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  • 2

    posted a message on Bought LP Beta, got a signed one.
    I love signed cards too... so i would keep the card happily Grin
    Posted in: Magic General
  • 1

    posted a message on Full Gallery is up
    Quote from Colt47 »
    Quote from Dontrike »
    Quote from cfusionpm »

    Either way, at the end of the day, hobbies cost money; usually a lot. If you're not comfortable with spending money, either stick to budget decks, proxy your cards and play casually, or find a new hobby. I am fully comfortable paying the price I am for the UMA boxes I'm getting because the likely value contained within is at least the price of the box. But I'm also in a spot financially where it's not as big of a deal to spend that much on my hobby. And it turns out many thousands of other buyers also agree.

    Ah yes the "great" argument of "you're poor and therefore don't get to have a hobby" while also throwing in some "I'm okay with buying this expensive product because I have money". So glad you threw in that non argument smugness in there.


    The one big issue with the product line is that Wizards of the Coasts strategy has been split. Most other TCGs on the market are a game first and a collectible second, with expensive cards being reprinted regularly to keep prices in check and to make sure both casual and hardcore players have access to the same cardboard.

    Magic the Gathering is treated far, far differently, and it took a while for me to realize the truth behind all of this price scalping going on. Basically, to muscle out other card games and push the presence of the game on the market the company inflated the prices of modern cards intentionally via very controlled reprint practices. The only reason this works is because the game has a very dedicated core of players and has a strong online media presence in comparison to the competition. Because the cards are so blasted expensive, it takes forever for players to get the cards they need, so in the mean time they end up following the basic rule of grocery stores: get someone into your store and if they can't afford the fancy thing that drew them there, they will still likely buy 3-5 cheaper things they probably didn't intend to via impulse.

    Yes, it's basically hardcore usage of human psychology to earn money, and yes it's basically as bad as what casinos do with gambling, because unlike groceries that can usually find at least some use even if they aren't the thing one is looking for, Wizards built the entire game around disposable cards and only a few playable ones. A buyer will likely impulse buy a dozen or more things they will only get limited, if any, use out of, than have those things get relegated to bulk storage or tossed in the trash. None of the impulse buying aids in the goal of buying that mox opal, and the company knows this. Hence they keep people doing this constantly while chasing after the super expensive modern playable cards.

    The only reason they don't do this in standard is because the same trick doesn't work on less dedicated players. Those players swoop in, draft and play standard, then just constantly trade out on the market. This process then feeds into the system set up with the impulse buying that long term dedicated players are roped into. To put it bluntly, it is a never ending cycle of pain for the dedicated player.

    Ultimately, the issue of finance is one of the most highly quoted reasons for people leaving magic. The focus on market watches over gameplay and the huge amount of time and money it takes to build a deck outside of one shot, short lived wonders; it's a miracle most people still play the game at all, really.


    I actually have a rather different view.. well at least of the game... well mostly just the last line... else i am mostly in agreement with the bait tactics.

    It is very strange, but i think it is the high value that keeps people in the game. Take away the value, the system surviving on it falls (lgs, scg, artists, ermm cosplay?) and easy access to other humans playing falls and the player base dwindles.

    The players will likely all leave. Well most of them, but there will always be a core group left.legacy proved this. There was a time when most cards are worthless and lotus was a couple of hundreds. The price spike overall is a recent thing, it is an anomaly. It can die. Not that it will, but it can.and playerz will likely leave in droves. But the game will still live, regardless of the company that spawned it or whether it has equity. Which is why i am oki with them printing equity to the ground, or not. I know the game will always be around. :p
    Posted in: The Rumor Mill
  • 1

    posted a message on Full Gallery is up
    Quote from The Fluff »


    Back on topic. Terese Nielsen's awesome UMA art on Pattern of Rebirth made me want it to be Modern legal. PoR on an eldrazi token, sac token and boom! Ulamog. Ceaseless Hunger comes to party. Well, but a Standard reprint is probably impossible.. as the power level of PoR is quite high.


