it would be so much better if it didn't have this clause, etc etc... odds are the version Design handed off did cost less, and didn't have those riders that render it basically unplayable. It may also have been horrendously broken and cause no end of complaint for entirely different reasons if Development passed it through unchanged, no way to know for sure unless they release an M-Files article on it.

    MaRo is responsible for a lot of stuff, but gets blamed for even more.
    Posted in: The Rumor Mill
  • 2

    posted a message on Sinuous Striker and Proven Combatant
    Quote from HurleyV »
    Quote from idSurge »
    If that 1 drop had prowess I would totally play that.


    If Eternalize wasnt so painfully overcosted, I'd be on board.


    Why is it "overcosted"? Sure you're paying 5/6 mana for a 4/4 (usually with an ability), but in limited you force your opp. to have answers for both. This 3 drop can hit for 3 or trade early and later become a potential 7 dmg attacker. If you build a sealed or draft deck around this you can force a lot of 2 for 1s.
    They were talking about the 1 drop though. 6 mana to get a vanilla 4/4, even if it doesn't require spending a card in your hand, is painfully overcosted, and that effect being stapled onto a 1/1 for 1 means that the real cost is putting a vanilla 1 drop in your deck in the first place (even in limited that by itself is terrible).

    The 3 drop is a fine limited card, the 1 drop is just garbage.
    Posted in: The Rumor Mill
  • 1

    posted a message on 6/21 Mothership Spoilers - Hour of Glory + PW Deck Cards
    Quote from Hawk7915 »
    Talk about a disappointing rare; that's a lot of trinket text for two rarity leaps up from Oblivion Strike.
    To be fair, that wasn't an instant.
    Posted in: The Rumor Mill
  • 1

    posted a message on Driven 2 Despair via ArsTechnika
    Quote from justavictim82 »
    Quote from DemilichKodin »
    I will take this in my Dredge 75. 1B to usually clean out your hand on Turn 3 is something I will gladly sign up for.


    Except that does not work. You cannot just cast the Aftermath piece outside of the grave yard. You need to cast Driven first.
    Given they mentioned playing it in Dredge, I would imagine it got put into a graveyard directly from the library. Because Dredge.
    Posted in: The Rumor Mill
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