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  • posted a message on to beat solar flare
    That seems poor. They just won't use it on your turn. Or they can just respond to you playing a spell. Then you can either sundal and counter your own spell too, or they get to resolve whatever they want.
    If you're playing white, purify the grave seems better
    Black gets Nihil Spellbomb
    Blue can use counters to counter the relevant spells
    Red and green just have to power through and kill them before they can get a big threat.
    The trick is to just power through the counterspells. Because they have instant speed card drawing, you are never going to outlast them. If you play nothing they just draw cards, so you need to play your threats in such a way that they have to counter the worst ones.
    Posted in: Magic General
  • posted a message on Could Angels be removed from Magic?
    In some sort of bizarre world where angels are not accepted fantastical beings.
    I can't imagine an atheist being offended that a fantasy trading card game chooses to represent angels and other fantastical beings. Being an atheist, I am never offended by any religious iconography. Furthermore, the times where I find atheists become angry is when they feel religion is being forced on them. Participation in a card game does not seem forced, and I would find any issue with Angels to be ridiculous.
    Posted in: Magic General
  • posted a message on Deathtouch and Assigning Combat Damage
    Quote from jesselloyd
    I'm sorry, one more time. lol.

    I clearly made a mistake on the bears vs. Greater Basilisk example. I understand I can deal 2 damage to the first bear, and another 1 which is deathtouch to the other bear.... What I meant was something more along the lines of the Basilisk Being Blocked by 3 Deciever Exarch s .....

    I can assign 1 damage to each exarch because 1 is considered lethal?

    Sorry again guys, help a noob out. lol


    That is exactly correct for the reason you stated
    Posted in: Magic Rulings Archives
  • posted a message on Trample Question
    Please note that damage will only trample over if the creature in question has trample. If a vanilla 5/5 attacks and you block with an indestructible 2/2, you will not take any damage, if it's a 5/5 with trample you will take 3.
    Posted in: Magic Rulings Archives
  • posted a message on Oracle of Mul Daya Priority
    No. The trigger goes on the stack at which point you cannot play your second land, as the stack is no longer empty. You and your opponent will both receive priority, resolve lotus cobra's ability, then you get priority again and can play a second land.
    Posted in: Magic Rulings Archives
  • posted a message on Gaddock Teeg vs Stoneforge batterskull
    No, Stoneforge mystic does not cast the card. Gaddock Teeg Only prevents it from being cast
    Posted in: Magic Rulings Archives
  • posted a message on [Deck] UW(x) Stoneblade
    I wrote this brief legacy champs report. I played a U/W Faeries list similar to the one that top 8'd pittsburgh. I'll probably edit this post explaining some of the card choices after.



    When modifying this deck, the first thing I knew I wanted was 4 force and 4 swords. Force is simply too important when facing off against the unfair decks this format can bring, and swords is just too good against any creature deck to really skimp on. I cut the fourth jace for the fourth force. The primary reason being: I think people are going to try to run whatever deck wins recently, something like this GerryT list with daze and stifle. That make getting up to four hard. I also think people are going to be running daze again for fear of hive mind. This made me wary of playing too many four drops. (I also don’t own 4). I then switched the second spell snare for a swords. I wanted something in the goblins/merfolk/random agro matches that was good all the time. With only one spell snare, we made it the misers daze. Hope they see it game 1 and play around it game two.

    As for the sideboard, we had two open slots. I didn’t like three extractions, as the card is only really good against some decks. But I still wanted graveyard hate, and then a little more, as loam decks were sometimes difficult. This led to adding two relics and cutting an extraction. I also wanted another card against agro decks and for the mirror, so jitte came in. That card is insane against any creature deck ever. Finally rounding out the changes, we added another wrath. I had had some problems with NO decks, and felt the extra wrath would help. It turns out metamorph would have been better. It had more applications.

    I went with the faeries because it seemed to have a good hivemind match up, and be well equipped to fight the visions war. Also I love faeries and will play them any chance I can. I played them in my underpowered vintage deck to a 1-2 finish beating only dredge with 6 sb cards.


