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May 5, 2012best misuse I saw at prerelease: guy played it on his own Avacyn with about 4-5 creatures and lethal on the board, effectively plague winding himself. And opponent was going to scoop before we all noticed what went wrong.Posted in: New Card Discussion
Oct 17, 2011should have more legendary lands. Boseiju, who shelters all! Voltath's dungeon. Yavimaya hollow. Phyrexian tower. So many better lands to choose from. U got 2 man-lands, and 4 any color mana lands. Too much redundancy. Specially glimmervoid and thran quarry. But could definitely see this getting made. Tons of cool lands to showcase, even without the broken ones.Posted in: Speculation
Oct 3, 2011Nope. Unless they have completely useless abilities likePosted in: Custom Card Creation
+1: look at the top card of target player's library.
And reaally expensive ultimates like
Or all the abilities affect all players
+2: each player mills top two cards.
-1: each player draws a card.
-10: each player discards hand and draws 7 cards.
Hmm. So maybe it could happen. But not likely...
Sep 17, 2011arseface posted a message on [ISD] Why is Snapcaster Mage believed to be so good?he's a mini-yawgmoth's will that's an instant allowing for more chicanery!Posted in: New Card Discussion
Sep 17, 2011arseface posted a message on [ISD] Why is Snapcaster Mage believed to be so good?You aren't paying more, though, because presumably you've already cast the spell once for its printed mana cost, which is why its now in the graveyard. I know this won't always be the case (discard, mill). So when you do play SCM, you are paying 1U for the chance to cast spell again. Seems like good deal to me!Posted in: New Card Discussion
Quote from SpekterI'm just trying to dispel the common opinion that it's a guaranteed 2-for-1.
Of course you should try to 2-for-1 with it. That's good deck building and good play. The opportunity will sometimes present itself, and sometimes it won't.
I just argue that SCM doesn't go in a deck because "duh, 241s are good, lol". Paying 1U more is significant, so SCM should only be played when he provides necessary redundancy.
Sep 5, 2011arseface posted a message on [ISD] DailyMTG Previews 9/5: Army of the Damned, Balefire DragonIt's Yugioh's Red-Eyes Black Dragon!Posted in: Rumor Mill Archive
Where's the Blue-Eyes White Dragon?
Sep 2, 2011Posted in: The Rumor MillQuote from The_Muffin_ManSnapcaster Mage looks great, but can someone explain how it's so awesome?!
I like the werewolf myself.
How it's awesome:
Versatility. He is only limited in what he can do by the cards you have in your graveyard. He's mini-yawgmoth's will for 1U at instant speed and you get a 2/1 to boot.
Say you played a ponder earlier. When you flash him into play he is 1UU for 2/1 that says ponder.
Or he's 2UU for a 2/1 and mana leak.
Or he's 1UR 2/1 lightning bolt/shock.
He can even be day of judgements numbers 5,6,7,8 for 4WU.
Pretty much awesome!
Sep 2, 2011Snapcaster is sick!Posted in: The Rumor Mill
Werewolves are actually pretty awesome. They brutally punish slow decks, and any decks that stall. If your opponent can't play a spell on the turn following you dropping a werewolf, they are pretty much screwed. Smash for 8? Doublestrike werewolf? Create more wolves? And if your opponent couldn't play a spell during the one turn "grace period", what are the chances of them being able to ever cast two spells in one turn before they die? Serious power. Super sick in limited. Gonna be almost impossible to untransform a werewolf.
Sep 2, 2011arseface posted a message on New MTG Comic Book Series Containing Promo Cards and New PlaneswalkerJudging by the magic he's wielding it definitely looks like he's red and bluePosted in: The Rumor Mill
Aug 30, 2011arseface posted a message on [ISD] DailyMTG Previews 8/31: Liliana of the Veil, Fiend Hunter, Kruin OutlawI think werewolves suck. Seriously. Completely dependent on your opponent not playing any spells. If you want your werewolf to transform on turn after you cast, you can't even play any instants on their turn!Posted in: Rumor Mill Archive
Aug 30, 2011arseface posted a message on [ISD] DailyMTG Previews 8/31: Liliana of the Veil, Fiend Hunter, Kruin OutlawPosted in: Rumor Mill ArchiveQuote from luminum canThey picked these triggers because they worked out well when playing with them, and they kind or make flavor sense. Night falls when everything's quiet, day breaks when things get busy again. They didn't use a more flavorful trigger because the ones they tried didn't have as good of gameplay.
the problem with that though, is that the trigger happens during upkeep, but references the last turns activity. So if my werewolf is in "day" mode, when I don't play any spells, it transforms on your upkeep to "night". But if you play two spells while on your turn, it becomes "day" again on my turn. See what I'm saying? Its just weird.
