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  • posted a message on [[RTR]] Azor's Elocutors
    My Two Mana:

    Azor's Elocutors 3 Rare
    Creature - Human Advisor
    At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.
    Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
    3/5

    Card in one sentence: Hybrid Azorius alternate win condition, delay to win.

    First off, this card drips with amazing flavor. Card name, creature type, counter name (filibuster!) and color (hyrbid blue and white) just make this card full of flavor.

    Alternate win conditions are usually enchantments, especially in Ravnica which is significantly more friendly to enchantments than other sets. But this one is a creature, which is interesting in itself, and it helps along with the alternate win condition as a nice fat ground blocker.

    Both blue and white AND Azorius have many ways to keep the opponent from dealing damage to the player. There is even a rare bodyguard card (Palisade Giant) that redirects damage from the player. But this card is quite slow. Once you play this card, you have to wait five full turns before you win, stalling out any damage that could come your way.

    To break this card, there are proliferate, double token effects, and extra turns that could be used to get the five-ibuster counters you need to win the game quicker.

    I don't see a deck build around this card that might be successful, if you delaying the game, why aren't you winning under other methods that aren't so fragile?

    In other formats, it's not so great. especially in multiplayer where if you get close, you can be sure to be the target of all the players out there. I expect just playing this card will make you the target.

    On the topdeck, It's a nice creature, and you and your opponent is in a standoff, it's a body and a clock.

    It just has to be stated. Azorius hates Vampire Hexmage!

    In summary: If there could be a definitive Azorius alternate win condition, it's this card.
    Posted in: The Rumor Mill
  • posted a message on [[RTR]] 4/5 Keyrunes and Dreg Mangler Art
    My Two Mana:

    Golgari Keyrune Uncommon
    Artifact
    : Add or to your mana pool.
    : Until end of turn, Golgari Keyrune becomes a 2/2 black and green insect artifact creature with deathtouch.


    Card in one sentence: Mana fixing/accel with extra rattlesnake.


    The Keyrune cycle is RTR's verison of the guild Signets from the original Ravnica set (as a reminder, the Signets are a casting cost artifacts that had ', : Add the guild's two mana colors to your mana pool', like for Golgari.) The accepted thought of the signet cycle after Ravnica was that they were a bit too good, offering ever color good fixing/acceleration in the two slot casting cost slot for any color. The keyrune look to be a "fixed" version of the signet cycle csot one more and are uncommon instead of the signet's common rarity.

    First off, there mana casting cost artifacts that are mana fixing/accel are fairly rare, and usually add any color mana. The three mana slot is quite full now in RTR, so this card has to compete with many other cards in the set.

    It doesn't appear that artifacts have a major role to play in the set, so I would expect that there is about as much artifact destruction as land destruction in the set. So it would be about as useful as a land in that case of general safety. Don't expect to treat the Keyrunes as man-lands, as they can be countered, bounced, and be shattered and subject to all artifact hate.

    The Keyrunes now complete the vertical mana fixing cycle for the RTR set. Common two-color CIPT lands, Uncommon Keyrunes, and Rare dual shocklands.

    Now for the body attached to the Keyrune, which can be treated like a man-land. (The creature type is an afterthought. especially in non-limited formats. Insect is a creature type that should not have much of an impact.) As for the body. a 2/2 with deathtouch is a wonderful blocker but not so much as an attacker, as any two power creature will kill it. It makes a great defender, but to do that you can't use the mana that the artifact taps for. It a good card for both green and black, as it more acceleration, and once you have accelerated out, it makes for a nice defender.

    On the topdeck, it's basically a 2/2 with deathtouch that might cause your opponent to forget about it, and make a mistake as it's an artifact and not always a creature. It makes for a great blocker as it can kill any creature without evasion.

    In summary: It's mana fixing/accel that is a useful blocker. Good Limited fodder, and very much in the flavor of black/green.
    Posted in: The Rumor Mill
  • posted a message on [[RTR]] 4/5 Keyrunes and Dreg Mangler Art
    My Two Mana:

    Izzet Keyrune Uncommon
    Artifact
    : Add or to your mana pool.
    : Until end of turn, Izzet Keyrune becomes a 2/1 blue and red Elemental artifact creature. Whenever Izzet Keyrune deals combat damage to a player, you may draw a card. If you do, discard a card.


