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  • posted a message on The Zendikon thread
    Quote from ZetaZeta
    With fetches, the blue one is actually really interesting (where it replaces itself, card-advantage-wise), since I could see it as a turn 2 "chump your leech, fetch, turn 3 I've got DOJ or Quake mana up" or as a random 2/2 flyer in the mirror that eats a bit at their life total. With fetches, it's a 1-mana curtain of light+rampant growth that gives you an untapped land.

    I keep seeing claims like this, making me wonder if people read the card before posting.

    The land returns to your hand, not onto the battlefield. You are not going to have turn 3 DoJ mana up. It doesn't accelerate like Rampant Growth does.
    Posted in: New Card Discussion
  • posted a message on Vastwood Zendikon
    Quote from Valonus88
    Well, the premise is there. I dont think you would attack with it, just leave it behind to block while you are playing control spells. and if they actually get a dude out that can kill it, then you sac it, get a token, and replay the land next turn. and if you control the game THEN you can use it to beat face. The point is that it actually give you a lot of different options. And isnt that one of the most important aspects of good magic? The ability to have options and CA? This "combo generates both. Although, I believe this "combo" will be better with the rest of the cycle instead of the Vastwood.


    I just don't see where the "combo" is. All you said is still true if I only have Gargoyle Castle itself, except the "replay the land next turn" part. And why does the replaying land matter when you already control the game?
    Posted in: New Card Discussion
  • posted a message on Vastwood Zendikon
    Quote from Kennesty
    Imagine putting this on a Wasteland or Barbarian Ring.


    Then you have a five mana Wasteland or Barbarian Ring. Congratulations.

    Quote from Kennesty
    In type 2 attaching this to a gargoyle castle just makes for extreme hilarity. Beat them down with 6/4 then when its going dead make a gargoyle and get your nice land back and play it again.


    How are you going to make the Gargoyle token if you keep attacking with your 6/4? Read Gargoyle Castle again.
    Posted in: New Card Discussion
  • posted a message on Blue getting good card draw?
    Quote from ludd_gang
    I ask with sincere ignorance: Do those decks run many 5-drops? Because I'm thinking this card will go in decks with a pretty high curve, and the land thinning (and maybe even life loss) might be severe.


    While I don't agree with the statement most decks that run fetches run eight of them, deck-thinning is not something to be worried about in a 8-fetch deck.

    For a 60-card deck with eight fetches, if you draw 15 cards during a game (so about 6th or 7th turn considering the card draws), on average you draw two fetches. These two fetchs would change the rest of your deck from 45 cards to 43 cards. Assuming you are running 26 lands, the possibility to draw a land at the next draw is 40.7% when using two fetches compared to 43.3% when not using fetches. Really negligible IMO.
    Posted in: New Card Discussion
  • posted a message on Blue getting good card draw?
    Quote from velict
    In a void, perhaps, but very frequently I am uncomfortable playing a 5 mana spell during my main phase. I would suggest that either can be the "worst-case scenario," depending on context.

    This is an argument I can agree with. In my opinion, the "average play" of this card is an instant that "draw two cards, and if it's your main phase, draw three cards instead". In other words, it's like Careful Consideration which gives you two mediocre options, and that makes it a decent card. Remember, Cryptic Command gives you two of the four mediocre options, and is a great card.
    Posted in: New Card Discussion
  • posted a message on Blue getting good card draw?
    Quote from PaleGrim
    Worst-case scenario: I get stuck with 3-4 lands with two of these in hand while my opponent beats the crap out of me.

    In which case, a :4mana::symu: instant that draw two still won't help.

    The point is, being a :4mana::symu: instant draw two is the worst-case scenario for this card, not "the average play".
    Posted in: New Card Discussion
  • posted a message on Blue getting good card draw?
    Quote from PaleGrim
    Remember, kids: it's not about the best- or worst-case scenarios, but about the average play. Unless you jump through a few hoops in deckbuilding, this spell basically reads 4U: Draw two at instant speed. Is that really worth it?


    How is this not the worst-case senario? What do you consider is the worst-case senario? Sixth-turn main-phase draw two because I missed the sixth land drop?
    Posted in: New Card Discussion
  • posted a message on [ZEN] running tally of highest priced cards (updated post 571)
    Quote from jeffbcrandall
    Fetchlands are picking up in popularity now as well, especially verdant catacombs thanks I imagine in large part to extended as well as standard jund decks that run them. Ive also noticed vampire decks running them as simply a way to thin their deck out.

