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  • posted a message on Rulings and mechanic for dredge
    It's pretty simple. When you dredge Narcomoebas and Ichorid, they come back into play. You use them to sacrifice for Return, Bridge from Below makes some tokens that you can use to play another Dread Return, and then you can bring back more stuff.
    Posted in: Magic Rulings
  • posted a message on Sword-Point Diplomacy
    This seems at it's best in a deck filled with lightning bolts, as you basically give your opponent no choice but to give you the cards.
    Posted in: The Rumor Mill
  • posted a message on Mythic Counterspell
    It's really weird that the card can only be used on the mid to late game, but it's way worse against things with high CMCs. It basically punishes someone for using a Thoughtseize or Lightning Bolt on the late game, while it's horrible against ramp strategies. Multiples feel really bad, specially in sequence, as the increasing curve of threats makes the life setting part of the spell get worse.
    Posted in: Custom Card Creation
  • posted a message on Black Control Drain
    A number of Torment of Hailfire might be good in this kind of shell.
    Posted in: Multiplayer
  • posted a message on Mythic Counterspell
    Quote from SavannahLion »

    In addition, is this even blacks thing? Wouldn't it be something like:
    Counter target spell. You lose life equal to that spells CMC.


    Essence Backlash already does something very similar.
    Posted in: Custom Card Creation
  • posted a message on Spell Swindle (wizardsmagicEU spoiler) - rare Treasure-making counterspell
    It makes Revel in Riches a feasible wincon.
    Posted in: The Rumor Mill
  • posted a message on Hascon IMA (And Ixalan) Spoilers Thread!
    Quote from twinfrodo »


    I love it my only nitpick is I wish it was each opponent but my Edgar is going to love it. If I am understanding right the bishop will count the vampire token that Edgar creates when you cast him.


    You get the token on cast, and the effect ETB, so definitely.
    Posted in: The Rumor Mill
  • posted a message on Search for Azcanta, Azcanta, the Sunken Ruin
    In Standard, this seems like a good way of winning faster in decks trying to win with Approach of the Second Sun, specially more controlling shells. Both sides speed up your clock and provide some filtering and eventually card selection.
    Posted in: The Rumor Mill
  • posted a message on 9/7 Mothership Spoilers - Do the Dinosaur
    I feel Saving Grace might be good with the low curve enrage dinos, specially when the boost is enough to sponge an attack and a burn spell on the same turn.
    Posted in: The Rumor Mill
  • posted a message on 9/7 Mothership Spoilers - Do the Dinosaur
    Quote from Tekkactus »
    Back in my day, we Pestilenced our Fungusaurs uphill both ways in the snow, and we liked it.


    Well, good old Fungusaur will have it's type updated and definitely join the dino party.
    Posted in: The Rumor Mill
  • posted a message on Wanted scoundrels
    I'm starting to think this isn't as bad as it seems at a first look. Yes, it gets removed by almost anything, but that's also kind of the point. You use it to lure out removal, and with the aid of disruption, you can leave your opponent without enough interaction for the rest of your creatures. And, if they don't kill it, it will surely enough rip some good chunks of their lifepoints.
    Posted in: The Rumor Mill
  • posted a message on Wanted Scoundrels
    Future Fatal Pushes even get the added bonus of Revolt off the Treasure tokens, so it's pretty risky, and yet it can run off with the game if not answered on curve. You could always Magma Spray it before it goes down... Rolleyes
    Posted in: The Rumor Mill
  • posted a message on TCGPlayer Preview - Angel of Sanctions
    I think it wouldn't have broken the game if it costed 4, or were a 4/4 to at least trade with Heart or Avacyn. Maybe be 3/5 to have some utility in combat. An O-ring with a body means nothinh when said body is this outclassed in combat.
    Posted in: The Rumor Mill
  • posted a message on Well, so much for Goryo's Expertise being a thing... (Rules change on split cards)
    Quote from endgame1331 »


    The ENTIRE point of a split card is that they function as different cards. They're designed to LOOK like two different cards in one. If you show a split card to someone who's never seen a split card and ask them what's the CMC of beck//call, they'll almost always throw two different numbers at you, 2 and 6. If they wanted to simplify the rules that's what they'd change the rule to. That the CMC is always treated as a 2 drop or a 6 drop (except when fused). They could have even changed the ruling so that if a card specifies a cmc requirement, you're locked into that part of the split card. That would have made more sense and I would have begrudingly accepted it. Instead, they changed the ruling on split cards in the least intuitive, awkward way possible and called us all idiots while they did it.


    I feel the same. It doesn't remove the awkwardness, it just moves it elsewhere WHILE removing the interesting and fun interactions. The unintuitive part was being able to target/cast the part of the card excluded by the constraints of the effects that care for it, and not the total mana cost.
    Posted in: The Rumor Mill
  • posted a message on Game Theory: Counterspells
    There are many ways around counterspells, from powerful hosers to mindgames. You can use cheap threats that throw a wrench on their tempo game. You can use your own cheap permission to get your things to stick, creatures with flash at their own end step that force them to either let it through or give you a turn with them tapped out. Cheap wheel effects that force them to discard their hands. Cheap ramp into powerful threats, counterspells are far from unbeatable, and against permission-heavy decks a few of those tactics can disrupt their own disruptive games. Also, play a bit with one of those decks, it will make it much easier to see the weakpoints and the mistakes you can force out.
    Posted in: Multiplayer
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