We have updated our Terms of Service and Privacy Policy.
Dismiss
 
The World of Mirrodin II: Darksteel and the Fifth Dawn
 
The Magic Market Index Amonkhet Set Review
 
The Magic Market Index for April 21, 2017
  • 1
  • 2
  • 3
  • 4
  • 5
  • Next
  • 0

    posted a message on February 13, 2017
    V: FirstTurnManaBurn, VeelSpeaks
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on FEBRUARY 2ND, 2017
    Vote: proudawesome, Flatline


    Mist Nymph
    1G
    Creature - Nymph
    Flash
    Whenever Mist Nymph attacks, exile it.
    Whenever you cast a spell during your declare attackers step, you may put Mist Nymph from exile onto the battlefield tapped an attacking.
    1/1

    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Limited Tournaments in the US
    mtgfinder is the big one iirc.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Limited Tournaments in the US
    PPTQs are often sealed events.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on What happened to these forums?
    I think some people read but don't write, maybe.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on KLD block power level, Rotation/Ban/Restrict changes...WoTC setting up for a new format?
    Quote from Shea_0 »
    Quote from pops »
    Those all point to them making standard a good format, not a new format.


    Is it good for standard if we see enemy fetches printed in MM17 instead? What might that suggest for the future of standard?

    Edit: I meant to ask what if, " "?


    I think fetchlands are bad design because the shuffling is not a great play experience, not that I think Standard is at its best design when mana fixing is meganerfed. If they do a cycle of fetches that uses power counters instead of basics out of your deck that'd be an example of making standard good.
    Posted in: Magic General
  • 0

    posted a message on Aetherworks Marvel Decks
    A Nissa's Renewal list did well at the PT
    Posted in: Established (Standard)
  • 0

    posted a message on The Basic Land Mulligan - feedback wanted!
    Median hand magic: Draw 5 hands, 35 cards total. Show another person outside the game the five hands (casual format, right? Any bystander.) He selects the two hands he considers strongest. Put them into the deck. You pick two hands you don't like. You put them into the deck. You shuffle. No mulligans.
    Posted in: Magic General
  • 0

    posted a message on Kaladesh is terrible
    I don't get the people who complain you can't interact with energy. Energy is the second most used resource in Kaladesh after mana, and the set doesn't let you interact with mana either (a card existing as a D+ doesn't count). So why not complain about that first?
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Post-Modern Frontier Format
    Quote from LEH »
    Quote from Colt47 »
    Quote from bykr »
    I keep hearing the same arguments here. I think the posts predicting another eternal format eventually running into same problems as Modern are spot on. It seems to me the answer is not another eternal format but rather a (large) rotating format.
    I know Extended has been bashed anytime it's brought up. It was losing popularity and people were eager to move to Modern. Perhaps now that we know all the pros and cons of Modern, Extended deserves another shot.
    To anyone still skeptical I ask you to consider the following:
    1. For any shortcoming expressed about Modern, I argue that Frontier would eventually run into the same issue.
    2. For any feature that draws people to Frontier, I argue that Extended also possesses similar positive attributes.


    Well, basically the part of the entire deal is that Wizards can't keep up print runs of every card they print and people didn't like the broad sweeps that resulted from extended rotations. The real answer is probably just to use modern masters to keep cards the company wants legal and just make any card not reprinted within a 5 year time span no longer legal in modern. The only reason cards get expensive in modern is that they are not printed enough and the demand is too high. If the card never gets a reprint and climbs too high in price just let it go and move on.

    But that's likely how whatever new eternal format Wizards comes up with will work anyway. If they use modern as a card base then it would allow modern players to play whatever got printed in the last 5 years or so, including cards that got reprints in modern masters. As for Frontier, I think it's a safe buy in and will get enough support to take off on it's own. The cards in the format are cheap enough that printing them in commander products and other supplementary products wont be as problematic, as long as wizards of the coast does so early on and keeps up the pace. If they let it go like they did with modern we'll eventually run into the same issues modern has and have to go through this entire cycle all over again.


    Wasn't that just Extended though? A non-rotating format is just that, a non-rotating format.


    It would be similar to extended, but the format would definitely have a different texture as a result of having the Modern Masters feeding into it since the what gets a card printed in Modern Masters is very different from what can get a card reprinted in a Standard legal set.
    Posted in: Frontier
  • 0

    posted a message on Drafting for a new (again) player
    Quote from Pumpkin_Eater »

    2) Money drafting is a matter of personal judgment. I passed two $4ish rares in my last draft, which worked out because I went 4-0 and got $18 store credit, but I would have felt really bad if I went 2-2 or something and got one lousy pack. Keep in mind that an actual trash rare is realistically worth less than a quarter, while premium uncommons can be worth $.50-1.00.


