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  • posted a message on The 100-Card Deck Limitation

    The best reason not to allow this is the decision paralysis that it helps with, and also exacerbates. There are serious issues, very deep lines where obviously ridiculous things do not come into play but things within 10 more, or MAYBE even 20 more come into play. It's not supposed to be competitive constructed and this would introduce a shade of optimization (especially with well-established mana ratio reasons that sometimes decks have played 61 cards in constructed or 41 in limited). The limitation could indeed be considered a core identity. The optimizer's game could go on endlessly, massively increased by the dimension of having ONE card that you DO always have. Think about it. Already can do it, but HAVE one card... this is supposed to be more about having fun. One could also look at this through a lens of 120-minimum with 8 cards in hand, and then look at all of the various advantages of mulliganing through iterations of 5-less tolerance spheres. You can't play Battle of Wits or some of these things is a loss. Playing by the same library size rules helps on the design side as well. This would become a massively warped possibility space... what about mechanics like dredge plus past in flames, howling mine and mesmeric orb, actually quite a lot of ways this could be broken at the conceptual balance level. You've got two more cards, let's say. Hardly a massive hit to mana and overall power level of hand. But then deep factors of tutoring and massive dig could mean you are playing a super-complex Oath into Gaea's Blessing type idea while someone who doesn't have QUITE the same skill threshold ISN'T, wants to master archetypal play rather than crazy combo-control lines, will play the minimum, which WILL probably be right, but then you prove them wrong... this could just be a feel bad. Tutoring toolboxes plus all of this... it should not be about super ridiculous constructed. This would increase sweating bullets for what Commanders could be printed, and also the pure simplicity of a bounded field says that this probably should not change. Only if you LIKE the ideas I call bad here and could get everyone to be VERY upset that it is not so, could that change.
    Posted in: Commander Rules Discussion Forum
  • posted a message on White Weenie Wallop

    This is awesome. You can't beat confidence. And where it applies, looks like it's going well. However, there may be those among the casual passerby who might care to tell you just one more time that this isn't "the most consistent, most awesomest deck ever, where I just win, win, win." It's not important that anyone do so, but there is a thing where the scientific method of mutual consent applies to these decks. People do crazy detailed deck primers on here. Maybe take a look at them.

    Though they dodge Fatal Pushes, the White Shield Crusaders are almost certainly too slow. You would have to play ALL one-drop creatures other than the Selfless Spirits, which should be four. This helps your Windbrisk Heights by max power.

    I would play 4 Judge's Familiars for sure, might not be too far off.

    What's notable with White at this time is of course that it has a Mox:

    4 Legion's Landing
    3 Isamaru, Hound of Konda
    3 Kytheon, Hero of Akros
    3 Rhys the Redeemed
    3 Gideon's Lawkeeper
    3 Goldmeadow Harrier
    4 Judge's Familiar
    4 Thalia, Guardian of Thraben
    4 Mox Amber (this is somewhat of a nonbo, but actually this is hardly bad, you pay 1 for a Mox and most are creatures.)
    1 Thalia, Heretic Cathar
    4 Selfless Spirit
    1 Spear of Heliod (color, anthem, kill anything. Ramp into it makes it better on both ends)
    1 Godsend (color; relevant ability if you come up against Vengevines or Hollow One)
    4 Path to Exile (Those just-mentioned cards are way too scary not to play 4)
    4 Lodestone Golem (really painful as a de facto 3cmc play, and an awfully large creature combined with Thalia... gotta have a reason to play your mox. Flipping a one mana ramp spell also helps with it. Would be bad except 8 slots faster here, you get compound danger and can just tap down their threats... classic Winter Orb beatdown play)
    2 Thorn of Amethyst (a miser's duplicate)
    2 Weatherlight (The overall puzzle of scooping out the middle and just smashing power cards and lock pieces here is strong)

    4 Windbrisk Heights
    1 Eiganjo Castle
    1 Flagstones of Trokair
    4 Ghost Quarter (as already you have, etc.)
    etc. Other flex slots/strategic ideas.

    Try this out, might improve the results. Enjoy.




