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  • posted a message on [ELD] Covetous Urge
    Quote from Dontrike »
    Quote from DJK3654 »
    Quote from GodoftheGrove »
    So, Psychic Intrusion or Memory Plunder-like. Pretty cool.

    Better Psychic Intrusion because it costs less and can pay for colorless mana costs.

    Doesn't cost less and it's hard to say better as the graveyard could have far more juicy options in it than someone's hand after turn four.

    Psychic Intrusion costs 5, while this costs 4, which is less.
    Also, both target the graveyard. Only advantage to Psychic Intrusion is it's easier to cast in a deck with three or more colours or a bunch of colourless lands.
    Posted in: The Rumor Mill
  • posted a message on Chandra's Spellbook and Secret Lair Ultimate Edition (Enemy fetches) announced.
    Quote from ccggenius12 »
    Everyone whinging about fetches not being in a standard legal set better buckle up, because that ain't changing any time soon. WotC explicitly DOES NOT want fetches + shocks in Pioneer, meaning any reprints are going to be in supplemental sets.
    As far as the Secret Lair itself is concerned, I'll finally accept THIS as proof they care about the secondary market. Prior examples people were holding up COULD have been attributed to the printed rarity of the cards, despite what many people here seemed to believe. This is 5 rares, so that's officially dead. That being said, I don't consider opting to NOT cause the secondary market to collapse in on itself to be a bad thing. They're prioritizing maintaining customers over replacing them.

    The secondary market should not be prioritized over making the game—that's primarily for entertainment—actually affordable for the average player. If secondary card sellers lose out because cards drop majorly in price, that's not any worse than players losing money because they have to spend an unreasonable amount of money on their cards just so they can keep up with the meta and enjoy playing the game. In fact, it's better that way. And it would help more encourage more people to buy into the game and therefore give so returns to both the secondary market and to WotC.
    Besides, WotC's primary motivation here is definitely not the secondary market. It's their own profit. Because of course it is. They're practically printing money here.

    Not printing the shocks in standard for balance reasons is perfectly fair and good. These Secret Lair products having such high price tags just because people are willing to pay that much for them is not so much, especially this one.
    Posted in: The Rumor Mill
  • posted a message on Chandra's Spellbook and Secret Lair Ultimate Edition (Enemy fetches) announced.
    Quote from Ryperior74 »

    That’s kind of right but

    This is $165 for one of each enemy fetch according to second market approximately $277 average for one of all 5 enemy fetches and I highly doubt these will get a massive tank like a couple of the other secret lairs that got bought out more because people actually use this one in decks and not sell and also the real stupid thing about this you can’t get it the same way as the other secret lairs you have to get this at a LGS and that’s even worse because each one can only get 10 so even more rare

    Not quite.
    While the vast majority of these will go out through WPN stores, there will be another opportunity to pick these up. The week after these go on sale at WPN stores, we'll be running a Secret Lair superdrop much like we did in December. We'll share more details about all of the drops closer to June, but the one detail we can share today is that if you purchase the bundle that combines each drop that goes on sale during the superdrop, you'll receive one random fetch land for each bundle you purchase.


    Have to say, though, I actually agree this is a greedy move on WotC's part. Like, it's not surprising they'd take advantage of this opportunity, they are a for-profit business, but I wish they weren't so blatant about it. They could mark these down a good bit more and still make a large profit compared to the cost of actually making these. This is just taking advantage of artificial scarcity.
    Posted in: The Rumor Mill
  • posted a message on That “mutate” mechanic offical confirm for ikoria
    Quote from direlord »
    Do we have a timeline for when we will get news?

    https://markrosewater.tumblr.com/post/190954057608/when-does-ikoria-spoiler-season-start-late-march#notes
    patrikwa asked: When does ikoria spoiler season start?

    Late March I believe.

