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  • posted a message on Upcoming Kaldheim miniatures
    Quote from soramaro »
    I'd be pretty funny if "Cosmo Wolf" and "Cosmo Serpent" turned out to be the actual card names.

    Something about that seems off to me, I don't think Wizards would name a card cycle just "Cosmo XXX". Could they represent Minions of the evil forces on Kaldheim? They depict a Wolf and Serpent, both have norse mythological antagonistic characters associated with them (Wolf = Fenrir, Sperpent = Jörmungand).

    Anyway, these really makes me happily curious about Kaldheim. I really like how R&D designed different pantheons so far, they really felt distinct in both lore and card design.
    Posted in: The Rumor Mill
  • posted a message on RC STATEMENT ON SECRET LAIR: THE WALKING DEAD
    This is the right call. It is absolutely not the RC's place to enforce how the community feels about wizards products or their distribution methods/pricing. Their job is to care about the health of the format, which means nothing else than keeping it fun. I might add that I have no love for this product and I don't like where wizards is going witht his, but thats not the RC's fault nor is it their job to correct that. If any of these cards turn out to be super busted and unfun in EDH, I'm sure the RC will take another look at them.
    If you think "The Walking Dead" should not be in Magic or commander or black border or mechanically unique cards should not be released as a super limited product, those points should be directed at Wizards, the company that made these decisions, and not at the RC.

    Of course they werent going to.

    The rc lost its spine ages ago, and its reflective of the continued decline in their involvement in the format.

    Whatever hide behind rule zero about it some more

    Calmly making a decision instead of folloing the demands of an angry internet mob is the exact opposite of being spineless. The RC didn't shy away from voicing an opinion. What you're upset about is the RC voicing an opinion that different to yours.
    Posted in: Commander (EDH)
  • posted a message on Zendikar rising first look on July 25th
    Quote from Shadow345 »
    I'm glad it's only one set. Battle and Oath are the worst Magic sets i've ever seen.

    Where did you find the info that its only one set? Can't see that anywhere in the Twitter post. Or is that old news I missed?
    Posted in: The Rumor Mill
  • posted a message on What is multiplayer to you?
    I play with a lot of different groups. We usually go FFA with groups of 3-5, and two-headed giant with groups of 6, just to speed up the game. I also like to play two-headed giant in groups with peaople new to the game, that way they have a partner who can teach them as they play.

    In groups of 5 we sometimes play pentagram (although without the color rules restriction, just our normal decks), which I love for the interesting politics that it brings to the table.
    Posted in: Multiplayer
  • posted a message on Alpine Houndmaster and 2 Dogs
    It's strange to me how both dogs the houndmaster fetches seem to be 2cmc creatures. I expected at least one of them to be 3cmc for a smooth curve.
    Posted in: The Rumor Mill
  • posted a message on Core Set 2021 Previews to start on June 4
    Quote from Xcric »
    Its hard to be excited about this so soon after ikorias release, and hot on the heals of double masters announcement, and knowing commander legends is coming, with secret lairs and more commander precons mixed in too
    Not for me. Spoiler season best season.
    Posted in: The Rumor Mill
  • posted a message on Zendikar in 2020
    oh god please wizards print the enemy tango lands. they are such a great budget alternative to shocks.
    Posted in: Speculation
  • posted a message on Tuck rule
    Quote from NGW »
    If your deck completely falls apart because you do not have access to your commander you made a bad deck, plain and simple. You can certainly build a deck that's primary strategy involves your commander, in fact I much prefer decks that do (or at the very least benefit greatly from their commander), but you should always have a contingency plan. Removing the tuck rule simply encouraged bad deck building by removing a check for decks that were overly reliant on a single card they always have access to.
    I understand you argument, but that is a very spikey perspective. What about the Jhonnies and Timmies? Commander allows me to build decks around mechanics unique to specific legendary creatures, decks that could never funcion in a format where i don't have guaranteed avaiability of a certain card. Brudiclad, Telchor Engineer is a prime example of this. Would that deck work once the commander is tucked? Definately not. But why should that make it a bad deck? It plays well (in the absence of tuck), its fun, its unique and it has cool flavor. Now YOU may not care about any of these things, but a lot of people do, and in my perspective that makes it a pretty good deck. Maybe putting together a deck that is filled with options to wiggle out of every corner is super fun to you, but thats not true for everyone. I don't want to fill half my deck with tutors and counters, both of which make commander games unfun (for me) in large numbers. Point is, preventing tuck opens up a lot of interesting deck builds and that is a good thing imo. My Commander playgroup nearly died because tuck was so frustrating and it flourished since the tuck change.
    Posted in: Commander (EDH)
  • posted a message on What is the general opinion on the increased amount of special versions of cards?
    Diversity is always cool, so I think alternative art pieces, masterpeces or collector booster versions are awesome as long as the cards are also avaiable as normal cards. I think Nexus of Fate sufficiently illustrated why a standard legal promo is a bad thing if it is not avaiable through boosters (although that card was also a toxic design in a vacuum), they did much better with BaB promos like Kenrith, the Returned King, which also saw standard play and never got rediculously expensive.

