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  • posted a message on some low-cmc commands
    The balance on these cards looks quite good overall, though the black one's Cabal Therapy mode does push the envelope on a 2cc instant. Putting rebound as one of the modes on the white one is a little strange, though I guess putting a static ability as a modular option technically works. You'd need to put the card into a set with rebound as a set mechanic, which does limit design if you intend these for a set. The modular options leave no room for reminder text, and rebound is a fairly complex mechanic.
    Posted in: Custom Card Creation
  • posted a message on Rule of Law variants and hatebear design changes
    The first design is far too strong; the going rate for a one-sided Rule of Law without the evasive, flying, flash body is four mana. It's not even easy to kill, since playing it after your opponent has already cast a spell means they have limited means to remove the thing until you untap and have Spell Queller mana. Being aggressively costed is bad enough, but flash makes this creature outright broken.

    Your second design is more balanced and interactive, but putting casting restrictions on a titan trigger is super clunky and often useless. Your opponent will either cast their spells before the trigger resolves or save their one spell.
    Posted in: Custom Card Creation
  • posted a message on Red's Best 2cc Creature (Discussion)
    Quote from cyberium_neo »
    More specifically than "here's a really strong 2 CMC creature in red," what is your goal here? The four creatures you named get lumped together a lot, but they have nothing in common beyond their converted mana cost. Those four cards had their own design backgrounds. Bob and Snap are invitational cards created by different tournament champions, essentially born from the ideals of two people with competitive success at the highest level. Goyf is a card type showcase that was underestimated for some time before it got its reputation. Stoneforge is the lynchpin of a tribal archetype that managed to outgrow its intended role almost entirely thanks to the equipment printed in the following block.

    In light of that, creating a card for the sake of "here are four great cards that share a CMC, shame red doesn't have one that good" means you aren't creating the card for its own sake. As a result, it will always stand in the shadow of the four cards you invoked. There's also something to be said for simplicity and flexibility, but that's another issue.


    Then I suppose you didn't know the background story. Allow me to share it with you.

    Ever since Modern became a thing, the four aforementioned cards also gained their popularity in the format. There were casual discussions in several forums where people found a (loosely) common ground for these cards because they are all 2cc (1 and one colored) and are all tournament worthy staples. At the same time, some curious people started to question, "Will WotC make a red one that'd complete the circle, the five most powerful 2cc creatures, one for each color?"

    That was when some suggested perhaps Young Pyromancer could fit the bill, but it was obviously not as good as the rest, so the discussion went on to, "What would a 2cc red creature be like that could be on par with the four?"

    That is where this thread came from. This a hypothetical continuation of those chit chat, to see what people imagine such as red creature would be, one would "complete the circle". Elegantly, if possible.

    I knew that. I'm saying that isn't enough, that it doesn't give enough direction to actually achieve your goal.
    Posted in: Custom Card Creation
  • posted a message on Red's Best 2cc Creature (Discussion)
    More specifically than "here's a really strong 2 CMC creature in red," what is your goal here? The four creatures you named get lumped together a lot, but they have nothing in common beyond their converted mana cost. Those four cards had their own design backgrounds. Bob and Snap are invitational cards created by different tournament champions, essentially born from the ideals of two people with competitive success at the highest level. Goyf is a card type showcase that was underestimated for some time before it got its reputation. Stoneforge is the lynchpin of a tribal archetype that managed to outgrow its intended role almost entirely thanks to the equipment printed in the following block.

    In light of that, creating a card for the sake of "here are four great cards that share a CMC, shame red doesn't have one that good" means you aren't creating the card for its own sake. As a result, it will always stand in the shadow of the four cards you invoked. There's also something to be said for simplicity and flexibility, but that's another issue.
    Posted in: Custom Card Creation
  • posted a message on White Card Advantage should be...
    Quote from Kryptnyt »
    I wouldn't be surprised to see variants of Rhystic Study in Commander supplements or Conspiracy or the like in the future. Maybe also cards that reward you for chump-blocking with card draw- "For the greater good" flavor. Sacrificing Plains for card draw could work well in concert with all of the Land Tax flavored stuff they keep printing; the problem with a critical mass of those abilities is that they do stop working.

