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  • posted a message on [???] A Thought About Tarmogoyf
    Quote from fnord
    Ancestral Recall is just a really cheap Concentrate

    Ancestral Recall is an instant silly. Otherwise it would suck Grin
    Posted in: Speculation
  • posted a message on [???] A Thought About Tarmogoyf
    OK, so I've heard that the alternative-framed cards in Future Sight were cards intended to forecast the future. So far, we've seen some of this, but not all cards have simply forecast a future print.

    Now, a lot of people are of the mindset that Tarmogoyf won't see print again. My question is this. Did Wizards originally intend to reprint Tarmogoyf, or did they intend to bring it back in another way?

    Patron of the Jungle :1mana::symg::symg:
    Creature - Elf Druid Spellshaper
    :2mana::symg::symg:, , discard two cards: Put a green Lhurgoyf creature token named Tarmogoyf into play under your control with power equal the number of card types among cards in all graveyards and toughness equal to that number plus 1.
    3/3
    Posted in: Speculation
  • posted a message on Champion Question
    Oopsy. I guess that's what happens when you don't read.
    Posted in: Magic Rulings Archives
  • posted a message on Christian Answer Thread
    Quote from Mad Mat
    (1) Person X is not 'like me' (a vague criterium, it's just an abstract example).
    (2) Harming those who are not like me is not immoral
    -> Harming person X is not immoral.

    This is logically sound.

    You mean valid? (2) is not established (or even provable) fact.
    Posted in: Debate
  • posted a message on [11th] Counterspell Vs. Cancel: The OFFICIAL Thread
    Quote from boomwolf
    Lets see common problems you might encounters and common answers to avoid/get rid of/eleminate the treat. (not including "kill the player" answer)

    Burn: prevention, lifegain (if target you), pump/blink (if targets critter), redirect and counter.
    Beater: burn, destroy, bigger beater, arrest effects, dominate, counter.
    Enchantments: destroy, counter.
    Artifacts: destroy, dominate, counter.
    Utility critters: burn, destroy, dominate, arrest effects, counter.
    Lifegain: burn, beaters, counter. (usually not a real problem anyway. but sometimes effective lifegain shows up...)
    Draw: discard, mass-removal, 2-for-1 spells, draw, counter.
    Discard: draw, play fast, discard, counter.
    Destroy effects: blink, redirect, regenerate (sometimes), counter.
    Mass-removal: blink till EOT, self-bounce, counter.
    Bounce: play it again, blink, counter.
    Counter: counter........counter?


    See some annoying pattern here? counters stop everything, nothing stops counter other then more counters. super-effective counters such as counterspell that can hard-stop anything from a 2-drop to a 15-drop (there is one in magic...) are forcing the opponent to also play counters, as there is no other answer! there is nothing you can do. if you are lucky you can cast multiple low-cost things in a single turn and hope one of them would resolve.

    Is your argument that counterspells are annoying, or that they are unfair? The versatility of Counterspell does not make it unfair, even if it is annoying. Counterspell may be able to stop a lot, but it isn't always practical to stop everything. Discard and Burn (in addition to a few you didn't mention) are a few ways to make counterspell worthless. If you've played mono-blue decks against the current mono-red decks in extended, you know that Counterspell doesn't do jack. Same goes with discard. Duress and Thoughtseize can't be stopped turn 1. Even when a blue mage has the mana, they have to decide whether they should spend 2 mana to stop a 1-drop spell and lose a card anyway, or if they should leave their mana open for the next spell. Bringing back Counterspell would encourage more of the intelligent play seen in extended.
    Posted in: Speculation
  • posted a message on Champion Question
    Quote from CarstenHaese
    Yes. Suppose you have B in play, championing A. Now C comes into play. When its champion ability resolves, you choose to champion B. This will return A to play. When its champion ability resolves, you choose to champion C. This will return B to play. You choose to champion A. This returns C to play. Lather, rinse, repeat arbitrarily often.

    Note that this loop can not make the game end in a draw, since it doesn't consist of only mandatory actions. You simply pick an arbitrary number for how often to repeat the loop, and then you MUST make a choice that breaks the loop.

    Unless of course, those three are the only creatures "in play".
    Posted in: Magic Rulings Archives
  • posted a message on Christian Answer Thread
    Quote from Emperor Norton
    We don't have to sin, we just suck at avoiding it. Jesus could have sinned if he wanted (he was tempted to, but resisted). God didn't make us sinners, we choose to be. I don't think that it's logically possible for God to sin, as God always does God's will. If we didn't have the ability to choose to disobey God, would we have free will at all?

