- arrogantAxolotl
- Registered User
-
Member for 9 years, 3 months, and 26 days
Last active Tue, Nov, 9 2021 20:36:47
- 0 Followers
- 1,106 Total Posts
- 373 Thanks
-
Oct 31, 2017arrogantAxolotl posted a message on The 13 Scariest Pieces of Magic ArtNo old school Mutilate?Posted in: Articles
-
Sep 12, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
I don't think this is an entitlement thing for most folks. I think folks are just being skeptical about the change and aren't sure if they can trust Curse because they don't understand the imperative for the change.Quote from Ertai Planeswalker »As much as I dislike this change as the next guy, I do want to remind everyone that if you did not pay for anything, you are not entitled to anything.
Everybody who paid for your MTGS account, raise your hands -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
Thanks for taking the time to reply to my inquiry. I guess I'll just bite the bullet and make myself a Twitch account then.Quote from Feyd_Ruin »snip -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
Would you be willing to elaborate on why this is true? I know that I'm being skeptical here and that the question I'm asking is pretty technical in nature, but I'm failing to see why this is the case. What makes the account merging more secure for users here? Aren't you still just dealing with the same number / types of accounts anyway?Quote from molster »
This lets us just run a single user pool, which is a LOT more secure for users!Quote from Eruyaean »So Basically, i have to create an account in some unrelated service i may not use to continue to use this Forum? -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsThis is... huh? What? I don't understand what's going on here at all.Posted in: Articles
I don't use Twitch. I don't even like Twitch. Why do I have to merge my Salvation account with a Twitch account all of a sudden? Molster says it's because it provides more streamlined account security, faster user support, and an easier log-in process, but this is still baffling to me. Easier log-in process? How much easier could logging in be? My home computer already logs me in automatically. Everywhere else... it's just a simple username/password system. How could that process possibly be made any easier?
Maybe this is a security thing, and admittedly I know absolutely nothing about security, but how does merging Salvation accounts to Twitch accounts make things more secure? And why Twitch of all things? Why now? What's the prerogative for this change? Maybe I'm just being some cranky, old man whose resistant to change regardless if it's for the better or not, but I honestly just don't understand why this even needs to happen. I don't want a Twitch account. - To post a comment, please login or register a new account.
I think my dilemma is one of wanting to build a novel deck that expresses my creativity and ingenuity but also wanting to build a deck that creates good gameplay. And for the life of me, I could not find a way to make Mr. Bones play well. Just about everything the deck needs to make work is anathema to good gameplay. Maybe if I were more creative, more knowledgeable, there may have been some way to make it work, but I tried just about everything I can muster, and I really don't think there's anything I can do. That's why, after having developed the decks for several years, me valuing good gameplay finally won out, and I took apart Mr. Bones. I can always rebuild it. I just can't subject anyone to it anymore without also feeling like I could have done something else to make the experience richer for them.
First, this isn't a detailed poll. It doesn't afford any room for caveat or for voter explanation. It merely provides two binary options and one apathy option. That's it. There's no indication of voter confidence. There's no "I don't know" option. It's just a crummy poll, only useful for a surface reading of what outcome voters think they prefer. And most folks, regardless of how they voted, probably put less than a gut's reaction into whatever they ultimately decided to vote for. You keep referring to this poll like it's sacrosanct, but it appears to me like something that should only be taken with a grain of salt.
Second, the apathy option is effectively a second yes vote. Those voters are saying they're perfectly fine with the rules being changed. To lump those voters in as "not yes," while technically true, is a bit misleading. As such, what you're really looking at isn't 33% of people supporting change. It's 47% of people saying they're fine with change.
Third, MTGS is practically the old guard of Commander. Between Facebook, Reddit, and other more prevalent platforms, MTGS sees only a tiny fraction of the total Commander discussion. The folks who do engage here tend to be among the most loyal and most enfranchised Commander players out there though. Combine that with the fact that the Commander Rules Discussion subforum has a reputation for being one of the most virulent parts of the board, and what you get is even fewer casual faces even making it to the poll to begin with. It hardly represents what the actual Commander playerbase thinks.
