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  • posted a message on Collected Conjuring
    It hardly seems ridiculous to me that this would be cast at sorcery speed and find only sorceries. Otherwise the card would just be through the roof combinatorial busted-value where the first would find the serum visions that finds the second, at instant speed, clearly absurd. You get to bypass casting them after all. For two creatures that have their cost structures built in as, yup, totally could be a restricted range of spell-like effects plus you die to this as a repeatable clock, sorceries and instants do not have this and get to be way better. To consider ALL sorceries/instants both existing and future and have instant speed would just make future cards harder to print, like, is card A fair, sure it is, but this thing exists and would cause an upset feelings ban or not ban in the vein of Green Sun's Zenith eventually, along with imperceptible grumbling that the spells matter cards are not up to snuff. This one would be big-impact. I would not discount this card as-is, either. If you could just manage a quick utopia sprawl into farseek into wilderness reclamation with the new force of negation, you are totally possibly using this thing, and well. Or other shells.
    Posted in: The Rumor Mill
  • posted a message on 5C Midrange Niv-Mizzet Reborn
    I think this would do well to just have its EV of Niv-Mizzet be only a mite less greedy timewise and its run out Bird of Paradise into death alley or walkers into that same alley not be there.

    The OP deck does seem very good actually, but maybe it can be verging on crazy good.

    -4 Pillar of the Paruns
    -4 Birds of Paradise
    -1 Safewright (this is good but not 3-good)
    -2 Domri
    -1 Kaya

    +2 Vivid Grove
    +1 Reflecting Pool
    +1 Murmuring Bosk (find with safewright, missing without cause)
    (Seems very nearly strictly better, but tweak overall to use it like this)

    +2 Farseek
    +2 Reborn Hope (the latter cards are way better here if you can retrieve them)
    +2 Coiling Oracle
    +2 Fulminator Mage

    You effectively have more mana here, so main color ramp can be a 2-slot. For a "do as I say, not as I do" deck. Something like this.
    Posted in: Deck Creation (Modern)
  • posted a message on Standard Meta too Fast?
    This is about 1 turn too fast and the linearity of the burn kill and tallness in pure stats of the white creatures is above the line, yes. Overall though it is good and both addition and subtraction that is upcoming with more playtester time that actually includes the Dominaria cards should make it better. See Play Design timeline.
    Posted in: Standard (Type 2)
  • posted a message on Landshift - A red tweak on Fastbond
    Sure this can be heavily abused but so can any number of cards, and this one is cool. I would even cost this at 1R and let it cantrip. It otherwise does stone nothing unless it comboslaughters you.
    Posted in: Custom Card Creation
  • posted a message on [CUBE] [WAR]Ugin, the Ineffable
    OH man, this guy just can't be bad. That first ability is like a Wurmcoil on repeatable steroids against anything other than a super large creature with trample. You get an occasional (HOW good would even 4 in deck slots be) cost cheat. IF on specifically defense. Which is implied kind of, at least. You're either ramp or defense at a 6. And design slots could handle a defense slot. And then you get to have him sit at decent loyalty and nuke things. I would guess yes, and even for a multi-year pedigree.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    Okay. Sure. Enjoy. I would have to simply say... don't? #locked incoming, or something, I have no more to add
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    And this is UTTERLY broken in half, Incubation/Incongruity fetches them also, and tuning could show what the exact number of Ballista are. Melira is already a natural. The kill is a 6 plus the dig and tutoring. They would need innocent blood to make this idea a mulligan for you, at this point you should ALSO troll(?) a thread that includes literally any more than the TWO cards here costing more than two mana. (?) And there are plenty of these. And there's even a Force of Will possibility for this one. Bannable, clearly. Which card you hit is tough though.
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    Not in an axiomatic way, only a tuning way. Not if you want to have it line up with the kill card of Duskwatch Recruiter. You could go something like -1 Gladecover, -1 Vivien's Grizzly, -1 Incubation, -1 something else for 3/4 Noble Hierarch, yes, maybe. The infinite mana doesn't kill them by itself, so, you could infinite and not kill and then they kill one of TWO of your guys, you lose the instant speed, so you need to gain something. Not with the ability to play Remand and truly break it in half here. You have serious possibilities of NOT doing that and winning certain matchups with a rebuy into an actual bogle out of the sideboard, like a Sword that is just pro their deck. This is a clear thing and just kind of a public service announcement from the best team.
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    4 Gladecover Scout
    4 Slippery Bogle
    4 Vizier of Remedies
    4 Devoted Druid
    4 Duskwatch Recruiter
    2 Walking Ballista
    1 Vivien's Grizzly
    4 Incubation/Incongruity
    1 Melira, Sylvok Outcast
    4 Remand
    2 Path to Exile
    4 Neoform
    2 Shalai, Voice of Plenty

    lands

    Sideboard
    4 Disrupting Shoal
    other cards

    Broken, right?