    @Emperor Norton and extremestan (if applicable)

    In Matthew 5:28, it says "But I say to you, anyone who stares at a woman with lust for her has already committed adultery with her in his heart."
    In Exodus 20:17, it says "Thou shalt not covet thy neighbour's house, thou shalt not covet thy neighbour's wife, nor his manservant, nor his maidservant, nor his ox

    Does this mean that a person sins if lustful or covetous thoughts cross their mind, or does a person have to actively pursue these thoughts? In either case, the Bible suggests that it is possible to sin through thought. I know that some doctrines and people I've spoken to hold this belief. Did Jesus sin by being tempted? To what extent is a person responsible for controlling their thoughts? Does a person sin by having unpalatable thoughts or just by allowing them to remain?

    EDIT:
    One more set of questions:
    Do you believe that God is more lenient in the judgment of people who have had minimal exposure to Christianity. How do you reconcile the many religions, denominations, and codes of belief (agnosticism and atheism included) with God's desire to evangelize, as expressed in Matthew 28:16-20?

    You've said that making God's existence undeniable would amount to coercion. If God's existence isn't immediately obvious, are people justified in doubting? What do you believe is the extent of responsibility of non-believers to pursue religious enlightenment?
    Posted in: Debate
  • posted a message on [11th] Counterspell Vs. Cancel: The OFFICIAL Thread
    Quote from irish_pirate
    ^fine.

    Give blue hard counters with drawbacks.

    give white/maybe black soft counters with drawbacks. honestly, is ANYONE going to play black after timespiral rotates outside of faeries?

    give green/red anti-counters, uncounterable cards, and something else.

    My point is that Counterspell would be appropriate in an environment with a lot of counterspell evasion. Traditionally, blue has had a lot of power but has needed a lot of mana. Other colors have an easy time playing spells and creating decks with sound mana curves. What if instead of keeping blue slow and strong, blue was given more powerful spells for cheap but there were more ways to evade them?
    Posted in: Speculation
  • posted a message on [11th] Counterspell Vs. Cancel: The OFFICIAL Thread
    Quote from Aahz
    As I always say, there is no reason to further nerf blue.
    If blue would share only a bit of its omnipotence, everything would be fine.

    But blue isn't omnipotent. The days are gone where a person can counter everything. Card's like Root Sliver, Gaea's Herald, and Quagnoth evade counters. Card's like Riftbolt give red more versatility in timing spells. Manlands can't be countered. Vexing Shusher makes things even more difficult for control; but blue mages take this in stride and adapt. Maybe the solution is to bring back Counterspell, but give other colors more counterspell evasion.
    Posted in: Speculation
  • posted a message on Favorite Card
    EDIT: Oops, I thought I sent a PM
    Posted in: Community Discussion
  • posted a message on Zero mana discard ability!
    Quote from mondu_the_fat
    Ow! shadow of doubt sometimes sees play in order to nuke fetches and tutors, but not often due to the cost involved (stifle is used more often to stop fetchlands). Merfolk ignorant may not have a cantrip attached to to it, but its 0cc and uncounterable. I'd say this is the best of the bunch, bordering on the too-powerful.

    Yeah. Against a painland it becomes a free, instant-speed land destroy; but then again... they printed Tarmogoyf Grin
    Posted in: Custom Card Creation
  • posted a message on Zombie Survival Game
    [dice=4]100[/dice]
    Well.... crap. I have a spear which I have no idea how to use, and Bruce Lee. Inside a close-quartered urban home, I have virtually no chance against the fast, strong zombies.
    Posted in: Other Forum Games
  • posted a message on Zombie Survival Game
    [dice=4]100[/dice]
    Lucky I have my grandpa's sword and shield as well as my best friend Tom - who happens to be an expert fencer. The metal factory has lots of hazards that we can use to our advantage. The fast, weak zombies will need to bottle-necked if we are to defeat them. I hand the sword to Tom, keeping the shield for myself. I pick up a bag of ball bearings and dump it as we retreat to the hallway. This is going to be easy.
    Posted in: Other Forum Games
  • posted a message on Favorite Card
    Quote from Zahntavier
    If the question were phrased: "Would you like to have a favorite card field in your profile? yes, no, don't care." It might be easier to answer than a should question, which is hard to justify for a such a subjective topic.

    ALso: Sunforger

    Good point. Too late Grin
    Posted in: Community Discussion
  • posted a message on [MTG] summer rewards?
    Why's everyone saying they don't do textless creatures? How long have they been doing textless spells?
    Posted in: Speculation
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