    Aether Hub is still holding strong at 2.50, and I would say the moral to that story is to glance into what the values of each of the cards is before you start drafting if you want to get a dollar here and a dollar there.

    Theres no telling exactly how many times I passed two good oncolor cards to take a dual land, but one of the two good oncolor cards just wheeled instead because I took the dual. Go ahead and take the dual. Expecting to lose more when you first start is realistic logic. I'm pretty decent but I wish I raredrafted more.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Aether Revolt Mechanics / Spoilers Discussion
    Having a blue and white pacifism at common helps, obviously, but I think the inability to address commons like Renegade Freighter in any other way did so much more to justify Appetite and Fragmentize. In other sets it's not worth the risk because you could use creature removal or better creatures against the common artifact creatures, in Kaladesh the artifact creature is Woolly Thoctar with phasing, harder to outclass by simply having better creature and harder for the set's creature removal to interact with.

    We haven't seen any common vehicles yet, but Aegis Automaton is not at all a Weldfast Monitor so hopefully we will revert to artifact hate in the sideboard.
    Posted in: Limited (Sealed, Draft)
  • 1

    posted a message on Treasure Keeper - Magic Mics Podcast Preview
    Quote from UnsafeNormal »
    Quote from Teysa_Karlov »
    Quote from UnsafeNormal »
    It's offical, Wizards has offically said %*#! it and started printing good cards again in uncommon and common rarity.

    What's the worst that could happen? Attendance has bottomed out.


    Any evidence to support that?


    A standard event hasn't fired in my city in about three months now. Modern and Legacy are the only formats scraping by. Standard Showdown was a clear desperation move to get people to play Standard, but now they are finally addressing the real issues.

    Can't wait for Bolas to Make Magic Great Again in Amonkhet.


    Sets are planned so far in advance it seems doubtful that Aether Revolt's power could be a response to much more recent downturns in Standard popularity.
    Posted in: The Rumor Mill
  • 0

    posted a message on JANUARY 5TH, 2016
    Fealty Fracture
    1R
    Sorcery - (R)
    When you cast Fealty Fracture, each opponent may sacrifice a creature. (If it's the target, put this spell in the graveyard)
    Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
    Rebound
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on JANUARY 5TH, 2016
    Voter: Necarg, Ifarina
    Posted in: Custom Card Contests and Games
  • 3

    posted a message on Skyship Plunderer corrected text not proliferate
    Maro posted on the official site about wanting Proliferate in Kaladesh block, full stop, and not being able to manage it. That was in regards to Animation Module. So this is probably also some of that same thrust and not something snuck in as a portent for the next block.

    That doesn't mean the next block doesn't have a neat counter to increment, but it does mean it probably doesn't have proliferate.
    Posted in: The Rumor Mill
  • 0

    posted a message on Aether Revolt Mechanics / Spoilers Discussion
    Siege modification on Consulate Dreadnought, uncommon+uncommon.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Rishkar, Peema Renegade
    Seems like the kind of card that will end up homeless.
    Posted in: The Rumor Mill
  • 0

    posted a message on December 30, 2016
    3RG
    Rugged Aurochs (U)
    Creature - Aurochs
    Trample, Menace
    3/6
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on MIRRORWEAVE
    Goldnight Castigator



    See what power you can raise 2 to.
    Posted in: Multiplayer
  • 0

    posted a message on December 30, 2016
    Vote: Flatline, Rudyard.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on Is cascade inherently broken?
    I would try to design your set so that the decks that use your reactive cards don't suck too hard to cascade into so that people still have lots of choices in draft. If you do a 2/2 for 4 cascade and it turns out that's really good and people tend to draft decks where they get a couple of those, one of the others, and then change their drafting algorithm to "Built to Smash, Cancel, and Skywhaler's Shot are blank for me" you are reducing draft decision trees more than you need to. Replace Cancel with some kind of Unsubstantiate, Built to Smash with Titan's Strength or somesuch, etc.
    Posted in: Custom Card Creation
  • 0

    posted a message on December 29, 2016
    Unnamed BalladC

    Enchantment (M)


    As Unnamed Ballad enters the battlefield, each player names a permanent card. Spells with that name can't be cast.
    When Unnamed Ballad enters the battlefield or is turned faceup, draw a card and for the rest of the game, permanent cards gain Megamorph. The Megamorph cost is equal to the mana cost.