    The days should have been wraths

    My memory is terrible. I should have kept better notes. I will do that for Starcity Boston.

    Round 1 vs. Reanimator
    I keep something like Swords, Visions, Sprite, Jace 2 Fetches and Wasteland on the Draw
    My opponent gets a turn 2 Jin-Gitaxias and draws up to 7. On my turn, I swords, he missteps and I force. The next turn I play a sprite and start trying to get in. He exhumes the WBG angel with shroud. Then he animate dead’s an angel of despair. I win very easily. I swords the angel of despair, take a hit from the shroud angel. I am forced to chump with sprites after a few turns, and then finally get stoneforge for batterskull. He swings with his angel against my batterskull, but after I equip it to the mystic, it becomes a wash. After he bricks for a few turns, I get a clique and kill the angel. He tries to get back in the game with an elish norn, but I use Karakas to bounce it to his hand, play a second clique, and batterskull it up.
    I side in +2 Surgical Extraction +2 Relic and +1 Wrath. I figure if things get too out of hand, I can chump with sprites and try to draw to a wrath. I think I take out 4 Visions and a Jace, but that is likely wrong.
    Game two
    He durdles while I counter his spells with sprite and alter his hand with clique. He duresses me while I have extraction in hand. I extract his missteps and see a hand of exhume animate dead and elish norn. I eventually get stoneforge for batterskull. He tries to get back in the game with exhume for stoic angel. But I just attack him for 8 to kill it, and then kill him.
    1-0 (2-0)

    Round 2 vs. Junk Depths
    Game 1 he lands a turn 1 dark confidant which I can’t answer. He buries me under card advantage.
    I don’t know about the dark depths this round and bring in wraths over paths and ring.
    I don’t ever lose any life this game. I don’t even know how that happened. My board when he scoops is Jace, Karaks, wasteland and some other lands to his dark depths and three lands.
    Game 3 I keep him off of dark depths or much of anything with triple wasteland. His board when he dies to his confidant flip is forest confidant to my island vendillion clique.
    2-0 (4-1)

    Round 3 vs. No RUG.
    Game 1 we trade back and forth, I eventually land a stoneforge for batterskull and kill him.
    I board in the wraths, flusterstorm and jitte for Sprites and Jace.
    I try to keep him off of natural order, but he is able to endstep a dryad, and misstep my swords. I don’t draw a wrath in the one turn given to me.
    Game three is awkward. I get a turn two stoneforge, but he has jace shortly after. He floods the board and manages to ancient grudge my batterskull. I am forced to wrath his double goyf double lavamancer board. He endsteps for the dryad, and natural orders me. I don’t have force or storm. His fatesealing ensures I don’t draw wrath.
    2-1 (5-3)

    Round 4 vs BW agro.
    Game one, I get hymned and don’t have the answer for his Elspeth.
    Game two, I get double hymned.
    2-2 (5-5)

    Round 5 vs. Dredge
    Game 1 he mulligans to 6, and tries to resolve a discard outlet. I misstep the first one and sprite the second. He then switches to the max hand size plan. I cast a clique and put too much pressure on him for him to dredge fast enough.
    I bring in 1 wrath, 2 extractions, Jitte, and 2 relics for Visions and 2 jace.
    He chooses to draw. I extract his stinkweed imps. He discards gravetroll, and I brainstorm in to relic. He switches to the cast outlets plan. I let him dredge twice and then pop relic with him having no outs to the clique-sprite army.
    3-2 (7-5)

    Round 6 vs. BG Loam
    I played against this the night before, so I know what he’s trying to do. It features worm harvest, hymn, raven’s crime, and gigapede. Game 1 he draws poorly, to say the least. Also he kept a 1 lander. He hits 1 non cipt land, and I waste him to keep him off of gigapede. My turn 4 jace gets there, and he wants to play it out for some reason. I look through his deck and see that his only wincons are gigapede and harvest.
    I bring in relics, crucible, extract, and jitte for swords and missteps.
    This game goes long. I never see a sideboard card until about turn 23. I land an early stoneforge for sword of feast and famine. My opponent gets loam online, and I never draw the extraction. He keeps loaming. He decides not to kill jace with gigapede for a turn, and that costs him the game. I keep brainstorming. I get a crucible online so my mutavaults can block his gigapede all day and sfm keeps getting in there. Eventually we go to time, and he can’t win because I hit relic and exile a gigapede and a worm harvest, along with about 20 lands and 2 loams. I win 1-0.
    4-2 (8-5-1)