    I believe vampire decks run fetchlands not mainly for thinning decks, but for Bloodghast landfall triggers.
    Posted in: Market Street Café
  • posted a message on What is a Mythic Rare now anyway?
    Quote from RED_NED
    What mythics have done is mean theres a bunch of cards that casual players dont get to play with. I bought a box of Llorwyn and got 3 planeswalkers because they were rare. I don't think I would have bought a box if the planeswalkers were mythic because the chances of getting one are so slim.

    Well, if you do the math, the chance of pulling a planeswalker (any planeswalker) out of a Lorwyn pack is 1/16, that is, on average you get one planeswalker per 16 packs. The chance for pulling a planeswalker out of an M10 pack is 5/121, roughly one per 24 packs. So it's not as a big difference as you thought.

    You got lucky with your Lorwyn box. The average is a little more than two planeswalkers per box.
    Posted in: New Card Discussion
  • posted a message on What is a Mythic Rare now anyway?

    If you've read Jeff's other posts, you would know that he is a dealer, so he doesn't buy cards at those prices, he sells them at those prices.

    It's not Jeff's fault if you can't find a website that has up-to-date price quotes. I recently bought a bunch of cards from Jeff through eBay and looked through his listings, and as far as I remember (I didn't check again before posting this) he was selling at the price he quoted. Birds of Paradise was probably $6 each instead of $5, but definitely not the $10 quote from your random website.

    Actually, on this forum there are people selling two of them at $6 each in the US, he even provide free shipping for orders over $10.
    Posted in: New Card Discussion
  • posted a message on Mindbreak Trap
    Wizards R&D didn't print this card as a storm hoser, they printed this for control decks to combat against cascade (and to some extent unearth).

    Double Negative is already played in the sideboard by some 5CC players. I'm sure they'll be happy to see a mono-blue and sometimes-free alternative.

    Quote from The Dark Angel
    It's 4 casting cost counterspell in standard, yes it gets around spellbreaker behemoth, but it's a sideboard card at best.

    I think you are looking at the wrong card to get around. I see Great Sable Stag, Volcanic Fallout and Banefire.

    I think this is definitely maindeckable in a blue-based control deck.
    Posted in: New Card Discussion
  • posted a message on Card #36 - 38 spoiled
    Quote from buddylee1050
    I am at work and can't view that webpage. This is why I am requesting that the descriptions of the cards are posted in this thread.

    Can you view another thread on this forum, though?
    Posted in: New Card Discussion
  • posted a message on [ZEN] Orb of Insight Results Discussion
    Quote from Thundrstorm
    Maybe M10 dual mixed with new fetches =D

    Volcanic Mist
    Land
    Volcanic Mist enters the battlefield tapped unless you control a Island or a Mountain.
    T, Pay 1 life, Sacrifice Volcanic Mist: Search your library for a Island or a Mountain card and put it onto the battlefield. Then shuffle your library.

    I like this idea a lot. Smile

    I would design it as "enters the battlefield tapped unless you control a Swamp", though.
    Posted in: The Rumor Mill
  • posted a message on [ZEN] The Return of Artifact Lands?
    Quote from nanoglitch
    One example could be a clause that states: "When Artifact Land enters the battle field, sacrifice an artifact." Something like this automatically balances the free artifact dilemma and does not render it unplayable since there's so many cheap artifacts to feed it.

    Does not render it unplayable? This card is terrible. Give me a reason I would want to run this land over a borderpost? Does it generate all five colors of mana?

    By the way, I see no reason artifact lands should be printed in Zendikar, despite of its land theme.
    Posted in: Speculation
  • posted a message on [ZEN] The Return of Artifact Lands?
    Quote from charlequin
    That's the problem, there's no happy medium with artifact lands: either they're broken or they don't do anything interesting; either the artifacts-matter effects are only good with artifact lands, or they're too good with artifact lands.

    While I agree this statement for the artifact lands that were printed in Mirrodin block, I'm not sure this is true for all possible artifact lands.

    Take Mirrodin block again as the example. Assume none of the six artifact lands were printed. Now in such a block, will five legendary artifact lands (one for each color) still be too good to print? What about five enters-the-battlefield-tapped artifact lands? I think five legendary artifact lands that enter the battlefield tapped are not going to be broken, but still see some play in certain decks.

    I believe there are ways to balance artifact lands.
    Posted in: Speculation
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