All users will need to merge their MTGSalvation account with a new or existing Twitch account starting Sept 25th. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
 
Lineage 2 Revolution DB
 
The Mysteries of Ixalan
 
Treasure Cruisin' with Miracle Grow
  • posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Quote from cfusionpm »
    If DTT is somehow game-breakingly busted, but Collected Company (which casts its cards for free) is totally fine, why not just print us a good blue card with comparable power to CoCo?


    I am intrigued by this. I don't totally disagree with it. I wonder what restrictions you could put on DTT to make it acceptable in the same way that CoCo is acceptable.

    Obviously, putting permanents directly onto the battlefield is a more powerful immediate effect than (shorthand) Scry 7 Draw 2. You have to take into consideration the fact that CoCo hits only creatures, and narrowly, CMC ≤ 3. CoCo is a card that you build around, whereas DTT does something you want it to do in any deck running blue.

    What if it said, "Look at the top seven cards of your library. You may reveal up to two instant or sorcery cards from among them and put them into your hand. Put the rest on the bottom of your library in any order"?
    Posted in: Modern
  • posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Having played original Affinity in Standard back during Mirrodin, I'm resisting the urge to laugh out loud at the idea of unbanning artifact lands. That is one conversation I never thought would pick up any steam here. Robots is (and has been) a staple in this format without artifact lands. Enabling actual Affinity in addition to the tools already available to Robots is absolutely a nonstarter in Modern, to put it gently.
    Posted in: Modern
  • posted a message on Temporary State of the Meta Thread (Rules Update 7/17/17)
    Somewhat of a catch-22, really. I understand the desire/need for strong control decks in the format, and Twin would bring some of those back to Modern. On the flipside, once it's unbanned, you can't justify running a URx deck without slotting Twin into it. It's not really a power-level problem but a diversity problem. The real question is how many people really care about that latter problem? Is it even a problem? I honestly don't know. SFM is often subject to similar criticism, and very few people argue that it isn't a safe unban.
    Posted in: Modern Archives
  • posted a message on Temporary State of the Meta Thread (Rules Update 7/17/17)
    It's surprising to me to see a bunch of people who were around when Punishing Fire was legal advocating for its unbanning. You saw it in action, and you still think it's ok? I sure don't.
    Posted in: Modern Archives
  • posted a message on Temporary State of the Meta Thread (Rules Update 7/17/17)
    Quote from NZB2323 »
    BBE is an 80 cent card that's worse than Coco, which fits into a tier 3 deck that would still have a bad matchup against a lot of tier 1 and tier 2 decks.

    To me this is the obvious unban. Players can easily pick up a play set and playtest, and there's buzz about BBE and Jund for the modern season.


    While I agree that BBE should be unbanned, I disagree that it's worse than CoCo. Sure it doesn't have Flash, but it never whiffs, and it can hit LotV, removal, etc.
    Posted in: Modern Archives
  • posted a message on {XLN} Ixalan spoiler discussion for Modern
    Field of Ruin is tempo neutral, it fixes your mana, and it doesn't have the 4-land requirement of Tectonic Edge. Ultimately, its activation cost is the same as tec edge because it replaces itself with an untapped land. Imho, it's close to being a strictly better tec edge, but it's difficult to evaluate it against GQ. Being tempo neutral is no insignificant detail, but then, neither is its activation cost and its inability to target basics.
    Posted in: Modern
  • posted a message on How much luck is involved in Magic?
    The ability to make the best decisions with the cards in your hand and on the board is a skill. Your ability to build or to choose a deck that performs consistently in a meta you've predicted is a skill. Your ability to adapt to the obvious variance involved in a game involving blind draws and dice rolls is, itself, a skill. Apart from that, a huge part of Magic is building decks and using the cards in them to reduce random chance as much as possible. There is no question that luck is an important, and actually fun and exciting at times, part of Magic. Working around it and within its limitations is what makes a good player. You'll always have bad beats, and there's no way to eliminate luck entirely, but skill will get the job done more often than not in large samples.
    Posted in: Modern
  • posted a message on How much luck is involved in Magic?
    Quote from MemoryLapse »
    So 77% chance of drawing the land if you do all the math. But on the fly there is no hard math to review before you make a decision. Like in poker, experts play by "feel". Keeping a 2 lander in hopes of drawing a 3rd land "feels" like a solid choice to me. The math makes it as close as you can get to a safe bet that you're likely to find in MTG. Is it a guarantee? No, but nothing is a guarantee.

    Now I believe that ktk is a good player and as such he should probably retract his earlier statement. IMO he just got a bad case of hindsight being an exact science.


    I don't think he was saying that keeping a 2-land starter is objectively a bad play, simply that it's silly to blame variance when a known possible—even somewhat likely—outcome happens (not drawing a 3rd land). If you're not acknowledging the existence of probability in your decisions based on draws, then that's on you. It is simultaneously a reasonable decision to keep a 2-land hand and a known risk.
    Posted in: Modern
  • posted a message on How much luck is involved in Magic?
    Don't forget you're expected to be playing someone who is similarly skilled. Should they lose 100% of the time with a marginally inferior deck?
    Posted in: Modern
  • posted a message on How much luck is involved in Magic?
    There are a lot of factors going into a game of Magic, and most of them are not probability based. Many of the factors that are probability based are mitigated by good deck building and the use of draw and filtering. It's pretty straightforward, really.
    Posted in: Modern
  • posted a message on Shaman Cycle
    Been a while since I've attempted to design a card, but for whatever reason I was inspired to make a Shaman cycle. I have difficulty gauging the relative power levels of cards, sometimes, particularly in the area of cost-to-benefit, so I'd like some help tweaking counters and activation costs, here. I would prefer to keep all of their ETB toughness at four (except for the red one) one way or another.

