- BetweenWalls
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Member for 12 years and 25 days
Last active Tue, Jan, 26 2021 22:12:40
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Nov 29, 2013BetweenWalls posted a message on All about the ProxiesIn my experience, a major reason people groan about proxies is because those proxies look terrible. (ie writing on a notecard) I think I'm fortunate to play with people who recognize that financial limitations can undermine gameplay, and mature enough to accept proxies, even if they don't particularly care for them. As a proponent of proxy use myself however, I try to always use color-printed ones. My gameplay experience suffers from boring black-and-white cut-outs, or the infinitely worse illegible-scrawl-on-basic-land style proxies.Posted in: Jaxck Blog
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Sep 20, 2012BetweenWalls posted a message on Magic psychological profiles, and me.I've included some links in my house-ruling thread; here's the relevant info:Posted in: 1-800-cyanide line
Psychographic Profiles (Timmy, Johnny, Spike & Others)
Similarly to the idea of 'casual' gaming, many players are unaware of the specific types of motivation they and others have, or how that can help them. There are many explanations for how our brains work with regards to motivation, and that's because our brains are incredibly complicated. These 'psychographic' profiles, or archetypes, provide a visualization of the psychology behind the player.
Timmy enjoys the act of playing. (power, social, diversity, adrenaline)
Johnny wants to express something. (combo player, offbeat designer, deck artist, uber)
Spike wants to prove something. (tuner, innovator, analyst, nuts & bolts)
Bartle is another potential psycho-graphic profile that intersects the others (manipulator, achiever, explorer, socializer)
Vorthos judges cards on how they make him feel. (intuition)
Melvin judges cards on how they make him think. (sensing)
Timmy, Power Gamer is a really unfair stereotype of timmies. The links go into more detail, but it sounds like you could primarily be classified as a 'social gamer'. Unless you don't play the game for any of those 3 major reasons, (why do you play?) you'll probably fit in somewhere.
Vorthos & Melvin aren't actually psychographic profiles in the sense that the others are. They're based on what one cares about, not why they play.
I've been wanting to update this section of the thread, so I'm no reading about Bartle Types & Keirsay Temperaments, as well as MBTI classifications. It seems to me that in addition to the three primary player archetypes, (timmy, johnny, & spike) one more archetype is missing... and it'd be a mixture of johnny & either of the other 2. Still reading; this stuff is quite interesting. -
Sep 16, 2012BetweenWalls posted a message on [Pauper][EDH] Colorless Insanity with Plague MyrPauper EDH rules disallow rares of any kind. In place of the regular requirement for a legendary commander, any non-rare creature is allowed. Finally, the other 99 cards must be common. All other rules are the same.Posted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
I'll add these rules to the post above. -
Sep 5, 2012BetweenWalls posted a message on [152][Type 4][Budget] ╠ Stacked Between Walls ╣ Feedback WelcomeWow, that really is a stack! How do you keep yourselves from knocking it over?Posted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
Thanks for the list! Here's some info I gathered after scanning it.
Your list contains 2 Graceful Reprieve, 1 being in the blue section.
- Transcendant Master (Transcendent Master)
- Sakashima the Imposter (Sakashima the Impostor)
- Mikaeus the Unhallowed (Mikaeus, the Unhallowed)
- Sheltering Wind (Splintering Wind?)
- Tracker's Instinct (Tracker's Instincts)
- Crown of Ages (Crown of the Ages
- Miser's Cage (Misers' Cage)
- Platinum Empirion (Platinum Emperion)
- Forbidden Watchtower (Forbidding Watchtower)
- Slayer's Stronghold (Slayers' Stronghold)
- Aether Mutation
- Aeon Chronicler (maybe?)
