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  • posted a message on Token Dice
    Final design now in my shop many good updates to it. Check them out https://www.etsy.com/shop/3rdAxisPrinting?ref=hdr_shop_menu
    Posted in: Magic General
  • posted a message on Token Dice
    Prices have been adjusted as I developed a way to make more at once
    Posted in: Magic General
  • posted a message on Token Dice
    16mm is only used because it's a standard and you can easily buy blanks in small quantities.

    I have done some inking and it has made it significantly easier to read but its time consuming for me to do for orders. But you always have the option yoirself
    Posted in: Magic General
  • posted a message on Token Dice
    these tap? you can put them on an enchant or equipment? you can use more then one dice? +1/+1 counters are always awkward unless you have the token, but ya paper tokens are pretty cheap. People including myself love dice and you can carry a handful of dice and have all you the tokens you need. but everyone is entitled to their opinion. These are mainly intended to replace people who uses just normal dice as tokens which can get pretty confusing in some game stats.
    Posted in: Magic General
  • posted a message on Token Dice
    Ya i increased font size as you can see on the new version (first tested on white and colorless). Also they can easily be filled with paint.

    It does seem redundant but if your playing a deck that produces both you'll want them separate as some cards buff one not the other
    Posted in: Magic General
  • posted a message on Token Dice
    Been designing these for a while finally had a appropriate machine and know how to make them effectively. Each dice has 6 unique sides with the most used tokens of that color. I just put them in my shop let me know what you think and maybe some suggestions to make them better. Keep in mind these are prototypes and feature many machine testing. the white and colorless dice feature the most refined settings and sizing.



    mindless self plug for more details https://www.etsy.com/listing/457798618/token-dice-16mm-great-for-mtg?ref=shop_home_active_1

    let me know your opinions!
    Posted in: Magic General
  • posted a message on Weird Reserve List Workaround Idea
    Quote from Valanarch
    Combo is very prevalent in Modern. Splinter Twin, Scapeshift, Melira Pod, and Kiki Pod are all tier 1. Living End is almost tier 1, and decks like Griselbrand Reanimator, Amulet of Vigor, Ad Nauseam, and Restore Balance are all playable. Storm was still playable until Scavenging Ooze came into the format and Eggs as very problematic for logistics (Think 4 Horsemen in Legacy). Legacy wasn't perfect at first. Modern has many problems, but we have only has 3 bans since 2011 and only 2 of those were due to power level. And yes, Modern's power level is much lower than Legacy's, but it never was meant to be Legacy. It is supposed to be a format for the people who want to play a nonrotating format, but don't want to deal with all of the broken stuff in Legacy.

    this guy gets it!
    as i said as the card pool grows the format will become better. ventually the gap between modern will be so finite that the only reason to pick one over another will be price and availability. dont gt get me wrong legacy is awesome but its getting to a point where prices will be too high for new players
    Posted in: Magic General
  • posted a message on Weird Reserve List Workaround Idea
    The ultimate fix to the reserve list is already in place....Modern, as moderns card pool increases its popularity will increases. eventually the reason to play legacy over modern will dissipate and modern wil' be the newlegacy
    Posted in: Magic General
  • posted a message on [Primer] UR Storm (5/2013 - 7/2014)

    Took the above deck to a modern FNM. Went 2-2 which is not spectacular but It was my first time playing it rather then gold fishing.

    Round 1
    Vengevine jund. 2-0
    Game 1 I turn 4 combo win
    Game 2 I mini storm 14 goblins in play turn 3 and then combo off turn 7 after stabilizing.

    Round 2
    Urzatron 2-1
    Game 1 I keep a 1 lander he turn 3 Karns killing my one land turn 4 I'm one mana short of combining off to win.
    Game 2 I have an insane hand. Burn at the stake turn 3 for 21 damage
    Game 3 he gets relic turn 1, I slowly craft a hand and he's playing very carefully around burn. Late game I combo off with burn and making 20 guys.