    Round 7 vs. Mono blue
    My opponent mentions he lost to Rich Shay round 3. From talking to rich I knew he thrashed a mono-blue deck. I look forward to the match.
    Game one I land turn two stoneforge on the play. He has no response. The only other spells I cast are another stoneforge on turn 4 and the ancestral visions on my fourth turn as well. Batterskull and sword get there.
    I bring in crucible and o-ring for swords
    I force his clique on turn 3, land a jace on turn 4, then my ancestral visions resolve, three of them. Jace make him exile the library and that’s game.
    5-2 (10-5-1)

    Round 8 Four Horsemen
    Game one he probes, then preordains, then preordains. I assume ant. Then he plays mesmeric orb, and I know the deck right away. Fortunately clique just gets him
    I bring in the normal gravehate package, and o-ring for swords and a jace.
    I extract his narcomboas. I almost lose from two visions and double mesmeric orb, and by that I mean a mystic with a sword of feast and famine kills him while I have 9 cards left in my deck.
    6-2 (12-5-1)

    Round 9 merfolk
    Game 1 I incorrectly force his vial. He forces my mystic. I never get batterskull and die to double lord adept curse catcher. His jitte also just kills all my creatures.
    I bring in 3 wrath 2 path, jitte, 2 crucible o-ring for 4 sprite and 4 force and a daze
    Game 2 I get turn two stoneforge and easily win. He shows me a jace this game, and I am glad I brought in the o-ring.
    Game 3 I just kill his creatures for a while. When he starts flooding, I get mystic for batterskull. Karakas + clique lock him out of the draw step and I kill him.

    7-2 (14-6-1) and 18th place on breakers. I have the same record as others in the top 16. I should not lose to fake decks like BW.


    The best things in the deck are:
    Visions: I don’t remember how many times they resolved, but I think I won every game where they did. I wrecked the games where two resolved. My loss to NO RUG involved him having jace, and countering both of my visions.

    Stoneforge Mystic: I used to love bitterblossom, but now my heart has gone to another. She is just the best. Vial + Demonic is pretty good.

    Vendillion Clique: Second – Fourth in my heart. They are awesome. Several end games involved her and Karakas. Control your draw + bolt you is pretty nice

    Extraction: I was surprised. I know these effects aren’t the best. They don’t affect the board, nor do they provide card advantage. But I played against three graveyard decks. And every time, the free nature of the extraction made it awesome.

    Flusterstorm: It’s the real deal. Good vs any combo deck (Except Elves). Good vs natural order, and good vs control decks. The storm nature of it means you will win counterwars no matter what.

    Things that weren’t as awesome as hoped:
    3 Wraths: I was really excited to play three wraths. However the third wrath was never really needed. I would want a card for the mirror here, but that also has utility against creature decks, like metamorph.

    1 Daze: It’s fine, not bad, but we cut the spell snare for it. There are enough good 2 drops that I think 1 is just fine.

    Things I want to try out:
    SoFi: Also good in the mirror and vs creature decks.
    1 Misdirection: Good in the mirror and against hymn decks.
    Posted in: Midrange
  • posted a message on What are the odds Mind's Desire gets unbanned?
    Mind's Desire isn't banned in Commander. You never get enough storm for it to be broken if you aren't winning anyway.
    Posted in: Speculation
  • posted a message on Duels of the Planeswalkers 2012 General Thread
    Quote from Brodie
    Just wondering because the AI definitely gained control of my creature with Yavimaya Embrace and then hit me with it the same turn. I feel a warning is at least in order.

