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  • 1

    posted a message on Secret Lair Street Fighter
    I cannot wait for this to come out! My friends and I have been debating which cards will be in the Lair.

    We are thinking: Ryu, Chun-Li, Sagat & M. Bison.

    I know it is unlikely but part of me hopes they are all MDFs, that way we can get more characters.

    Quote from Melkor »
    It's not real, but that is so much better than the real thing.



    Secret Lair should never have been mechanically unique, I can't express how muc that still bothers me.


    They will put all mechanically unique Secret Lair cards on The List and reprint them in with MtG flavor.

    Posted in: The Rumor Mill
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    posted a message on [AFR] lolth, Spider queen (planeswalker card), Bruenor, battehammer, and Drizzet, Do’Urden — D&D YouTube channel
    Love the Drizzt card but the Guen token should have been a 4/3 not a 4/1. Guen can take a beating before she has to return to the Astral Plane.

    As for Drizzt being GW it is spot on. He has shunned his Drow heritage and taken up with Mielikki a godess of nature. Perfect fit. Smile

    Lolth should have been a God as well. (Yeah I know she's a walker, but nevertheless)

    Love to see Breunor but I'm meh on his abilities.

    Lets bring on Wulfgar, Cattie Brie and Regis next. Smile


    Don't forget about Artemis Entreri and Jarlaxle Smile



    EDIT: I wonder if Elminster will be a legendary creature or a planeswalker.
    Posted in: The Rumor Mill
  • 1

    posted a message on Read this announcement at your own risk (it involves mtg)
    Many of the silver bordered cards could be Black Bordered but they might require adjusting the rules and they do not feel like the rules revision is justified for the addition of a cool new mechanic (like Extremely Slow Zombie).
    Posted in: The Rumor Mill
  • 1

    posted a message on Read this announcement at your own risk (it involves mtg)
    Quote from foam_dome »
    Quote from Jh216 »
    Quote from foam_dome »
    Quote from Jh216 »
    The tables I play at and regular playgroup will ban all this universe beyond crap straight away just like TWD. That will suck for people coming to the store with these cards in their deck not being able to get in a game.


    Then it sounds like the problem there would stem from your playgroup, no?


    Sounds to me like the problem is Wizards making a mockery of the game and creating the false impression that this garbage will actually be accepted by everyone, no?

    You better believe there will be a LOT of playgroups who will want to have nothing to do with ‘universe beyond’.


    "Sorry new guy, but you can't play with anyone here because we collectively decided to not accept those Warhammer cards that are in your deck. I know it's not fair to you, but Wizards forced us to gatekeep you out of our group, so really it's their fault that you can't play, not ours."

    That's more or less what you sound like from my perspective. You're free to disallow anyone with those cards from playing games with you, but I'm free to think that your playgroup is being whiny and immature for doing so.


    Not allowing the Universe Beyond cards definitely is gatekeeping, especially since the Universe Beyond cards are likely to draw lots of new and lapsed players back into the game.
    Posted in: The Rumor Mill
  • 1

    posted a message on Secret Lair: Superdrop Smitten
    I hate that the drop I am most interested in - the Faeries - are only in foil. They are going to curl so much. Sigh.
    Posted in: The Rumor Mill
  • 1

    posted a message on New Secret Lair Cards
    I love the Teferi and Kaya art.
    Posted in: The Rumor Mill
  • 2

    posted a message on 2021/2022 Crossover Shenanigans
    Why would Konami - the makers of Yugioh - partner with Wizards of the Coast?
    Posted in: The Rumor Mill
  • 4

    posted a message on B & R Announcement 8/3 Major Shakeups
    Quote from seilaoque »

    if they're going to keep improving threats, then they need to bring better answers or else we'll keep having extensive ban lists every time.


    It looks like Wizard's recent design philosophy is to make bigger threats, so players simply compete on landing bigger threats, rather than using lower-costing answers to take care of those threats.

    Wizards keeps citing their player satisfaction surveys where new players don't like their threats being countered or neutralized before they can use it. So, really good answers are unlikely to be made for Standard. The better creature removals recently seem to be in black. (Cast Down, Heartless Act)

    They might scale back on the power creep for creatures, but removal will probably remain not as quick or efficient in Standard.



    Which has been the biggest problem plaguing Standard for a long time now. The game is far healthier and more vibrant when threats and answers are roughly equal. When threats far outstrip answers, you are left with a shallow game of who can ramp and draw into their threat faster.
    Posted in: The Rumor Mill
  • 1

    posted a message on Double Masters 2XM New reprint product
    Quote from xaltair »
    This was my point too, it would suck to open a $16 pack and get a $3 rare or mythic. It would also suck even more to buy a $300-$400 box and find out all your rares and mythic amount to about $150-$180.

    I mean if you buy a standard box for $110 and you get $60 worth of rares/mythic it already feels pretty bad, but imagine buying something 3 times as much, the feeling should be 3 times as strong. I mean if there is only one $100 card in the set and the rest are $50 or less in value then it'll be hard to justify the price of the box at $300 unless you can get 6 of those $50 cards in the box whether they may be rares/mythics/foils or whatever.

    It's like buying a Collector's pack for $20 and when you open it you get $8 worth of cards in value, or even $10, it feels bad.


    As someone who bought an Iconic Masters pack and pulled Channel, let me tell you - it sucks.
    Posted in: The Rumor Mill
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    posted a message on [C20] Cartographer's Hawk— Sheldon Menery preview
    Literally going in all my commander decks that have white but not green.

    EDIT: Thinking again... Maybe not. The lack of haste is a killer.

    EDIT 2: The first time you play this, you have to wait a turn before he can attack. After that you just leave 2 mana up and cast him in your second main phase. So effectively he becomes 2 mana ramp every turn. Not bad. Especially for White.
    Posted in: The Rumor Mill
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