    Quote from FunkyDragon »
    I do hate all the alternate arts and disagree with everyone who said alternate arts are welcome. You've heard of power creep and complexity creep, but what about visual complexity creep? It may not be an issue in Standard, where you only have to worry about the last two years and can forget everything that has rotated, but in Commander, you want to look across the table and recognize what cards are on the battlefield. Everytime they print new art on an old card, they make it harder to recognize the cards and remember what they all do.

    I see your point, but I think its not relevant in the larger picture. New sets will continue to release, bringing both new cards and new art on reprintt, both of which are desirable. Some may prefer old art, but few would disagree that a card with art from 10 years ago would stick out like a sore thumb in a set released nowadays. The enjoyment new and unique art brings to some far outweighs the annoyance it may bring to others imo.
    Sure, for new players the alternative versions are more cards to learn, but if a player has to read cards anyways, checking what a promo does hardly matters. And if an enfranchised player has to read a card they don't recognise every once in a while it won't kill them.
    Posted in: Magic General
  • posted a message on Finding eccentric and new commanders
    What do you mean by "easy to build"? Usually the oddball commanders or decks with unusual strategies are harder to build than straight forward decks for commanders that build themselves.

    That being said, I will allways suggest Brudiclad, Telchor Engineer. He is a very unique take on token strategies and very fun to build/play as a "copy tribal" deck. Also very swingy and deceptively powerful. I really enjoy using my opponents deck as a resource for my own gameplan because it gives even more gameplay variety and that is exactly what Brudiclad thrives on. Its also the perfect colors to include a bunch of "chaos" cards, if that is something you enjoy.
    Posted in: Commander (EDH)
  • posted a message on [IKO] Ikoria spoiler season begins on the Magic Twitch stream
    Oh my, the salt is real in this thread. i agree with the calmer voices here, lets see how it play out before we call the cops on wotc.

    I like the keyword counters. Having a trample counter on a creature makes it actually more apparent to me that the creature has trample than it just being printed on the card, so I don't think thats gonna be a problem. the punch-out counters are neat, too. What i don't like about this is the fact they introduced it as a set mechanic. I guess it will make quite a splash, making cards viable and so on but i can't help the feeling that there is nothing new here. Its just a new way of granting existing (even evergreen) abilities.

    Cycling is good of course but its not very interesting, its just a card flow mechnic like scry. It doesn't bother me, but it doesn't excite me either.

    Mutate is cool I guess, but it just doesn't feel particularly powerful. Without having played the mechanic I would guess that you need hexproof creatures as your chassis to mutate on or get x-for-1ed on a regular basis. What actually bothers me is that the wedge legendaries seem so utterly meh by themselves (except maybe the Temur one).

    Companion... ugh. I just can't bring myself to like it. It has issues in standard, it has issues in commander and it has issues in limited. Every companion card spoiled so far I would have preferred without companion.

    Overall I am a bit worried by the set mechanics because they just don't excite me.
    Posted in: The Rumor Mill
  • posted a message on How does one go about refining their deck?
    Hi TheOnlyLamia,

    there are several resources around the internet that can help you with suggestions for cards or decklists.
    Check out edhrec.com for a ton of both cad suggestions, theme suggestions and a decklist database.

    If you would like more personal feedback and tips, we need your decklist (make sure to use the deck posting feature) and most importantly a description of what your goal is for the deck (what do you mean by "decent"?).
    Posted in: Magic General
  • posted a message on Negative Counters
    yes. hapatra cares about any effect you control putting -1/-1 counters on any creature.
    Posted in: Magic Rulings
  • posted a message on Can a budget deck win against a serious competative deck?
    It really depends on your definition of budget and... well, how skillful you are.

    There are decks in the Meta that are both cheap and strong enough to win an event like FNM with. Here are two mono red decks that have won competitive standard events in the last week (links to mtggoldfish.com): Link1 and Link2.

    On the same site there is a budget deck section with decks on the cheaper side that one of the site's host brews up and plays for testing. Some of those turn out to be quite well placed in the meta.

    You have to remember that the top Meta decks are not decks that win 100% of the time, but rather sometning like 55% of the time, so as long as you are happy to win some and lose some, you can have a lot of fun with budget decks.
    Posted in: Budget (Standard)
  • posted a message on The True Solution To The Flawed Mana System
    Look, this has been proposed since the stone age of MTG. I'm going to ignore your suggestion to have players start with only one card in hand because it is absolutely ludicrous (so I play a ramp deck and start with a 6-drop in hand. whats my game plan?).
    The problem with your "solution" of two decks is that it eliminates one of the core mechanics of the game, wich is risk management. If I can draw lands consistently I can play high-CMC cards consistently, without regards to the risk if I ever get that many lands. At the same time, I could run decks that top out at 3 drops and have a perfect game 90% of the time. I think you are completely wrong suggesting the meta would be slower, everyone would be playing RDW because it could perform near perfect every single game. Good deck builders try to minimize risk of having a flood or drought scenario by increasing deck flow in some way. The other end of the spectrum are high risk high reward decks, which are less consistent but maybe feel more rewarding. Your solution would take those nuances away.

    If you are convinced that you are on to something, just playtest this. Take 5-10 decks and play them against each other again and again. Then come back with some (anecdotal) evidence. You would be the first to report that this method improved the game.

    Posted in: Magic General
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