Happens every release doesn't it? You're sure about what a card is or does and then go to play it and... zOMG! they printed THAT?
For DGM, even though it's been discussed in another thread, I got caught off guard by drown in filth. Until I played it yesterday in a 3xDGM draft, I was 100% sure it was an enchantment. Sorcery?!? Really? If at least they made it an instant... I got lucky that I drafted supporting cards (the draw 2 / mill 2 and rot farm skeleton).
Oh, and the skeleton. Only after deck building did I realize it can't block. At least it's still an okay card, but with only 1 toughness, it becomes quite a lot worse.
I don't think I misread any cards this time around, but lots of people apparently fired off instant speed Phytobursts without having their opponents correct them...
I don't think I misread any cards this time around, but lots of people apparently fired off instant speed Phytobursts without having their opponents correct them...
Haha! Not me. Was on top of that nonsense. And I enjoyed getting puzzled looks when I played it before combat.
Are sorcery speed combat tricks bad? Yes. But you work with what you got in Sealed. 3x Burst in a Jund Aggro deck. Tracer into Burst, Cackler into Burst, Chainwalker into Burst. Did work. But I don't advocate this card in a draft environment outside of some combos. Like Armed/Dangerous, Slime Molding, etc.
It's not so much that they don't read it, so much as they do not understand what that first line of text means. Whether it is people pushing an evolve creature to one side with Runner's Bane on it and not bothering to put counters on it, or simply not realizing their enchantment that boosts power would knock it off, I've seen so many misplays.
A card I misread when skimming the spoiler was Carnage Gladiator. I've seen it in play now and it's reeeally good... because it doesn't say "whenever a creature blocks Carnage Gladiator". That would be almost fair!
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<Limited Clan>
It's not so much that they don't read it, so much as they do not understand what that first line of text means. Whether it is people pushing an evolve creature to one side with Runner's Bane on it and not bothering to put counters on it, or simply not realizing their enchantment that boosts power would knock it off, I've seen so many misplays.
I don't think it falls off. Due to timestamps. It's not like it would fall off if you used Giant Growth. So why would evolve work any different.
It falls off. Runner's Bane can only legally be attached to creatures with power 3 or less. If the object it's enchanting stops being a creature or has its power become greater than 3, Runner's Bane falls off just as it would if the enchanted creature had gained protection from blue. Timestamps aren't involved.
Edit: Oh, to clarify: giant growth on a creature enchanted with Runner's Bane will cause the enchantment to fall off (assuming the creature had at least 1 power otherwise).
All sorts of things knock it off... had an opponent Runner's Bane my turn-2 Kraul Warrior last weekend. Was a nasty surprise several turns later.
Yeah runners bane is pretty bad removal. You know what they say though, bad removal is better than no removal.
I beg to differ. Runner's Bane is actually quite good in this format. There are not nearly as many creatures as you think that have evolve in this format. While there is a spell to add counters to a creature, Runner's Bane still serves its purpose fairly well in draft.
I had 2 in my draft last friday, and they did solid work for me. I believe alot of that is because people didn't know how to interact with them, not because they are great removal. There are a number of times when games would have been much different if my opponents knew an enchant or scavenge would remove it.
***EDIT*** Nevermind, I see that you are writing about triple dgm and not DGR drafts, in which case they are better (there is a horrible dearth of removal in that format)
Here is a bonus question. When people misread their cards or thought they did something else, did you let them take it back? I usually don't unless it was something SUPER SMALL and I know the guy. Even then it's like .01% that I let it pass.
Pashowned : If they are a new player I always let them take back their moves. I will also always go back with them after the match and show them different lines of play and offer suggestions. The very rare game that I lose to a new player is more than made up by encouraging new players to play more and enter the gaming community.
Here is a bonus question. When people misread their cards or thought they did something else, did you let them take it back? I usually don't unless it was something SUPER SMALL and I know the guy. Even then it's like .01% that I let it pass.
I tend not to, unless they're a much younger player. I'm more than happy to talk with them about how to more strategically use their cards after the match is over, and if they start to do something and quickly change their minds, then I might allow them to take a different action, but if they are sure it does one thing when it does another, I will expect them to stick to their decision.
Here is a bonus question. When people misread their cards or thought they did something else, did you let them take it back? I usually don't unless it was something SUPER SMALL and I know the guy. Even then it's like .01% that I let it pass.