    Posted in: Custom Card Contests and Games
  • 0

    posted a message on December 29, 2016
    Vote: StonerofKruphix, Tim1137
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on December 28, 2016
    @StonerOfKruphix:

    As indicated by the reminder text on Bomat Courier, players can't look at facedown exiled cards they own unless a card ability says they can. Thoughtlock Machine will need rules text, not reminder text, that says "Players can look at facedown cards they own exiled by Thoughtlock Machine".
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on December 28, 2016
    Vote: Indighost, Brainpo



    Replique
    U
    Instant (U)

    Put a 1/1 artifact creature token onto the battlefield. It gains a creature type of your choice.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on [TUTORIAL] Best way to prepare for a Limited Event
    There's this forum too. There's some pretty smart people.
    Posted in: Limited (Sealed, Draft)
  • 1

    posted a message on [TUTORIAL] Best way to prepare for a Limited Event
    I've looked back at the cards from many a sealed event I did well in early in the season and have said "Wow, I top8ed but I was running a really bad card."

    Which I think goes to show that being able to make good in game plays and being a generally good magic player can mean a lot.

    I would encourage you to just played sealed as much as you can and not worry about whether it's possible for those sealeds to have aether revolt in them because knowing when to block, when to attack, and when to bluff transcend formats.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Tezzeret UB Ramp
    metallurgic summonings with 12 procs? uh, no.
    Posted in: Standard Archives
  • 0

    posted a message on December 22, 2016
    Vote: netn10, Flatline


    Uniska of the New Moon B
    Legendary Creature — Vampire Cleric (R)
    Deathtouch
    At the beginning of your upkeep or when Uniska enters the battlefield, each creature target opponent controls gains "must block if able" until end of turn unless that player has it gain "can't block" until end of turn.
    "It's not that we don't know which night of the month the village most dearly needs our protection. It's that we do."
    1/1
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on December 20, 2016
    Votes: Flatline, Rudyard
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on Bad Cards With Good Art
    We need someone to invent a format that somehow allows you to put bad cards with good art in your deck and not lose win percentage.



    I'm sure that's impossible.


    Mine will always be Kiss of the Amesha.
    Posted in: Magic General
  • 0

    posted a message on Legendary Lands
    I think Legendary is a bad drawback for cards since it doesn't add decision intensity to the decision on whether to include the first copy, but there is nothing unique about how lands interact with that. So I don't really get the reason to complain about OP. Legendary is an equally ineffective deterrent for including the first copy of Thalia, Heretic Cathar and for including the first copy of greenland five, but with both there is a quality-of-life benefit for Standard and Limited environments (restricted ability to deny blockers while curving out aggressive creatures and restricted ability to chain lucky pairs snagged in a sealed pool or draft, respectively).

    If you mean that someone shouldn't feel like Legendary isn't the only drawback going on with the card and are trying to point out WotC wouldn't print a 3/2 first strike for 2W alongside Thalia in a set (which is true, they wouldn't, while they would turn around and print that card elsewhere in a heartbeat), then sure, you're right, but you're trying to blame OP for creating an entire environment for which he is only proposing a piece. By the law of charitable judgments, I assume OP would design the rest of his set to have at least punishment for cards lacking a basic land type (like Corrupt or Prairie Stream), and then the other downside remains meaningful in Limited, Standard, and of course Eternal where Blood Moon and Back to Basics hit tables.


    ________________________________________________________________________________________________________________




    I know land destruction can be boring, but with some work it can be fun too. What about changing the red land to "each player sacrifices a tapped nonbasic land" if you want to play around with that one?
    Posted in: Custom Card Creation
  • 0

    posted a message on Maro creatures and discard step
    Quote from WizardMN »
    The answer lies in the next two rules after the ones you quoted:

    514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:

    514.3a. At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.

    And this rule:

    703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.

    So, the turn based actions would be dealt with prior to State Based Actions doing anything which means you would both discard to hand size and remove damage before state based actions being checked.


    Wow, I've never been exposed to this part of the rules before.

    As a follow up, say the card Python discards is a Fiery Temper. He puts it in exile and temporarily has a 7/7 Aeon Chronicler with 7 damage marked on it immediately after completing 514.1 Then he removes all damage from it in 514.2, and it becomes a 7/7 with no damage marked on it. Then 514.3a generates an exception and allows python to cast Fiery Temper targeting his own Aeon Chronicler, but it doesn't die, now it's a 7/7 with 3 damage, damage taken AFTER the remove-all-damage housekeeping. But that doesn't let the damage sneak into next turn, because 514.3 generates another cleanup step that will remove the damage.

    That's all correct right?





