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  • posted a message on Solemnity + Divine Intervention = ???
    the oracle text for divine intervention says "Divine Intervention enters the battlefield with two intervention counters on it."

    so wouldn't solemnity not apply as divine intervention never has counters placed on it, but instead enters the battlefield with counters on it?

    or does entering the battlefield with counters count as having them placed on?
    Posted in: Magic Rulings
  • posted a message on UW Control
    Quote from Reverend_Dude »
    Jace's -3 lets you cast a spell from your graveyard, it doesn't give it flashback, so you can cast it through As Foretold.


    ah, that makes sense,

    thanks

    Posted in: Control
  • posted a message on UW Control
    Quote from Reverend_Dude »
    @IMadeYouReadThis2: Likely because since BGx decks are becoming a significant portion of the modern meta game, at least in premier events, and the meta is a bit on the fairer side UW control can be better tuned to fight those strategies. That said I don't think this is a Tier 1 deck, Tier 2 for sure but by metagame share this deck is definitely not a Tier 1 deck.

    That said the smaller the modern deck pool gets, the better UW will do, see eldrazi winter.


    but if this is true, why are decks like esper control and cruel control still in developing competetive.

    Both of those decks have just as good matchups against BGx decks.
    Posted in: Control
  • posted a message on UW Control
    Hi, just wondering how UW control jumped from developing competetive to tier 1?

    why is it tier 1 now?

    thanks
    Posted in: Control
  • posted a message on [Primer] UR Storm
    Why is storm tier 1 now?


    what changed?
    Posted in: Combo
  • posted a message on What's Wrong With Today's Magic?
    Quote from Emelica »
    The
    Today, when I read MaRo's column wherein he once again stated that Desert--yes, Desert--is too strong for standard (he used "harsh and unforgiving" this time)


    He said desert was too powerful for standard?????

    what?????

    Why??????????????????????

    can I see a link?


    http://magic.wizards.com/en/articles/archive/making-magic/amonkhet-down-business-part-2-2017-04-10



    wow...

    im so done...
    Posted in: Magic General
  • posted a message on What's Wrong With Today's Magic?
    Quote from Emelica »
    The
    Today, when I read MaRo's column wherein he once again stated that Desert--yes, Desert--is too strong for standard (he used "harsh and unforgiving" this time)


    He said desert was too powerful for standard?????

    what?????

    Why??????????????????????

    can I see a link?


    lol, I checked Almonket talkings,

    your right, MaRo did say that it was "harsh and unforgiving", he also said that it was unfun to play against.
    Posted in: Magic General
  • posted a message on What's Wrong With Today's Magic?
    Quote from Emelica »
    The
    Today, when I read MaRo's column wherein he once again stated that Desert--yes, Desert--is too strong for standard (he used "harsh and unforgiving" this time)


    He said desert was too powerful for standard?????

    what?????

    Why??????????????????????

    can I see a link?
    Posted in: Magic General
  • posted a message on Elixir of Immortality
    they can respond to the ability on the stack. They cannot however use something like dream's grip to tap elixir of immortality to prevent it's ability.

    So your opponents can react to the ability being played, but they cannot prevent you from paying the costs required to activate elixir of immortality
    Posted in: Magic Rulings
  • posted a message on What's Wrong With Today's Magic?
    Quote from JamesPrzytul »
    I believe it's a combination of two things easily correctable. One is planeswalkersby themselves snowball and not easy to remove. --> good against control.

    The other is removal is much weaker than creatures. So I feel when removal improves up to the level of creatures control will exist again.

    Planeswalkers will exist and still be a challenge to remove. I believe they are a net boon to aggressive-anti control strategies. They should be hard to remove as they are iconic. They do help control snowball as well but inherently make creature based aggro strategies a solution.

    What I would propose is removal swings on line with power of creatures.

    The issue with planeswalkers however is they are 1) easier to protect with control 2) easier to snowball with control 3) easier to draw with a control strategy

    What I would propose which wizards has not yet announced (they announced increasing power level of creature removal) is increasing the probability to draw planeswalkers for aggressive strategies above control.

    Example:

    When this creature comes into play you may search and put this planeswalker type on top of your library.

    When this creature comes into play you may reveal the top five cards of your deck and put a planeswalker into your hand. Put the remaining revealed cards on the bottom of your deck in any order.

    Really I think creature tutors for planeswalkers are the way for aggressive strategies to be on line with control. When control has removal to keep aggressive strategies at bay.

    Furthermore with Planeswalkers being iconic, this will allow the timmy/big creature player to draw and play their new iconic, flashy Nissa/Gideon/Jace more often.



    Uhhhhhh

    control is doing terribly in every format.

    Midrange plays plainswalkers

    one of controls worst problems in modern it LOtV

    a resolved LOtV spells doom for a control deck.

    Why do you want to make control even worse?

    if anything control needs to be better.