- Agonizing Demise
- Altar of Shadows
- Angel of Salvation
- Angelic Arbiter
- Arbiter of Knollridge
- Argentum Armor
- Autochthon Wurm
- Backlash
- Bane of the Living
- Bant Charm
- Bituminous Blast
- Bloodfire Colossus
- Bosh, Iron Golem
- Call to the Grave
- Chancellor of the Dross
- Chromeshell Crab
- Conquering Manticore
- Counterlash
- Crib Swap
- Crime // Punishment
- Crosis's Charm
- Death by Dragons
- Death Mutation
- Desolation Giant
- Double Negative
- Dread Return
- Dromar's Charm
- Enlisted Wurm
- Esper Charm
- Faerie Trickery
- Feudkiller's Verdict
- Flowstone Slide
- Gravedigger
- Hateflayer
- Hindering Light
- Honden of Seeing Winds
- Hour of Reckoning
- Hoverguard Sweepers
- Jund Charm
- Killer Instinct
- Krosan Cloudscraper
- Leyline of Anticipation
- Lost in the Mist
- Lunar Mystic
- Lurking Predators
- Minion Reflector
- Mold Shambler
- Moonsilver Spear
- Mystifying Maze
- Naya Charm
- Orim's Thunder
- Parallectric Feedback
- Phyrexian Ingester
- Planar Cleansing
- Plated Slagwurm
- Prophetic Bolt
- Punish Ignorance
- Quicksilver Gargantuan
- Redirect
- Relic Crush
- Return to Dust
- Reverberate
- Rise from the Grave
- Rith's Charm
- Rush of Knowledge
- Savage Twister
- Soul Manipulation
- Soulscour
- Spell Crumple
- Sphinx of Lost Truths
- Spin into Myth
- Spinal Embrace
- Sudden Death
- Swift Silence
- Syphon Mind
- Tower of Calamities
- Treva's Charm
- Tyrant of Discord
- Unmake
- Vanishment
- Vengeful Rebirth
- Violent Ultimatum
- Voidmage Apprentice
- Voidmage Husher
- Voidmage Prodigy
- Volition Reins
- Wickerbough Elder
- Wild Ricochet
That leaves over 1600 cards that I either don't have or haven't considered. (I just copied all of the cards, ignoring whether you're using them currently or not) With these posts having a limit of 10,000 characters, I can't even come close to putting them here! It's going to take some time to look through them...- Annihilate
- Arashi, the Sky Asunder
- Archaeomancer
- Befoul
- Belfry Spirit
- Binding Grasp
- Blood Feud
- Boros Fury-Shield
- Brittle Effigy
- Cackling Counterpart
- Captain's Maneuver
- Cauldron Dance
- Cessation
- Chastise
- Cruel Revival
- Defender of Chaos
- Discombobulate
- Dismiss
- Divine Offering
- Dominate
- Dream Fracture
- Dregs of Sorrow
- Etched Oracle
- False Prophet
- Fervent Denial
- Flash Conscription
- Gallantry
- Gaze of Adamaro
- Heroes Remembered
- Hunting Pack
- Jiwari, the Earth Aflame
- Kalonian Behemoth
- Krosan Colossus
- Last Word
- Mage Slayer
- Metathran Aerostat
- Miraculous Recovery
- Molder
- Myojin of Seeing Winds
- Mystic Melting
- Necrotic Ooze
- Opportunity
- Overwhelming Intellect
- Pelakka Wurm
- Plague Boiler
- Prahv, Spires of Order
- Putrefy
- Quicksilver Dragon
- Rain of Thorns
- Ray of Distortion
- Refresh
- Reiterate
- Restrain
- Root Elemental
- Saltblast
- Searing Wind
- Shapesharer
- Shining Shoal
- Shivan Meteor
- Sickening Shoal
- Sorin's Vengeance
- Soul Foundry
- Spiritualize
- Stormscape Battlemage
- Suffocating Blast
- Summoning Trap
- Sunscour
- Symbiotic Wurm
- Syphon Flesh
- Take Possession
- Thalakos Seer
- Thicket Elemental
- Tidal Kraken
- Torrent of Souls
- Treacherous Urge
- Unburial Rites
- Urza's Factory
- Wall of Blossoms
- Winding Wurm
- Word of Seizing
- Yavimaya's Embrace
- Yore-Tiller Nephilim
We play without sleeves, so I've been avoiding the more expensive cards. I am considering making some proxies if I ever get access to a decent printer, but that ink is expensive anyway! - Transcendant Master (Transcendent Master)
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Aug 30, 2012BetweenWalls posted a message on Raul, Zendikar TerramancerRaul's second ability seems like it should put the lands into your hand instead of into play. I can't imagine when I'd use his ultimate otherwise, as the first two are enough to consistently empty my hand of lands. I imagine he'd also be much better at a lower cost (and perhaps lower starting loyalty & lower + ability) because he'd be able to ramp you much earlier. What are you ramping into with a 6 mana Explore?Posted in: Raikou Rider Blog
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Aug 12, 2012BetweenWalls posted a message on EDH, Degeneracy, & A New Ban List for Austere Play@ BitsyPosted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
The list wasn't intended to specifically be for 1v1 or multiplayer, much like the current 'official list'. I'm not sure that 1v1 has much with regards to politics, but, as EDH seems to be designed more so for social & multiplayer games, that's likely what this list is skewed toward. The watch list isn't something that necessarily need be on any player's radar, but is rather just there for myself and others interested in creating a ban list or house rule.