    Posted in: Magic Rulings
  • 1

    posted a message on Post-Modern Frontier Format
    Can we talk about how banning fetches from a format is a good idea just because I enjoy playing Magic more than I enjoy randomizing a deck?
    Posted in: Frontier
  • 0

    posted a message on Hanweir Militia Captain and Vehicles
    You could exile your own Chancellor of the Spires to Tawnos's Coffin, let the coffin untap and release the Chancellor, then target a Start your Engines in your opponent's graveyard with the trigger, animating your three Demolition Stompers in time for Hanweir Militia Captain's trigger to acknowledge them as creatures. Right?
    Posted in: Magic Rulings
  • 0

    posted a message on The Gitrog Hub (Jund/Delirium/Energy Variants)
    You don't have a single card in your sixty that lines up decently against Fleetwheel Cruiser
    Posted in: Deck Creation (Standard)
  • 0

    posted a message on Kaladesh is terrible
    A three mana 3/4 with "the first creature spell you cast each turn gains haste" is pretty hard to race yeah.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Does Wizards kill formats for casual play?
    This is casual vs. competitive stuff and doesn't really have to do with Modern.
    Posted in: Magic General
  • 0

    posted a message on Kaladesh is terrible
    Quote from Puddle Jumper »
    It's a fast format. That by itself is going to make a lot of people hate it. Fast formats tend to punish people more for having mana problems or failing to pick up enough low drops in the draft, which are largely outside of the players' control.


    This is a great post, but I'd like to take a moment to point out that I think Kaladesh does a much more generous job of providing players with low drop options compared to other formats. It seems to me like you had to do a pretty bad job reading signals to truly get screwed out of your low drops in this format. Enough so that mana problems or poor draws would outshadow the actual opportunities presented by the draft.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Kaladesh is terrible
    Quote from FTW1987 »
    By far the stupidest thing about this format is that someone can completely blank all your blockers and sorcery speed removal going turn 2 Smuggler's Copter into turn 3 Sword of Fire and Ice into turn 4 bear, crew, equip, smash you for 5 flying on turn 4, draw 2 and discard 1, and nuke your 2-drop. What is this, Cube?
    I hope this was a joke


    I'm pretty sure it is, it's not written that well though.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Experimental Aviator
    Quote from zenbitz »
    Played against this in Pre-release. It's SUPER stabilizing if you are trying to close the game out, with say a Sky Skiff.
    It seems it's pretty bad against giant green tramplers.


    Sky skiff is garbage, and this kind of flawed initial view of the format is the reason anyone thinks this 0/3 is passable.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Introducing the new invention: ” the real casual standard format”
    I enjoyed reading the opening post
    Posted in: Magic General
  • 0

    posted a message on Random Card of the Day for 10/13: Engineered Might
    Lots of cards make me speculate on whether they were better when the tokens were thopters. I think this is one such card.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Random Card of the Day for 10/13: Engineered Might
    I pulled 3 copies in prerelease sealed, and since it lined up with the mythic 6/6 vanilla first strike (not a fan of the card...), I was able to maindeck them. I don't think they can ever move to the sideboard, but they are not as great as they might initially seem due to the sets P/T spread. There's very little that is getting sweet-spotted by 3 damage. I went through the whole prerelease having pretty poor luck with targets, so I'm gonna do a headcount in gatherer here to confirm I'm not crazy... Maulfist Squad fabricated, Spontaneous Artist, Propeller Pioneer fabricated and Weldfast Wingsmith are the only 3 commons I see where you can expect to reliably trade upwards mana. While I would expect the sight of a mountain to cause those two to usually get +1'd, you might see servo occasionally produced if they have a reason not to play around the Twin Bolt functional repreint and you'll drop to even less upside. Using a removal spell on a card of equal or lesser cost isn't awful, of course, but some of those lesser costing cards have drawbacks as a target too, like Glint Sleeve Artisan, anything that ETB'd energy and hasn't attacked yet, and creatures that already crewed a vehicle before you even got priority for removal and are instead making you wish drafted blockers instead of removal you'd be forced to throw at a card type that is practically an umbra.

    It felt different from the time I drafted a pile of Bathe in Dragonfire and just always found a sweet target, I can say that.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Random Card of the Day for 10/13: Engineered Might
    Choosing to put this in your deck instead of Wretched Gryff is kind of like putting a one mana Savor the Moment into your deck, right? Which is good.