Aug 30, 2011arseface posted a message on [ISD] DailyMTG Previews 8/31: Liliana of the Veil, Fiend Hunter, Kruin OutlawPosted in: Rumor Mill ArchiveQuote from Namida...What would you choose as the transformation trigger?
Sorin's probably in the next set, though he could easily be a BR card.
No idea, but I just don't see the flavor behind no spells and two spells.
Aug 30, 2011On the topic of werewolves, can someone explain the rationale for the transformation trigger? What the hell does not playing spells and playing two spell have to do with regards to night and day?Posted in: Rumor Mill Archive
Aug 30, 2011Love it, finally proof that Lilliana doesn't have 5 abilities! So my question to mods is:Posted in: Rumor Mill Archive
What did guy who claimed she did, and you all believed, offer as proof?
Now can we finally re-open the threads and speculate on what the actual 5 ability walker, Garruk Relentless does?
Aug 28, 2011HAHAHAHHAPosted in: The Rumor Mill
I totally called it! Garruk's a mutha-flippin' planeswalker!
I demand atonement! Mods here closed peoples threads left and right citing some trustworthy "source" from some new post-er.
I'll probably get infracted for this but I just wanted to put it put there. We were right.
I know I wasn't only one who thought it would be Garruk.
Aug 27, 2011arseface posted a message on [ISD] New Art from the Planeswalker's Guide to InnistradHomelands, and the videogame Fable. I dunno, not a big fan myself. We're gonna see puritans, pilgrims and the Salem Witch Trials soon.Posted in: The Rumor Mill
Aug 26, 2011How did I come upon this revelation?Posted in: Speculation
WOTC knows they messed up with JTMS. Creating a 5-ability walker is nuts. So how do you reconcile this with MaRo's hint?
Garruk doesn't have access to all 5 abilities at the same time!
He is going to have two modes, Day/Night modes. Fits perfectly with the new mechanic of Day/Night, and we have two pictures as proof.
First pic he seems to be calm and in control, I would reckon he has 3 abilities like all non-JTMS walkers. Note helmet on head, axe in hand. Man with a purpose!
Now compare and contrast that to second pic. Almost same pose, same angle. But note no helmet and no axe in hand. He is completely out of control. Either enraged or feral. Probably only has 2 abilities because of his impaired state of mind, but they will probably be kick-ass abilities.
Thoughts? Think I nailed it or what?
Oh yeah, and this would negate the text box/font size problem.
Aug 25, 2011Posted in: The Rumor MillQuote from SuperSonikIf it's viral marketing, it's very possible that the cards were printed with faded text ON PURPOSE.
My thoughts exactly. Dumbest faker ever, to have perfectly legible and completely illegible cards in the same shots. If it is indeed real, the blurriness is on purpose.
Aug 25, 2011like I said previously, maybe there is no day/night cycle being represneted here. Maybe the 2 spells thing just happens to be Mayor of Avabruck's transform trigger. Another creature can have another trigger. Maybe mechanic x is not day/night, but this transformPosted in: The Rumor Mill
Aug 25, 2011Posted in: The Rumor MillQuote from FalconGK81My guess is day side has two + abilities, night side has two - abilities and both sides have "0: Transition from Day/Night". Very elegant.
EDIT: Also, there is pretty much no Day/Night implementation I can think up that isn't crazy parasitic. This may go down as a great block for block constructed/standard play and terrible for everything else. No other cards in the history of magic have cared about Day/Night, and I highly doubt cards in the future will either (in other words, Day/Night can't possibly become evergreen).