    Hehe they could reprint it and ban it if too strong, they have banned stranger cards :p
    Posted in: The Rumor Mill
  • 1

    posted a message on Full Gallery is up
    Quote from cfusionpm »
    It sounds like people just won't ever be happy until they get From The Vault: Staples. A set with a defined list of cards, all of which are the top 50 most played cards in each format, all cards are available in the box, and the MSRP is some ridiculous low price that crashes the entire market.


    That alone will not kill the price. Given those conditions LGS will just soak up the quantities and charge market value. Which is what happen with mma. Thats just a reload button for price gorgers. (Thats partly the effect of a high msrp, It cost LGS more to soak up the stock).

    What will do the trick, is to have unlimited print to demand run + distribution to mass market channel (to remove the effect of LGS artificially ordering less). That should kill the prices of those 15 cards (assuming ftv). Now if we want to kill swathes of cards, Standard print run is your man. I am actually all for it Smile

    And no. People will still not be happy. :p


    I think the 25 dollar manamorphose is symptomatic of a bigger problem. Scalpers. I think the only solution is to print better cards in Standard at all rarities, especially common. The problem is us. We are the ones paying the ridiculous prices (assuming the 25 dollar manamorphose sticks). The problem is why is it even a problem? Should'nt most people have manamorphose already? It was a 4 dollar card not too long ago. Then i realised at 4 dollars it might not be very palatable just to complete a set. I got my manamorphose when they were like 1 dollar or less.cos i collected over the years. So what is the solution? I actually think wotc is doing a great job with the printing at least with standard. They print so much of it, it is actually really cheap, and post rotation BAM. There is just too much stock for scalpers to consume. So in addition to the massive print run, they should print more and better cards that are minimally competitive in modern, maybe throw a bone to legacy and vintage; be it an entirely new card or a reprint. Then, if there are enough cards such that competitive decks can be built in modern with cards post RTR, at that point in time, if scalpers still have a hold on you... its really on you.

    (Oh yay me 1000th post)
    Posted in: The Rumor Mill
  • 2

    posted a message on How do you feel about the Dominaria Leaks?
    I don't understand this question from the consumer POV.

    I get that from the mass online retailer perspective, you might be upset that you don't get to oversell each card or garner free website hits from people searching for the latest spoiler.

    But those retailers are one of the worst parts of this game's community, second only to the speculators that they cultivate. I'm never going to cry about having more information as a consumer, or about mass market retailers getting one less opportunity to overhype a product.


    This. I can never understand why players/consumers do not want more info. Especially after getting screwed over set after set. I am happy to see the spoilers, at least this time it was not disappointing. well done wotc! ... i think.... we haven't seen the whole thing yet
    Posted in: New Card Discussion
  • 2

    posted a message on WOTC adds new department to ensure less mistakes happen.
    Quote from drmarkb »
    Quote from orlouge82 »
    Quote from arcane7828 »
    Quote from drmarkb »
    It is not the department that is the issue. It is the philosophy.
    Creatures. Planeswalkers. Creatures. Planeswalkers. Creatures.

    Hand destruction, land destruction, counterspells, taxes, cheap removal and everything else the new players hate have been removed, leaving an anodyne mess of a game and a standard solved in seconds that can't shift once the best two or three creature/planeswalker decks have been esablished per set. Meanwhile those easily irritated new players and more casuals have just sodded off to the commander tables to feed the monster Wizards inadvertently legitimised. You don't need a new department to fix this, you need a new philosophy.
    Maro has a philosophy and maxim for many things, he write about them all the time in his columns. Unfortunately his philosophy is "Gatewatch: the gathering" and "zoos are better than spells", both of which are unchallenged axioms that the current team cling to for dear life. Only when the fear of "unfun" changes will things get better.


    Totally agree it is a decade of this philoshophy that has gotten us here today unfortunately. Just look at which cards actually hold value. If the game were healthier the price disparity would be far less.


    First, cheap land destruction needs to go away and never come back. The single element that makes a game of Magic into a very un-fun non-game is mana screw, and somehow people argue that printing cheap land destruction is healthy for the game? If you want to play cards by yourself so badly, just play solitaire.