    There may well also be previews before the official preview seasons starts, as they have often done.
    Posted in: The Rumor Mill
  • posted a message on Ikoria: ‘build your own monster’ mechanic predictions
    Quote from Ryperior74 »
    Quote from DJK3654 »
    https://magic.wizards.com/en/articles/archive/making-magic/un-boxing-part-3-2020-02-24
    While trying to think of things that were host or augment-like, I realized we had a brand-new mechanic coming up in Ikoria: Lair of Behemoths that fit the bill, something called mutate.

    Confirmation that Mutate is an Ikoria mechanic, and that it is 'augment-like' (whatever that means).


    How is based on host/augment if it involves “key-word counters”

    I think he was talking similar to it not idential

    Uhh yeah. Surgeon Commander also includes auras as an 'augment-like' mechanic. So, obviously Mutate could be fairly different to Host/Augment and still be 'Augment-like'.
    Posted in: Speculation
  • posted a message on Ikoria: ‘build your own monster’ mechanic predictions
    https://magic.wizards.com/en/articles/archive/making-magic/un-boxing-part-3-2020-02-24
    While trying to think of things that were host or augment-like, I realized we had a brand-new mechanic coming up in Ikoria: Lair of Behemoths that fit the bill, something called mutate.

    Confirmation that Mutate is an Ikoria mechanic, and that it is 'augment-like' (whatever that means).
    Posted in: Speculation
  • posted a message on Ikoria Booster Art
    Quote from Flamebuster »
    I just knew I was going to hate this entire plane

    Why, because it's not Theros?

    'buster

    In part. But I also don’t like that it appears to be a plane of essentially Simic creations. I prefer more recognizable creatures.

    Fairly sure the creature on the Vivien close-up booster art is an Asiatic dragon. And I highly doubt there isn't going to be plenty more recognizable creatures; probably just going to be a few more random beasties than usual.
    Posted in: The Rumor Mill
  • posted a message on Ikoria Lair of Behemoths promotional art from THB boosters
    Quote from Faruel »

    White can have taxing counters (like Mana Tithe or Lapse of Certainty). It was already confirmed from Mark but it's done so rarely. I think that this are the only two spells that have done this in white.

    The way Maro has been talking about it recently makes the think we will actually see some more taxing counters in white soon.

    Quote from Faruel »

    I really think that white needs a way to generate value. It has some ways but they are so rare and most at time they stay on the board, where they can be handled easily by other cards. In commander white needs some kind of actually 'end the game in the spot if the condition are right'-card. Something like Craterhoof Behemoth, Exsanguinate, Cyclonic Rift, Expropriate or Insurrection. The closest thing would be Finale of Glory what needs a more specific situation to end the game and you need to cast it as a instant or try to untap with the tokens and freaky 12 mana.

    I agree 100%
    Posted in: The Rumor Mill
  • posted a message on Magic Legends Gameplay Trailer
    Eh. Unsurprisingly, it doesn't look remotely groundbreaking or exceptional in detail and quality in either, but it doesn't look exactly bad yet either. It looks like it will probably be at least a reasonably polished enjoyable game, and not incredibly rushed as it could well have been, so that's good.
    Posted in: MTG MMO
  • posted a message on THB - Storm Herald
    Quote from RSSR »
    I thought it was well understood or known around here Wizards don’t give consideration to what cards do in Modern or Legacy, they only test what cards could do in Standard, that’s it. They probably don’t take into account Pioneer either.

    They don't test for Modern or Legacy, that doesn't mean they don't consider it at all though.
    Posted in: The Rumor Mill
  • posted a message on Secret Lair - Year of the Rat
    Quote from FlossedBeaver »
    I do like the SCG style art on products that aren't actual cards, but this stuff is just too silly for black border.

