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  • posted a message on Anguished Unmaking
    Quote from kinamar »
    Quote from doc.brown »
    Quote from Gm13p »
    Wow.
    Considering how Dismember is played by everyone, this is probably going to be a staple.

    dismember is played by everyone because i costs 1 and can be played by any deck. this cost 3 and can be played only by black and white.


    Dismember can also easily be beat by about any simple pump spell, Only way to really stop this is a trick to give your permanent hexproof. well other then the obvious foiler of both counterspells :p


    Point to This card if Dismember gets countered you still have lost life and with this no...stil

    Oh Damn card is so sad...


    Pretty sure if this gets countered you do not lose life, as a counter cancels all the spells effects.
    Posted in: The Rumor Mill
  • posted a message on Anguished Unmaking
    Quote from Kreuz Drache »
    Dude. This is a really, really strong spell that I didn't think they would even print in contemporary sets. It amazes me that people are complaining about the fact that this can't hit lands when it already hits literally everything else for 3 mana and the ability to stop your opponent from playing Magic should never be viable.


    ^This.

    I really do not see why people want land destruction to be good. Especially at instant speed.


    It is only people that truly love their land destruction decks and are bitter because they often are not that viable at tournaments. It is by far a minority of people.
    Posted in: The Rumor Mill
  • posted a message on Anguished Unmaking
    Quote from doc.brown »
    Quote from Gm13p »
    Wow.
    Considering how Dismember is played by everyone, this is probably going to be a staple.

    dismember is played by everyone because i costs 1 and can be played by any deck. this cost 3 and can be played only by black and white.


    Dismember can also easily be beat by about any simple pump spell, Only way to really stop this is a trick to give your permanent hexproof. well other then the obvious foiler of both counterspells :p
    Posted in: The Rumor Mill
  • posted a message on Anguished Unmaking
    Quote from progste »
    Great removal, but i wonder why land destruction at three mana seems to be asking too much.




    Pry comes down to land destruction does not happen in white much at all. I think there is maybe 1 mono white that targets only swamps and 1 tri color that includes white that targets a non-basic. Then there is the red/white ajani that ults to destory all lands of target player, but that is more the red side coming out I think. Otherwise White land destruction when rarely done was destroy all lands. So only have a few cards in the history of the game that are white and involve land destruction. I am unsurprised they do not let these removal spells target lands at all. Not to mention they are already powering down the mana base in standard, they likely do not want to compound that with efficient land destruction.
    Posted in: The Rumor Mill
  • posted a message on Shadows Over Innistrad - Buy-A-Box Promo
    Idk this card could prove to be alright. It's a 4/4 for 4. if you pay 1 and discard a card (madness and delirium enabler). It transforms into a 0/1 with hexproof, indestructible and can't block or be blocked. So it saves it from removal, or dying from a a pump spell on an opp attacker or blocker. But then when you attack and it is not blocked and it cant be anyway pay 2 and a swamp and it flips which gets you in for 4. Smile at the very least a limited bomb. but with a new slower standard (as the mana base is being weakened a good deal) may be good there as well.
    Posted in: The Rumor Mill
  • posted a message on SOI Name and Number Crunch
    Is there not usually at least 4 of each basic land arts? Perhaps there will be no cycle of rare lands at all?
    Posted in: The Rumor Mill
  • posted a message on Relentless Dead
    Quote from zachawry »
    It's hard for me to believe that WoTC would be hurting financially without the existence of the Mythic rarity.

    Especially these days, with them breaking new sales records with every set.

    Of course, as a private company in a modern capitalist society, they have every right to milk the player base for however much they think it can stand. That doesn't mean that complaints that they are being greedy @^%$#!'s are wrong. If you don't want to be called a thing, then don't be that thing.

    Everybody knows that Mythic exists to pay their bonuses, not to balance Limited. They have to pretend otherwise, but we do not.


    Also you must keep in mind, Wizards of the coast is not exactly a private company anymore and is not solely responsible, They are owned by Hasbro, Hasbro decides how much funding Wizards gets to make magic. The more money magic can bring in the more funding they get to make the game. Wizards must make Hasbro happy about their profitability. They may be profitable in other ways, but it may not be enough for Hasbro to be happy enough to keep making magic. Therefore Wizards may have to make some expensive tourney staples mythic, to sell more, to keep Hasbro happy.
    Posted in: The Rumor Mill
  • posted a message on Relentless Dead
    Quote from maraxusofk »
    Quote from DJK3654 »
    People, you don't get to decide what Mythic Rarity is, WotC does. This card passed WotC's rules, it must have, because they printed it. You can argue WotC's rules for it are wrong, but then you must provide specific reasons why they are in someway tangibly harmful. You can't just say 'that's not what mythic rarity is!'.


    Using JOTC's previous definition

    www.mtggoldfish.com/articles/the-changing-definition-of-mythic-rare


    That entire article doesn't make sense. MaRo actually say "They will not just be a list". "Just" is the keyword here, which means "set's most powerful tournament-level cards" CAN impact whether or not a card is a mythic rare.