    I think taxing/punishing effects fit white very well in commander, as it falls within white flavorfully and mechanically. On the other hand, sacrificing lands for card draw fits white neither flavorfully nor mechanically. The land searchers you alluded to are certainly no justification for something in the line of Aggressive Mining no more than white's token strategies justify a white Goblin Bombardment. Sacrificing lands for resources is so indelibly red that it would take a fairly tortuous twist to cram such a mechanic into white. As far as lands themselves that draw cards, white-based EDH decks have access to a number of decent colorless options.
    Posted in: Custom Card Creation
  • posted a message on [IKO] Lurrus of the Dream-Den
    Quote from xDdarkangel »
    thx for the answer so, can I cast a spell like this:

    Beginning phase
    Casting spell
    Pre-combat main phase
    casting spell
    Combat phase
    casting spell
    Post-combat main phase
    casting spell
    Ending phase
    with his ability?
    or Is't only one spell ?

    Specific rules questions are best asked in the rules forum. Anything in this game that refers to "your turn" is talking about a period between your untap step and the end of the end phase. That is what a turn is. Lurrus lets you cast one permanent spell with converted mana cost 2 or less in that period.
    Posted in: The Rumor Mill
  • posted a message on [IKO] Lurrus of the Dream-Den
    Quote from xDdarkangel »
    Okay so I hope I don't step on someone's toes for this, but I'm at a loss.
    So I have two questions, 1 isn't this card a 3 CMC? 1 colorless and 2 white or black, and the same goes for all other cards is the colorless a part of the CMC? 2 question; the text during each of your turns? confuse me a lot, so can I cast Shepherd of the Flock the adventure part on my enemy's turns? So if he cast a Blood Curdle on my Keeper of Fablesso that should go on the stack and passes to me isn't then my TURN? or just phase? or something???

    1. Yes, this card has a CMC of 3. It doesn't affect its own ability to be your companion, as it doesn't start in your deck, but you can't run any more copies of Lurrus if you have it as your companion.

    2. You can't cast the spell part of adventures using Lurrus of the Dream-Den because it only casts permanent spells. That adventures are printed on creature cards is irrelevant because their spell parts are instants and sorceries, which Lurrus doesn't work with.

    The "Each of your turns" restriction means you can only cast a permanent spell during your own turn, not you opponent's turn.
    Posted in: The Rumor Mill
  • posted a message on Panorama Names
    I'm glad they didn't put panoramas into Khans or Ikoria. I hated those clunky things in Alara.

    Anyhow, the Tarkir names make no sense as panoramas, being names of organizations. If you want to use the most recognizable wedge names on panoramas, then don't call them panoramas.
    Posted in: Custom Card Creation
  • posted a message on Boros Winota
    Not super crazy about the prospect of putting four uncastable cards in what is otherwise an aggro deck, especially since Bomat Courier is the only way to get them out of your hand. Not having any sort of burn also makes this a lot less scary than some of the other red aggro decks in the format.
    Posted in: Pioneer
  • posted a message on Archetype of Courage and Stromkirk Captain
    Quote from Awear »

    I'm sorry, but is this claim backed up by any actual rule? Cause I've just quoted a rule that actually says the opposite. Perhaps there is another rule I'm missing, perhaps I'm misunderstanding what I'm reading, and I'm fine discussing that! But I'm not inclined to blindly follow claims that aren't back-up by any rule.

    This might be difficult to hear, but Comprehensive Rules, despite its grandiose name, vast amounts of text, and regular upkeep, simply isn't built to handle every single specific card interaction in the game. Specific card interactions can be a blind spot for certain card interactions, and that's why there's another rule: what the judge says, goes. Judges may be wrong, as they are human, but the comp rules simply can't intercede in every quibble over card interactions. Those judge rulings may be written down, in which they become [O] rulings, such as this one:

    2/1/2014
    While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren’t created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures they control first strike wouldn’t cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)

    Now, this particular [O] ruling does not, as you have said, answer your precise question regarding static abilities, so I encourage you to seek out a judge ruling on this subject from a judge community. However, the text I have bolded here indicates that the response I expect from the judge will be that the lord will still give +1/+1, extrapolating from the spell interaction.