    Round 3
    Soul sisters 1-2
    Game 1 he gets a very fast start puts me to 9 by turn 3 and I'm dead next turn. I attempt to combo off as its my only resort I make about 15 tokens and wife for the win. Pass turn he drops elseth and swings with flyers.
    game 2 he turn 2's rest in peace I mini storm with Pyro manner making lots of dudes continue a wing for 8-10 a turn and eventually burning through 35 life.
    game 3 sooo...much..hate plus he goes up to 54 life I still had a chance with my 20 tokens. Then he plays tuned halo naming burned at stake.

    Round 4
    Urzatron 0-2
    Game 1 Karn until with Karn removed. I almost storm off for the win except desperate raving hit win con and I never drew a past in flames. Also did not know Pyroclasm is main board...
    game 2 mini storm but he plays 2 wormcoils...go

    Overall I have not had that much fun playing a tournament in a long time. The deck is very fun and very fast people were surprised by how consistent and resistant it was. My only doubts is desperate ravings because it cost me a game sort of.
    I feel if I learn the field more I will do better next time also fine tuning the side.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR Storm (5/2013 - 7/2014)
    Quote from Fluke32
    I think the main problem is that the deck lost most of it's allure after Seething Song went out. Battle Hymn might look good as an option to replace the former, but the thing is, people will just keep your REAL creatures out of the field. Theoretically speaking, w/ just Young Pyromancer and Goblin Electromancer as the only creatures people will expect UR storm to play, it's highly probably that opposing players will hit it w/ removal at first sight. Both will not stay on the field long enough to help power out a turn where you can play a souped-up Empty the Warrens.

    It also doesn't help Battle Hymn's playability when the main enablers for it are both 2cc. Not cheap enough to be played on the same turn you combo off.

    young pyro is not needed to go off either is goblin. obviously both help. the main engine for hymm though is krankos command and dragon fodder. these cards allow you to not rely on young pyro and can give you early threat. I have so far tested against splinter twin and had good results since sometimes i can beat them down with out actually comboing off. i have also tested against white weenie variant which is no challenge.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR Storm (5/2013 - 7/2014)
    so i recently put together a battle hymm storm deck, since it seemed rather fun. after reading this thread it seems like the right plan since the amount of graveyard hate that is main boarded. the question i asked is why is it not discussed more. i get playing creatures your more vulnerable to removal but the deck i made seems to do everything in one turn, after turn 3-4. or am i just missing something?
    Posted in: Modern Archives - Proven
  • posted a message on [M13] Dual Lands
    I doubt they will fit 5 guilds in a set of 274 cards considering they fit 4 in a set with over 400. My guess is guilds will ward into enemy shards in order to adda new flavor to ravnica and be able to fit a bit of each guild within the block. And guild need to reform anyways...
    Posted in: Speculation
  • posted a message on [RTR] 30 Extra cards.
    Quote from Aazadan
    And that deck routinely casts Ghoultree (a 10/10) on turn 4 and sometimes turn 3, yet it's still not a very good deck. Goyf being a 3/4 on turn 3 is pretty tiny in comparison. It also has a 5/6 flier on potentially turn 3 in Skaab Ruinator (though Ruinator really only shows up against control or as a way to limit the impact of Nihil Spellbomb).

    If standard is completely fine with a deck like that running around (and clearly it is since the deck isn't even tier 1.5) Tarmogoyf showing up isn't going to warp the format.

    Ya but ghoul tree is not consistent and you need to build around to get that 10/10 out by turn 3/4...goyf cost 2 and when in doubt is a 4/5, in this standard more likely a 3/4 because no fetch
    Posted in: Speculation
  • posted a message on [D13] Duels of the Planeswalkers 2013
    I can't wait for this I need someone to do between rounds or on a slow day at work/school.
    Posted in: The Rumor Mill
  • posted a message on The Helvault arrived at my friends store - HIGH FIVE TO OPEN IT
    Well I'm curious to bad I have a job and can't go...
    So someone open it early kthnx
    Posted in: Rumor Mill Archive
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