    Bonebinder – 2B
    Creature – Skeleton Shaman
    Deathtouch
    Bonebinder enters the battlefield with four bone counters on it.
    Bonebinder’s toughness is equal to the number of bone counters on it.
    1B: Put a bone counter on Bonebinder.
    Remove a bone counter from Bonebinder: Put a -1/-1 counter on target creature.
    2/*

    Clawbinder – 2G
    Creature – Bear Shaman
    Trample
    Clawbinder enters the battlefield with four claw counters on it.
    Clawbinder’s power and toughness are each equal to the number of claw counters on it.
    G: Put a claw counter on Clawbinder.
    Remove a claw counter from Clawbinder: Put a +1/+1 counter on another target creature.
    */*

    Bloodbinder – 2R
    Creature – Minotaur Shaman
    Haste
    Bloodbinder enters the battlefield with four blood counters on it.
    Bloodbinder’s power is equal to the number of blood counters on it.
    1R: Put a blood counter on Bloodbinder.
    Remove a blood counter from Bloodbinder: Bloodbinder deals 1 damage to target creature.
    */1

    Tidebinder – 2U
    Creature – Crab Shaman
    Hexproof
    Tidebinder enters the battlefield with four tide counters on it.
    Tidebinder’s toughness is equal to the number of tide counters on it.
    1U: Put a tide counter on Tidebinder.
    Remove a tide counter from Tidebinder: Target player puts the top two cards of his or her library into his or her graveyard.
    1/*

    Lightbinder – 2W
    Creature – Bird Shaman
    Flying
    Lightbinder enters the battlefield with four light counters on it.
    Lightbinder’s toughness is equal to the number of light counters on it.
    1W: Put a light counter on Lightbinder.
    Remove two light counters from Lightbinder: Exile another target creature, then return it to the battlefield tapped under its owner’s control.
    3/*
    Posted in: Custom Card Creation
  • posted a message on HOU (and the other less official ones lately. ) spoilers discussion for Modern
    As someone whose favorite card used to be Phyrexian Negator, I am overjoyed with Ammit Eternal. I think it likely that the drawback will make it mediocre, but I just can't help being excited about it. It's a cool design.
    Posted in: Modern
  • posted a message on HOU (and the other less official ones lately. ) spoilers discussion for Modern
    Quote from bizzycola »
    Quote from Raalic »
    Regarding Rhonas's Last Stand, Goyf dies to Fatal Push, too, and it can't be recurred with Snapcaster Mage. It's likely to be bigger than Goyf for a turn or two, as well. Its biggest drawback is that it's GG.


    I would think that double green and not getting to untap 4 lands off of a snapcaster would be the draw back. It just seems to leave you very open to getting blown out hard on the following turns, you snap this back and your opponent follows up with double push or push snap push and you are left with nothing and you don't get to untap 4 of your lands seems like a highly probable line of play in the current format


    Forgive me, I just play so many mana dorks in my decks that I tend to assume it's obvious you're going to need them to support this card. It's only good in a small handful of decks, and they'll have a tough time finding room, but it could shine there.
    Posted in: Modern
  • posted a message on HOU (and the other less official ones lately. ) spoilers discussion for Modern
    Regarding Rhonas's Last Stand, Goyf dies to Fatal Push, too, and it can't be recurred with Snapcaster Mage. It's likely to be bigger than Goyf for a turn or two, as well. Its biggest drawback is that it's GG.
    Posted in: Modern
  • posted a message on Modern Amonket discussion
    Quote from Lantern »
    Quote from ktkenshinx »
    Speaking of Bone Picker

    Couldn't you just activate the discount by also playing an X creature (Hangarback Walker Walking Ballista Endless One for zero, it dies then Bone Picker for one B mana?

    Not saying it is good combo, but it could work that way correct? (Sorry if it has been brought up already)

    This works but, as you suggested, it's a bad combo.

    Picker is not a good card. It's only Delver if you have a removal spell AND your opponent is playing creatures AND you cast the removal spell on your turn. Or, if your opponent blocks and loses a creature in combat. Or, you play sac creatures that no one is playing otherwise, relying on mini combos with individually weak cards that have low payoffs. Those scenarios are all highly conditional and underwhelming and won't typically work against many of Modern's best decks.


    Or you are an aggro deck and you attack. Hes not as reactive as everyone seems to beleive he is.


    Gotta agree with Lantern. Creatures are dying in combat left and right in aggro and midrange matchups. If no one is blocking (or removing) your creatures, then they're getting blown out anyway. Bone Picker's evasion makes it relevant after turn 2, and it wouldn't be the end of the world to occasionally hardcast it. I think it'll show up in some decks.
    Posted in: Modern
  • To post a comment, please or register a new account.