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  • posted a message on 31 new digital-only cards for upcoming Jumpstart : Historic Horizon
    Quote from Dontrike »
    Quote from DJK3654 »

    This does not mean statements from MaRo about the colour pie are not important.

    But they can be more easily dismissed when the one saying them has been highly contradictory. The same man that touted "our playtest team will allow a more balanced Standard" and then we get Eldraine, Ikoria, companions, Oko, Uro, and a year of sets with constant overpowered cards that warped near every format.

    Sorry, but if a person I don't trust tells me that it's "raining outside" and even if I can hear the rain hit the house I'm still looking outside out of sheer distrust.

    White can get effects that draw cards for doing white things if they only draw one card per turn.

    Life gain and small creatures were the "white things" it was doing, the once per turn thing was slapped on needlessly. White wasn't even getting draw all that commonly for a restriction to be necessary. Don't you find it weird they slapped on that clause while they print stuff like The Great Henge? Where's the "green can get effects that draw cards for doing green things if they only draw one card per turn?" What's so special about white that it needs to be handicapped? That's the issue. No other color gets that strange stipulation tacked on.

    That is the recently established rule that WotC (and not just Mark Rosewater) decided on.
    It is always possible this could change, it is new after all, but it is definitely still wrong to suggest Mentor of the Meek-esque cards are in colour pie even if theoretically they could be brought back in for some reason.

    I'm sure it will change, it's changed before half a dozen times in the past and it will do it again, but that doesn't make this current iteration not head scratching-ly befuddling.

    ]White is supposed to be behind on card draw,

    Neither was green or red, but we've seen how the first is insane at it now and the later has its own version of draw that's great in its own ways while white.....sometimes gets to do it once a turn, but only if Daddy says yes.

    so giving white more card draw can't just be slapping card draw in there.

    Yeah, that's green's job now.

    That's why they've been pushing a bunch of different unique card draw effects for white to try new things that could fit into white without just letting it draw cards whenever.

    Letting it draw cards whenever? It's not like white was getting "at the beginning of your draw step draw an extra card" it was "if you gain life/small creature ETB pay mana to draw a card." Practically all of white's constant draw you had to pay to do it. Mentor was 1 mana, Bishop and Dawn of Hope was 2 mana,

    Also, "unique effects"? Artifact/enchantment ETB once a turn is not unique. Wait, sorry it is unique because it they slapped on a unique restriction. The other draw it's been getting is only if your opponent does stuff to you/your permanents or does some stuff too often, both seen very little so far.

    White can care about small creatures. That's not the issue.

    Clearly it is if something like Mentor of the Meek or Bygone Bishop is now "wrong". Mentor was just seen in Standard up until two years ago and somehow in that brief a time it went from acceptable to "color pie break", doesn't that sound a little absurd? It's not even that good of a card and now it's "wrong." It's baffling.

    There doesn't necessarily need to be assigned single colours for every possible effect.

    Assigning colors to certain actions is literally what the color pie is about.

    Blue being broken in the early magic and green being too pushed in recent sets are both *terrible* reasons why it's okay to put effects into white.

    Draw effects in the things that white is good at? Yes. Why is that such an issue?

    Blue draws card because it can, green draws cards if you play Magic, black draws at the cost of life, and red gets impulse draw, but white.....can't have draw for doing some of the stuff its good at because that would be bad if all five colors got consistent rules with its draw? No, only one gets a "once a turn" clause just because it was a naughty child this year and gets coal for Christmas.

    Power balance is also not on the only consideration with the colour pie. There's always a question of feel. The colours don't exist purely for balance reasons, after all, they are supposed to have a certain style. You could just put a bunch of overcosted divinations and harmonizes into white and it still be the worst colour in card draw, but would that be fun? Would it feel like white can't draw cards in the same way as other colours, or would it just feel like white card draw is just *****ty? Would people want to play those cards in the first place, even if maybe it made sense to include some because they were better than nothing, would people enjoy it?

    I'm not even really sure what you're saying here. People wouldn't play a white Harmonize (which by the way was a color shift and wasn't supposed to be normalized, but now green it's so common in green you expect it) because they may not enjoy it? I'm just gonna take a shot in the dark and say because they play it in green they might like it in a color that doesn't have decent draw where the best draw spell also gives your opponents cards.

    Now look at the card draw effects WotC has been giving to white. The only once per turn version, for instance, requires you to put time and effort into triggering the ability each turn over several turns to really load up on cards, so the card draw has limitations, but those limitations also feel very white, planning and patience and such, the cards don't have to be bad, especially if the cards have other utility, and it's fun to play because you can work with its weakness.
    That's why those effects are being tried out, and it's why I think those are good ideas.

    And drawing cards from life gain and small creatures were the time/effort, the limitations were life gain isn't the greatest and small creatures are easy to get rid of, but I guess we need to nerf white because....something something "new color pie" something something dark side.
    This is everything people said when green was bad (and it's surprisingly more recent than you think, the stars aligned for Green to go from "eh" to the new blue of Eternal formats in Eldraine), and no one remembers. People remember Red being bad, so no one cares about all the recent Red cards that got banned. You can only have enough "one-time" mistakes between things like Fires of Invention and Tibalt's Trickery that maybe you should think about the color's mechanical space, but no, Red was bad before. I expect more banned Red cards, with zero fanfare about them being Red cards. The Tarrasque got more fanfare about it being a bad homage, despite being an obviously big step in nerfing Green, so I don't know anymore.