Now, I don't know how the Commander community at large feels about making planeswalkers commanders. I suspect less enfranchised players will be much more likely to favor that change, but that's only a suspicion. But to read this poll as "only one in three people think this change should be made, so business as usual" isn't a great interpretation. If anything, this should be read as "nearly half of the old guard thinks it's okay for planeswalkers to be commanders." That, I think, is rather startling, especially given just how easy it is for anyone to be against something but how hard it is to be for something.
I was playing Mr. Bones, and I was set to go off next turn. My opponents knew this, but they didn't have any way to stop me. So, rather than giving me the satisfaction of trapping them all on the Ride, they tried to kill themselves before it got back to me. I was having none of that.
With two opponents having no cards left in their libraries, the third cast Minds Aglow for lethal. I respond by flashing in Abyssal Persecutor off Vedalken Orrery to save them. My opponent then activates Geier Reach Sanitarium before my demon resolves. At this point, I'm cursing under my breath. I had missed the Sanitarium completely, and my only counterspell, Retard, can't counter activated abilities, putting me in a bit of a bind. Luckily, I had found my out. With everything still on the stack, I cast Retard and exile my Abyssal Persecutor. From there, I activate Mirror of Fate and build a new library with Abyssal Persecutor on top. Then I activate Scroll Rack, redraw the Persecutor, and cast it a second time. The Persecutor resolves, and everyone is thoroughly impressed with my ability to jump hoops.
If I had to pick a "most likely to be seen," it would probably be Gleaming Overseer. It could possibly slot into existing zombie tribal decks that have a heavy token bend already.
The point I was trying to make was that demand should be (one of several) compelling reasons to make a change, not how interesting whatever the thing is that is in demand. Whether you or I find planeswalkers interesting ought not be a factor at all.
This is easily my favorite of the Zombie Gods. Super powerful.
Yeah, this card is literally and deliberately broken.
Now, I love drawing cards. I especially love drawing lots of cards particularly if I can draw them all at once and for as little mana as possible. Resource accrual is just something I deeply care about. For that reason, God-Eternal Bontu should be the kind of card that excites me. It's a relatively inexpensive way to draw lots of cards all at once, and it leaves a 5/6 menace to boot. What's not to love here? Well, if there's one thing I hate doing, it's losing my board state, and sacrificing my board to draw lots of cards feels like the definition of counterproductive. I mean, why would I want to throw away cards I've already drawn and then found worthwhile enough to cast only to draw different cards in their place? Like, it's one thing to loot cards away while they're still in my hand. In those instances, I'm making an equivalent exchange in an effort to find cards more valuable than the ones I already have. But once I've made an effort to put my cards in play, I can only imagine wanting to keep those cards. If not, I wouldn't have bothered casting them in the first place. In that sense, sacrificing my board to draw cards feels a lot like targeting my face with my own Lightning Bolt. Sure, the worth of any individual card I have in play can decrease in value over time to the point where it's actually worth less than one random card, but generally speaking I don't fill my decks full of permanent cards to have those cards not be valuable once I've played them. That just sounds ridiculous.
So, I was thinking, what's the least valuable thing I can sacrifice to God-Eternal Bontu? Because if there's a way to make a lot of that thing, then maybe I could also make Bontu worthwhile. A few things come to mind. First, obviously, 1/1 creature tokens. They're fairly ubiquitous, and it's difficult to find non-card permanents that are less useful than 1/1s. In the token department, we do also have clues though. That, and things like treasure tokens made off the back of Smothering Tithe. In addition to tokens though, there are also cards that I actively want to kill off because they do something useful when they die but simultaneously aren't very useful to keep on the battlefield. I'm thinking of cards like Academy Rector, Reveillark, and False Prophet (although maybe not that last one in tandem with Bontu). With these sorts of cards, the battlefield is more of a stepping stone to the graveyard than it is for actually developing any kind of meaningful board state. I guess that makes them kind of like weird, delayed sorceries. In any case, it's going to be difficult to have many of those kinds of cards in play to sacrifice to Bontu, so I'm going to focus on tokens instead, specifically 1/1s.