    Hand destruction is doing just fine now. Instead of just reprinting Duress and Distress ad nauseum, they're creating new hand disruption cards like Lay Bare the Heart, which is actually very powerful since the cards that it can't hit can easily be killed with removal -- especially since they've scaled back on Hexproof so much thanks to players whining about creatures getting too strong.

    And you're going to actually complain about taxes when they just reprinted Aven Mindcensor in a Standard legal set? Or printed Gideon's Intervention, the new Thalia, or Reduce // Rubble? If you think that taxes should be so strong that they deny the opponent the ability to do anything, you should, again, just be playing solitaire.

    Same thing with counterspells and cheap removal. Disallow is arguably one of the strongest counters ever printed. They also just reprinted Essence Scatter. Commit // Memory is incredibly versatile on the front in being able to "counter" spells (even uncounterable ones), or remove any troublesome permanents except lands, and being an expensive Timetwister on the back end. Fatal Push may be the best cheap removal ever printed (aside, perhaps, from Swords to Plowshares).

    And if you aren't playing with planeswalkers in your deck, you are missing out on a lot of fun. They are such a great addition to the game (and this is coming from someone who bought a pack of Revised as his first pack of Magic when the Revised box was sitting next to a box of Legends).

    Quote from Manite »
    If it wasn't $20 creatures, it'd be $20 counterspells and card draw.

    Hand destruction, land destruction, counterspells, taxes, and cheap removal are things the majority of players hate. And claiming they've been removed when we have stuff like Ceremonious Rejection, Fatal Push, and Dissenter's Deliverance is just asinine.

    FYI, the creatures nowadays aren't as pushed as the time of Baneslayer and the Titan 5. And you know what card single-handedly lead to that era of power creep? Lightning Bolt. When the hand destruction, land destruction, counterspells, taxes, and cheap removal get better, everything else has to get better, or those things take over the game and then the problem is simply rotated 180°. You complain about people who "only" want the game to be about creatures and planeswalkers, yet what I see here is that you people only want the game to be about instants and sorceries, which is equally bad. It's a mice vs. mousetraps argument.

    NEWS FLASH: Pushed, overly-dominant cards aren't fun, no matter what they do. The difference is that a Baneslayer Angel can still be Doom Bladed. A Heart of Kiran can be Shattered. Permanents still have removal to keep them in check. What keeps pushed counterspells in check? Uncounterable spells, and, oh yeah, counterspells.

    Honestly, this kind of hypocrite mentality makes me not take a lot of criticism around here seriously, because in the end, it's the same complaints the "other team" would be spewing, only in reverse.


    Agreed 100%. Bolt should never be in Standard again, nor should Counterspell. They would be format warping cards that would scare all but a select group of players away from the game.

    Wizards is clearly trying to appease the majority of players with the recent changes they've made, and I can't tell if people are just ignoring this or are just looking for a reason to complain.


    Last night I played RB reanimator vs Stax in Legacy.
    The RB reanimator made Griselbrand and Chancellors, and had turn 0 effects.
    The Stax deck made Smokesstacks and Trinispheres and eventually the RB reanimator had zero permanents in the decider.
    It was a fantastic match. I guess that is the difference between Legacy players and Standard players. Legacy players accept that in order for someone to have fun that might mean t1 Grisselbrand draw, discard for zero mana spank, discard, discard spank, spank. That also might mean t0 Leyine, T1 Trinisphere, Tabernacle, kill land, kill land. Standard players, who tend to be younger, will think neither is fair. Legacy players accept it as part of a variety of strategies- alongside Storm et al. Each to their own, but I tell you one thing- Legacy players and events are always played in the best humour and spirit.

    One thing is for certain though to anybody with experience in the game, these last couple of posts contain huge numbers of unbelievably bad cards being cited to counter arguments about spell quality. Disallow is not one of the strongest counters ever printed- it is actually garbage compared to, say, Force of Will, Mana Drain, Mana Leak,Daze and need I go on? Lay Bare is garbage. You want discard- they need to cost 1 or 0 to stand comparison. I mean Hymn cost two, sure, but it gets two at random.