    Posted in: Deck Creation (Modern)
  • posted a message on The other Dragonlords

    I'm just saying that you shouldn't have even had to ask for these particular cards, they probably already should have been made exactly as they are more or less. I'm just saying that for someone other than a mega dragon-enthusiast who perhaps plays Scion of the Ur-Dragon, Wizards should slot in "Time Spiral Dragons" with the exact attack trigger type play that these exemplify. The fact that you want this is telling and worth zooming in on, that's all. There is an overlap between amplitude of preferred concept at your end and whether that concept will yield a "favorite card(s) of all time" in the larger ecosystem. It's the same reason that Magic with its color pie and eternally iteration spinning cogency is better than the clone CCGs that were pretty much obligated to be put to market after it.
    Posted in: Custom Card Creation
  • posted a message on The other Dragonlords

    As cards that hew close to their cycle, they are B+ level cards that work but do little to recommend themselves as the lure that pulls the fish that gets it out of the water. But this is hardly their fault; those ones are just... OTHER two-color versions that are weaker than the other versions of the same dragons. Which ALSO were constrained by having to be okay for Standard-level play.
    All of which is to say, you could hardly have made them that great picking system A of B. Ojutai is good but the others are fairly weak and strange for their colors.

    Along the same naming scheme, 10 two-color dragons seem very much indicated. And yes, significantly more complex. Would want to pull out all of the stops in some special Commander product that did them specifically, or included them.

    Something like even better than Ojutai but dies to removal, with dethrone and monarch mechanics, eminence/forecast, spellshaper mechanics, Invasion dragon triggers, manifest or morph, subdivided. That's gotta be it I think. As Shivan Dragon was the mascot, pick a spot and say "It Could Be Time Spiral", for 10 dragons, and maybe 10 others, and four color versions, too. Wherever simplicity overlaps with complexity and as already noted "bolster 2", etc. All of that. Phasing. Bands with other dragons. Snow-covered Wak-Walk. Taking some guidance from "if your theme's not at common, it's not your theme" as done in Masters sets, when the bar fills up and you could do something both obvious and unexpected at the same time, bust out these dragons/dragon decks.








    Posted in: Custom Card Creation
  • posted a message on Sword of the Warlord

    Yeah, that's exactly what that should be. Relentless Assault costs 4, creature has to be gimped, card has to not suck. This card could be 3 and 3 but it would actually be gross there, and fiddling with 3/4 or 4/3 looks worse. It basically has double strike, if it doesn't die. So colorless Relentless Assault is 4 and 4. However... maybe just a touch of spice. If this had sacrifice two lands: attach this to target creature, you might see it somewhere outside of exact Standard printing comprehension level cards. People would cube it at that point, and then it would be a reasonable access point as you state the goal already.
    10/10, take this template and pick 11/10 at these exact points.

    Posted in: Custom Card Creation
  • posted a message on UG Oracle

    Honestly, it might not be terrible. The issue is that boy are these cards expensive (Meaning the HELPERS, even) and would this just be able to be hit by all kinds of things by the time you pull it off. You might have Emrakul but not be able to attack because of Ensnaring Bridge. It might NOT be ridiculous though. What if you played FOUR Quicksilver Amulet AND four Thran Temporal Gateway, AND also Kozilek, Butcher of Truth and Ulamog, the Ceaseless Hunger. This would just be the BANNED Aetherworks Marvel deck, except in Modern. (More like strongly suggest ONLY those ones, and STILL this hilarious Emrakul.)

    Let's see:

    4 Thran Temporal Gateway
    3 Quicksilver Amulet
    3 Emrakul, the Aeons Torn (These would be good
    3 Kozilek, Butcher of Truth
    2 Karn Liberated (Thran Gateway cheat for him, but not for Amulet; remove Ensnaring Bridge)
    4 Utopia Sprawl (Ghost Quarter hedging, but too good not to play)
    4 Garruk Wildspeaker (chain Time Walks; "turns" style of deck)
    4 Savor the Moment
    4 Search for Tomorrow
    4 Explore (The four casting cost cards demand ramp just for themselves)
    4 Remand (This is disgusting, is Time Walk, may as well try to truly break it)
    2 Spreading Seas (begging the question; awful lot of other things could just get hardcast)

    Nearly all basics:
    4 Misty Rainforest
    1 Breeding Pool
    7 Forest
    7 Island

    Something like that could be fun. I don't know about the Oracle's Vault though... I think try it in EDH probably :p
    Posted in: Deck Creation (Modern)
  • posted a message on Cards that should be reprinted to enter the Modern card pool


    What I think are unobtrusive and have frequency-amplitude of thematic repetition, and not on the scale of "wow, that's just legacy.", that aren't preconstructed decks.