    Card in one sentence: Mana fixing/accel, body on demand with looting


    The Keyrune cycle is RTR's verison of the guild Signets from the original Ravnica set (as a reminder, the Signets are a casting cost artifacts that had ', : Add the guild's two mana colors to your mana pool', like for Izzet.) The accepted thought of the signet cycle after Ravnica was that they were a bit too good, offering ever color good fixing/acceleration in the two slot casting cost slot for any color. The keyrune look to be a "fixed" version of the signet cycle csot one more and are uncommon instead of the signet's common rarity.

    First off, there mana casting cost artifacts that are mana fixing/accel are fairly rare, and usually add any color mana. The three mana slot is quite full now in RTR, so this card has to compete with many other cards in the set.

    It doesn't appear that artifacts have a major role to play in the set, so I would expect that there is about as much artifact destruction as land destruction in the set. So it would be about as useful as a land in that case of general safety. Don't expect to treat the Keyrunes as man-lands, as they can be countered, bounced, and be shattered and subject to all artifact hate.

    The Keyrunes now complete the vertical mana fixing cycle for the RTR set. Common two-color CIPT lands, Uncommon Keyrunes, and Rare dual shocklands.

    Now for the body attached to the Keyrune, which can be treated like a man-land. (The creature type is an afterthought. especially in non-limited formats. Elemental is a creature type that should not have much of an impact.) As for the body. a 2/1 with "looting" (draw a card and discard a card) is much more of a utility creature than an attack or blocker. If you can get the creature through, the looting is a bonus, but as an attacker or defender the Izzet Keyrune is incredibly poor. With just one toughness it will be useful to only chump block. The creature mode seems to be way to slow to be able to loot, as without other acceleration, you can only attack with this card on turn 4.

    On the topdeck, it's basically a 2/1 with looting that might cause your opponent to forget about it, and make a mistake as it's an artifact and not always a creature. Looting on the topdeck is incredibly poor as you have no cards to discard.

    In summary: It's mana fixing/accel that has a weak body attached. Good Limited fodder that needs other ways to draw to really shine.
    Posted in: The Rumor Mill
  • posted a message on [[RTR]] 4/5 Keyrunes and Dreg Mangler Art
    My Two Mana:

    Selesnya Keyrune Uncommon
    Artifact
    : Add or to your mana pool.
    : Until end of turn, Selesnya Keyrune becomes a 3/3 green and white wolf artifact creature.


    Card in one sentence: Mana fixing/accel, body on demand


    The Keyrune cycle is RTR's verison of the guild Signets from the original Ravnica set (as a reminder, the Signets are a casting cost artifacts that had ', : Add the guild's two mana colors to your mana pool', like for Selesnya.) The accepted thought of the signet cycle after Ravnica was that they were a bit too good, offering ever color good fixing/acceleration in the two slot casting cost slot for any color. The keyrune look to be a "fixed" version of the signet cycle csot one more and are uncommon instead of the signet's common rarity.

    First off, there mana casting cost artifacts that are mana fixing/accel are fairly rare, and usually add any color mana. The three mana slot is quite full now in RTR, so this card has to compete with many other cards in the set.

    It doesn't appear that artifacts have a major role to play in the set, so I would expect that there is about as much artifact destruction as land destruction in the set. So it would be about as useful as a land in that case of general safety. Don't expect to treat the Keyrunes as man-lands, as they can be countered, bounced, and be shattered and subject to all artifact hate.

    The Keyrunes now complete the vertical mana fixing cycle for the RTR set. Common two-color CIPT lands, Uncommon Keyrunes, and Rare dual shocklands.

    Now for the body attached to the Keyrune, which can be treated like a man-land. As for the body, the 3/3 wolf is a throwback to the Watchwolf from the original Ravnica set. It's a beefy creature, that has a revelent creature type (wolf) for Innistrad. It makes a good blocker and a good defender, and should be a bit more resilient with it's three toughness body than the other keyrune creatures.