    Also, I've lost 3 games to Jace's piece of crap blue beatdown deck because it won't let me Gideon's Lawkeeper tap after blocks. Am I imagining the total lack of a window to use that clever trick or is the game just dumber than I am?


    I have tapped gideon's lawkeeper after blocks. The trick is to pause the timer when you want to. The games does not have a beginning of combat, nor does it have an end step, so you have to use the first and second main phases respectively.
    Posted in: Magic Duels
  • posted a message on first strike
    They both deal damage in the first strike damage step, which is before the normal combat damage step.

    A slightly more detailed breakdown of combat
    Begin Combat
    Declare attacker (The first thing that happens is the attacking player declares attackers)
    Declare Blockers (The first thing that happens is the defending player declares blockers, then blockers are ordered)
    Combat
    {
    First Strike(The first thing that happens is creatures with first strike and double strike deal damage)
    Normal Combat(The first thing that happens is creatures that did not deal damage in first strike, or creatures with double strike deal damage
    }
    end combat
    Posted in: Magic Rulings Archives
  • posted a message on Duels of the Planeswalkers 2012 General Thread
    My steam tells me it will be out at 12:00 PM, not AM.
    Posted in: Magic Duels
  • posted a message on [COMM] DailyMTG Preview: Tariel, Reckoner of Souls and The Mimeoplasm
    @Ender Wiggin: DTrain quoted a Ruling, not a Rule. And there are three Rules in question here: 207.2a and 207.2b, and 706.2.



    The Mimeoplasm puts +1/+1 counters on itself, as its P/T is set at 0/0. In never copies the P/T of the second creature, so it uses 706.2 to determine the power of the creature from which it will get the +1/+1 counters. The printed Power of Lord of Extinction is *, meaning 0. If CDA (Rule 207.2a) worked for the copied creature, then the modifying ability of Death's Shadow (or any other card with flexible P/T) would have to apply as well to The Mimeoplasm. It does not.


    This would be true if Death's Shadow had a CDA. It does not, it has a static ability that modifies its power and toughness. Lord of extinction however has a CDA that states what it's power and toughness are. Another example of the distinction isAeon Chronicler (which has a CDA) and Cloudreach Calvary (which has a static ability that modifies his power and toughness).
    In the Graveyard or even in exile, Aeon Chronicler's power and toughness will be equal to the number of cards in his owners hand. This very situation came up, where it was exiled by a duplicant. Because of rule 207.2a we know the power and toughness of the chronicler, even while it is exiled, so the Dupicant had p/t equal to the cards in my hand. Had a Cloudreach Calvary been exiled the p/t would always be 1/1, no matter how many birds I control.
    Mimeoplasm creates the exact same scenario as sutured ghoul, so the ruling is relevant.
    Posted in: The Rumor Mill
  • posted a message on [COMM] DailyMTG Preview: Tariel, Reckoner of Souls and The Mimeoplasm
    @DTrain: Death's Shadow has a static P/T of 13/13, with an ability that then modifies it. Lord of Extinction has no static P/T, just an ability that sets it. If you want to use Lord of Extinction, just use the lhurgoyf. Otherwise, you'd have to exile two Lord of Extinction in order to have The Mimeoplasm work the same way.


    What? He even quoted the relevant rule. It does work.
    I'm actually somewhat excited for Tariel. I built a rough draft, and it seems fun. It's a reanimator shell with some spot removal, and a few gy hate cards like withered wretch and Nezumi Graverobber to reduce her random selection.
    Posted in: The Rumor Mill
  • posted a message on Commander Pre release
    There is no pre-release, just a release party. Also it depends on where you go. I went to archenemy. We got one promo per deck we bought, and then were split in to 1v 3 pods and battled for fun. We could use any deck we had brought. For this, it is likely that you can only use a precon, lest someone bring a tuned Commander deck to the fight.

    EDIT: I think the promo is one of the enemy pair legends, perhaps you can choose. Everyone gets the foil generals in whichever precon they buy.
    Posted in: Magic General
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