Your Rofellos example is an excellent one; As the game is now, many cards that could be too powerful in 1v1 have less of a chance of dominating a game in multiplayer due to the multiple players being able to 'gang-up' on the stronger player. This doesn't reduce the degeneracy of these powerful cards; It merely provides a safety net for them. This is not a good reason to have them banned in one game type but not the other. Barring circumstances especial to the number of players, if a card is overpowered in 1v1, it really shouldn't be played in multiplayer either, unless the goal is to provide the highest level of power possible without ruining the game.
Bribery is on the list above, under the tutoring section. You're absolutely correct about them varying based on your opponents' decks, but they do both still tutor a group of cards that your deck wouldn't otherwise even have access to. Creatures seemed like a more powerful target in general for 5 mana, which is why included one but not the other. I have a similar mindset regarding Blatant Thievery. It's one card that would have a variable effect based on the number of players, (so possibly banned in multiplayer but not in 1v1) but can often be very strong if the meta-game allows it. I'd definitely consider Insurrection before it though.
@Psycho5150
You might ask the same about the current list. Does your playgroup use that? By all means, continue with what you're doing if that's working for your playgroup. I've had fun in EDH without a banned list, with the official list, with house rules, without a few cards that some simply didn't want to play with at the time, and even without rares, or cards from the 'Top 50 list'. In this list, I'm attempting to create something that more closely resembles what EDH was originally about while keeping the number of banned cards to a minimum. -
May 6, 2012BetweenWalls posted a message on You know...Thanks for the intro, stranger. Glad you've found what you have.Posted in: Zephynoir Blog
Love,
Another stranger - To post a comment, please login or register a new account.
This, to me, is the most exciting counterspell at 2U in this thread. Maybe I just think people play nonbasics too often, but it actually feels fair with this drawback. I still wouldn't play it, (3 mana is generally too much for a counter in my decks) but that may be because I don't know why I would want to splash for a 3 cmc counterspell when I could just use the often superior Mana Leak.
I thought soft counters could be stopped somehow. (as per mana leak) This doesn't hit instants, but it seems like it counters everything else fine at 3 mana. Since it can't hit anything with instant-speed, there should only be one spell on the stack prior to casting this, so I think some confusion could be avoided if it was worded thus:
Let Me Think About It... 1UU
Instant [Uncommon]
Look at the top 3 cards of your library. You may scry 2, then draw a card. If you don't, counter target non-Instant spell without flash.
"Just a moment. I should consult my library before deciding. You can't rush greatness!"
This next one has a mechanic that I've always been interested in. Spell control. It only exists on one card as far as I know - Commandeer. It seems like a very blue ability, and does have inherent advantages and disadvantages compared to countermagic... but has the possibility of being quite strong. Any ideas for making it playable?
Mindmeld 1UU
Instant [Rare]
The controller of target spell may scry X where X is its converted mana cost. Gain control of that spell. You may choose new targets for it.
"Excellent work. I'll take over from here."
Except for the fact that it can't be paid for by colorless mana, yes. That detail probably doesn't matter much unless colorless spells (and mana generation) play a larger role than they do now. Certainly not something for the core sets.
I like the options on this, though the first sentence is a little weird and it is quite powerful, like you said. I typically don't run any 3 cmc counterspells now, but I would definitely consider this one, even at a more appropriate cost of 1UU.
Also, whoops on Interrupted Channel. It seems to be a near copy of Rethink. I'm getting away from the broad power of countermagic with this next one. The more I consider it, the more narrow it appears. I think I may right up a short guide to the colors to remind myself which abilities are present in each one. Make sure I'm not forgetting anything.