    But I guess that's skipping flash and all the possible two for ones shared by Drownyard Behemoth
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Aethertorch Renegade
    I think he's really good in Sealed where he's going to give all your creatures +1/+0 in practice with threat of activation. But I think draft might turn out so aggressive in Kaladesh that a pinger is not quite good enough. Although there's lots of servos, there's not many tempting creatures to play upside down, especially when you consider the an X/1 Fabricate should probably be used for counters if that player has seen any mountains.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Planeswalker Deck Lists
    I really really really want them to move the planeswalkers to "strong if they costed 1 less but weaker than every normal CMC" instead of "if they were to cost 2 less CMC still questionable". I think they are extremely concerned about volatile brick and mortar inventory and people getting excited about the planeswalkers in fits and starts for EDH or constructed Standard decks that focus on planeswalkers in order to blank creature removal. The CMCs are so excessively exaggerated.


    The other thing that stands out is that Nissa's 4 mana rampant growth isn't ramping into anything besides Nissa herself and the singleton Aethersquall Ancient(becoming able to play a 4 drop and 2 drop in the same turn because you passed up your opportunity to play a 4 drop definitely doesn't count). It seems like a design flaw for the planeswalker tutor to focus only/almost only on the planeswalker itself. In this case, the answer was so obvious and easy, to make it an energy gaining card.

    Given no other redesigning and no other reworking, it seems like you could knock 1CMC off Chandra and still have 100% faith and confidence that Flame Lash is more of the exclusive power and empty shelfing risk than Chandra.
    Posted in: The Rumor Mill
  • 1

    posted a message on "Trying to" get back into MTG "alone"
    Magic is one of the best activities in terms of allowing or disallowing as much social interaction as you want. If you try to give off the vibe that you're not in a chatty mood, you'll just get your attack declarations and priority passes. But if you try to strike up a conversation and your opponent is also willing you can have that too.



    I think might be particularly true for formal events (of any magnitude), since playing to meet people and playing for the prize packs are both valid interpretations of your motivation. At total zero stakes casual, I suspect people might try to engage you more frequently and persistently. I don't play lots of casual, but in the little that I played it's what I experienced and what seems logical.

    Magic seems like a way better platform for opt-in opt-out social interaction than, like, ballroom dancing. And definitely way ahead of zero/might as well be zero social interaction games like playing overwatch pubs from the couch or whatever.

    Of course, definitely try to drill down to your own motivations for playing and make sure you have enough interest to fully sustain that even if you don't make new friends playing the game. You very well might, but you might go also while without clicking with anyone, just like it's possible to draw a 7 land hand! Don't make a financial investment that might backfire. I am in a somewhat similar boat in uncertainty about whether my return to the game will turn out well, and am planning to make sure I start out with something like budget RDW and make sure I am smiling when I drive home from FNMs before bumping up my investment level. Fortunately for me, if that's your plan, Kaladesh is very much there for you.
    Posted in: Magic General
  • 1

    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Man, having a 0 mana answer to any one thing that doesn't lose you the game seems so healthy for a format, can they not just come up with a 0 mana counter that could make it through Standard without wrecking standard?
    Posted in: Modern Archives
  • 0

    posted a message on Deadlock Trap
    Facepalm
    Posted in: Limited (Sealed, Draft)
  • 2

    posted a message on Deadlock Trap
    Quote from kermass »
    Better, by a good margin.

    First, you can target Planeswalkers


    This is the Limited subforum.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Aetherflux Reservoir
    Quote from TetzaHexloq »
    Cloudstone Curio is a masterpiece so its there just very unlikely
    Oh, lol, went right over my head!
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Should they really fix a strong pump/creatures that double the effect of pump problem by banning all the pump that's any good? It seems to remove any hope of the fun limited combat tricks and combat math popping into constructed sometimes.
    Why not just ban the infect creatures? I mean, really having even fewer infect creatures is in keeping with their design and the idea that they are rare and special, and building a deck of them that is cohesive is more difficult in that way. They'd just become even more rare and special. The drawback of pump isn't supposed to be that there will never be enough functional reprints of pump, pump is evergreen.
    Posted in: Modern Archives
  • 0

    posted a message on Three more vehicles
    I wish I could stop comparing 5/4's to Woolly Thoctar Frown
    Posted in: The Rumor Mill
  • 0

    posted a message on Aetherflux Reservoir
    That's not in the format, but Aviary Mechanic is.



    You'd want to be looping 2 Aviary Mechanics off of eachother and it'd still be slow and sketchy and bad. But yeah drafting 6 Aviary Mechanics is going to be where you want to be.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Perfect Hand Magic League 47:01 - 2+1 Infinite Shadows over Innistrad - Hands posted, score your row now
    I calculated my win on the play being based on additional copy of Vampire Cutthroat being in my opening hand. I thought that was how this worked. My deck is reaaaally bad if it can't do that haha, and pretty likely doesn't win on the play even against Bronyaur without it.