    Moved to Deck Creation. - Torpf
    Posted in: Deck Creation (Modern)
  • posted a message on Wilderness Reclamation: WTF were they thinking?
    TLDR: They thought this card was sufficiently safe to print or they wouldn't have printed it. THIS you can know for sure because real job.

    This card is very pushed and is very "green as the past" and not enough "green as the future." (Meaning: You play busted cards that are green in a superior shell and hardly play green's real cards, the "theme" green cards.) Yeah, after playing against it, this nonsense is beatable but as color pie goes the power level is a "click ignore" away from acceptability (as in, Worship stone cold beats you if you have a well-constructed deck just like you don't bluff a bad player who can't not call in Poker versus Ghostly Prison stymies you). Pretty okay in general, super way bustedly good for Standard. I will not be surprised if this one gets banned after the NEXT set ends up helping it instead of shaking it a little lower down the totem pole. This metagame is still fairly fresh, though. Optimal aggro builds that can beat it even if you land it and can do enough to bolster the relational position of decks that play the INCIDENTAL effect that is splash damage on this bad boy (Mortify), may, MAY be enough to avoid a ban. TLDR again, though: A card being one squint and you'll miss it slice of metagame mitigation away from total unfairness has to be called a mistake (IF it'll even shake down that those slots metashuffle). But it is a "Sligh 1998" type of metagame, by subdivision, there. Could that deck race this? It certainly couldn't race it once it was going in any equal way and neither can anything where even color pie starts to drain out, archetype alone starts to be a fellow traveler of Enchantment/Planeswalker removal there. Once that goes off it plays Solitaire and you play instants or on board effects until you no longer can, it's very deterministic. Interaction through the combat step alone (remove target player instead of put in slots that are like why you sometimes could barely sideboard, between plan A and plan B it's not so hot) when it comes to that, yeah, the instant speed rider of destroy enchantment really does make the card a mistake for Standard. This just HAD to cost 1 more mana, or somehow be different, like cantrip and "unless it entered the battlefield this turn". However, maybe with play design they know. Maybe they know the wrinkle of it and MTGO still doesn't, stranger things like not finding whole winning decks even when there's money on the line are part of this game. It's a hard game. Hard to make by a factor of opulence above merely hard to play.
    Posted in: Standard New Card Discussion
  • posted a message on [RNA][CUBE] Salamander Drake
    The evaluations here are really missing this guy, he is so ridiculous. In the tight early game area of whether you can get a 1 cmc creature down and protect it if that's your focus, as it usually should be, as counterpells have a high pick order, this guy really just shines, his calculation of whether he is in the Cube is off the charts. This is crazy good, 5/5 flying for U-U, as an echo cost even? Super spellstalker guy? Same issue as Dig through Time and Treasure Cruise, this. Simply. Is SO very strong. Is this wrong? I doubt it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players


    Like it or not, this is a coherent philosophy. The philosophy could be summed up as fairness in Standard, the direction Standard has gone combined with, more or less, summarized as a trajectory of ridiculous things. The important thing is the ridiculous things, not the win of the game. Think the card game "War" instead of say a trick taking game where you could even bid low. You can't bid low. You can outbid and play some crazy thing or some fair combo within those things, and the Commander. Going outside of "Standard" play is "not being fun" if one DOES stay within Standard-type play, and who could fail to understand this.

    BUT - not everyone reads everything and is up on this, yeah? The cards go back to 1993 and the design's continual fresh coat of paint is for a drop in the bucket of this totality. Not everyone is up on the no LD no discard no counters meme of "Do this in Standard, nah", "Do THAT in Standard, yeah."... and is successful. The mythics part of it may be eye-rolling, but that's fixable and the key point was that whether it's a spell or a creature, this is a pull back the red carpet moment, and the part of the story that includes that freshly revealed to this exact game state information, continue as some kind of a thing, there's some lip service to conceptual "floor" there, fantasy fun player vs. player, that you can actually do things and those things matter, you don't lose on skill before you even realize you're losing on skill by as much as including EVERYTHING would have it be. And this led to permanently removing / nerfing certain areas of the game. That are tradeoffs that help their own dead clamorers in business.

    To recap, what these things are, are a classic curmudgeon-curmudgeoning.

    1) Land destruction / Stax. Stops the trajectory of ridiculous things, slowing them down to a compound interest reorientation of sequences, and even worse if MASS land destruction. Not so much strong Land Destruction like Stone Rain and Armageddon in Standard anymore, nor cards reprinted to wit as the hue of Tangle Wire and Smokestack.