Sway of Wills UU
Instant [Uncommon]
Gain control of up to 2 target creatures with converted mana costs of 1 or less. Untap those creatures.
"These small minds are so many and so easy to manipulate."
Before Modern, I would have agreed.
Here are some ideas for blue counterspells...
Guesswork U
Instant [Uncommon]
Target opponent names a card. You may reveal your hand. If you do, and the named card is not in your hand, counter target spell with a converted mana cost of 3 or less.
"So... you're psychic then?"
Interrupted Channel UU
Instant [Common]
Counter target spell unless its controller pays X, where X is its converted mana cost.
"Wonderful, now I have to start all over again."
Insight of the Blue Mage :chaos::symu::symu:
Instant [Uncommon]
(:chaos: can be payed with one mana of any color.)
Counter target spell. If you payed for :chaos:, you may draw a card.
"Dedicate yourself to your own school of magic and you too may find such insight."
Staying in blue, here are some ideas for non-counterspells...
Seer's Guidance U
Instant [Uncommon]
Scry 1, then draw a card.
Flashback 1UUU (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Listen, young one, and you shall grow wise beyond your dreams."
Icy Gail UU
Instant [Uncommon]
Tap target permanent. It doesn't untap during its controller's next untap step. Until it's untapped, its activated abilities can't be activated. Draw a card.
"It's quite cold outside today. Why not stay inside and read next to the fire?"
Shrewd Beguiler 1UU
Creature - Vedalken Wizard [Rare]
Flash
When another creature or planeswalker comes into play under an opponents control, exchange control of ~ with it.
1/3
"I am always on the winning side."
I think the most interesting cards are often multicolored, so this was a little tough for me. I think a series of cards based on the mechanic from Insight of the Blue Mage would be rather neat, however. It seems that the idea of different 'schools' of magic has largely gone undeveloped in magic. There's a lot of flavor to be had there.
Thanks for the kind words! Take a look at Gather Specimens if you like Mind's Reflection. Demonstration of Control does have spell bounce, which is more of a tempo element than a purely control element, but it's also modal, so there are ways to get advantage out of it. I was a little iffy even including that mode because it's so similar to 'counter target spell'. I'm trying to look at alternative controlling techniques.
Instant [Common]
Choose one - Tap target permanent and draw a card; or return up to two other target spells to their owner's hands; or gain control of target creature until end of turn.
"In order to pass your final test, young wizard, show us a demonstration of your control."
I agree - it does seem too powerful for common.
Instant [Uncommon]
Creatures your opponents control gain infect until end of turn.
The next 2 damage that a source of your choice would deal this turn is dealt to target creature or player instead.
"We have no other option. Release the gas, constable."
This probably shouldn't have hybrid mana costs, but the original idea was to nullify damage and either kill or weaken one of your opponent's creatures. As long as you're taking less than 10 damage from their creatures, it'll essentially be nullified if they aren't using poison as a win condition. It isn't blue at all, so there is no 'counterspell' component for that purpose. It should be noted that unless you're running quite a lot of damage redirection, you can't use this card to kill your opponent with poison.
Instant [Uncommon]
Gain life equal to the converted mana cost of target spell. Draw a card if you've gained less than 5 life this turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
"This moment has been spoken of through the ages. We have listened. We are ready."
It is overpowered. As Binary says, absurd even. Even quite complicated. I haven't played with storm much in my playgroup, so perhaps a Replicate cost would be better suited? Nix the last ability completely in favor of an altered draw ability? I do still like the concept of life gain combined with card draw. I feel like it could be a fun card if the conditional card draw was more restricted. (say unable to target 1cmc spells)
Those are all fine counterspells, but I'm trying to avoid that mechanic here.
This is functionally equivalent to the following then? The biggest issue I have with it is that it will likely always constitute card disadvantage. It's similar to Remand but doesn't cantrip and allows the spell to be cast for free. I think it could do with some kind of added benefit. Scry perhaps?
Moment of Thought 1U
Instant [Uncommon]
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. It gains Suspend 1.
Here's another from me:
Dig Deep xUR
Instant [Rare]
Dig Deep deals X damage to target creature or player
Scry X, then draw a card.
"Did you find it yet? No? Keep digging!"