    Posted in: Forum Magic
  • 1

    posted a message on Eldritch moon over/underperformers
    Anything involving double strike or first strike is pretty strong in this format because most boards naturally tend towards double block solutions with the P/T spreads.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Is EMN a Fast or Slow Format?
    Seems like with all the acceptable aggressive creatures available at 2-3 cmc, everyone will have access to an early board state. Seems like the BEST thing to do with that is use the nice, various falter and evasion options, but then some minority of pools and strategies will be using that to play the stall into bomb game.



    Based on spoilers to me it looks like a format where you want to be the curving out into a falter or charge, but you might get disappointed out of that and end up building a deck that triple blocks with 3 pikers so it can survive to rule the board with a 5/7 instead.



    I'm a below average player that hasn't played the proxy games yet.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Emerge viability in limited?
    Quote from DirkGently »
    Quote from NFLed »
    Most of the emerge cards seem very good to me, with the exception of the commons. Sacrificing a generic 3-drop to get just a bigger creature is similar to putting an enchantment on the 3-drop, which opens up to a 2-for-1, so I do not like that. However, the non-common ones have other effects which are much more than just making a big creature and those effects plus the big creature make emerge worth it if you are playing the color(s) for the card.
    Well, out of the uncommons, abundant maw seems simply horrible, the etb is so lame and the body is so easy to block well for the cost, I don't think I would ever want to play it. drownyard behemoth is probably my favorite, it should be pretty easy to set it up as removal and should get value pretty easily. If you sac a 3 drop you're paying 4 to either get a 5/7 and probably trade 3-ish mana creatures, and possibly better. Lashweed lurker also seems pretty decent, easier to set up but generally less powerful in effect imo, however being both colors makes it more niche. mockery of nature seems sideboard at best, it's so overcosted and if there's no artifacts or enchantments to blow up, you get absolutely wrecked. vexing scuttler could be good in the right deck, although considering the body you really have to be getting pretty good value of it I think for it to be great. If you have a good removal spell or something to get back, say murder, then that's pretty sweet, but if you only have a few, and especially ones that are easier to play around, then it might not be good.

    So overall, imo:
    abundant maw: D- I would never want to play this card.
    decimator of the provinces: C seems kinda niche, you basically need to win the game when this enters or it's not worth the games you'll never be able to cast it. Could be very good in the right deck, but totally unplayable in others.
    distended mindbender: B- In the situation where you play a 3 drop into this, it seems pretty insane. When everyone's in topdeck mode, it's pretty meh. Overall I think it'll be good.
    drownyard behemoth: B- Needs a little setup to be good, but for a defensive deck it should get value pretty easily.
    elder deep-fiend: C+ Everyone else seems to love this guy, but personally I'm not that impressed. Tapping down 4 permanents is neat, but sacking a creature is going to make it harder to get lethal, and it could also be a total whiff in terms of CA. You can still flash for blocking value, but you might just get blown out by removal.
    it of the horrid swarm: D+ Doesn't seem like enough value to want to play it. No matter what you're sacking, unless it's an enabler or a pacified creature, I don't think you can reasonably be worth it.
    lashweed lurker: C+ The body itself is merely decent, but the effect is pretty powerful. Minus points for being 2 colors.
    Mockery of nature: sideboard I don't ever want to mainboard this, it's just too awful if your opponent isn't playing artifacts or enchantments. Remember getting a 4/4 for 5 with the same effect, without sacking anything? Yeah, this card sucks.
    Vexing scuttler: C+ If you've got enough powerful instants or sorceries, this could pretty easily be quite powerful. On the other hand, some decks won't really be able to use it reliably, since it's super awful without getting something good back.
    Wretched Griff: C- One of my friends suggested a way of thinking of this card that I like: it's a split card between angelic gift and an overcosted cantrip flyer. My problem with this is that the latter is frequently going to be unplayable, and the former is only possible in the right circumstances. The other problem is the usual comparison of auras, namely that these creatures can't attack right away.

    So that's where I'm at right now. None of them seem super awesome, and a lot of them seem pretty bad, but there are a few decent ones.


    Abundant Maw is actually one of my favorites BECAUSE I think the mechanic is so bad. Seems like the only time I'd be willing to two for one myself is for the sake of playing a really bad Lava Axe, since Lava Axes are something you 2 for 1 CA yourself with anyway.



    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Emerge viability in limited?
    The arguments to make these emerge guys sound ok sound like "you either take 1 of these inconsistent emerge fatties, or you have no way to come out ahead on a stalled small creature board state ever."