    That was the entire stated point being the art treatment with these cards- to do art styles that otherwise probably wouldn't be printed on cards. The wacky art styles is one of the legitimately good things about this product line.
    Posted in: The Rumor Mill
  • posted a message on Ikoria Lair of Behemoths promotional art from THB boosters
    Personally, I like the look of those monsters, particularly, actually, the smaller herd creatures, but the big one too. They look cool. I like cool looking monsters. What can I say. ¯\_(ツ)_/¯
    Posted in: The Rumor Mill
  • posted a message on A Proposal: White needs "X"
    Quote from DJK3654 »

    There was a time in the game's history when green was very weak. That problem wasn't solved by removing green's limitation of relying on creatures. Instead, WotC just found more ways to allow, and pushed more cards that allowed, green to do better at some of the things it was weak at within its critical weakness of relying on creatures. Similarly, the answer to white's relative weakness right now is not to abandon its critical weakness, but find and push more ways for it to work around that without breaking it. If breaking weaknesses was your go-to just because a color is weak, the color pie would just slowly dissolve into nothing over time.
    It's not like white has consistently been the weakest colour— it's just been the last few years roughly. (EDIT: Here's a blogatog comment from just four years ago complaining about how white gets to have in-colour ways to work around its weakness but red doesn't). Red didn't get 'rummaging' and 'impusive draw' because WotC gave up on it's critical weaknesses— because card draw was never that, it was late-game sustainability and being unable to deal with enchantments. Card draw does help with late-game sustainability, so they gave red card draw and card selection that was less effective at that.
    Giving up on white's critical weakness being a lack of card draw would require a reassessing of the whole color's strengths and weaknesses. Maybe that is necessary, but WotC hasn't had that much of an opportunity yet (with their delayed schedule) to try working around it in color, so I think it's premature to call for that.
    I do think white should get more filtering though, in line with what I was saying about getting lands and mana. White is already allowed to get scry and do some dig and tutoring cards, and it would be simple enough to just print and push a little more of these cards. It's quite possible WotC is already doing this with current and upcoming sets. They are reprinting Idyllic Tutor, after all.


    If you look back at the history of the game, the first green card draw that really existed (other than a single color hoser and incidental cantrips/delayed cantrips that existed in white a la Ritual of Steel, Blessed Wine, and Carrier Pigeon) seems to be Fugitive Druid in tempest... well after white received Truce and Temporary Truce.

    I am happy to see white getting mana filtering through specific tutors. White has also been pretty good about getting a whole bunch of highly specific tutors for enchantments/auras/equipments/weak creatures/planeswalkers/legendary creatures, which is nice. White also gets decent reanimation from time to time, which shouldn't be discounted. I feel that the renewed presence of symmetrical advantage in cards like Happily Ever After and Shatter the Sky are the final key to this system, though it needs to be done in a way that "breaks" the synergy.

    For example:

    Stern Guidance 1 mana white mana
    Sorcery
    Opponents can't cast spells until the end of your next turn.
    Each player draws 2 cards.

    (everyone gets cards but you get to use them first and get a decent haste effect.

    Mass Aurafication 2 mana white mana white mana white mana
    Sorcery
    Destroy all creatures. Each player draws 2 cards.

    (card advantage tied to destruction that lets you pull ahead)

    Generous Benefactor 2 mana white mana
    Creature- Human Noble
    At the beginning of your end step, each player with three or fewer cards in their hand draws a card.
    1/4

    (situational card advantage for everyone that may not be symmetrical in practice)

    I think those are some pretty good designs for pushing the symmetrical draw effect in white. I hope we see cards like these in upcoming sets. The situational draw rollout in white has been slow and tame so far, but I can't fault WotC for being careful with this. "Each player draws four cards" would be a great way to push the effect and really give white some serious cardflow but it would probably force opponent's to discard too often such that it probably would not be symmetrical enough.
    Posted in: Custom Card Creation
  • posted a message on A Proposal: White needs "X"
    Quote from Melkor »
    Quote from DJK3654 »
    I disagree about situational card draw for the same reasons I don't think Wicked Wolf or Beast Within is good for green— it's too much of a cheat trying to get around the color's weakness altogether by just using in-color conditions and effect stylings, where the result is much the same. White not getting card draw means white not getting card draw. There's some small room for flexibility there, but it can't just be very typical easily built around things.
    WotC has been trying 'each player draws a card' in white, the latest example being Shatter the Sky. I think it's promising territory to increase cardflow in white without giving it real card advantage.