EDIT: This one doesn't follow the requirements I stated at the beginning. It's definitely not defensive. Perhaps if it could only hit attacking creatures and was xWU...? Here's another to make up for it:
Insanity 3UU
Creature - Incarnation [Rare]
Flash, Flying
When ~ comes into play, gain control of target creature. Untap that creature. It gains Cumulative Upkeep - U.
3/4
"It's coming for me! It's coming for me! It's c-aaauughh!"
I posted here about this and am curious what kind of development space is available for replacing (at least partially) countermagic in classic control decks.
I offer this challenge to you: Build a card (or cards) that meets the following requirements:
1. Must be able to be used reactively (at instant speed)
2. Must not provide card disadvantage
3. Must answer one or more threats (at least temporarily)
4. Must be able to answer a variety of threats
5. Must be defensive in nature (i.e. not provide a threat in itself)
I'll start...
Demonstration of Control :mana::SymU::SymU:
Instant [Common]
Choose one - Tap target permanent and draw a card; or return up to two other target spells to their owner's hands; or gain control of target creature until end of turn.
"In order to pass your final test, young wizard, show us a demonstration of your control."
Toxic Fervor :mana::SymWB::SymWB:
Instant [Uncommon]
Creatures your opponents control gain infect until end of turn.
The next 2 damage that a source of your choice would deal this turn is dealt to target creature or player instead.
"We have no other option. Release the gas, constable."
Foretold Prophecy UW
Instant [Uncommon]
Gain life equal to the converted mana cost of target spell. Draw a card if you've gained less than 5 life this turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
"This moment has been spoken of through the ages. We have listened. We are ready."
Mind's Reflection 2UU
Instant [Rare]
If a permanent would enter the battlefield under an opponents' control this turn, you may put a copy of that permanent into play.
"If you cannot defeat your own mind, what use are you to me?
- Xelegos, Battlemage"
While Demonstration of Control lies dangerously close to countermagic land, I had trouble thinking of an interesting common. The power level may of course be off as these are just some ideas I jotted down quickly. Please critique and offer your own suggestions. I'll likely continue with a few of my own later, as well as include a more detailed explanation for what each spell's purpose is.
I've certainly seen this, and it's been even more visible in new players, but if that's the end of the discussion, then WotC will never truly support classic control again. I'd like that not to be the case. Players like being able to affect the game state in some way. Countermagic denies them that ability - plenty of removal can be used reactively, but is usually more narrow than a counterspell. Since the primary offender here seems to be countermagic, perhaps there is development space for spells that can replace (at least partially) countermagic in classic control decks?
Requirements for such a card:
1. Must be able to be used reactively (at instant speed)
2. Must not provide card disadvantage
3. Must answer one or more threats (at least temporarily)
4. Must be able to answer a variety of threats
5. Must be defensive in nature (i.e. not provide a threat in itself)
I can think of a number of card variations that would fit these criteria. This may not be the correct forum to discuss such specific ideas, but I am curious if this might appeal to WotC. As I feel that they discovered that players dislike countermagic specifically and not control in general, providing alternatives to countermagic seems a more holistic approach than simply printing more powerful creatures.
As far as tournament commentary goes, if the players can hear the commentators while playing, there is something wrong with the venue. Poker tournaments are often televised, with commentary, and the cards are always captured on camera, even when those cards are lying face down 99% of the time. I don't think it's infeasible that a game as profitable as Magic can include cameras for this purpose at large events.
First, the major archetypes as defined by orbz621 in that thread:
Unfortunately, it seems that the control archetype is suffering from a lack of card support.
While many decks care about card advantage, classic control (ie. Weissman style) aims to win via card advantage. The draw-go style can be fun to play, but I understand that it is not always the most fun to watch. This, I believe, is because draw-go players tend to focus on their hand instead of the battlefield. When televised games offer a top-down perspective of a game, the battlefield (and not the players hands) is what is visible. Thus, the viewer can't appreciate classical control as compared to the other major archetypes.
As I'm only a casual follower of the game, my viewpoint could very well be skewed - does this explanation make sense for Wizard's lack of support for the control archetype? Do they realize that showing the ENTIRE game on camera might improve public opinion of classic control? I'd like all of the archetypes to be supported and am wondering what options are available for ensuring that this widespread support will be desirable for Wizards in the future of the modern format.