    I apologize that it might be frustrating for you to ask for hard rulings on the subject and get a direction to find a judge who may very well give you the same response as us, but that's the space most of the game's card-to-card rules interactions live in.
    Posted in: Magic Rulings
  • posted a message on Whip it good
    Yes, that works, and it's actually quite simple. See, the trigger that puts the God Eternal into your library is optional, so you can just leave it in the graveyard if it dies, in addition to the usual discard and mill. Then, you can indeed put it into your library when Whip's trigger exiles it.
    Posted in: Magic Rulings
  • posted a message on Jeskai / Mardu Cycling
    Broadly speaking, a cycling deck can go one of two ways. The first is based on small creatures that love you see you cycle cards - Hollow One, Flourishing Fox, and Valiant Rescuer here, Flameblade Adept if you choose to go red, Cunning Survivor in blue, Shadowstorm Vizier in Esper or Grixis. You play some combination of these creatures in combination with cheap cyclers that double as powerful combat tricks to play an aggro or tempo game.

    The second is a slower, control-focused list. Here Yidaro becomes more viable, and filling your graveyard over a longer time makes Zenith Flare more deadly. The control version gets Sweltering Suns and/or Archfiend of Ifnir as board clears and Drake Haven and Ominous Seas as payoffs. You can even go combo with New Perspectives or Unpredictable Cyclone. One benefit of the control-based cycling idea is that it gets away with more cycling lands that ETB tapped.
    Posted in: Pioneer
  • posted a message on B&R Update April 13th 2020
    Quote from migrena »
    Quote from Patch8700 »
    Most judges are pretty good. I've been to a lot of events and I trust that the few times people will try something they have a good chance of being caught.

    But just to note, of course you CAN cheat. I've never said you can't. But there are always ways to cheat, and new ways with almost every set. I would say the most sketchy standard environment for shady plays was Khans of Tarkir with both manifest and morph at the same time. There was a lot of room for abuse, yet it all worked out. I'm just an optimist.
    You could not abuse/cheat with morph/manifests with very little effort. In fact the rules required you to clearly mark which one is which.
    With all companions except Lutri you can verify if opponent is not cheating as soon as offending card is put on the stack (or earlier if you have ways to reveal hidden information eg Duress). But with the otter you cannot do this in all situations. Opponent can still cast rule-breaking spell and you have no way of verifying if it breaks companion restriction.
    Consider the following scenario: opponent casts Impact Tremors, casts Release to the Wind, casts Lutri. Wins the game. At no point you had a chance to verify that opponent did not cheat by having multiple copies of those cards while opponent could increase the probability of assembling them.

    So right now in formats that could be interested in playing that card instead of UR having the best companion it has none. Good job. :/

    I think the point being made in this thread is that cheating Lutri's deckbuilding has little difference from cheating EDH deckbuilding rules or running five copies of your best card in regular 60 card constructed. Either way, the cheater can, theoretically, make in-game choices that hide the cheat, but the ease in which that can be revealed makes deckbuilding cheats unappetizing to all but the dumbest of cheaters. Even without a full deck check, anything that the opponent does that gives them information will the reveal the illegal deckbuilding and get the cheater DQ'd in a competitive setting and ostracized in a casual one. Any type of peek, discard, or mill will do this, and then there are cards that let a player search their opponent's deck like Surgical Extraction.

    To reiterate, cheating in deckbuilding has existed as long as there have been deckbuilding rules, has always been able to benefit cheaters, and has always been incredibly transparent because of how many ways opponents have to expose the cheaters. The companions do not change this.
    Posted in: The Rumor Mill
  • posted a message on Jeskai / Mardu Cycling
    This deck's strategy seems to be a bit unfocused. Flourishing Fox, Valiant Rescuer, and Hollow One give the deck an aggro bent to it in which you want to stack lots of cycles on efficient creatures. On the other hand, you have something like Yidaro, Wandering Monster, who wants to be in a deck slow enough to see him four times in a game, Censor, which works best if you leave mana open on turns you'd like to play threats, and Go for Blood, which looks terrible in constructed. Zirda places no restrains on instants and sorceries, so you'd be better off using those slots for cards you'd actually like to play rather than just bin.
    Posted in: Pioneer
  • posted a message on B&R Update April 13th 2020
    Quote from Manasurfer »



    Oh look a buff to tainted pact decks. Also yeah, thats all folks for changes.

    What does Tainted Pact have to do with Brawl bannings?
    Posted in: The Rumor Mill
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