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  • posted a message on Misunderstanding Rules
    Quote from Warp
    Could you give some examples?

    The only one that comes to mind is that it gives the impression that spells are cast using lands (it completely lacks the notion of the mana pool, and there are zero non-land cards that would produce mana), and there's even a loading screen hint text that says things like "a cost of 2G requires three lands to play, one of which must be a Forest."

    Other than that, I can't think of other blatant inaccuracies...

    (Edit: Oh, another one is that it gives the wrong impression that damage reduces the toughness of a creature. However, this is only a visual inaccuracy. In terms of game mechanics, it handles it correctly.)


    I had a Sun Titan enter the battlefield, and target Arrest, or some equivalent Pacifism effect. When the trigger resolved, it didn't allow me to put the aura on my opponent's Invisible Stalker, despite the rules saying that I can.

    It's a very niche area of the rules, so I'm not surprised that DotP didn't allow it to work, but that was one of the most memorable rules mistakes I remember in the game.
    Posted in: Magic General
  • posted a message on [Deck] Junk-Whip
    They haven't changed how any Momentary Blink cards have worked with unearth effects, which is basically what the Whip is doing. It won't get changed just because of Obzedat.
    Posted in: Standard Archives
  • posted a message on Randomization
    Another option is to always play an 18th land. Assuming you're properly randomizing your deck (7-8 riffle shuffles, as was suggested earlier), sometimes you just need that extra land. It makes you more liable to flooding, but flooding is better than screw.
    Posted in: Magic General
  • posted a message on Question about drawing cards and responding to an ability
    Yes. Each player gets priority before every spell or ability on the stack resolves. After Griselbrand's ability resolves, you and your opponent would both receive priority with Path to Exile still being on the stack.
    Posted in: Magic Rulings Archives
  • posted a message on Satyr Hedonist
    Quote from Fraley
    Because clearly I said hes format breaking. Madcap skills is a 2 for 1 but it saw play. Saying this guy will see 0 play.... that's a bit wrong.


    Madcap Skills was also a four turn clock starting as early as turn 2. That damage potential sometimes outweighed the potential for a 2-for-1 in favor of your opponent. This card doesn't provide a four turn clock starting turn 2; it doesn't affect the amount of damage a G/R aggro deck could put forward, only causing card disadvantage for the same amount of damage output.

    This card could see play, but it doesn't look very strong at the moment. I guess we'll just have to wait and see if he has enough synergy to make him playable.
    Posted in: New Card Discussion
  • posted a message on 2 x Conjurer's Closet
    You can, but you would only get the effect once. When the first ability resolved, the "new" creature and the one you targeted are considered different instances of the same permanent, so the second effect would fizzle due to not having a legal target anymore.
    Posted in: Magic Rulings Archives
  • posted a message on [Promo] October FNM- Ghor-Clan Rampager
    Super disappointed by the flavor text. Seriously, I thought the only words the Gruul knew were "Eat!" and "Crush them!"
    Posted in: Rumor Mill Archive
  • posted a message on Archester: Frontier of Steam - DESIGN IS DONE! Starting Development - (Post 3821)
    I would like to mention that Smog of Corrosion, which was proposed on the last page, wouldn't affect planeswalkers the way you imagined it would. Placing the counter on a planeswalker is a cost to activate the ability, not a part of the resolution. So you would have to cast Smog before they activated their PW's ability, removing the 'gotcha' effect.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [[M14]] Xathrid Necromancer, Fiendslayer Paladin, Banisher Priest
    There seems to be a lot of hate for people who enjoy little combos regarding the updated Fiend Hunter. I remember building a Deadeye Navigator/Fiend Hunter deck in standard for awhile; it was a fun little rules interaction, I wasn't collecting the tears of newbs as I rubbed in how much of a better player I was because of my rules knowledge. I didn't know being a Johnny was the equivalent of being an egocentric know-it-all. Tongue

    I know I'm personally sad about the updated wording, but I'll be glad when I don't have to explain the confusing rules regarding the creature to anyone soon enough.
    Posted in: The Rumor Mill
  • posted a message on [M14] Awaken the Ancient
    The card is a five mana 7/7 with haste and no evasion... I don't think this will see play immediately, since Thundermaw Hellkite feels stronger imo. Once Theros rotates in, if RDW still needs to go big to win, I could see this being played.
    Posted in: New Card Discussion
  • posted a message on Deckbuilder's block
    Quote from SuperNovascotia
    If it has synergy's that make sense, Jace, Memory Adept in a mill deck for instance. To make him "live to tell the tale" (love the phrase btw) you need to protect him with either creatures,removal, or some kind of deterrent effect (Propaganda Teferi's Moat etc). If it seems like it has a place in the deck throw that bad boy in and see how he does. If it just isnt working out you should be able to tell pretty quickly.

    If you have never played with them before remember that you can activate them the turn you drop them and they go off at sorcery speed


    I would just like to make a quick note that most cards like Propaganda and Teferi's Moat will NOT protect a planeswalker. Players can still attack a planeswalker and, because it isn't defined as attacking you, they will not have to pay for the attack.

    However, some newer cards like Norn's Annex and Sphere of Safety do help with attacks against your planeswalkers, along with generic walls and whatnot.
    Posted in: Magic General
  • posted a message on [[GTC]] DailyMTG Previews 1/11: Aurelia's Fury, Serene Remembrance & Simic Keyrune
    Slightly disappointed at the lack of multiple creature types on the Simic Keyrune. Crab bear? Fish Ooze? Something?
    Posted in: The Rumor Mill
  • posted a message on Old Simic Ability.
    Quote from Tripp89
    Would it? I mean, I know it would take away Poisonbelly Ogre's effect... I guess I have just never had that orb, so I don't know any of the rulings for it.


    Graft says that "Whenever a creature enters the battlefield..." meaning that it's a triggered ability. So yes, Torpor Orb would stop Graft from triggering at all.

    On topic: I wasn't around for the original Ravnica, but none of them look powerful enough to see any major play (excluding Dredge). Proclamation of Rebirth is a card that's seen some play, and the B/W Haunt creature as a one-of in Melira Pod. Other than those, though, none of the mechanics seem strong enough to really build around very well.
    Posted in: Magic General
  • posted a message on Les Mis or playing with reds color pie
    Quote from 5colors
    I Fight With You 2RR
    Enchantment- Aura
    Enchant Creature
    Players who are not this cards owner can't take control of it.


    This effect just feels extremely narrow, and it has no uses outside of blue's control effects and red's Threaten effects. I think the effect could be added on to something else, but it does seem like something that could be in red's pie in my opinion.
    Posted in: Custom Card Creation
  • posted a message on [[SCD]] Lazav, Dimir Mastermind
    Lazav is bad in my opinion. I like my clones to etb/ltb and kill legends first, and attack second. Lazav is none of the former, and all of the later. Sure, you could mill an Eldrazi Titan and make it worthwhile, but it doesn't seem worth it imho. The inability to copy when he enters the battlefield is sorely missing.
    Posted in: Commander (EDH)
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