    Obviously imposssible are:
    Force of Will, Misdirection
    Stifle
    Force Spike
    Daze
    Foil
    Thwart
    Circular Logic, Forbid, Capsize
    Priest of Titania (may as well just say Rofellos)
    Accumulated Knowledge (may as well also say Intuition with it right?)
    Dark Ritual, Cabal Therapy, Hymn to Tourach (hilarious)
    Sylvan Library, this is just Necro (? how can this be suggested? May as well say Bazaar of Baghdad)
    Wasteland
    Rishadan Port
    True-Name Nemesis (BARF)
    Entomb, Recurring Nightmare, Survival of the Fittest (banned in Legacy! also others HAVE been suggested as jumpy on/off... like Black Vise=barf)
    Goblin Welder, Daretti (hilarious)
    Swords to Plowshares, Armageddon (may as well just say Balance)
    Goblin Matron, Goblin Ringleader (Vial or this, just wins, may as well say lackey.)
    Cursed Scroll (hilarious)
    Price of Progress (LOL take 8, already you took 3, so, white loses out)
    Back to Basics
    Council's Judgment
    Berserk
    Snuff Out, Fireblast, Pyrokinesis, Sumberge, Ramosian Rally, Reverent Mantra
    Winter Orb
    Tectonic Break, Bend or Break
    Bind (not here, it can't. Not as "only slot", compared to Squelch.. with Goyf)
    Land Tax, Scroll Rack (draw that many cards and it's not just a Serum Powder?)
    Psychatog, Upheaval (just no.)
    Animate Dead, Exhume, Reanimate, Necromancy
    Red Elemental Blast, Blue Elemental Blast, Pyroblast, Hydroblast
    Ancient Tomb, City of Traitors, Crystal Vein
    Smokestack
    Standstill
    Lotus Petal, Elvish Spirit Guide

    Questionable: #1 card: Counterspell, #2 card Arcane Denial/Power Sink (theme!guess the card), #3 card Mishra's Factory...oh, kind of cool, yeah? except variance, except instantspeedsinkhole, yeah this card earns its spot. Fact or Fiction, Flametongue Kavu, Absorb + Undermine+ Recoil+Gerrard's Verdict+Temporal Spring(awfully good actually!)
    Goblin Bombardment (is a full-combo insert due to Time Spiral, and might be even better things)
    Putrid Imp, Carrion Feeder (is quite zombie-forced and stronger than just scry 1; they might literally just die after you rip their hand)
    Innocent Blood, Diabolic Edict (on top of Fatal Push? You can already Cruel Edict. Card could arguably get its day... more like new card@pay4lifefor instant)
    Control Magic
    Buried Alive, Unearth, Dance of the Dead
    Primal Order
    Wild Growth, Argothian Enchantress, Enchantress's Presence (doesn't take much)
    Astral Slide, Lightning Rift, Eternal Dragon (kind of a package deal)
    Propaganda


    Really questionable:
    Exploration, Horn of Greed (bloom?type..deck)
    Baleful Strix
    Mother of Runes
    Toxic Deluge
    Veteran Explorer
    Wall of Blossoms
    Shardless Agent
    Fire/Ice (this card is disgusting)
    Ankh of Mishra (way pushy)
    Vindicate (with Snapcaster Mage? SO filthy)
    Cataclysm (close... maybe)
    Sulfuric Vortex (you just die. Practically Cursed Scroll)
    Pox (where's the barf bag?)
    Moment's Peace, Nature's Lore, Constant Mists
    Careful Study (reanimator was best deck in extended, red cannot be compared)
    Enlightened Tutor (weakest... most answer/staxy oriented... but strongest too?)
    Land Grant (Goblin Charbelcher still exists... may as well say Severance)
    Tradewind Rider
    Thawing Glaciers
    Serendib Efreet, Serendib Djinn, Juzam Djinn, Maze of Ith (ummmm)
    Riptide Laboratory
    Imperial Recruiter (just bring back Twin...they never stop saying it)
    Mox Diamond. Because how well-made is this one. This one is awesome. You can almost allow it.
    Devastating Dreams

    Cards almost impossible to put in the other categories:
    Deep Analysis (draw 4... but cost 6 mana and 3 life... yeah. Just barely yeah, just barely no)
    Ichorid (because poke the bear.)
    Doomsday