    The thing is if one person has powerful taxes, and the other has cheap spells, they balance out, NEITHER plays solitaire, and landkill becomes less powerful too.


    I hear ya Smile

    The thing about legscy and vintage is that collection wise it is done over the years.

    Standard decks tend to be built like instant noodles. You build everything from a more limited pool, there is nothing wrong with that. Its fun and you get to play with snazzy new cards. It is very accessible. For legacy tho, decks or rather the collection is built over time, so its less stressful on the pocket, it also rewards the casual brewer looking to break less regarded cards. This creates a perception for initial entry players that legacy is expensive. It is expensive if you must have the deck quickly, it is less so if you are just dwardling and building your collection.

    What is my point? What i am tryubg to say is that current standard players should be able to build on their collection, so that over time they can draw on their cardpool to build decks for a more "eternal" format, be it modern, legacy or vintage.

    This brings me to two more points. 1) building a collection, ... to what??? 2) balance and design space.

    1) by this i mean to what end are we building our collection to? Going completely bfz (sans dear gideon) will yield a block cube. Or the sets could contain modern potential nuggets or even legacy or vintage nuggets. Its really up to wotc/hasbro to decide how they want to develope the type and depth of longevity they want to build with the game.and it starts with standard. On this front i think they are doing oki with creatures and planeswalkers but stack based effects and in general other playstyles need some love. This is to help players build their collection, so that their collection has at the very least, play value if not monetory value.

    2) balance and design space. As you have alluded, balance does not mean gameplay and power level has to be bland or weak. Even limited draft can be powerful yet balanced. However the thing is by printibg best of breed (i.e. powerful) of cards they reduce design space which mean they have to think harder to design laterally. Which is more difficult. Yet they want to sell more sets, so it creates pressure to keep printing stuff people will buy. Their current solution is to print weak cards and variate the strength to spread design over more sets. This is why they prefer balance through weakness. It is better for sales Smile which is not terrible, they have been doing it from day one. Printing a few gems in a load of chaff. The problem is when set is pure chaff, is it something players can continue to justify to buy? It is effectively killing the longevity of the game if players cannot find future use for their cards. I don't think we are there yet but all this talk of nerfing for balance is disconcerting.

    3) oh yay i have a third point. Again i think you alluded to it. And that is attitudes and preferred gameplay style. Some people like powerful game plays some like midrangy some like fast paced games, some like prison some like control some like permission. There are currently 3 eternal formats for wotc to shape. I feel they present opportunities for differing preferences. There might even be one for power level akin to standard (perhaps with ample bannings so that it does not become modern 2.0 and remain at intended power. In a similar way they could reprint counterspell in standard, let it run in modern and ban it if its really bad or not the kind of modern they want)

    Posted in: The Rumor Mill
  • 1

    posted a message on WOTC adds new department to ensure less mistakes happen.
    Quote from Varyag »
    Quote from SavannahLion »
    Quote from Varyag »
    Quote from orlouge82 »
    . Disallow is arguably one of the strongest counters ever printed. They also just reprinted Essence Scatter. Commit // Memory is incredibly versatile on the front in being able to "counter" spells (even uncounterable ones), or remove any troublesome permanents except lands, and being an expensive Timetwister on the back end.

    Agreed 100%. Bolt should never be in Standard again, nor should Counterspell. They would be format warping cards that would scare all but a select group of players away from the game.



    This is blatantly false and is quite surprising to read from someone who claims to have been playing so long. Disallow is unplayable garbage outside of Standard (suggesting that a 3cmc Counterspell is one of the "most powerful" ever printed is just absurd when there are half a dozen cards that outstrip it by a mile at every CMC below 3). I mean, are you serious?
    At 0: Force of Will, Daze, Mental Misstep
    At 1: Force Spike, Stifle, Flusterstorm
    At 2: Counterspell, Mana Drain, Mana Leak, Remand
    At 3: Forbid
    At 4: Cryptic
    All of these outstrip Dissalow by such a wide margin at their respective point in the game or due to utility its not even worth comparing them at all.