    Isn't there plenty of answers in the set that can solve that problem more reliably? Savage Alliance, Vildin Pack Outcast, hard removal, Shrill Howler, Ulvenwald Captive... etc. There's 5 and six butts in the set that don't totally blow up in your face. I'm sure the emerge archetype will work if you get enough of the pieces, just like anything works if it is underdrafted enough at the table, but "take one of these for your normal deck" seems like a pretty hard sell to me for all but the highest quality emergers, if that.
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on A Clear House Rule for Those Who Like Casual
    Beginning of game, both players get to kick a free sadistic sacrament on eachother. They must preserve its original land-nonland ratio, rounded up.

    I think it'd be fun.
    Posted in: Magic General
  • 0

    posted a message on Is there a point for Legacy decks to be used for casual anymore?
    I second the folks who said, encourage proxies. A lot of EDH is about accessibility. Maybe even print out alpha duals and hand them out to encourage people to build a cool legacy deck.
    Posted in: Legacy (Type 1.5)
  • 0

    posted a message on What is "JOU"
    I googled it. I think they don't want to give the "Jin chess client" the free publicity. Can't have all the MtG players finding out about that new fangled chess game the kids are playing every Friday night these days.
    Posted in: Magic General
  • 0

    posted a message on Hearthstone Discussion Thread
    Quote from Derpa
    Lock HP is not the strongest by a longshot, its one of the best but others are stronger overall.

    Also its not sign in blood, since you only draw one card.


    It's Sign in Blood. You pay two mana, lose two life, and your handsize increases by one.

    Warlock hero power is the strongest. If you watch a high level aggro warlock fight a high level anything, the Warlock is going to use his hero power more times.

    The other hero powers shine a lot more in arena, because you don't have high quality cards to draw. It's like Ponder being banned in Vintage but a late pick in draft.
    Posted in: Other Card Games
  • 0

    posted a message on Hearthstone Discussion Thread
    Quote from Rodyle
    My point is more that I think that the sets of class-unique basics you unlock up to level 10 with each class is, as far as I see, somewhat unbalanced. For priests, for example, I cannot think of any card which is useless, apart from perhaps mind blast. Other classes however, for example warlocks, cannot really make a consistent deck easily using only their cards of up to level 10.


    Warlock is actually one of the more powerful classes using basic cards.

    The reason the level 1-10 cards for Warlock seem weaker than the average card is because the average Warlock card is weaker than the average card, by design.
    Warlock is the class with the strongest hero power, by a longshot. You get to Sign in Blood whenever the heck you want. Drawing cards is weaker in Hearthstone than it is in MTG, but that's still nuts. The way Warlocks are balanced with the other 8 classes with weaker hero powers is by giving the other 8 lots of powerful class specific cards, and keeping most of the Warlock specific cards on the weak side.
    Posted in: Other Card Games
  • 0

    posted a message on Dealing with playing against cards you behate
    Quote from Jermo48
    That has always been the way they were. Original Jace was almost completely unbeatable in limited in any game that wasn't a complete blowout and I've seen the first Gideon act as an eight turn fog+repeated removal in games that were already lost without topdecking him, even if they're less blatantly powerful in limited than Elspeth or Memory Adept. Mythics were never, ever an even remotely logical idea for limited. They should have been like tip cards/tokens. Extras that sometimes appear, but always with an actual rare, that you just keep if you open and can't play in limited (unless house rules want to let you).


    Jace Beleren was a completely unbeatable blowout in limited but Ajani Vengeant isn't worth mentioning?
    Posted in: Limited (Sealed, Draft)
  • 0

    posted a message on Is regeneration and/or protection too complicated?
    These mechanics are definitely overly confusing outliers. I would want to add auras to the list though. Doom Blade in response to Flight of Fancy is pretty unintuitive.
    Posted in: Magic General
  • 0

    posted a message on MTG and Tobacco
    I really hate it when the smokers are clumped so close to the door you practically have to knock them out of the way to go in and out of the building. I think good LGS's should require smokers to go out into the parking lot a decent distance so that you can get in and out of the building without exposing yourself to secondhand smoke.

    My rights begin where yours end, but I think the way society works right now tends to be tilted in favor of allowing smokers to infringe on the rights of nonsmokers. My right to use a public sidewalk without exposing myself to secondhand smoke supersedes your right to smoke in the particular spot. And my right to get a fair amount of break time at work whether or not I smoke.. don't get me started on that <expletive>
    Posted in: Magic General
  • 0

    posted a message on Hearthstone Discussion Thread
    Quote from Catmurderer
    Well. Im addicted to this.