    I believe the just is more along the lines of meaning, The mythic rarity will not just be highly played tournament staples, but some of them can and likely will be. And I think you can make an arguement that a zombie which can put itself back into your hand when it dies and also bring another zombie from the grave yard back to the battlefield as well is pretty unique.. but that is my opinion.
    Posted in: The Rumor Mill
  • posted a message on Check Land reprints in SOI
    Quote from Tim_T »
    Quote from kinamar »
    Quote from rangerwickett »
    Probably dual lands that give your opponent a 2/2 zombie, a 1/1 fying spirit, a 1/1 exploding devil, a 2/2 wolf or a 1/1 human with vigilance when they ETB.


    That's kinda cool, but probably too strong. I mean, would you take the tempo hit in order to get a free 2/2 on turn one? I would.

    Timber Cave
    Land
    ~ enters the battlefield tapped.
    When ~ enters the battlefield, put a 2/2 red and green Wolf creature token onto the battlefield.
    T: Add R or G to your mana pool.

    That's probably too strong. But I could imagine:

    Timber Cave
    Land
    ~ enters the battlefield tapped.
    T: Add R or G to your mana pool.
    When you discard ~, you may pay RG. If you do, put a 2/2 red and green Wolf creature token onto the battlefield.



    Trifas, filterlands have cool spooky names, like Fetid Heath and Graven Cairns. That might be enough.


    I think you misread, they were saying your opponent gets the creature when you play the land, you know a drawback dual land
    Quote from kinamar »
    Quote from rangerwickett »
    Probably dual lands that give your opponent a 2/2 zombie, a 1/1 fying spirit, a 1/1 exploding devil, a 2/2 wolf or a 1/1 human with vigilance when they ETB.


    That's kinda cool, but probably too strong. I mean, would you take the tempo hit in order to get a free 2/2 on turn one? I would.

    Timber Cave
    Land
    ~ enters the battlefield tapped.
    When ~ enters the battlefield, put a 2/2 red and green Wolf creature token onto the battlefield.
    T: Add R or G to your mana pool.

    That's probably too strong. But I could imagine:

    Timber Cave
    Land
    ~ enters the battlefield tapped.
    T: Add R or G to your mana pool.
    When you discard ~, you may pay RG. If you do, put a 2/2 red and green Wolf creature token onto the battlefield.



    Trifas, filterlands have cool spooky names, like Fetid Heath and Graven Cairns. That might be enough.


    I think you misread, they were saying your opponent gets the creature when you play the land, you know a drawback dual land


    Still, if they were fetchable, they'd be significantly better than Forbidden Orchard. Especially in decks could drop a Forked Bolt or another kill spell that would leave them at 20 life and a dual land turn 2.



    Depends how you look at it. Say you are playing a 3 color deck, that red/green dual land will not help you cast your black like Forbidden Orchard. Also using Forked Bolt To kill a 2/2 creature you created means you know no longer have that card to deal with anything your opponent may put out there or perhaps even finish off your opponent if they are at 2 life. So now instead of being able to make a turn 2 play to build your board state, you have instead used your turn 2 to give your opponent a creature and then kill that creature, leaving you down a removal spell and with no change to your side of the board and your opponent had to do nothing to get that removal out of your hand.
    Posted in: Speculation
  • posted a message on Enemy color ETBT land cycle
    I could see them doing a rare land cycle here that taps from 2 colors come into play tapped unless you sacrifice a permanent you control.
    Posted in: The Rumor Mill
  • posted a message on Shadows over Innistrad mechanics spoilers (plus changes to DFC rules)
    actually starting today seems right, 2 weeks of spoilers, 1 week of us having all the cards spoiled then the prerelease, I think Maro was wrong on when they started this time...
    Posted in: The Rumor Mill
  • posted a message on Declaration in Stone
    Also it can be seen as a type of path to exile that does not mana ramp for twice the cost, with a chance to get multi creatures. instead of mana ramping it give opponent a chance to draw a card for each creature instead. Seems like it could be a pretty decent card, good White removal for sure.

    As a bonus if your opponent has a bunch of say soldier or goblin tokens on the field, you can easily get rid of them all without your opponent getting anything in return, as they can only investigate for each non token creature exiled, but you can still target a token creature. Smile
    Posted in: The Rumor Mill
  • posted a message on Slow player at FNM
    if that is an average turn for him then I would keep calling a judge.... I understand sometimes longer turns are needed by people thinking a way out of a hard situation. But just sitting there doing nothing for 5 minutes before doing anything is unacceptable I would say.
    Posted in: Magic General
  • posted a message on Very High Duplication and no mythics from and Origins box
    Quote from yodadoc1234 »
    sen that box back to wizards. They will replace that box I'm pretty sure.


    I contacted them about it, shall see what happens, last year I had 2 boxes of MM2015 that hand no rares in the packs just 4 commons each that they replaced, I am gonna have to start taping my openings if stuff like this keeps happening...
    Posted in: Magic General
  • posted a message on Very High Duplication and no mythics from and Origins box
    Here is a pic of the origins box I just cracked, was one of the oddest ones I have opened. Perhaps truly random, as I got no mythic and very high duplication rate, which their semi random process is supposed to prevent, Also of note all the foils were common, except the 2 basics (well I guess technically speaking they are also common.). Anyone else get anything similar to this? I am used to getting some 2 of rares, but never have I seen 3 ofs from the same box...

    Posted in: Magic General
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