    Essence Scatter is a card with a long track record of being okay for Standard and mediocre/poor for anything else. Commit//Memory is likewise not played anywhere else. Even with all of this, the deck that played these cards was obliterated at the pro-tour just a few days ago. So they were not good enough even for current standard and can be hated out.

    The allegation that Lightning Bolt and Counterspell would scare players away from the game is patently absurd as both have been around since the beginning of the game. They are powerful cards that change deckbuilding possibilities. That is all they do, the rest of the viable decks in a format is adapted to follow suit. So what. Decks are always built around something - there is no case to be made for Counterspell or Bolt being worse than T4 Marvel into Ulamog or Cat Saheeli.

    However, its quite certain that more people are scared away by the 100$ price tag for a mythic planeswalker than 4 good commons they can put in their deck and make it competitive.




    Thank you. That last comment about Lightning Bolt and Counterspell scaring away new players is so embarrassing, My nine year old will automatically reach for 4x Bolts when building a red deck because even his 9 year old brain can figure out that it's simple, fast, effective, and above all else, fun. That's not to say he can't play newer cards. He loves tutor, scry and cantrips because he realized, as soon as I played Demonic Tutor, that it let him digs for answers.

    The cards he hates the most? Planeswalkers. Specifically the Emblems. Why? Once they hit, there's no answers for them. He thinks that Force of Will is a terrible card and Winter Orb is broken, and mana screw sucks but they all have answers one way or another. Emblems? His #1 hated feature because there are no answers.

    So Lightning Bolt and Counterspell scaring away newer players? Cards printed since year dot and for years afterwards?? I call bullocks on that. Magic wouldn't have grown at all if those cards are so scary to new players.


    We've come from players perceiving Core Sets that had these cards as "weak-sauce" to them being "too powerful" for "Expert Level" Standard sets.





    That is the very sad truth. Having litrerally lived through it. Except i still think its weak sauce its just everything got weaker while creatures and planswalkers went up. Which is fine in the grander schemeof things (eternal) since if you have the older cards, its just creatures finally stepping up to the plate. For more temporal formats like standard and arguably modern, the disparity between creatures and other types become more stark. Standard is amusing. They nerf stuff then things that were supposed to be be countered by the stuff that they nerfed become kings and they wonder why. Of couse the solution is to nerf more stuff Smile

    I mean we can already play that, just play bfz only without gideon. Its about there. Smile

    I still buy lots of magic. Enough to fuel a small shop. Its still oki because like i mention crits and planeswalkers are still powerful enough to match up to older cards. But once its bfz all the way, i'll just collect a little for block cube. Since thats all it really is by that stage.

    Posted in: The Rumor Mill
  • 1

    posted a message on WOTC adds new department to ensure less mistakes happen.
    Quote from drmarkb »
    It is not the department that is the issue. It is the philosophy.
    Creatures. Planeswalkers. Creatures. Planeswalkers. Creatures.

    Hand destruction, land destruction, counterspells, taxes, cheap removal and everything else the new players hate have been removed, leaving an anodyne mess of a game and a standard solved in seconds that can't shift once the best two or three creature/planeswalker decks have been esablished per set. Meanwhile those easily irritated new players and more casuals have just sodded off to the commander tables to feed the monster Wizards inadvertently legitimised. You don't need a new department to fix this, you need a new philosophy.
    Maro has a philosophy and maxim for many things, he write about them all the time in his columns. Unfortunately his philosophy is "Gatewatch: the gathering" and "zoos are better than spells", both of which are unchallenged axioms that the current team cling to for dear life. Only when the fear of "unfun" changes will things get better.


    Totally agree it is a decade of this philoshophy that has gotten us here today unfortunately. Just look at which cards actually hold value. If the game were healthier the price disparity would be far less.
    Posted in: The Rumor Mill
  • 1

    posted a message on What's Wrong With Today's Magic?
    Quote from purklefluff »
    magic really only has a couple of small problems right now - everything else is fine.

