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  • posted a message on [???] You make the card 4 week 6
    Rites of Undeath
    The graveyard becomes a replacement hand for the controller of the enchantment.

    When ~ enters the battlefield, discard your hand.
    If you would draw a card, instead put the top card of your library into your graveyard
    You may castplay cards from your graveyard as if they were in your hand, if a spell cast in this way would be put into the graveyard from the stack exile it instead.

    edit: It wasn't till after I posted and submitted this I realized I should have made the change above, otherwise you're stuck with the lands you have unless you search them up with Farseeks and Rampant Growths...
    Posted in: The Rumor Mill
  • posted a message on Infinite loop in Eggs Question.
    A clarification for you, the card you get off the Bauble is put on the BOTTOM of your library, not the top. If there is more than 1 card in your library after this action it is conceivable that this card may not be the Second Sunrise in question, though is generally accepted if you can demonstrate that the remaining cards are Second Sunrises/Faith's Rewards by the count of them in public zones and your hand that it is infinite.

    If this action of forcing you to continue to perform the actions were continued you may want to ask the judge to watch him for slow play. Even though the judge sided with your opponent on wanting to see this play out, it will give the judge a heads up in the future to watch that player in your match and others in the tournament so he/she doesn't drag game loses into draws.
    Posted in: Magic Rulings Archives
  • posted a message on [New Info] You Make The Card 4 Weeks 3 & 4: Enchantment Color
    We need to add the link to the new article where you can vote to the OP. It's just below Smile

    http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/241b

    I hope if we have a tie again they'll consider hybrid/gold enchantments, though it would have been cool to have a Land Enchantment earlier too (both Land and Enchantment, not Enchant Land)
    Posted in: The Rumor Mill
  • posted a message on [[M14]] Shadowborn Apostle
    Lots of people are talking of getting Griselbran Cerial at the end of your opponent's turn or prior to declaring blockers, but I'd rather do it during my turn, go to 6 life, draw 14 cards (if you're NOT playing against red), and discard the appostles I drew so the Immortal Servitudes in hand are that much more impressive. Then I'd fetch up Rakdos, Lord of Riots, Lord of the Void, Harvester of Souls, and/or Rune-Scarred Demon to make my board state that much more secure.

    It'd take an extra turn, but if you're not worried about removal and alpha-swing/haste creatures it sets you up pretty well Smile
    Posted in: The Rumor Mill
  • posted a message on [New Info] You Make The Card 4 Week 2: Card Type Run Off
    Quote from ShakesZX
    I believe there was a whole deck that revolved around an enchantment not even more than 2 blocks ago... I think it was called... something like... Tempered Steel?

    Although, yes, I do agree with you. There have been very few great, deck defining enchantments in recent Magic history. Maybe Wizards is still wary of how powerful improperly designed/developed enchantments can be.


    Quest for the Holy Relic is another example of a deck defining enchantment, though with all the decent ones that have been printed recently I wouldn't be surprised for an enchantment deck to become playable when dragons maze comes out. Each block usually has one enchantment that becomes a highly playable deck.
    Posted in: The Rumor Mill
  • posted a message on Leonin Relic-Warder and Animate Dead sac loop.
    Quote from DragonXDoom
    As long as you are sacrificing it to something, like Cartel Aristocrat, then yes, that's perfectly fine.


    I believe the question was involving the Animate Dead forcing you to sacrifice the Leonin. The two cards would work like this:

    1.Animate Dead Enters enchanting Leonin Relic-Warder in the G/Y
    2.Animate Dead EtB trigger is placed on the stack
    3.If nothing changes, the trigger resolves and returns the relic-warder to the B/F and changes Animate Dead from "Enchant Creature card in a graveyard" to "Enchant Creature put onto the battlefield with Animate Dead"
    4.Relic-Warder EtB trigger is placed on the stack targeting the Animate Dead
    5.Warder's trigger resolves removing the Animate Dead
    6.Animate Dead LtB trigger goes on the stack
    7.Animate's trigger resolves forcing you to sacrifice the Leonin
    8.Leonin's LtB trigger is placed on the stack
    9.Leonin's trigger resolves returning the Animate Dead to the Battlefield, because it entered from a zone other than the stack you must select a object the enchantment could enchant, you select the Relic-Warder
    10.Goto Step 2

    This is a potential infinite combo. That being said there is only 1 optional ability in all of this, the Relic-Warder. The only time you can break the loop without using other cards or targeting/selecting other cards not used in this example is when the Relic-Warder enters the battlefield from the graveyard off of the Animate Dead. You cannot (outside the other mentioned situations) end up with the Relic Warder in the Graveyard or the Animate Dead in Exile.
    Posted in: Magic Rulings Archives
  • posted a message on Surprise Unleashed Creature Blockers
    Quote from Acardus
    And with that, damage takes place on it for both creatures correct?