    Assuming if something's ever been in-color, that it still is somehow, is the exact reason we're in this current mess. The last statements from either Rosewater or Verhey is that Mentor of the Meek is currently "too efficient," Dawn of Hope is pushing the line, and Bygone Bishop requires enough hoops and provides the artifact synergies for it to still be fine. Splitting hairs? Sure, but splitting hairs is what also keeps Red burn spells with set damage values locked up to a certain point from Black's standard removal suite. Is it constantly-changing to the point of annoyance? Yes, but that's because Wizards is changing the color at its usual glacial pace. Consistency comes when something sticks, like impulsive draw in Red being treated as a waste of cardboard outside of RDW until Outpost Siege was printed two years in.
    Posted in: The Rumor Mill
  • posted a message on The Book of Exalted Deeds emergency ban for standard 2022
    i mean you guys just keep proving my point. MTG fans just love corporate hasbro for some reason..
    keep raising prices? we love you hasbro!
    card quality keeps dropping while prices go up? we love you hasbro!
    gameplay itself is completely broken with record number of bannings in the games history? we love you hasbro!

    yay! hasbro! we love you hasbro! Laugh
    Funny you say that during the time when customer trust is at such an all-time low, there were players who didn't believe enemy fetches were in MH2 until release. There are actual points where players are massively criticizing Wizards and Hasbro. Brainstorm just got suspended in Historic, once again pushing the narrative that Wizards did this purposefully to leech money off Arena players, instead of the day 1 bans things like Lightning Bolt got. I won't even mention the extent of the Organized Play catastrophe so bad, pro players are leaving the game in droves. There are legitimate reasons to get mad at Wizards and Hasbro (they're one and the same after the recent restructuring, so I don't know why I bother typing this all out), and then there are tinfoil hats. In a half-baked format meant solely to make players get to happily ignore Throne of Eldraine, this is one of them.

    (See, now I want my Drannith Magistrate wildcards now.)
    Posted in: The Rumor Mill
  • posted a message on July 2021 Commander Rules Committee Update
    If Hullbreacher had an errata instead of a ban that removes the word "instead" in it's oracle text then it would've been on the same power level as Smothering Tithe despite the fact that Hullbreacher should've been White instead of Blue due to how it's the weakest color when it comes to card advantage. Then again the reason why Wizards of the Coast prefers to ban cards over placing errata on them similar to what we saw with Companions in Ikoria is that errata ends up creating more confusion for players trying to understand what the cards actually do. Back when I used to play Yu-Gi-Oh! there was so much errata on cards that you literally needed a CRD (Card Ruling Document) page by page to understand what the hell the cards actually did. Now we got smartphones to look up what the cards actually do but that's still no excuse though.

    Can we talk about how this banning proves how much Wizards of the Coast hates printing actual good support for Merfolk or are they doing this on purpose by trolling the Professor at Tolarian Community College because they know that Merfolk is his favorite tribe? Maybe I'm missing something here and that Merfolk is a creature type that isn't as easy to design for as a tribe like Elves which are the easiest to design for next to Goblins and other popular tribes. Pirates are still relatively new as they got the whole Treasure token mechanic going for them but at the very least Dockside Extortionist is a better example of designing a Pirate with Treasures that doesn't deny players resources like what Hullbreacher does. That being said I do think Hullbreacher is good enough to see impact in Legacy and Vintage If not already unless Wheels are banned in those eternal formats.
    The big wheels people tend to abuse Hullbreacher with (Wheel of Fortune, Timetwister, and Windfall) are all banned in Legacy.
    Also, trolling the Professor by making an intentionally banned Merfolk? It's not that deep. If it was, MH2 would have zero Merfolk in it.
    Posted in: The Rumor Mill
  • posted a message on July 2021 Commander Rules Committee Update
    I'm no fan of Hullbreacher, but I truly hate this ban. I feel like we've lost the idea of the social contract. If Armageddon and Stasis can be legal but kept at bay by the social contract and goodwill of friendship, why can't Hullbreacher plus wheel effects?

    I have a casual five color treasures deck and my boyfriend has a casual all-pirates deck, and now we can't play with the cards we spent $20 on because some dumb kids can't regulate themselves, and so some loud mouths on the Internet complained too much, and the Commander Rules Committee needs to feel important, so they listened.

    Sigh. I hate bans.
    It's a Paradox Engine situation all over again. The majority of the Commander community saw value and little else.
    Posted in: The Rumor Mill
  • posted a message on [AFR] [AFC] Mothership 07/12— The Tokens (and Art Cards) of the Forgotten Realms
    Now, the Art cards. There are 81 for this set all seen here, including 27 with D&D stats on the back. Here are a couple of examples.

    Among the "normal" art cards are the borderless arts and Monster Manual arts. Here are some examples.