    2) Super efficient ripping of players' hands. Hymn to Tourach and Mind Twist, this is "zones of play" ABC-123 of the issue.

    3) Super excellent countering of spells. Counterspell, Mana Drain, Arcane Denial, Force of Will. If this combines with kill you with a combo, even a weak one like Eternal Witness + Crystal Shard + Time Warp, that was kind of not so great.

    4) A) Wrath of God and Compulsive Research. This is "too good", and arguably it is correct.
    B) * BUT DOESN'T APPLY HERE = Cursed Scroll, Sulfuric Vortex, reprint Goblin Guide in M20 no questions asked, no testing*

    5) Degenerate cards in general, engine cards, fast mana and super duper card draw ("The Evil Triangle"). Where occurred, banned in Modern/Extended/Legacy, Vintage restricted type power level.

    If you duly consider this As Per Wizards instead of INFINITELY fuzzy there's no reason that should be unclear. This is a Green-biased philosophy of the game for which the card support remains a little weaker than it should be, where the things you NEED black and blue for, stopping Combo while still being in the game if someone goes hyper-aggro, are not AUTOMATICALLY at the coequal Tier 0 state of play. The color pie's identity breakdown and player-to-commander interface with the same thing is intended to be explored with some per-game, per-experience flavor here, and all of them are cool. It is supposed to be fantastic that you used Mirari on that Banefire and this won the game, because there were MANY configurations where that was relevant, compounded to zoomed in on each element in each situation. The situations are just so much more where the cards are weaker. There are different levels of the infinities there.

    The killer problem with this is that it's entirely subjective still, some effects do not exactly toe the line here, and personal history playgroup factors where an exact personal opinion on a card's validity as a fun card or an unfun one have to have total onus on bending like rubber, like a combination of coathangars and rubber tying it all together, maybe you can bend and maybe you can't, what do you get for that, is this a remove missiles here for missiles there situation, and this is not the same thing as here is the list you shall keep it holy and play literally anything it does not forbid. If you ask me, I would say ban more cards, until I re-realize how many would have to be banned and the endless nature of it.

    What ABOUT Magical Christmas Land, though? This all tends towards questions of Magical Christmas Land and what it is worth, that is the essential nature of the interface between Rules Committee and Consistently Doesn't Like the Rules Comittee's Decisions. The simple answer is that Magical Christmas Land is worth a LOT, it's easily worth about TWICE as much as 'no-prize-pool in nearly all cases' and probably more. As a generalized system of the HARDEST rule set of allowability, that just has the most, it has the most total space where if TRUE DETERMINATION to have a fun games that are also competitive games MASSIVELY extended the ban list, there is at least ONE piece of uninfringable information there, and information is valuable, a LITTLE can go a LONG way, if the zoomed in time-delay ping decisions are THAT bad (I'm arguing that they're fine, more or less obviously). If it were attainable and there were just separate sections of one's briefcase, whether empty or full, within the same explicit rule set. It would be worth it to have a fun deck that met everyone's definition of fun who had the money for 40 Peasant decks. Something like that, make your own best 40 decks and then actually test this out as a Tiered process where the 40 go against the 10, and you the player who just wants to jam win the game has the handicap. Figure out the good ones, then what that costs and create. Then come back with some kind of number, but where you have more than a number, you have some kind of process and direct 1-to-1 slate of fun. As SOME kind of a memorandum. (As in, it would meet NEARLY everyone's definition of a fun deck. That's what's up I think, it's just that without experience playing and building for this reason, you literally just have a cognitive dissonance. This is one the key points, a lot of people are experiencing cognitive dissonance with the Magic they've been given here, being asked to consider more than they'd consider anywhere else and with only a MAYBE/figure it out for yourself as the answer for whether that experience is valid but one must ignore it or whether it is invalid and should perhaps even be actively ignored. The continual reintroduction of the zero leeway ON total leeway except when that leeway is wrong and bad and now you're a bad Magic player... could use some work. Including the weak version, now that's a tricky area that has to count as go ahead, it SHOULD count as whining if it's for Destructive Force instead of Wildfire, but that's just my take on it. Why NOT say this, just recap what power levels of the fundamental game effects are in Core Sets within the last 10 years, you lose nothing and gain a lot. If it's all going to be hearsay and seconded that motion, something that has the "shocklands" spectrum to it, of "I have a fun deck" or "I have a competitive deck", and can even have further breakdown would seem to be indicated.
    Posted in: Commander (EDH)
  • posted a message on Could Fastbond be Unrestricted?