If the game rules don't allow something to happen, it has to be taken back.
And I always extend every courtesy I can to my opponents, including reminding them that they have to untap first, then do their upkeep, then draw. I make it a point to tell them this because newbies (and some returning players who have been away for a long time) ALWAYS draw the card first and I let them know that in a major tournament event, that would be an instant game loss if their opponent felt like calling them out on it.
In my own words, "I'm a nice guy but I'm the only nice guy. If you like winning, don't make dumb mistakes, because other people will use that opportunity to steal a win."
Hired Torture only lets you SEE a card in your opponents' hand at random, not discard it.
Aha! Didn't the fact that this would be the most powerful common of the set, first-pickable over anything except instant-speed removal and absolute bomb tip you off?
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For DGM, even though it's been discussed in another thread, I got caught off guard by drown in filth. Until I played it yesterday in a 3xDGM draft, I was 100% sure it was an enchantment. Sorcery?!? Really? If at least they made it an instant... I got lucky that I drafted supporting cards (the draw 2 / mill 2 and rot farm skeleton).
Oh, and the skeleton. Only after deck building did I realize it can't block. At least it's still an okay card, but with only 1 toughness, it becomes quite a lot worse.
Haha! Not me. Was on top of that nonsense. And I enjoyed getting puzzled looks when I played it before combat.
Armed/Dangerous, Pythoburst. Game 2? Muhahahaha.
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(I don't think the card is particularly playable)
Are sorcery speed combat tricks bad? Yes. But you work with what you got in Sealed. 3x Burst in a Jund Aggro deck. Tracer into Burst, Cackler into Burst, Chainwalker into Burst. Did work. But I don't advocate this card in a draft environment outside of some combos. Like Armed/Dangerous, Slime Molding, etc.
How you should approach every game of Magic.
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It's not so much that they don't read it, so much as they do not understand what that first line of text means. Whether it is people pushing an evolve creature to one side with Runner's Bane on it and not bothering to put counters on it, or simply not realizing their enchantment that boosts power would knock it off, I've seen so many misplays.
Since it was an Event, I said nothing, but my mind was boiling.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
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I don't think it falls off. Due to timestamps. It's not like it would fall off if you used Giant Growth. So why would evolve work any different.
Need clarification.
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Edit: Oh, to clarify: giant growth on a creature enchanted with Runner's Bane will cause the enchantment to fall off (assuming the creature had at least 1 power otherwise).
All sorts of things knock it off... had an opponent Runner's Bane my turn-2 Kraul Warrior last weekend. Was a nasty surprise several turns later.
I'm pretty sure it does fall off as a state based effect, any time the power > 3.
Similar to Glimmerdust Nap falling off as soon as the creature is untapped.
EDIT: Yikes, everybody pile on Pseudofate!
Don't worry Pseudofate, we still love you. No state-based action will ever cause you to become unattached from our hearts.
Well, except the legend rule. That has kind of a weird interaction with our feelings.
Yup. Insta-Sig'd
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I beg to differ. Runner's Bane is actually quite good in this format. There are not nearly as many creatures as you think that have evolve in this format. While there is a spell to add counters to a creature, Runner's Bane still serves its purpose fairly well in draft.
New to Commander? Read the Above article.
***EDIT*** Nevermind, I see that you are writing about triple dgm and not DGR drafts, in which case they are better (there is a horrible dearth of removal in that format)
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I tend not to, unless they're a much younger player. I'm more than happy to talk with them about how to more strategically use their cards after the match is over, and if they start to do something and quickly change their minds, then I might allow them to take a different action, but if they are sure it does one thing when it does another, I will expect them to stick to their decision.
Draft my cube! (630 cards)
If the game rules don't allow something to happen, it has to be taken back.
And I always extend every courtesy I can to my opponents, including reminding them that they have to untap first, then do their upkeep, then draw. I make it a point to tell them this because newbies (and some returning players who have been away for a long time) ALWAYS draw the card first and I let them know that in a major tournament event, that would be an instant game loss if their opponent felt like calling them out on it.
In my own words, "I'm a nice guy but I'm the only nice guy. If you like winning, don't make dumb mistakes, because other people will use that opportunity to steal a win."
Aha! Didn't the fact that this would be the most powerful common of the set, first-pickable over anything except instant-speed removal and absolute bomb tip you off?