Imagine I have five 1/1 tokens. Let's call them saprolings. Now, they don't have to be saprolings specifically. Maybe they were Wood Elves at some point in time. For now though, they're effectively 1/1 creatures with no other useful text. With Bontu, I can sacrifice all of these 1/1s to draw five cards, and that would almost certainly be more useful than keeping five 1/1s around. Having said that, this is still a non-starter for me since paying five mana to draw five cards at the cost of five 1/1s still isn't good enough despite the fact that it also develops a 5/6 menace. The opportunity cost is simply too great. For roughly the same amount of mana, I could have played something like the incredibly unsexy Collective Blessing instead. Now, all of these 1/1s are suddenly much more relevant, and I didn't need to throw them away to make them so. In this way, I can use cards like Collective Blessing to advance my existing board state even further without losing any board in the process. To make losing board worthwhile, God-Eternal Bontu would have to do something even more powerful in comparison, and that just seems like a tall order. Unintuitively, I suppose God-Eternal Bontu actually gets better the fewer things you sac to it since the opportunity cost decreases as you draw fewer cards. But then, why would I want to play this card if I weren't using it to draw lots of cards?
Completely disagree. Protection from colored spells is extremely relevant. That doesn't have anything to do with whether or not countercards exist. Countercards do exist, and they have always been around. Protection from colored spells just blanks the most prevalent forms of removal. We're not seeing any kind of significant increase in players playing cards that can answer Emrakul.
Again, I disagree. Annihilator 6 is still extremely powerful. Granted, it may not be as strong as it once was due to the prevalence of token generating cards like Smothering Tithe and Tireless Tracker, but the stages of the game in which annihilator 6 is backbreaking are largely unchanged. Emrakul has always been most problematic during the early and middle stages of the game where annihilating six permanents means losing half your board state, and the subtle weakening of Emrakul's ability in the later stages of the game don't help significantly reduce Emrakul's harmful effects during the earlier stages of the game which has always been where its impact is most relevant.
Generally speaking, I agree with what you're saying. Planeswalkers do buffer life totals; they do draw aggro away from players. By extension that means life totals that would otherwise be shrinking are now cushier than before. All of that is true, but that doesn't necessarily mean games will be longer. That merely sounds true. In practice, I think the results might honestly stay the same.
Commander, as it is, already grants players an enormous life buffer to hide behind, so much so that traditional aggro decks are basically unheard of. In my experience, what tends to end games of Commander isn't some grindy battle of attrition. No, it's usually a dramatic shift in the balance of power. Yes, sometimes games are decided by the careful accrual and denial resources, but more often I find games are decided by someone going way over the top of everyone else. Some player invariably makes a ton of mana, or draws forty cards, or assembles some multi-card combo that wins the game. Whatever it is they're doing, it's way more powerful than everything else going on, and it provides that player with such a commanding lead that they're able to take over the rest of the game from there.
Imagine a game where four players have been battling it out for a while, but they're all still in the game with varying amounts of life, cards, and board states. Now imagine one player with a moderately sized army casts Craterhoof Behemoth. This player was chipping away at people's life totals earlier, but now they suddenly have a massive amount of damage to distribute, so much so that all the maneuvering they did before is rendered mostly negligible in comparison; the damage up until now was simply too paltry to matter. This is how I suspect planeswalkers might play if they could be commanders. Yes, planeswalkers would probably redirect damage away from players and towards them, but the stage in the game at which this occurs might not affect the overall length of the game because that Craterhoof or similar such card is still going to run everyone down anyway.
I disagree. I think planeswalkers are much simpler than creatures.
For the most part, planeswalkers tend to follow a similar pattern. They have a plus ability, a minus ability, and an ultimate. Most of the time, players can't ult their planeswalkers (and when they can it's really obvious if they should), so that just leaves the other two abilities. From there, you can usually do process of elimination to figure out which ability you should use. Am I working towards my ultimate? Use my plus ability. Are there any useful targets for my minus ability? Use my plus ability. Can I even afford my minus ability? You get the idea. And timing isn't really a restriction here either since players can only activate planeswalker abilities once per turn and at sorcery speed to boot.
You know what really bogs games down though? Decision paralysis. Planeswalkers are modular, sure, but creatures are especially modular because creatures get to participate in combat whereas planeswalkers usually don't. And in giant multiplayer games, it isn't uncommon for boards to stall out and for combat math to become so burdensome that players skip combat entirely in favor of playing it safe. That really slows down games because even though players might actually be in a position to bring the game to its conclusion, finding the lines to reach that point can be extremely difficult, especially if politics are involved. The complexity of these situations just causes mental shutdowns sometimes, and that's almost always because of creatures.