    Any guides on how to make decks inexpensively and amass wealth?


    I saw one once, I forgot where it was.

    If you want to earn gold quickly, then you should play an extremely aggressive deck. It doesn't even have to be good, because you'll win roughly 50% of the time no matter what, the queue uses an elo based MMR. (you might lose a few at first until your MMR drops to the aggro deck's level. Or you might win a few at first.)
    You want it to win fast and lose fast too, at least, reach points where you can comfortably concede in a clear way. That lets you get the most games in to earn lots of gold.
    Best bet is Warlock Aggro, with Soulfire, the three 1 mana demons, and stuff it with all the little creatures you have. (Well, not too little, don't run more than 8 or 9 one drops).
    That's how I built my collection up quickly. It helps keep you in arena mode a greater %age of the time, which helps you focus on your arena skills and improve them.
    Posted in: Other Card Games
  • 0

    posted a message on The end of physical mtg..
    What a sexist/agist remark in the OP

    Spam warning issued. -Xen
    Posted in: Magic General
  • 0

    posted a message on Hearthstone Discussion Thread
    Sun cleric and Defender of Argus are saturating because they counter Hunter Combo, a very central deck in the meta. Without them any X/2 creature becomes worthless against Explosive Trap. With them, you can beat Hunters mass swarms since Explosive Trap is the only up-to-7 AoE they have.
    Amani Beserker and Raging Worgen have become very popular because they can attack into Explosive Trap and become enraged.
    This has less to do with structural flaws than an overly centralized meta that is probably changing soon.
    Posted in: Other Card Games
  • 0

    posted a message on Hearthstone Discussion Thread
    Quote from magac
    Well, I feel like I want to ask this.....

    Do any of you feel any case of rarity creep in Hearthstone? I know it feels somewhat redundant to ask that seeing that rarity creep is such a common happening in TCGs, including the previous WoW TCG, Magic, Yu-Gi-Oh, probably Vanguard etc, but I just want to know if you find any case where rarer cards are obviously better than common cards.

    Well, admittedly, balancing in online games should be easy to do, even it will bring out the torches and pitchforks, but eh, I'm waiting for reply here Smile

    Prophet Velen is strictly better than War Golem, and is the only card I've found in the whole game that is strictly better than another card. For a decent definition of strictly better.

    Bloodmage Thalos is legendary, and it bugs me that he is. He's a loot hoarder that has one less attack to get spell damage+1 instead, which is a very good exchange. He's miles better than Kobold Geomancer in any realistic spell damage deck.

    But, as a whole, Hearthstone is miles and miles less "rare creep"y than MtG. You're only allowed to have one copy of any legendary card, which balances out their low accessibility. In contrast, Magic the Gathering printed Vengevine at their highest rarity even though (or because?) it is stronger in multiples.
    Posted in: Other Card Games
  • 0

    posted a message on Hearthstone in beta - a golden age for CCGs?
    Quote from Tom the Scud
    Been playing it the last few days (BTW, there's now a Mac client); for my money, the best card in the game is the Priest 1-drop that draws you a card every time a minion is healed; very easy to draw cards off of it right away and force your opponent to drop removal on your 1-mana creature or else just get buried in card advantage.

    Managed to get my first 9-win result in the arena off of a Priest deck that had two of those little guys.

    I think Northshire Cleric is kind of like Jayemdae Tome or Azure Mage, not an unstoppable force in constructed but in limited repeated card advantage is really huge.
    Posted in: Other Card Games
  • 0

    posted a message on Hearthstone in beta - a golden age for CCGs?
    Quote from Dio
    I would suggest reading this arena guide.
    http://us.battle.net/hearthstone/en/forum/topic/9742094161
    One thing I don't like about the arena is that it's a booster draft but you don't keep the cards you draft. It would be really nice if we could keep them, because then we could disenchant them for dust.

    Also, I went 3-3 on my third arena playthrough, was really hoping to get three packs but it looks like you just get one pack, and gold and dust depending on how many wins you have.


    Not sure how this doesn't boil down to "Gimme more free stuff". The game is already a lot cheaper than MTG.

    After a lot of practice at arena I've been going infinite for a couple days (like, 9 runs). A large portion of the people in the arena are goofing off, so if you badly want cards, you can go spike and do pretty well.

    I speculate they'll up gold rewards on arena just a teensy bit more at open beta or release, but they've struck a pretty good balance right now. There has to be an incentive to shell out two dollars.
    Posted in: Other Card Games
  • To post a comment, please or register a new account.