- Sephon19
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Member for 10 years, 8 months, and 5 days
Last active Sun, Feb, 16 2020 17:51:33
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May 29, 2019Sephon19 posted a message on The End of an EraNOOOOOOOOOO AND ON MY BIRTHDAYPosted in: Articles
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Oct 15, 2017Sephon19 posted a message on The World of KamigawaPosted in: ArticlesQuote from silasary »The team at the time thought that if they were to print O-Kagachi, they'd need to do so before That Which Was Taken was taken. And O-Kagachi with his Divinity intact would indeed be too powerful.
When the Commander team returned to the character, they had a lot more freedom as to portrayal and timelines, and so chose to portray O-Kagachi after That Which Was Taken was taken.
Hence the 6/6.
I've heard this argument before and it just doesn't hold. The thing is the size of Progenitus - a creature that could arguably be smaller in P/T due to its ability. Why can i tbe taken down by a random Spider? I understand that Magic power scale is somewhat weird sometimes for gameplay reasons, but you just shouldn't make a world-sized creature at 6/6. Especially in a world they cannot retcon at this point, unlike Sergovia. -
Oct 14, 2017Sephon19 posted a message on The World of KamigawaHaha, indeed. Oh, I really hate that he ended up the card's size. They might as well not have printed him, to me.Posted in: Articles
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Oct 14, 2017Sephon19 posted a message on The World of Kamigawa"We can't print O-Kagachi... He's too powerful to put on a card."Posted in: Articles
(Years later)
"Here's O-Kagachi! He's a 6/6!" -
May 13, 2015Sephon19 posted a message on High Stakes Magic - A New Way to PlayOk, I think I'm going to start out with 100 cards, percentages are easier to work with that way. I'm going to do a theme of Zombies, Spirits and Infect. Death and decay.Posted in: Articles
Have you tried any of the Theros block hero cards or any utility lands? I'm personally going to use a lot of cards with activation costs so lands are actually possibly usable here. Using a mix of Zendikar block spell lands and a Leechridden Swamp.
Also interesting to see "colors matter" cards, such as normal slam dunks such as creatures with protection or intimidate. When all colors are readily available, it's much easier to answer a White Knight than if you were a normal black deck. -
May 12, 2015Sephon19 posted a message on High Stakes Magic - A New Way to PlayHave you found an optimal auction block deck size?Posted in: Articles
I'm personally going to make a Peasant auction block and call this format High Market (referring to Mercadia) or something because I personally find the High Stakes name unsexy. I prefer something that has more Vorthosian substance. Infact, after I'm done I'm doing a forum thread with my decklist.
Have you tried the Theros block Hero cards? I'm personally considering inserting a variety of tokens into the deck rather than vanilla creatures since mana costs don't matter anyways (even if I consider adding some devotion cards as well).
EDIT: What about land cards with utility btw? They can provide mana a good bit.
EDITEDIT: I additionally see your auction block is 200 cards. Do you find that the optimal size? - To post a comment, please login or register a new account.
http://markrosewater.tumblr.com/post/138262784063/bringing-back-poison-took-14-years-although-that
So no banding (phew) but what old mechanics are legitimate for returning?
Admittedly, Maro is very vague. Poison last appeared in 5th edition before Scars of Mi1rrodin (I think. Again, we ignore Future Sight). But seeing that many of the early sets featured failed or obsolete mechanics (such as Cumulative Upkeep and Provoke (which Maro says is obsolete because of Fight)), the possible number of mechanics dwindle somewhat.
What mechanics can you see returning?
EDIT:
So the original query was from 2015.
How can we make this a thing?
I agree with... That poster who replied to me on the last page (sorry for bad form here, I'm omw out the door): rules clarity is very fundamental to EDH which already has some baggage and a lot going on in the actual games. I don't just think that the best argument for the current color identity rules are kept is because of clarity, I think it's a very good argument, and enough to save the rule.
He said so himself, that he should be taken with a grain of salt, no worries Still hybrid is his design so his intent with it is a good source for what it's supposed to do.
http://markrosewater.tumblr.com/post/108321196928/the-problem-with-hybrid-mana-is-that-even-if-a
Cheating cards in (ie paying for cards without paying their mana cost somehow) isn't the fundamental form of deckbuilding. While you can cheat stuff out, Magic is, at its core, about playing lands, with which you gain mana to cast creatures and spells. (It's not that there's no room for the more "cheaty" interactions, they're just crust to the pie.)
Hybrid is supposed to work in this very fundamental way. What you outline is really the rules about hybrid in Commander. You fail to explain why it is a good idea that it's done as such. The point of hybrid is that it can be played in any deck using either color - it is not to make a card that's multicolored for no reason. They don't begin with a card and then see if they can make it multicolored, because that's unnecessary complexity. They begin with a color-overlapping effect and design the card from there, because at its heart, that what hybrid is all about.
