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  • posted a message on [M13] MagicFriends preview: Hellion Crucible
    The hellion really needs trample instead of haste. There are too many token producers around.
    Posted in: The Rumor Mill
  • posted a message on [M13] MagicFriends preview: Hellion Crucible
    This card really isn't viable in Legacy. Fireblast needs mountains and not tapping for red means you might not get a second lightning bolt or goblin guide out on one of your turns.
    Posted in: The Rumor Mill
  • posted a message on [M13] DailyMTG Previews 6/26: Slumbering Dragon, Door to Nothingness, etc
    Does anyone else think that the dragon seems like a holdout from Lorwyn/Shadowmoor's whole "counters matter" theme?
    Posted in: The Rumor Mill
  • posted a message on [M13] Diabolic Revelation
    Quote from gkginger101
    O. and this card seems to be one of those cards that goes relatively well with the new Liliana's emblem.


    While that is strictly true, you're requiring a planeswalker's ultimate (on one that isn't that powerful), a specific card in hand that's otherwise dead, and then cards that will win you the game. Even if the card you tutor is something like Drain Life, you're looking at way too much work
    Posted in: The Rumor Mill
  • posted a message on [SCD] : Descent into Maddness :
    This card has a problem: it costs 5 with double black and does nothing the turn it comes down. Yes, if you have token generators or card draw, you could outlast your opponent, but black doesn't do tokens all that well. There's a white splash, but tokens don't go all that well with control/lockdown. There's definitely power available in this card, it just comes too slowly. You put this down, and next turn your opponent plays a Titan. At that point, he'll kill you before you get enough counters for the card to really hurt anyone.

    I suppose you could try Misthollow Griffin cuteness, but then you're playing two marginal cards for marginal benefit, at best.
    Posted in: Standard Archives
  • posted a message on Are there any competitive Standard decks that don't require calculative thinking?
    If none of these decks sound appealing, maybe you should try something of your own? It's not necessarily competitive, but it might be better than going around in circles looking at decks you don't like. Pick a few cards you really like (that are at least better than average) and try to build synergy with them. If you're looking at nothing more competitive than FNM, and your area doesn't have an abundance of nine year olds windmill slapping Prime Time onto the table, you should have a good time.
    Posted in: Standard Archives
  • posted a message on Double Strike and blocking
    If I have a creature with double strike but without trample and it is chump blocked in a way that the blocking creature dies due to damage dealt in the first combat phase, does my creature damage my opponent during the second combat phase?
    Posted in: Magic Rulings Archives
  • posted a message on [SCD] Tybalt
    With the right deck, this card will be incredibly skill-intensive. You will need to know your chances of drawing x and if your chances of drawing x are worth the chance of discarding y from your hand. Over time, the percentages will stabilize out. The problem with that is high-stakes games don't have enough time in them for the percentages to be accurately reflected: someone will get burned really badly using or facing this card, and that perceived level of randomness will put people off.

    So he's decent but requires a very specific deck and a very patient pilot
    Posted in: Standard Archives
  • posted a message on Ancient grudge
    You'll see A LOT of Ancient Grudges. Not so many Creeping Corrosions, though, 'cuz that hurts the player's ability to run swords, which everyone and his brother wants to use
    Posted in: Standard Archives
  • posted a message on [AVR] No Legendary Werewolf In AVR
    Tamiyo came literally out of nowhere, has absolutely nothing to do with the flavor of the set, and is occupying a mythic spot. That's probably the card that cost you a legendary werewolf
    Posted in: The Rumor Mill
  • posted a message on [AVR] Cavern of Souls
    So after all the trolling/counter-trolling, clearly snapcaster mage, not the actual counterspell, is the problem. Of course, wizards can't punish the creature-based strategies...
    Posted in: New Card Discussion
  • posted a message on [AVR] Griselbrand
    The problem with demons is that they are black. Just look at the two mana 4/3 that gives your opponent a 5/4. Wizards must be terrified of accidentally printing the next necropotence, dark ritual, or yawgmoth's bargain (which they are totally capable of, seeing as they printed Delver and Snapcaster, went OH CRAP, and are now "fixing" the problem with Cavern of Souls)
    Posted in: New Card Discussion
  • posted a message on [AVR] Daily MTG Previews 4/20 : Pillar of Flame
    The problem with Mana Leak is that it really is a hard counter, especially with a clock like Delver. Yeah, you can get a 3cc spell past it on turn 6. Congratulations.

    No other color gets a 2cc spell that answers literally everything. Counterspells are strictly better than spot removal because your opponent never gets to use what he cast before it hits the yard(yeah,there is the amount of time that each is relevant argument, but with the strength of ETB and hexproof on recent cards, counters really are better)

    Of course, with creatures like Delver, Prime Time, HEXPROOF EVERYWHERE, ones with undying and ETB effects, you really need a good counter to hold back milliondudes.dec. So to drop mana leak, the titans need to rotate so ramp takes a hit, delver and snapcaster need to rotate, and hexproof needs to be abandoned.

    And then they won't have to keep printing hosers and counter-hosers, because the unintended consequences of those are brutal. Snapcasters that can't be Dissipated? Fun all around!
    Posted in: The Rumor Mill
  • posted a message on UG Turbo Land
    The mana curve seems way too high. Even with rampant growth, solemn simulacrum, and sphere of the suns, you're not going to hit the mana to cast your bombs for a while. All of your high cc cards are dead until you hit 5+ mana and you really don't have anything with a small cc that will seriously hinder aggro.

    I like the concept of the counterspell, but its way too expensive and situation dependent- at that cost you could hardcast a titan of your own and you don't want to pass the turn and leave six mana open.

    You need some mana dorks to play ramp with much consistency. You could get lucky with several miracle draws, but then the deck is excessively luck-dependent.

    Maybe you should run more of a control-type deck with Devastating Tide, Frost Titan, and Temporal Mastery as your win-con. As it is, not doing much until T4/T5 in terms of board presence, then wiping so the other guy can play his ETB effect creatures again, then hoping to follow that play with 6 and 7 cc spells in a row, hoping not to get hit with a counter or removal, is way too unstable.

    The cards you named can be absolutely devastating if used together in the way you gave. As you have the deck right now, it's just too slow. You have to be able to race Delver of Secrets + Geist of Saint Traft
    Posted in: Standard Archives
  • posted a message on [DECK] Primal Surge Ramp
    There's a problem. You're racing other ramp decks, but they are going for six (Prime Time) rather than 10. Terminus, the new Hallowed Burial type miracle, really ruins this deck's day.

    Sounds like an incredibly fun idea, but no way your opponent lets you hit ten mana.
    Posted in: Standard Archives
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