    Thanks a lot


    exactly, damage still takes place if the creatures are in combat.
    Posted in: Magic Rulings Archives
  • posted a message on Surprise Unleashed Creature Blockers
    Because the term 'Block' (as a verb) means 'Declare as a blocker', 'Can't Block' is short for 'Can't be declared as a blocker'. The rules below may help in explaining this to your friend

    509.1b The defending player checks each creature he or she controls to see whether it’s affected by

    any
    restrictions (effects that say a creature can’t block, or that it can’t block unless some
    condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.
    A restriction may be created by an


    evasion ability (a static ability an attacking creature has
    that restricts what can block it). If an attacking creature gains or loses an evasion ability after a
    legal block has been declared, it doesn’t affect that block. Different evasion abilities are

    cumulative.


    702.96a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have
    this permanent enter the battlefield with an additional +1/+1 counter on it” and “This permanent

    can’t block as long as it has a +1/+1 counter on it.”


    506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that
    would have kept that creature from attacking or blocking don’t remove the creature from

    combat.


    Edit: multi-nathed :p
    Posted in: Magic Rulings Archives
  • posted a message on Surprise Unleashed Creature Blockers
    Quote from Stardfox
    The "can't block" text on the Rakdos Cackler is only checked as you're declaring attackers blockers. Once that step is complete, the addition of a "can't block" clause does nothing to hinder damage being dealt by and to the Cackler. Damage is done normally to each.


    Just a minor correction Smile
    Posted in: Magic Rulings Archives
  • posted a message on [[DGM]] Ruric Thar art
    By what others have said about the character I would imagine Hexproof wouldn't be out of the realm of possibilities as it still works well with the Gruul Mechanic in making Bloodrush safer.

    As for his other abilities, we've only seen it in one other card and not in a while so what are the chances for a Masako the Humorless effect on him alone? It was originally a white ability but that was back in Kamigawa, 7+ years ago and could have shifted since then. Giving him the evasive ability to be able to block after attacking (especially if he did have double-strike) a powerhouse swinger.

    It's speculative (I know, not the right place for it), but what about:

    Ruric Thar 2RRGG
    Legendary Creature - Ogre Warrior Rare
    Hexproof, Double Strike
    ~ can block an additional creature.
    ~ can block while tapped as if it weren't tapped
    3/4

    Besides that, I'm curious to see what they do with the rest of the cycle (if there is actually a cycle and they're not just messing with us and only giving a few legendaries)
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] League Kit-Bird tokens?
    Quote from leslak

    Guild insignia buttons
    (quantity based on your product allocation)
    hmm, nice metal ones or extremely cheap plastic ones?
    Quote from leslak
    Foil basic land promo cards
    (quantity based on your product allocation)
    Please PLEASE be textless, frameless, fullart!!!

    Edit: Why can't we get guild pogs and slammers...
    Posted in: The Rumor Mill
  • posted a message on [Promo] 2012 Holiday Promo Card: Naughty//Nice
    Quote from Morphling
    I like how it actually tells a story.

    Naughty, the guy's looking at you all evilly and it's bloody mouth, then you see Nice and Heh, it turns out I'm only eating pie you big silly, Happy Holidays!! Grin

    That's because he wants to have his pie and eat it too Smile
    Posted in: The Rumor Mill
  • posted a message on RTR - Figuring out Full Set sheet layout
    Hello! I hope I have the right area to post in, if not I'd be happy to have a Mod move it :).

