I've been wanting to get some input on this for some time now, but I haven't had a lot of people to tell. The format is 60 cards, and falls under one of the main formats (Standard, Legacy, Extended, etc.) but basic land isn't allowed. In place of it, you may place a spell on the field AS a land that gives one mana of any color needed to cast it. Non-basic land is allowed. Thoughts?
It only really works as a casual format, because once you become competitive, it's broken. Storm decks and mono red decks are wayyyyy too good with that amount of spell density.
I've been wanting to get some input on this for some time now, but I haven't had a lot of people to tell. The format is 60 cards, and falls under one of the main formats (Standard, Legacy, Extended, etc.) but basic land isn't allowed. In place of it, you may place a spell on the field AS a land that gives one mana of any color needed to cast it. Non-basic land is allowed. Thoughts?
Yeah as said, this is Duel Masters' system. Its coming back to the States over the Summer you should look out for it.
I prefer The Spoils resource system where you can play any card face down as a resource but it only adds colorless. That way you still need basic cards but you won't be as mana screwed.
In modern, legacy, and vintage, i'm pretty sure you storm kill them on turn 1 every time. In modern, maybe you need to untap if you draw your empty the warrens instead of grapeshot.
In standard... obviously standard would get a lot more powerful, but I'm not sure what the dominant deck would be. Might be interesting.
It could only last so long, though. A good deck would never lose to a worse deck, assuming players are equal. A good player would never lose to a bad player, assuming decks are equal. People don't like losing with their brews, and everyone but the best couple players would get sick of this format after getting slaughtered.
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I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
This "new" format is pretty much what the World of Warcraft Trading Card Game did, and is partly why I don't play it (ie. you may play a card face down from your hand and may tap it as a resource).
The Call of Cthulhu card game used a similar mechanic, too. There was a slight difference, however. Players had three Domains (think lands) that tapped for zero, but could remove cards from their hands to attach them to the Domain once per turn. Any number of cards could be attached to one Domain, but a tapped Domain could only pay for one card. So you could have a Domain that tapped for four and two that tapped for one.
It was a very fun game, but multiplayer was ridiculously slow.
In modern, legacy, and vintage, i'm pretty sure you storm kill them on turn 1 every time.
As someone who plays Vintage and Legacy extensively, I'm pretty sure you're wrong.
Otherwise, those formats would consist only of Storm decks - and the top four decks right now in Legacy are Blade Control, Maverick, UGr Threshold, and Reanimator; and the top four decks right now in Vintage are MUD, Snapcontrol, Mana Icorid, and Fish.
In both formats, Storm is capable of turn 1 kills - but hands like that are very, very rare. And hands that enable a turn 1 or turn 2 kill are usually so light on protection that even the least bit of disruption ruins their game plan.
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As someone who plays Vintage and Legacy extensively, I'm pretty sure you're wrong.
Otherwise, those formats would consist only of Storm decks - and the top four decks right now in Legacy are Blade Control, Maverick, UGr Threshold, and Reanimator; and the top four decks right now in Vintage are MUD, Snapcontrol, Mana Icorid, and Fish.
In both formats, Storm is capable of turn 1 kills - but hands like that are very, very rare. And hands that enable a turn 1 or turn 2 kill are usually so light on protection that even the least bit of disruption ruins their game plan.
What is hard to understand? Every combo deck becomes much more consistent. Legacy in the past has degenerated into only a few viable decks when there were overpowered strategies, this would push everything thats on the cusp to insanely broken.
What is hard to understand? Every combo deck becomes much more consistent. Legacy in the past has degenerated into only a few viable decks when there were overpowered strategies, this would push everything thats on the cusp to insanely broken.
I can only think of one instance where Legacy degenerated into only a few viable decks, and a lot of that could be blamed on Wizards for removing power level errata barely weeks before a Legacy GP, and thus not giving people enough time to practice and learn how to beat a particular card.
Legacy has always been the second most wide-open format in the game for the amount of viable decks in the format, second only to Vintage.
And I was not referring to this proposed "format." I was responding to the uninformed person who claims that Storm wins on turn 1 in Vintage, Legacy, and Modern in every game right now - which was dead wrong.