    Posted in: Magic General
  • posted a message on What's Wrong With Today's Magic?
    God, I hope someone at Wizards reads this Frown

    I've been playing Mtg since its birth and I've always played casual.
    Here's what I think;

    1) The game quickly degenerates when a casual group of players is joined by one or more who play anti-creature (denial) type decks and/or combo.
    You need to give the casual (aggro) players more answers against combo by [re]printing more anti-combo cards at common or uncommon level. For example, Krosan Grip, etc. If the aggro casuals have/find no answer in their collection, they quit and the group falls apart. I write 'at common or uncommon', because casuals will not look for some specific outside of Standard rare to beat the combo player.

    2) Print less vanilla/crap cards. I understand you need a vanilla 2/2 to explain the game to noobs, but we don't need three vanilla creatures in every set. Also: When you print crap cards, try to make them interesting chaff in some way; For example, 'Goats your opponents control get -1/-0.' Is a completely worthless ability, but it's a lot more fun than nothing. Your business model (collectible) forces you to print crap. But at least make the crap funny or versatile or weird.

    3) The artwork/flavor is too immature (comic book style) and too bland (derivative). Most of the people I know who play this game are now 30+ and at least 20+. We can handle artwork and themes which are more iconic and intellectual. The first editions of this game had "iconic" art (i.e. like Tarot cards). We were the sorcerers, crunching lotuses and trading glyphs. A thing I personally hate is the way in which WOTC takes existing mythologies like the Greek or Egyptian gods, and then sticks new names on them. It feels derivative and cheap most of the time.

    * What we need is an oldschool art set with King Arthur. I want to equip Excalibur and tap the Holy Grail. And I want these things to be called what they are. Not 'Barthur, the king' but King Arthur!

    4) The 'world' is beginning to feel unhinged, like a cheap collage of not really connectable things. (Same is going on in D&D if you look at its art.) We need something like Warhammer has. The new planeswalkers generation, although WOTC have been pushing them for a decade now, are not interesting. They are cartoons, really. Gerrard was not popular, and neither was his story, but the idea of a group of non-superhero heroes travelling the planes and fixing things made sense. One of my favorite sets, flavorwise, remains Fallen Empires, because its flavor told a history. It felt like a place, a place with a history, instead of a creatures collection.

    A reminder of what Magic was;
    Amnesia
    Demonic Torment
    Equinox
    Glyph of Reincarnation
    Storm Seeker
    Mind Warp


    there are plenty of cards printed at common or uncommon that are great against control

    such as:
    bloodbraid elf
    duress
    cabal therapy
    lingering souls
    treetop village
    young wolf
    strangleroot geist
    shardless agent
    skullclamp
    embalm creatures
    hexproof creatures
    and so many more

    as for combo hate at common/uncommon, you have
    duress, despise, cabal therapy
    any form of spot removal such as terminate, doom blade, go for the throat, swords to plowshares, beast within, lightning bolt, fatal push ect...
    you also have counterspells such as negate, dispel, spell pierce ect..

    If you have a healthy meta, the control decks should also keep the combo decks in check

    Also, control has been doing very badly recently in all formats. There is no need to print control hate in standard sets if control is non-existant

    in legacy, the last true control deck, miracles has just died due to the top ban
    in modern, control is dead
    in standard, the answers are completely terrible. Without any control decks to check combo decks, copy-cat went crazy and destroyed the standard environment.

    Posted in: Magic General
  • posted a message on Print this Wizards (so I can play it in modern)
    Redone Simic Command 1UG
    Instant

    Choose two:
    • Tap or Untap target permanent
    • Destroy Target Non-creature permanent, it's controller creates a 3/3 beast creature token.
    • Return Target creature to it's owner's hand.
    • You may play an extra land this turn.

    Designed so you can destroy a non-creature permanent without any downside.


    I fail to see how this can destroy a non creature permanent without any downside

    please explain
    Posted in: Modern
  • posted a message on Temporary 4/24/17 banlist discussion thread
    Quote from gkourou »
    We dont need to tone BGx down by banning sth, we need to make UW better by unbanning a card.


    Still hoping for urban SFM & Preordain and printing counter spell in Hours.
    The longer Wizards are inactive on Modern unbans the more it seems like Jace has a grave.


    I don't think that WotC will reprint counterspell...

    they just reprinted essence scatter in ahmonket.

    if WoTC was planning to unban SFM or preordian, they would have unbanned it in the last banlist change.
    Posted in: Modern Archives
  • posted a message on Temporary 4/24/17 banlist discussion thread
    Sorry if this is the wrong place to ask this

    Why is preordain still banned in modern?

    I know it was banned for making combo too consistant...

    specifically twin and storm.

    but twin is now dead, and storm has been neutered so hard that a preordain unban would probably make the deck barely tier 2

    there aren't really any other combo decks in modern that would be broken by a preordain unban


    preordain would also help decks such as grixis control, and delver.

    what decks would preordain make overpowered in modern?

    I can't think of anything

    if it won't break anything, then why hasn't it been unbanned?

    am I missing something?


    Posted in: Modern Archives
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