    I was talking with a friend recently about Filler cards and was curious what the odds are of getting a filler card in a complete set as obtained through Wizards Magic Online Set Redemption. For those who don't know, a filler card is a card that is on a full sheet of uncut cards that has no printed card on it because there was extra room on the sheet. Uncut sheets are almost always printed on 11x11 (121 cards) sheets or 11x10 (110 card) sheets. Take for example the sheet of Return to Ravnica rares and mythics. The sheet has 2 of every rare (53x2) and 1 of every mythic(15) on the sheet. That will work out to exactly 120 cards with one unused spot which is the 'filler' card. That card is supposed to be disposed of but sometimes makes it into a pack of cards or a sealed deck (60 card deck x 2 = 120).

    As the printer would want to print as few 'filler' cards as possible because they lose money on the wasted product I wanted to see what breakdown of cards the printer would use to most efficiently print these cards. They cannot use the standard printed sheets because if they took 1 of each rare and 1 of each mythic off of a sheet they would be left with a sheet with 53 rares and a filler they would have to throw away. Instead I can see them printing a sheet with 8 of each mythic (120) and 1 filler card. It gets harder, though, when figuring out the rare/uncommon/common breakdown.

    That being said, here's the breakdown of the set:

    15 - Mythic
    53 - Rare
    80 - Uncommon
    101 - Common

    28 - White
    28 - Blue
    28 - Black
    28 - Red
    28 - Green
    69 - Gold
    15 - Hybrid
    12 - Artifact
    13 - Non-Basic Land
    25 - Basic Land

    With these breakdowns I'm still trying to figure out what would be the most efficient layout. If they did 4 copies on one sheet and 2 copies on another sheet they could simply print twice as many of the second sheet to get the complete sets. Let me know what you think would be the most efficient breakdown as I try and figure it out for myself.

    One breakdown I see so far is as follows:
    <Color1>+Gold+NonBasicLand = 11x10 sheet (110 cards) @ 1 of each card
    <Color2>*3+Artifact*3 = 11x11 sheet (120 cards, 1 filler) @ 3 of each card
    <Color3>+<Color4>+<Color5>+BasicLand = 11x10 sheet (109 cards, 1 filler) @ 1 of each card
    Hybrid*8 = 11x11 sheet (120 cards, 1 filler) @ 8 of each card
    This breaks down to a printing of 24 complete sets (6576 cards) having 35 filler cards which would probably be within their allowable scrap range. The potential problem I see with this is that it uses both a 11x10 and 11x11 sheet which may lead to confusion unless they're machines are able to tell the difference
    Posted in: Magic General
  • posted a message on Oracle Wordings on current Standard cards
    Greetings, I am going to be judging a GPT in my area this afternoon and was curious if anyone out there knew of any changes to the Oracle Wording of cards in the current printing. I know if there's an older printing there will likely be a change to it's wording, but are there any I should keep in mind if I'm called for a call on the wording of the card?

    Edit: I probably should mention the event is Standard Constructed
    Posted in: Magic Rulings Archives
  • posted a message on Bant Beasties
    With RTR coming out we're seeing some great mechanics that looks like they will mix quite well with existing mechanics. Mostly I speak of the EtB detain mechanic and the Selesnya Populate Mechanic. I'm looking at building a deck that will take advantage of the best of both of these worlds to make some big beats.

    Card Options:

    Blustersquall - setup an alpha strike by tapping them down
    Dispel - stop removal or other unwanted Instant
    Faerie Imposter - Used with Cloudshift or Restoration Angel it lets you protect from a Supreme Verdict and get more EtB effects if you bounce another creature on your turn
    Deathrite Shaman - You can't use his B ability, but the G one keeps Zombies out of the 'yard, may be just a sideboard option
    Dryand Militant - Another card that may be 'board only, but it slows down the flashback shenanigans
    Judge's Familiar - a 1/1 flier for 1, hybrid so easier to cast, and can sac to Force Spike/Mana Tithe
    Slitherhead - if it dies you can get a free +1/+1 counter on a bigger creature
    Cloudshift - With a large portion of the deck containing EtB triggers, Cloudshift will hit hard
    Giant Growth - An oldie but a goodie, not the best, but worth mentioning with Wild Beastmaster
    Arbor Elf - Ramping up always helps, especially when this guy can untap your duals
    Lingering Souls - 2 mana for 2 power over 2 bodies is good math
    Azorius Arrester - Detaining a creature an opponent controls is pretty good whenever you draw it but the fact it doesn't stick unless you bounce this makes it questionable
    Snapcaster Mage - Flashing in Snapcaster allows you to recast any utility instants/sorceries like Cloudshift you decided to play with
    Rest in Peace - Sideboard Solution to Zombies and Golgari tricks
    Cyclonic Rift - Another option to setting up an Alpha strike, bounce all of their non-lands
    Inaction Injunction - a detain card that cantrips
    Druid's Deliverance - Fog + populate in a deck that makes lots of beastly tokens=good
    Gatecreeper Vine - a Wall that fixes your mana, if you're playing 3 color this should be a serious option.
    Azorius Charm - Lifelink with lots of fatties will make things really hard for your opponent to turn around, or draw if you need an answer or your creature got bounced to the top of your library, or bounce their creature to the top of their library.
    Caller of the Conclave - a Sorcery Watchwolf you can recast with Snapcaster Mage and populate
    Dramatic Rescue - Bounce their fatty at the end of their turn or protect from a *** effect, or return a Restoration Angel to blink another creature.
    New Prahv Guildmage - Give flying to a Thragtusk, or Detain a creature to prevent attacks
    Selesnya Charm - Pump and trample, or exile a fattie, or get a vigilent token
    Vitu-Ghazi Guildmage - making a 3/3 token for 6 is good, making a 5/5 token for 4 is better Smile
    Sundering Growth - Naturalize with a built in populate
    Arrest - a solid staple to get those troublesome creatures out of your way
    Rootborn Defense - Make an extra token and make all your guys indestructible, great thing to do in response to a Supreme Verdict
    Cancel - a solid counter, but the double blue makes it questionable on whether to play it
    Wild Beastmaster - In a token deck this is quite powerful, especially when combined with pump effects like Selesnya Charm and Giant Growth.
    Centaur Healer - 3 mana 3/3 w/ lifegain is good, but not great, still it has a decent EtB effect you can try and abuse
    Common Bond - a pump that sticks and can be split
    Detention Sphere - a Bigger angrier O-Ring
    Loxodon Smiter - 4/4 for 3 can't be countered with not down side but the lack of an EtB trigger probably keeps him out of this deck
    Lyev Skyknight - 3 power flier for 3 mana that shuts down a blocker/PWalker/Equipment for a turn is decent
    Wayfaring Temple - a new Scion of the Wild that populates when he connects with the opponent on attacks, would love to have himself coppied with a Cackling Counterpart
    Cackling Counterpart - get a token of whatever creature would be most helpful, Thragtusk, Restoration Angel, Armada Wurm, Wayfaring Temple, Lyev Skyknight, etc.
    Azorius Justicier - EtB detaining Two creatures can set you up well for a power swing, but double white is risky
    Restoration Angel - a pivotal Linchpin of the deck, blinking your EtB creatures to make more beasts, protect your creatures, or gain life is Very powerful.
    Deathbridge Goliath - a 5/5 for 4 is good math and the +1/+1 counters could be very effective on an alpha swing, but again, a big coster without an EtB effect probably rules it out.
    Supreme Verdict - if things start getting out of hand, having access to a *** may save you. If you have enough mana you can cast Rootborn Defense first to make sure your team survives to swing in.
    Trostani, Selesnya's Voice - When you drop a Restoration Angel to blink a Thragtusk you will net a 15 point lifegain and 6 power added!!!! Doing the same with an Armada Wurm nets a 14 point lifegain and 8 power added!!!
    Growing Ranks - Populating any of the tokens you should be producing here will help things get out of control.
    Thragtusk - This card is another required powerhouse that has already had it's powerlevel proven
    Armada Wurm - 10 trampling power over 2 bodies for 6 is way undercoster/overpowered, why not play it. It also loves Trostani, Restoration Angel, and Cloudshift.
    Death's Presence - high costed, but turns kill spells on their head as they will pump your other creatures.
    Worldspine Wurm - Too highly costed and prefers to play with Flash, but a 15/15 for 11 is at least worth mentioning

    If you can think of a card that should be added to this list let me know.

    Here's the decklist I've been working on, it still needs some refining, but I like it so far
    Posted in: Standard Archives
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