EDIT: I misunderstood the person I initially quoted. He was referring to the Eternal formats under this new "rule," not the Eternal formats right now. I apologize.
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I was driven from this once-great site by abusive mods and admins, who create rules out of thin air to punish people for breaking them (meaning the rule does not exist under forum rules) and selectively enforce the rules that are written on the forum rules. I am currently lurking while deleting 6 years and 2 months of posting history. I will return when ExpiredRascals, Teia Rabishu and Blinking Spirit are no longer in power.
I've been wanting to get some input on this for some time now, but I haven't had a lot of people to tell. The format is 60 cards, and falls under one of the main formats (Standard, Legacy, Extended, etc.) but basic land isn't allowed. In place of it, you may place a spell on the field AS a land that gives one mana of any color needed to cast it. Non-basic land is allowed. Thoughts?
World of Warcraft has a system like that. You just play the card upside down in your "resource pool" and then you tap your resources to play your champions, spells, and equipment. It isn't bad, but it would be interesting in an MTG sense since we have morph cards.
I've kinda given up on making a format of my own :/ it always seems like there's some other game/format that's exactly the same. Whatever, I'll probably start work on the TCG that I've been rolling around my brain. PM me if you want to hear. If there are enough people in support of it, I'll possibly make a forum devopted to development.
BEtched Champion/InfectB
WSoilders/knightsW
WUVenser SplicerWU
RRDWR
GFeed the Pack comboG
WUPool of ExhaustionWU
EDH
GEzuri, Elf OverrunG
BGeth, GraverobberB
UThada Adel, ThiefU
RUrabrask, Big RedR
WElesh Norn, CrusadeW
WUGAngus Makenzie, Bant ControlWUG
Extended
WGElvesWG
Legacy
RGoblinsR
UBGFariesUBG
UBGRaffinityUBG
Yeah as said, this is Duel Masters' system. Its coming back to the States over the Summer you should look out for it.
I prefer The Spoils resource system where you can play any card face down as a resource but it only adds colorless. That way you still need basic cards but you won't be as mana screwed.
In standard... obviously standard would get a lot more powerful, but I'm not sure what the dominant deck would be. Might be interesting.
It could only last so long, though. A good deck would never lose to a worse deck, assuming players are equal. A good player would never lose to a bad player, assuming decks are equal. People don't like losing with their brews, and everyone but the best couple players would get sick of this format after getting slaughtered.
(Also known as Xenphire)
It was a very fun game, but multiplayer was ridiculously slow.
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
As someone who plays Vintage and Legacy extensively, I'm pretty sure you're wrong.
Otherwise, those formats would consist only of Storm decks - and the top four decks right now in Legacy are Blade Control, Maverick, UGr Threshold, and Reanimator; and the top four decks right now in Vintage are MUD, Snapcontrol, Mana Icorid, and Fish.
In both formats, Storm is capable of turn 1 kills - but hands like that are very, very rare. And hands that enable a turn 1 or turn 2 kill are usually so light on protection that even the least bit of disruption ruins their game plan.
What is hard to understand? Every combo deck becomes much more consistent. Legacy in the past has degenerated into only a few viable decks when there were overpowered strategies, this would push everything thats on the cusp to insanely broken.
I can only think of one instance where Legacy degenerated into only a few viable decks, and a lot of that could be blamed on Wizards for removing power level errata barely weeks before a Legacy GP, and thus not giving people enough time to practice and learn how to beat a particular card.
Legacy has always been the second most wide-open format in the game for the amount of viable decks in the format, second only to Vintage.
And I was not referring to this proposed "format." I was responding to the uninformed person who claims that Storm wins on turn 1 in Vintage, Legacy, and Modern in every game right now - which was dead wrong.EDIT: I misunderstood the person I initially quoted. He was referring to the Eternal formats under this new "rule," not the Eternal formats right now. I apologize.
World of Warcraft has a system like that. You just play the card upside down in your "resource pool" and then you tap your resources to play your champions, spells, and equipment. It isn't bad, but it would be interesting in an MTG sense since we have morph cards.
I loved that game because of the lack of getting screwed/flooded (and for many other reasons but that was one.)
I'd love to play an old Jund deck like this