Personally, I don't think color pie breaks nor æsthetics are good reasons to maintain the current color identity rules, because there are a plethora of those issues even when color identity is taken into account.
Rules clarity however, tha'ts a good reason. And now they're done with Rule 4, we have a very clear and easily understandable deckbuilding ruleset.
... You're right. It totally makes sense to frame it that way. That's a weird nook of the new rules.
In case it looks like it, no, I'm not being sarcastic here.
This is exactly why I respect the color identity rule to some degree: it's clean and simple ("Only play cards with the mana symbols on your commander"), and complicating the rules formulation probably isn't worth the gain of playing hybrid cards.
It's not about cards being designed for "tournament" formats, it's about how hybrid is supposed to work. Hybrid defines that a card can be white AND black while being played in white OR black. That's how it's supposed to be. That's the intent of hybrid designs. Not for "tournament" formats. For everything. Commander at its core is a format that cares about legendary creatures in large scope games and has high variance. It is not at its core a format where hybrid is supposed to act differently. That's just a causal byproduct of the ruleset that some people like. Wizards designs cards that are legendary, large scope and individually powerful to cater to this exact format. They also design hybrid cards that are supposed to work in either color. The RC doesn't like this, but the æsthetics are a weird argument. So a card is white and black? What about cards that have different watermarks from each other, using both Mirran and Phyrexian cards in the same deck for example? What about mixing old frames with newer frames? What about cards that read weird like Portal cards, or have strange symbols, like old flashback cards and Portal P/T? What about templating differences next to each other (Revised Frozen Shade beside Crypt Ripper, or different kinds of Eldrazi Scions)?
I can answer myself for you, here: 1) Æsthetics are subjective. 2) It would be a nightmare for deckbuilding and the rules commitee to create rules for these problems. 3) All these "problem" cards are supposed to be playable alongside each other.
So going by this, to retort these points 1): The subjective ideas about what makes a deck pretty is of course up to the RC as their directions aim to provide a certain free product for Magic communities to enjoy. The problem is that there are so many potential æsthetic problems that are all dismissed somewhat arbitrarily. Does it really serve the Commander community to preserve these people's idea of pretty decks? 2) This is actually the best point, to me. I'm unsure how the hybrid problem can be solved ruleswise in an elegant way, because this is really a very good argument for the current concept of restricting deckbuilding by color identity: The current rules are very simple. Complicating them too much for minor gain is probably not worth it. This is something I can respect. 3) This is not a valid argument against hybrid, because the same can be said about hybrid. Mirran and Phyrexian cards should be playable in the same deck, same goes for how Rakdos Cackler should be playable in any deck having access to either black or red mana.
All in all, I say what I said in another thread.
Both restricting color identity and making offcolor mana become colorless is overkill and really not relevant. Now that the colorless rule has been removed, we remain with a very clean rules system: Only use cards with the mana symbols of your commander.
You are right about the color identity rule, but the rest is just not true. A hybrid is supposed to be a card that has effects shared in two colors that either color can use. The color pie violations are not there because of a loophole, they're there mistakenly. This is stated all the time by MaRo.
Rakdos Cackler is how the mechanic works. It's a card that can be played in monoblack, monored or black/red, whose mechanics fit all of those colors. The Commander rules don't work properly with the intent of the mechanic, but that's because the Rules Commitee either want hybrid to work differently than it does in literally all other card formats, or because allowing hybrid to work with the current rules might require some rules writing that's unintuitive or not worth additional complexity.
Giant Solifuge is a mistake, not a demonstration of how hybrid is intended to work, because it doesn't do what a monored card can do. But the same can be said about a plethora of old cards. Aftershock for example is used in EDH to some extent because it deals with red's weaknesses (big toughness creatures) somewhat effeciently and also "destroys". Blasphemous Act is a newer example of this problem; it kills large creatures easily which red is not supposed to do. With the number of inconsistencies present in monocolor already, the argument against hybrid cards causing mechanics "bleeding" isn't really that relevant.
Ancient Tomb is a reprint, with this version adding <><> to your mana pool; adding 2 or <><> to your mana pool must be the same thing, then. I really cannot see <> meaning anything but "1 colorless mana"; meaning that when produced, <> can be spent for 1 or <>, while <> can only be paid with colorless mana.
EDIT: I think I perhaps misunderstood - have they officially announced what it means? I'm sorry I think I totally missed that in that case. (Not that I paid too much attention however...)
EDIT: I found the relevant thread. Sorry for being behind!
Actually I think it works like this: The symbol <> in a cost meanst that only colorless mana can be spent to pay for that single mana. So a creature costing 1<>RG must be paid with 1RG and then any kind of mana for 1.