- Halian
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Member for 11 years, 6 months, and 5 days
Last active Mon, Mar, 6 2023 00:09:18
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- 141 Total Posts
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iTRV posted a message on What could Wizards improve about Magic?Well i havent read the whole thread, and well im sure someone has said it already. I think the best thing they could ever do is repeal the reserved list. We get it, you made a promise. You held that promise tight to the point of ruining vintage and severely crippling legacy, we get that you hold true to your word. But its time they see that breaking this one promise wont kill the game(and probably wouldnt even hurt the originals prices). A new border black lotus will never finish someones collection of Beta, and the person with the old border lotus would be happy to have someone to play against.Posted in: Magic General -
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Tripp89 posted a message on What could Wizards improve about Magic?Make more cards with ninjitsu!!! On that note, use abilities that already exist in addition to making up new ones... New abilities are cool and all, but so were the old ones... And they all can be powerful...Posted in: Magic General -
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cartoonist posted a message on What could Wizards improve about Magic?Keep bringing the control. Abrupt Decay? Yes. Detention Sphere? Okee-Dokey.Posted in: Magic General
Cancel is unplayable. Counterspell is playable. Let's bring back one of the most iconic cards in the game, especially at a time when paying two mana of the same color is apparently oppressive. By placing such an emphasis on creature-based aggro, the game is losing variety and strategy. If it continues, and control is ultimately phased out as a viable strategy, then combo owns the game, and don't think they'll catch every potential game breaking combo before it can get out. -
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thethirdbardo posted a message on What could Wizards improve about Magic?More cantrips like Shelter, Smash, and the like for non blue decks. Things that do something relevant within their color pie that then replace themselves. These are some of my favorite cards in limited/cube, typically too narrow for constructed play but neat little two for ones.Posted in: Magic General
I don't think that card draw should even be in any one color pie. Card filtration and massive card draw still belong very much to blue, but I think one of the earliest flaws of this game was associating cards with knowledge, instead of as a game resource. Giving red looting effects was a great start, for one. -
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TwinSais posted a message on What could Wizards improve about Magic?price is my only gripe. semi-competitive standard decks cost $100 minimum and the blocks rotate out every two years.Posted in: Magic General
printing shocks was a nice start to making magic more affordable for the long term. all we need now is more playable commons/uncommons and less limited fodder. -
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Beerblebrox posted a message on What could Wizards improve about Magic?Posted in: Magic GeneralQuote from FrenadolThe card border. It's ugly, dull and breaks the flavor of the art.
Thank you! That's a good way of putting it. The art is so beautiful and this is a fantasy game where things are supposed to feel magical and ancient. Why do the cards look like a website interface? -
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Ral Zarek posted a message on What could Wizards improve about Magic?Posted in: Magic GeneralQuote from OmegaLegacySuggestions to improve Magic? Hmm...
Stop hosing control quite so much. It seems rather uncreative to keep the archetype in check by bleeding it dry. It's thinking like that which leads to cards like Thragtusk, normally kept in check by counterspells, so difficult to deal with. Make metagame answers to control instead. Sure, you can run hard control, but you're going to get stomped by really fast aggro, so you better make sure you win the rest of your games if you want to do well today.
Stop dumbing down the game so much. Giving everything hexproof is obnoxious. It'd be like making everything unblockable or indestructible. Keep hexproof around, if you want, but make it less rare. And why, exactly, does every single creature have to have an enter the battlefield effect? Why bother choosing between casting a creature or a spell this turn when you can cast both in one go?
Stop making such huge differences in what cards are good and what cards are bad, and using rarity to differentiate them. It makes the game extremely expensive. Maybe it works for your business model, but there are long-term implications to sticking it to your players so much. Be careful you don't regret what you're doing in the end.
I like the way you think. -
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Valarin posted a message on What could Wizards improve about Magic?Posted in: Magic GeneralQuote from FrenadolThe card border. It's ugly, dull and breaks the flavor of the art.
Got my vote!
Also, let Core Sets last 2 years. You get a larger card pool for standard, more diverse decks, and the card value don't collapse in 1/2 the time. -
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Frenadol posted a message on What could Wizards improve about Magic?The card border. It's ugly, dull and breaks the flavor of the art.Posted in: Magic General -
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Mr.C posted a message on What could Wizards improve about Magic?Change the reserve list to cards that have never been printed in a language other than English. Collectors would be happy because power would not be reprinted, nor expensive junk from AN and AQ, and players would be able to get duals for Legacy. Ban accordingly if something gets too inaccessible.Posted in: Magic General
That's what they should have done. - To post a comment, please login or register a new account.
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Introduction of white borders
Organized play
Banned and restricted list
Type II
Rotation
Blocks
Type I.5
Extended
Swiss system
The Pro Tour
Promo cards
Fourth Edition rules
Fifth Edition rules
Unglued
Foils
Sixth Edition rules
Judge promos
New frames
Flip cards
Timeshifting
Planeshifting
Futureshifting
Planeswalkers
Mythic rares
Removal of white borders
Annual core sets
M10 rules
Double-faced cards
Modern
Modern Masters
M14 rules
The sky hasn't fallen yet, and it's not going to now. Calm the hell down and resume your regularly scheduled planeswalking.
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Cards are on the eighth post.
General information
Title: Safiria
Codename: Washington
Short description: "Whose side are you on?"
Number of cards: 230 (106 common / 60 uncommon / 46 rare / 18 mythic rare)
Set symbol: A five-pointed sunburst, viz.:
Set breakdown
106 commons (5 land, 95 monocolor, 6 colorless)
60 uncommons (5 land, 50 monocolor, 5 colorless)
46 rares (4 land, 40 monocolor, 2 colorless)
18 mythic rares (1 land, 15 monocolor, 2 colorless)
Story
Keywords
Races
Credits
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