Quote from PVDDR »I knew he had Karn Liberated in his deck, because Kibler had complained about losing to it in every means of communication available
Quote from InlineWaiter »I'm fairly sure this works: make a land a plains and a mountain. Enchant it with the red and white genju. Animate it as the red one and swing. Put damage on the stack, then switch it to the white one. Gain 6, deal 6, and it has a 5 point butt.
Quote from phraseland »I don't think so...
Once damage goes on the stack the damage to be dealt is already determined. You can't just boost the creature either. Plus it doesn't remember the other creature and is suddenly a DEAD 6/1 creature that just dealt 2 damage (probably to a 3/3 that now survived)
Quote from Jedit, regarding Walls »"OK, lads, here they come! Move that Wall of Stone ... a-one, a-two, and a-THREE!"
Quote from dragyn_mage »
I think assaulting another player should have a range of penalties. (A light slap is a game loss, a kick in the nuts is a DQ, ghetto-stomping someone is a Ban for Life.) There could be article all about it, like "when to mulligan"
Quote from Einstein »Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!
Quote from Nietzsche »
The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently.
Quote from Nushio »Wrong.
Damage on stack, activate switch ability, and it survives.
Same theory as Myr Quadrapod.
Quote from Qetu »More like 3 life (Overgrown Estate).
I so wish this would have been a 3/4
Quote from Wildfire393 »Lets see... worst of the man-lands by far. Black works in MBC, red in sligh, blue in control/landstill/or even blueskies, and the green is a powerful stompy creature for green beats. This however, has no practical applications. Not convinced? Let's try comparing them to the old man-lands:
Treetop Village (arguably the best) + +1/+1= very good.
Fairy Conclave (the other really good one) also gets +1/+1= very good
Spawning Pool (very weak before) -regen + +1/+1 + shade ability = very good
Ghitu Encampment (decent before) -first strike + +4/+0 = very good (most improved IMO)
Forbidding Watchtower (Worst before) + +1/+0 + spirit link = still crappy
Quote from Uber Moogle »Anybody who hasn't played CoK limited doesn't know the power of having 4+ toughness. This stops all commons in CoK (save Moss Kami) cold.