    On the topdeck, it's basically a 3/3 that might cause your opponent to forget about it, and make a mistake as it's an artifact and not always a creature.

    In summary: It's mana fixing/accel isn't awful on the topdeck and can be both a good defender and a good attacker. Good Limited fodder.
    Posted in: The Rumor Mill
  • posted a message on [[RTR]] 4/5 Keyrunes and Dreg Mangler Art
    My Two Mana: Rakdos Keyrune

    Rakdos Keyrune Uncommon
    Artifact
    : Add or to your mana pool.
    : Until end of turn, Rakdos Keyrune becomes a 3/1 black and red Devil artifact creature with first strike.


    Card in one sentence: Mana fixing/accel, body on demand


    The Keyrune cycle is RTR's verison of the guild Signets from the original Ravnica set (as a reminder, the Signets are a casting cost artifacts that had ', : Add the guild's two mana colors to your mana pool', like for Rakdos.) The accepted thought of the signet cycle after Ravnica was that they were a bit too good, offering ever color good fixing/acceleration in the two slot casting cost slot for any color. The keyrune look to be a "fixed" version of the signet cycle csot one more and are uncommon instead of the signet's common rarity.

    First off, there mana casting cost artifacts that are mana fixing/accel are fairly rare, and usually add any color mana. The three mana slot is quite full now in RTR, so this card has to compete with many other cards in the set.

    It doesn't appear that artifacts have a major role to play in the set, so I would expect that there is about as much artifact destruction as land destruction in the set. So it would be about as useful as a land in that case of general safety. Don't expect to treat the Keyrunes as man-lands, as they can be countered, bounced, and be shattered and subject to all artifact hate.

    The Keyrunes now complete the vertical mana fixing cycle for the RTR set. Common two-color CIPT lands, Uncommon Keyrunes, and Rare dual shocklands.

    Now for the body attached to the Keyrune, which can be treated like a man-land. (The creature type is an afterthought. especially in non-limited formats. Devil is such a rare creature type that it can be freely ignored.) As for the body. a 3/1 First striker is not only a good attacker, but also a fantastic defender as a fair amount of creates in RTR are 3 toughness (which is actually LESS than other sets, as the fatty knob of RTR's creatures are turned up relative to other sets since so many creates are gold.) Rakdos as a guild is all about the offense, so it's Keyrune ending up being such a good control card could lead to someone trying to make some kind of BR control using this card.

    On the topdeck, it's basically a 3/1 first striker that might cause your opponent to forget about it, and make a mistake as it's an artifact and not always a creature.

    In summary: It's mana fixing/accel isn't awful on the topdeck and can be both a good defender and a good attacker. Good Limited fodder.
    Posted in: The Rumor Mill
  • posted a message on General age of MTG players
    I'm 36, going on 37 soon. Been playing magic casually since Alpha. I still buy a few boosters a set and play at work with others who play Magic also.

    The wife still thinks I'm crazy for still playing Magic. She doesn't play.
    Posted in: Magic General
  • posted a message on [M10] Dual Land Speculation Thread 2 (READ FIRST POST)
    I don't know if this hasn't been posted before, but all I can think that matches everything posted is one of the following:

    Discard-Land
    Land
    When ~ comes into play discard a card from your hand or ~ goes to the graveyard.
    Tap: add X or Y to your mana pool.

    RFG-Land
    Land
    When ~ comes into play RFG a card from your hand or ~ goes to the graveyard.
    Tap: Add X or Y to your mana pool

    The primary issue I see with this type of card is the fact that it's a really bad disadvantage, except for a narrow suitation (discard land with madness) and they are dead draws off the top of your deck when you have no cards in hand.

    I don't expect anyone to want either type of card... Hmm, this is tough.
    Posted in: Speculation
  • posted a message on [CON] Inkwell Leviathan & Soul's Majesty
    What I find so odd about the Leviathan is that's it's an artifact. Now I know that Esper is the plane of Artifice, but that also implies that someone engineered the Leviathan with Etherium (or what-ever-it-is).