    Good ideas:
    Rogue Elephant
    Caller of the Claw
    Pillage
    Terravore
    Prohibit (this is perfect); ask for this and ALSO get Memory Lapse at 1 more (Timeshifted near-miss)
    Anurid Brushhopper
    Meekstone (considering Ensnaring Bridge... could be fair. Was fair when you had to play 4x Disenchant 4x Shatter in the 75 to deal with Winter Orb etc.)
    Gorilla Shaman
    Cursed Totem
    Containment Priest
    Spore Frog
    Impulse (just barely though)
    Prophetic Bolt
    Mana Flare (just barely though)
    Hull Breach
    Nimble Mongoose, Werebear, Basking Rootwalla, Arrogant Wurm
    Divert
    Silver Knight
    Artifact Mutation
    Chaos Warp (because Beast Within, it's only fair *thhhhhhhbt*)
    Obsessive Search
    Krosan Reclamation
    Sylvan Safekeeper
    Hollow Specter, Nether Spirit
    Cabal Coffers (what cabal? Ahhhh... just local cabal. Local scab gangsters 301)
    Ghastly Demise
    Pernicious Deed (just barely though... big impact.)
    Smoke
    Tangle Wire (these counted effects like Ancient Hydra and you could respond and it wouldn't be insta-dead... space still exists.)
    Shielded by Faith
    Flickering Ward
    Krosan Wayfarer
    Tsabo's Web
    Terrain Generator, Myriad Landscape, Petrified Field, Deserted Temple
    Tangle
    Unexpectedly Absent
    Noetic Scales
    Saprazzan Skerry, Remote Farm, etc.
    Dack Fayden
    Dismiss (oooh... what if it was White... and no other card was. That'd be another Spell Pierce maybe)


    Stay classy. "What's up nerds". "We take exception to that."
    Posted in: Modern
  • posted a message on i hate eldrazi

    Although the cards are overpowered, they are not so overpowered that they fall into the category of ruination that is not solvable in the future. For example, Emrakul, the Aeons is overpowered to the extent that it is banned in Commander, and it is only ever cheated into play in the most stringent of Vintage and Legacy play. They have pushed the envelope, and what becomes possible at the multicolor, triple color, or even maybe 7 mana spectrum is now expanded. Next section; Bane of Bala Ged section, what can you get for 6 mana, or maybe 5 mana... inclusive of planeswalkers. Their flavor is pretty win, and is also historical even if you don't like that history. Let's say... mistake on a scale of 7 out of 10. Look at the M11 Titans. That is too much, too, but also it's not for the barest of outliers. Typically you could just Disenchant or Shatter a creature as ridiculous as that, so you are completely correct. Let's say "100% put on the brakes, and also, pretty played out for existing at all" is how you would have to evaluate the possibility of these being increased to the point that you quit Magic. Design would know beyond a shadow of a doubt what the takeaway from Eldrazi winter is, far be it from only kitchen table. Eldrazis don't bestow, they don't evoke, and they don't morph. That's something. Is that not something? You can get an Avenger of Zendikar and a Craterhoof Behemoth in the ramp section and population wise that section will only improve, and multicolor would include marquee cards usually. You will probably not quit Magic, I am guessing, am I right?
    Posted in: Magic General
  • posted a message on Temporal Vault

    I could see this one, but it has some issues. Temporal just UTTERLY synonymous with "Time", one is adjective one is noun, but SO close... and is Legendary as a strange point of comparison. Another issue is that skip your next turn is a feature, not a drawback. This would be the lowest-costed "skip your next turn" in the game, that doesn't make you lose at the end of the next turn. With a Smokestack ramped to two, it definitely would see play. Weaker card without it, but also stronger. More "hoser" in flavor.
    Random artifacts can get copied by Sculpting Steels and Prototype Portals and unless it makes sense not to have it this is incongruous.

    You know what NOTHING does? "Skip your next turn", UNLESS anyone else ISN'T okay with it. Then it could just have Impulse for 7 with ability to leave some of them on top, and when it dies and you didn't sacrifice it or target it this turn, shuffle your library and TAKE an extra turn.