    1) new standard sets need more powerful answers (removal/disruption). The reasoning is simple. threats are powerful in Standard (and by extension, Modern), and it has recently been the case that a slightly misjudged threat ends up sweeping away the format in an unhealthy way. I can remember there being numerous busted creatures in sets past, but it wasn't really an issue as the removal and counters were so much better. the answer is simple. keep doing what you're doing with regards to threats, but ramp up the disruption a little. Mistakes happen, and often these mistakes are the most beloved and interesting cards in a set. All you need to have is the tools within a card pool to deal with whatever slips through R&D's net.
    this raises an example - Counterspell was fine in Magic for years. Nobody really had an issue with it, in fact it solved a lot of issues. At what point did it suddenly become too good? The real answer is that it didn't. Wizards just decided that it didn't with with their updated design ethos, and wanted to tone down that aspect of the game. since that time, people have developed an irrational fear of those sorts of effects being too good, when realistically many of them were fine. Doom Blade, Go For the Throat, Lightning Bolt, Vapor Snag, Wrath of God, Supreme Verdict, Remand, Mana Leak, Path to Exile. Standard was interesting with these cards in it, and it was nigh-impossible for big dumb powerful creatures to take over and get banned. People aren't going to stop playing your game because their bunch of 3/4s got blown up with a wrath effect. there needs to be some legitimate two-and-fro to the game and at the moment it's all about who plays their threats on curve. I'd wager a guess that if they reprinted any of these in the next standard set, it would be fine.

    2) following from the first point: Wizards needs to loosen up and be a bit more free with their card design for new sets. They have been really, intensely "playing it safe" for a while now, in an attempt to micromanage standard and balance everything to the Nth degree. This just leads to any mistakes or slightly misjudged cards just completely taking over because everything else is too flat and toned down in effect. Building better answers (point 1) into a format allows you to push boundaries in more interesting ways without crippling fear of it taking over.


    This would be a step in the right direction to rebalance the game, not to weaken the creatures but to bring back answers.
    Posted in: Magic General
  • 4

    posted a message on What's Wrong With Today's Magic?
    Quote from idSurge »
    A problem(not the only one) is that Modern overshadows Standard right now. Standard should be the flagship format of the game, and that it currently isn't is one of if not the biggest sign something is wrong.


    This is a symptom, not the problem.

    The problem is Standard only caters to a few shallow styles.

    Where is Prison?
    Where is Control?
    Where is Land Destruction?

    Modern allows you to play in many ways, Standard, simply doesn't.


    Totally this

    Magic has lost its magic, at least in standard. Standard used to be the frontier from which other formats look to for new tech. These days we look for "mistakes". TBH it is not too different. In the past there were only a few gems and the rest was chaff. So that part has'nt changed.

    what changed was power creep and simplification of the game. Power creep kills the game true. But power creep also fuels the game and makes it interesting and makes it Magic Wink If power creep was so bad old formats should just die out and be worthless. But that is not what happen. Instead they have now become reference points that standard is not supposed to reach :p This why standard is being overshadowed.

    What might allow standard to be the current weak-card simmer pool and yet pull in crowds would be different ways of playing magic. For instance all the various casual formats, cube drafts. Or sets being more strongly in flavor or mechanics such that a block cube brings something everyone likes to the table. Essentially new games using magic rules (which is possible because of the depth and breath of Magic's structure as a game - which is actually awesome). I believe they are already going in direction while throwing bones to the older 60 card constructed formats. It is not terribad, its just not old magic. Which is what I as an old fart is missing from the current standard Smile

    For the older style for making magic where they were more "careless", there is potential even from weak\currently-useless cards that may have potential. Now a useless card tends to stay useless.

    I suspect it is to save design space so they can squeeze out more value out from one set, given that they want to churn out more sets they have to spread the design equity out thinner, hence we see more weak cards. Weak cards allow more gradiated and variated power creeping, useful when they want to make a "chase" card.

    Standard magic is a different game today from what it was 20 years ago. Its not necessarily bad. But it is thinner.
    Posted in: Magic General
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