    This would definitely not be a safe idea. This card is crazy with Gush in a totally one-to-one relationship already with a long history of its okayness officially. This truly could go off insanely even simply with Night's Whisper, that would already be enough, good restricted cantrips. You would recoup somewhere to a Merchant Scroll compounding of its consistency.
    Posted in: Vintage (Type 1)
  • posted a message on Cards that should be reprinted to enter the Modern card pool

    You're not getting Counterspell, that should be clear. When you can jam Counterspell, rest assured, the truly good deckbuilders will be figuring out if and when it is close to unbeatable in a synergistic way. It has the support; it has Remand, it has Jace, Vendilion Clique, and Ancestral Vision all are allowed, and this is without dipping outside of mono-Islands. Essentially it could cold-stone/stone-cold all kinds of two-card combos that were sufficiently cheap like Vizier, whatever they turn out to be (waah, bring back Twin; in the same breath) while also instantly being the best when you attack with the best possible Quirion Dryad, and also support win with the best possible Psychatog, where Psychatog now equals a Teferi-esque card. This would not be innocuous, this would be 3x/4x stronger than Lightning Bolt. It is not reasonable to assume this. It would be a fundamental mistake like doing Swords; Swords is one more mana if it ever goes back in, like Cancel, pure exact effect equivalency in this instance. All kinds of things as near to it as possible are possible, but it exactly it isn't and won't happen. That being the case, this a good thing not a bad one, and by quite a bit.
    Posted in: Modern
  • posted a message on The Weaknesses and strengths Of COLORS
    To answer the OP, yes, there pretty much is. I would say that what follows is FAIRLY uncontroversial.

    Here is how good they are and they work, when accounting for power creep and future cards, with the color pie's distribution of abilities as it currently is.

    Do some research into these topics:
    Aggro-Midrange-Control-Combo-Tempo are how we'd look at them. And then add to these Mechanical Color Pie articles by Mark Rosewater.

    Let's divide them into the base of the funnel and the tight portion of the funnel.

    White: At the base, White is the weakest color or tied for weakest with Green. White has a strong aggro game and good removal options, but it just can't draw extra cards... most of the time. When at its absolute best, White is the VERY best color, outclassing even Green's swarm/fatness options with its equipment and aura affinities, tappers and other similar effects and winning off the back of a Lapse of Certainty into Armageddon, something like that.

    Blue: At the base, Blue is the best color. Zoomed in, Blue is also the best color. Blue can do everything except meaningfully accomplish reach damage outside the combat step. The only thing Blue can't do is stand up to the intelligent design of combinatorially losing to the options given to every single other color.

    Black: At the base, Black is the second best color tied with Red. Zoomed in, Black stays the same.

    Red: At the base, Red is the second best color tied with Black. Zoomed in, Red stays the same.

    Green: At the base, Green is the weakest color or tied for weakest with White. Zoomed in, Green is the very worst color. In an unfortunate similarity with Blue but as the opposite, Green can do almost nothing. If its plan of killing you with creatues is at all stymied, Green is helpless. If you play spell-based synergies that aren't killable Creeping Mold targets, Green is helpless. Green sucked from the beginning and still sucks.

    The common EDH/Commander view of how good the colors are can be usefully used as a truncated view of what they are in general - that Red/White is the worst with the least card draw and broken cards, and the others are above it. If in some reasonable way this is made less true, it comes out as:

    VERY best:
    Blue/White: Blue/White is by far the best color combination in Magic: the Gathering and has been from the very beginning. You are almost cheating.

    SUPER best:
    Blue/Green: You can deal with everything in an offensively threat-overwhelming way. You ramp mana and draw tons of cards and can do insane combos. If you can't win with Blue/Green as built best, play until you can.
    Blue/Black: You can deal with everything in a fully balanced way in a way that is only behind Blue/White. You have combo in a way that Blue/White doesn't, with even more ridiculous combos than Blue/Green.

    Good:
    Blue/Red: Tentatively here, but could also be #1 outright.
    Red/Green/White: Red/Green/White(subset of 2) has improved dramatically from how good it was in the beginning and stands about here. Manabases are better while Green creatures are better and Burn is about the same. The fastest kill-combo.
    Black/White/Green: Black/White/Green(subset of 2-black) has a powerful game of not waiting to play a similar game as Blue by itself zoomed into its very best possibility, but rather forcing the action.

    Awful/Neutron Star level concentration:
    Black/Red: Tentatively here, but if you can successfully arrange the luckiest and most optimal avoidance of an effect like Worship, you might be #1 outright, also. You can do a lot, including draw extra cards and burn to the face.

    Definitely the worst:
    White/Green: In terms of the history of Standard(Type II), there have been few highlights for Green/White other than its initial good deck of Erhnamgeddon where it had cards like Land Tax, Balance, and Sylvan Library. Green/White could be good as the zoomed in case of White all by itself.

    They are pretty equal, though. All told.


    Posted in: Magic General
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