    Posted in: The Rumor Mill
  • posted a message on [AFR] [AFC] Mothership 07/12— The Tokens (and Art Cards) of the Forgotten Realms

    Obligatory token dump for the main set. Also included are the following tokens, with a dungeon in the back. The Goblin has Dungeon of the Mad Mage on the back, the Skeleton has Lost Mine of Phandelver behind it, and The Atropal obviously shares a card with Tomb of Annihilation.

    We also got a breakdown of which tokens each AFC precon gets, as well as which tokens are on the same double-faced card. Note that each row of tokens presented here moving forward represents 1 double-faced token.

    First off, The Dungeons of Death precon will contain the following:

    (2 copies)
    (2 copies)

    (2 copies)

    The Aura of Courage precon gets a simpler mix of tokens, such as:
    (4 copies)
    (6 copies)

    Next up, the weird numbers of the Planar Portal precon:
    (4 copies)

    (2 copies)
    (3 copies)

    Finally, the tokens of Draconic Rage, aka everything has a Dragon Spirit on the back:
    (4 copies)
    (5 copies)

    Posted in: The Rumor Mill
  • posted a message on July 2021 Commander Rules Committee Update
    Hullbreacher is banned in Commander, we have two new members in the Commander Advisory Group, and we have a small clarification on Rule 11 regarding Dungeons.
    Quote from Commander RC site »

    Appointments to the Commander Advisory Group (CAG): Kristen Gregory and Elizabeth Rice.

    Welcoming Kristen and Ellie to the Commander Advisory Group

    Kristen and Ellie are both deeply invested in Commander and possess excellent Magic minds. You may have seen them on recent episodes of the Commander Rules Committee (RC) Twitch stream and elsewhere, or checked out some of their other work, so you’ll know how much they love the format. They bring the kinds of complementary and diverse voices which will make them outstanding additions to the CAG. You can check out their full bios here.


    Slight modification to Rule 11 to clarify dungeon legality.


    Dungeons are a little wonky from a rules perspective since they’re more like emblems than other cards. Once they’re ventured into, they even live in the command zone; they then leave the zone when they’re completed. They have to be considered cards so that other rules can work, but they’re not otherwise cards in the traditional sense. They can’t go into your deck; their main function is as a specialized process marker. To that end, Rule 11 is now worded like this:

    Parts of abilities which bring other traditional card(s) you own from outside the game into the game (such as Living Wish; Spawnsire of Ulamog; Karn, the Great Creator) do not function in Commander.


    Hullbreacher is BANNED.


    Hullbreacher has been a problem card since its release. Its ostensible defensive use against extra card draw has been dwarfed by offensively combining it with mass-draw effects to easily strip players hands while accelerating the controller. That play pattern isn’t something we want prevalent in casual play (see the Leovold ban), and we have seen a lot of evidence that it is too tempting even there, as it combines with wheels and other popular casual staples. The case against the card was overwhelming.

    There remain a few similar cards that are still permitted, notably Notion Thief and Narset, Parter of Veils. The additional hoops required (an additional color pip for Notion Thief, and sorcery speed for Narset) appear to be keeping them to the appropriate level of play, though we’ll continue to keep an eye on them.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Draconic Rage precon— LoadingReadyRun preview
    Rounding out preview season with this pair of multicolor cards. Also in this deck are Component Pouch, Sword of Hours, and Underdark Rift.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Draconic Rage precon— LoadingReadyRun preview
    And the green cards.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Draconic Rage precon— LoadingReadyRun preview
    Here come the red cards.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Draconic Rage precon— LoadingReadyRun preview
    The last AFR precon is the Dragon-themed Draconic Rage deck, led by Vrondiss, Rage of Ancients. Joining him in burninating the countryside is Old Snarl and the Dragon's Bane himself. Decklist is here.

    <embed src="http://www.youtube.com/v/Lj3yNfDevos&quot; type="application/x-shockwave-flash" data="http://www.youtube.com/v/Lj3yNfDevos&quot; width="425" height="350" movie="http://www.youtube.com/v/Lj3yNfDevos&quot; wmode="transparent"/>
    Posted in: The Rumor Mill
  • posted a message on [AFC] Dungeons of Death precon— MTG Muddstah preview
    Finally, the multicolor and colorless cards. Also in this deck are Bucknard's Everfull Purse and Clay Golem.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Dungeons of Death precon— MTG Muddstah preview
    And the blue and black cards.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Dungeons of Death precon— MTG Muddstah preview
    Here are the white cards.
    Posted in: The Rumor Mill
  • posted a message on [AFC] Dungeons of Death precon— MTG Muddstah preview
    The third AFC precon is the venture-themed Dungeons of Death deck, led by Sefris of the Hidden Ways. Joining them is the creator of the intellect devourers of Waterdeep, and free spells from illusions. Decklist is here.

    <embed src="http://www.youtube.com/v/JuG8gigPnlM&quot; type="application/x-shockwave-flash" data="http://www.youtube.com/v/JuG8gigPnlM&quot; width="425" height="350" movie="http://www.youtube.com/v/JuG8gigPnlM&quot; wmode="transparent"/>
    Posted in: The Rumor Mill
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