    This isn't Mirrordin, and so I don't expect massive things like Leviathans to be artifacts because everything else is. I'll accept that random people, homunculus, and engineered animals are fitted with Etherium, but not massive creatures under the sea that are supposed to be rumored.

    And this isn't Ravnica. Some crazy Izzit (Izzet?) scientist didn't look at the leviathan and think, boy, you know what could make this massive beast thing better? More artiface!

    Artifact on the Leviathan to me is clunky, and is out of the scope of the plane. What, did it eat a bunch of modified fish and algae and grow artifact parts? Sounds too Mirrordin to me.
    Posted in: The Rumor Mill
  • posted a message on Makeshift Mannequin and the counter
    Warning: My wall of text crits you for over 9,000. Lots of text following.

    Makeshift Mannequin (aka MM) is an interesting card, but I see a lot of problems with the card, and the counter.

    Unlike the premier animation card Animate Dead which is an enchantment, MM is an instant. The problem with instants is that they go to the graveyard after resolution, and are not around in the game state to remind players that the card is still in effect.

    So, the counter is designed to be the in-game reminder that the instant remains. The text associated with the counter is:

    As long as that creature has a mannequin counter on it, it has "When this creatures becomes the target of a spell or ability, sacrifice it."

    Ruleswise, this effect bothers me. The intention appears to me to be 'the disadvantage of this resurrection card is that it dies when it is targeted.' But it's not written correctly. It appears that the counter AND the creature have modify the game state.

    First Clause: "As long as that creature has a mannequin counter on it" looks to me like the creature cares if the counter is on it. This effect, to me, seems wrong, as the only reflection of MM in the game state is the counter, and not the creature it was targeting. More on that later.

    Second Clause: "it has "When this creatures becomes the target of a spell or ability, sacrifice it."" also has problems, as it specifically mentions this creature. More on this later.

    So, lets assume 'Bob' is a creature targeted by MM and it is in play. I'll run through some suitations that seems to break MM's wording.

    Scenario 1: 'Bob' is a Licid, say Transmogrifying Licid. Bob's ability activates and becomes an enchantment targeting some other creature in play. The MM counter still exists on 'Bob', but will the ability activate when 'Bob' is targeted? Does the first clause care about 'that creatue' when it isn't a creature? Does the second clause care about the fact it isn't a creature anymore?

    Scenario 2: 'Ed', a creature, has the MM counter moved from 'Bob' to it due to some effect that doesn't target 'Bob', [Maybe 'Ed' takes all counters from cards in play and put them on itself]. Is the first clause broken, since it originally implied that 'that creature' which is 'Bob' doesn't have the MM counter on it, therefore the second clause does not apply to 'Ed'?

    I assume the counter should rules-wise be:

    'As long a permenant has this counter on it, it has "When this permenant becomes the target of a spell or ability, sacrifice it."'
    Posted in: Magic Rulings Archives
  • posted a message on Devoted Druid + Umbral Mantle + 2 mana = Infinite
    You need at least one extra colorless mana to start the infinite engine, You can only untap the Druid once before adding the +2/+2 from the Umbral Mantle.
    Posted in: New Card Discussion
  • posted a message on Devoted Druid + Umbral Mantle + 2 mana = Infinite
    The only problem is that the druid never gets any larger, due to the -1/-1 counters, you are stuck with a large creature with a nearly equal number of -1/-1 counters. That's why I thought that Fate transfer would be nice to move those -1/-1 counters off, giving you a very VERY large druid until the end of the turn.

    Once you remove the counters you could make infinite G mana...
    Posted in: New Card Discussion
  • posted a message on Devoted Druid + Umbral Mantle + 2 mana = Infinite
    While looking through the Turnabout deck, the first two cards in the deck came together to form an infinite combo...

    Devoted Druid + Umbral Mantle + 1 colorless mana = Infinite -1/-1 tokens and an creature with infinite power and toughness.