    One thing white could do with more of, I think, is more, better, perpetual late game value. Cards like The Circle of Loyalty, and more of them that don't encourage relatively aggressive small creature decks. Repeated effects that create tokens, buff creatures, return cards from the grave, remove permanents— cards that threaten to just take over the game with value. Green gets lots of cards like this, Nyxbloom Ancient with the newest set, while White's big lategame cards can often be more one-shot like Planar Cleansing, or rather contained, like Zetalpa, Primal Dawn.
    I think white could also afford to push more with land filtering cards like the upcoming Birth of Meletis. At least more basic plains tutoring, but perhaps white could also get some Lay of the Land type cards, cards that return lands from your graveyard to the battlefield, creatures that tap for white mana but only to cast creatures, or to cast artifacts or enchantments.



    But that's the whole thing, in this age of the game, saying that white cannot have card draw, or a form of filtering that is very, very close is effectively saying "white's part of the color pie is always being inferior to the other color, that is what white does, that is what White is allowed to do, just be inferior'. It doesn't need blue or black card draw, but it isn't really in Red color pie either, and they get a looting effect that is virtually the same in context of what they do, in each and every set. If white even got THAT, it would probably be plenty. or green style 'look at the yop 5 for XYZ' type draw. if they aren't going to give white something constructed relevant that it does well that will allow it to keep up, they should stop making mono-white cards, they should cut out the middleman of wasting the paper and the ink, and only have white in multicolor cards if they aren't going to let it DO anything outside of Limited

    There was a time in the game's history when green was very weak. That problem wasn't solved by removing green's limitation of relying on creatures. Instead, WotC just found more ways to allow, and pushed more cards that allowed, green to do better at some of the things it was weak at within its critical weakness of relying on creatures. Similarly, the answer to white's relative weakness right now is not to abandon its critical weakness, but find and push more ways for it to work around that without breaking it. If breaking weaknesses was your go-to just because a color is weak, the color pie would just slowly dissolve into nothing over time.
    It's not like white has consistently been the weakest colour— it's just been the last few years roughly. (EDIT: Here's a blogatog comment from just four years ago complaining about how white gets to have in-colour ways to work around its weakness but red doesn't). Red didn't get 'rummaging' and 'impusive draw' because WotC gave up on it's critical weaknesses— because card draw was never that, it was late-game sustainability and being unable to deal with enchantments. Card draw does help with late-game sustainability, so they gave red card draw and card selection that was less effective at that.
    Giving up on white's critical weakness being a lack of card draw would require a reassessing of the whole color's strengths and weaknesses. Maybe that is necessary, but WotC hasn't had that much of an opportunity yet (with their delayed schedule) to try working around it in color, so I think it's premature to call for that.
    I do think white should get more filtering though, in line with what I was saying about getting lands and mana. White is already allowed to get scry and do some dig and tutoring cards, and it would be simple enough to just print and push a little more of these cards. It's quite possible WotC is already doing this with current and upcoming sets. They are reprinting Idyllic Tutor, after all.
    Posted in: Custom Card Creation
  • posted a message on 1/13/20 Bannings
    I said I wouldn't really be surprised if Oko got banned in modern. I'm not really surprised.
    Mox Opal and Mycosinth are explicitly them targeting more oppressive/unfun cards just as much as it is powerful cards, to everyone upset/uncertain about those ones—
    Mox Opal has long contributed to strategies that seek to end the game quickly and suddenly, whether with explosive attacks, one-turn win combos, or by locking out the opponent with “prison” elements.

    While the primary motivation for ((banning Mycosynth)) is the unfun play pattern,

    Posted in: The Rumor Mill
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