After Infect and now Day/Night, I think I'm going to get tired of the parasitic block mechanics. Hopefully I'm wrong.
Yeah. I agree completely. I'm not even sure where this day/night idea came from. It may be that rather than day/night triggering werewolf transformation, it could be triggered by anything Wizards wishes. And it would be until end of turn, or your next upkeep or something.
Whenever u cast 2 spells this turn, ~ becomes a 3/3 werewolf creature with some abilities until eot or beginning of your next upkeep or something.
Different creature could have
If another creature came into play this turn, ~ becomes blah, blah, blah.
Flavorwise this would represent werewolves not changing based on time of day, but at will, cause they can control their transformation. Would definitely make them a lot more powerful.
Aug 25, 2011Posted in: The Rumor MillQuote from zeerbeDay/Night can't be global, noone would use it.
Me:Cast Mayor, counter your removal. Somehow get him to transform. Go.
You: Your Mayor transforms back as you played 2 spells last turn.
Me:This card is stupid.
Keeping track of Storm count can be silly at times, paying attention to how many spells were cast on a previous turns sounds irritating at best.
Even if he can only change back on my upkeep, my opponent will just dump his hand to give me a 1/1 on my turn.
We already HAVE Defender thanks.
Not quite following what you mean.
Aug 25, 2011Posted in: The Rumor MillQuote from SmokestackSo you'd attach it so a spell you may or may not draw and/or play, instead of something that occurs naturally, like playing lands or casting spells?
Or say the passing of time. Novel thought, right? Using the passing of time to actually indicate the passing of time!
If indeed this is way the day/night mechanic works, then it would have to count each round of turns as opposed to just individual turns. Because if I start and its day, then your turn its night... I will always be stuck in day, and you will always be stuck in night. Must exist as a global time-state allowing both players to do things in the current time-state.
Aug 25, 2011I do not like this idea of casting x spells to trigger transformation, indicating the passing of time. Day/Night is time based. How do we measure time in MTG? Turns. Time Walk, Time Warp, Time Stretch etc. Time=Turns.Posted in: The Rumor Mill
And this Day/Night state has to be global, affecting both players at the same time, otherwise it would make no sense. As someone else has said previously, it makes no damn sense for my creatures to be in Night mode while yours are in Day mode. Unless they are thousands of miles apart, or each creature has their own time bubble. Both sound dumb.
Aug 25, 2011Two "time-states": daytime and nighttime.Posted in: The Rumor Mill
Game starts in daytime.
Each player takes 1st turn.
Change to nighttime at start of 2nd turn.
Each player takes 2nd turn.
And so forth.
You can even account for effects that change the "time" by having each player taking a turn in the current "time-state" to constitute one full daytime or nighttime. And extra turns could be treated as exactly that, an extra turn in the current "time-state".
My 1st turn. Drop land. Pass turn.
Your turn. Drop land. Pass.
My turn. Draw. Drop land. Play Time Walk. End turn.
My extra turn. Draw. Land. Play hasty 3-drop werewolf. Attack. Pass.
Your turn (still night). Draw. Land. Pass.
Changes to daytime.
Werewolf becomes puny human citizen.
My turn. Draw. Land. Play spell to change day to night. Puny human becomes awesome werewolf again. Attack. Pass.
Your turn (still night). Draw. Land. Hasty 3-drop werewolf. Attack. Pass.
Changes to daytime. Both werewolves become puny humans.
My turn. Draw. Pass.
Your turn. Draw. Land. Play spell to change day to night. Both humans turn into werewolves again. Attack. Pass.
My turn (still night). Draw. Attack back. Pass.
Changes to daytime. Both werewolves to humans again.Your turn. Draw. Pass.
My turn. Draw. Pass.
Changes to night.
Jul 17, 2010i'm thinking tap/untap target permanent for the "Mind" part. fits with the one mana cost spell trend too. the "Body" part could either refer too the equipped creature's body (+1/+1 counter seems likely) or a new body (1/1 token). both are also one mana spells.Posted in: Rumor Mill Archive
May 17, 2010arseface posted a message on [ARC] Archenemy Scheme Cards, Product Image and Format RulesDoes anyone else see the resemblance to D&D here?Posted in: The Rumor Mill
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