    Equip Umbral Mantle to Devoted Druid (costs 0 to equip). Then tap the Druid for G, untap the druid by adding a -1/-1 counter, tap the druid for another G, add one more colorless mana. You now have enough to untap the Devoted Druid via the ability from Umbral Mantal.

    The Devoted Druid is now a 2/4 creature with 1 -1/-1 counter. Now you go infinite.

    Tap the Druid for G; untap the druid via adding another -1/-1 counter, tap the druid for G (now have GG), untap the druid adding another -1/-1 counter, tap the druid for G (you now have GGG). Pay 3 and untap the druid via the Umbral Mantle ability.

    The Devoted Druid is now a 4/6 creature with 3 -1/-1 counters. repeat the above step until the cows come home.

    Now, the druid will die at the end of the turn with all those -1/-1 counters, so what can we do with the infinite -1/-1 tokens we can generate?

    So far I can think of using Fate Transfer to transfer off the -1/-1 tokens to another creature, and then you have an infinite/infinte creature to smash face with.

    Can anyone think of any other cards to use with this little combo?
    Posted in: New Card Discussion
  • posted a message on [LOR] Breakdown of Race/Classes
    Here is a rather simple chart of the races and the classes in the current Lorwyn spoiler. I am only counting creature cards, not tokens generated from any cards.

    ** represents no class, all shapeshifters are counted as no class. The left column is the class, and the top row is the races in the set.


    ............|Elem|.Elf|Faer|Gian|Gobl|Kith|Merf|Shap|Tree|*Tot
    .......-----|----|----|----|----|----|----|----|----|----|----
    ..........**|..13|....|....|....|....|....|....|..13|....|..26
    .....Advisor|....|....|....|....|....|...1|....|....|....|...1
    ......Archer|....|...1|....|....|....|....|...1|....|....|...2
    ....Assassin|....|...2|....|....|....|....|....|....|....|...2
    ......Cleric|....|....|....|....|....|...2|...1|....|....|...3
    .......Druid|....|...3|....|....|....|....|....|....|...1|...4
    .Incarnation|...5|....|....|....|....|....|....|....|....|...5
    ......Knight|....|....|....|....|....|...3|....|....|....|...3
    .......Rogue|....|...1|...5|....|...8|...1|...2|....|....|..17
    .......Scout|....|....|....|...1|....|...1|...1|....|....|...3
    ......Shaman|...8|...5|....|...1|...8|....|....|....|...6|..28
    .....Soldier|....|....|...2|....|....|...8|...3|....|....|..13
    .....Warrior|...5|...8|....|..10|...7|...1|....|....|...7|..38
    ......Wizard|....|....|...9|...1|....|...3|..11|....|....|..24
    .......-----|----|----|----|----|----|----|----|----|----|----
    .......TOTAL|..31|..20|..16|..13|..23|..20|..19|..13|..14|.169
    Posted in: New Card Discussion
  • posted a message on Transcendence and Rain of Gore
    What happens when my opponent has Transcendence (You don’t lose the game for having 0 or less life.
    When you have 20 or more life, you lose the game.
    Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.))

    and I play Rain of Gore (If a spell or ability would cause its controller to gain life, that player loses that much life instead.)

    Does the game immedately end in a draw?
    Posted in: Magic Rulings Archives
  • posted a message on Ravnica/9th/BoK/Sok/CoK spoiler/FAQ for iPod Notes (ALL UPDATED 9/23 at post #1)
    Quote from kaizer63 »
    I got the Rav spoiler. Directly on my computer where the text would be shows up as blocks.


    Get the Rav file from my website. That *SHOULD* be good. I've not gotten any complaints so far.

    And if you want to remove notes:

    1) Connect your iPod to your computer
    2) Go into your iPod via explorer, or your file browser.
    3) Go into your 'Notes' directory on your iPod.
    4) Remove the directory/ies for the databases. I use '<something> Card DB', or '<something> Card Database'

    You have removed the iPod notes from your iPod. Note, that notes are just text files in directories..
    Posted in: The Rumor Mill
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