    And also probably just 7, tap, sack: Take an extra turn after this one. Skip your next turn that is after that turn. (Like Emrakul the Promised End plays with that original first iteration), like Unstable Obelisk but less good and randomly nearly always playable in battlecruiser.
    Posted in: Custom Card Creation
  • posted a message on Full spoiler up
    The price spike issue is real here. The manabases should have worse "tango" lands that are worth little. Three would be only a hair different but different enough that they are total bulk bin. And also the checklands, they could be worse bulk bin cards as well. They could require two, be and/or, be "other", and have the land types themselves. This then would have tension, would build more or less out of basics, but three colors works well, and four and five are possible. The latter are a somewhat established Standard-set policy, and this would be appropriate here. And also the Mirage fetchlands, with an activation of 1, where the land is tapped if you don't pay the 1. Would all be bad, would all be $0.25 cent cards and could move on to more clever value distribution. This would be very clever and you just have to wonder sometimes. (Actually, probably just all 10 Mirage-fetch. This is a similar to drop value of other cards by reprint like Masters-Jace, where those were only going to go up and the MSRP can be ignorable. Where EV includes "we're going to do this each time" as a standard idea, those can be treated as also being worth $0.25.) Not often, but this is possible. The Rupture Spire ones could be 3-color.
    Posted in: The Rumor Mill
  • posted a message on Magus of the Balance - ChannelFireball Spoiler
    This feels uncharitable to the hypotheticals. At four mana or two mana activation, you actually play this in Legacy by Pentad Prisming into it. This has super special instant speed use. Put a whole bunch of... actually this is... nuts? Anyway? This Mind Twists your opponent ANYWAY with the same exploit. Some laughs. And your Bazaar of Baghdad / Throw Down A Bunch of Moxes like it's '94... just wipes out your opponent harder than Mind Twist, which remains banned. They can kill it. But if they don't, you Optstorm them into the dirt. Nobody digs Wrath/Armageddon/Mind Twist in one card anymore?
    Posted in: The Rumor Mill
  • posted a message on Auracraft, it's metalcraft for enchantments!
    Obviously, but to zoom in on it, Divine Insight is (could be) "wombo combo" level of cartoonishness... the line of them being so, as not being completely dead within a nested structure of lower version-higher version (where one may as well be the other... it's very good). The enchantments cost colored mana but can all be crazy color pie inclusive cards that black and red cannot kill. (What is at issue is what they CAN be, not the record of artifacts actually being nuttier... being Skullclamps and whatnot). Three would be the actual similarity. Two would maybe be print Divine Insight at draw only three cards. Maybe it would be safe as is, and maybe not. Zero mana not helping very much the case. And yet maybe you do have it exactly right here. I am drawn to comment by the difficulty of evaluating Divine Insight within the thought experiment of total similarity and what's the point to the card if it's only three. Meditate makes you skip a turn. Divine Insight asks you to cast Sylvan Library after casting Unbridled Growth or Land Tax on turn 1. At which point you go into stratospheric card territory. Let's say you had gotten City of Solitude out. This would be no joke. All you'd need is something like Earthcraft. Time Spiral would be possible. You might High Tide with this.
    Posted in: Custom Card Creation
  • posted a message on Tuvasa the Sunlit, commanderin' preview
    If by that you mean Tier 1 excellent Hall of Famer notable Extended deck as a commander, by only 1 less power. Undoubtedly this basic implementation goes right to the top with its cmc of 3 and colors of "best", by EDHrec, and inclusivity of blue enchantments (quite a few historical bans).
    Posted in: The Rumor Mill
  • posted a message on Infect Storm
    People play too many removal spells to kill things that go a more direct route of facesmashing for that to work. The amount of dead cards versus become immense with the synergy that it naturally has with playing other spells is way out of reach... but it is still a germ of an idea that one could take note of. Tainted strike thus being the "actual good card" here. Maybe they do? Maybe they die to ONLY Thermo-Alchemist / Tainted Strike somehow. Would try it with Grim Harvest over anything else.
    Posted in: Deck Creation (Modern)
  • posted a message on Agree or Disagree (Discussion on Tutor Effects)
    A more or less objectively unrealizable split the difference question, given the attribute of official banned list having the shortness attribute that it does, and read as being correct when reasoned out in the official statements. EDH / cEDH is not a Pro Tour format and how these things shake out are bound to move slowly rather than quickly. Take it as a given that your average power creep cards can maybe make it so that a Crystal Witness/Counterspell type of idea that you just drew into, that maybe drew you a card after scrying 2, as a massive interlock of similar ideas, would eventually come to be. Where synergy does not mean "less than best", and is not less than skilled and variant in outcome... where variant means the opposite of its own self as presently constituted, (but also has some horizon visibility); one lego piece out of maybe 4/5 of the ideas you picked as a pure combo thing at the outset. As an objective question the answer becomes 5, as people are invested in what is official and Wizards follows the one thing in all of Magic pantheon that is this way. As such, people having the answer of "5" depends ENTIRELY on how much slack the design can make taut and tune to the ultra genius tier of IQ... on what mistakes or home runs are made in the "very impactful cards" category, over time. Thus exists a bifurcation with a further bifurcation as the former, where the latter is "it only stays about the same or becomes even more polarized/stagnant". You're in the hands of R&D here because the list forging is correct for the balance of needs it must serve.
    Posted in: Commander (EDH)
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