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  • posted a message on The [NY Giants] defeat the Patriots again!!! We are the champions!!! AHHHHHHH...
    Quote from TheDeadManX
    wow, cashwalker, havn't seen you in these parts for a MINUTE. We should call you ghostwalker


    I'm a lurker by nature... most times I've got little input.. I get around to catching up on the thread about once a week.

    The zombie deck really caught my interest, and GOC and I were discussing it the other night. Then I came across the quest while sorting..
    Posted in: Retired Clan Threads
  • posted a message on Alpha and Beta Booster Pack Contents
    Thanks...

    I'm just looking for enough data to be able to build draft for nearly any set and/or block. For our draft purposes, I'll ignore the land slots.
    Posted in: Magic General
  • posted a message on Alpha and Beta Booster Pack Contents
    Quote from HoodedPumpkin »
    They were the same as revised.


    Yeah, but what was in Revised?

    Quote from MTG Salvation Wiki »

    Arabian Nights was sold in 8-card booster packs for $1.45US per pack. Each pack contained: 6 commons and 2 uncommons (there were no rares).

    Antiquities was also sold in 8-card booster packs.

    Legends booster packs contain 15 cards.

    The Dark, Fallen Empires and Homelands boosters contain 8 cards.

    Alliances and Chronicles booster packs contain 12 cards: 8 commons, 3 uncommons and 1 rare.

    From Mirage until Coldsnap, booster packs contain 15 cards: 11 commons, 3 uncommons and 1 rare.

    In Core set booster packs from 7th Edition to 9th Edition 1 common was replaced with a basic land card. These boosters contain 15 cards: 1 basic land, 10 commons, 3 uncommons and 1 rare.

    The price went up to $3.29 starting with 9th Edition.

    The Time Spiral block has "timeshifted" cards and due to this their rarities in booster packs are different, though each booster pack contains 15 cards.

    Time Spiral booster packs contain 10 commons, 3 uncommons, 1 rare, and 1 purple-rarity timeshifted card.

    Planar Chaos booster packs contain 8 commons, 2 uncommons, 1 rare, 3 timeshifted commons, and 1 uncommon or rare timeshifted card.

    Future Sight booster packs contain 11 commons, 3 uncommons, and 1 rare, any of which might be a timeshifted card.

    10th Edition Core Set booster packs introduced an additional marketing card and thus contain 16 cards: 1 marketing card, 1 basic land, 10 commons, 3 uncommons and 1 rare.

    From Lorwyn to Eventide, booster packs contain 16 cards: 1 marketing card, 11 commons, 3 uncommons and 1 rare.

    From Shards of Alara on, both Core set and Expansion booster packs contain 16 cards:1 marketing card, 1 basic land, 10 commons, 3 uncommons and 1 rare (occasionally, about 1 in 8 packs, replaced by a mythic rare).
    Posted in: Magic General
  • posted a message on Alpha and Beta Booster Pack Contents
    The wiki has an extensive list of booster pack contents, (number of commons, uncommons and rares plus total cards per pack) but it skips over Alpha, Beta and the other early core sets. It may not be in the article because the info doesn't exist - I know the original sets had very sketchy rarities due to the intended mis-direction so people wouldn't know how random or un-random the card distribution was...

    If anyone can shed some light on this, the Forge community would be grateful, as I'm working on enhanced draft support.
    Posted in: Magic General
  • posted a message on Best program for single player?
    Forge is great for single players, it's like solitaire.. There are currently 3500 cards implemented. (no complete sets, so no format adherence) You play against an AI, which is somewhat limited in actual intelligence, but given the right kind of deck, can be difficult to beat. There are multiple modes of play - sealed/draft simulation, constructed, random 60 card decks, and a RPG-like Quest mode. (start with about 100 cards, win more after matches, buy more with credits earned by winning matches; facing named opponents with decks of increasing difficulty)
    http://www.slightlymagic.net/forum/viewforum.php?f=26
    Posted in: Third Party Products
  • posted a message on [WWK] Orb of Insight Compiled Data
    where - 7
    for - 38
    each - 31
    other - 4
    when - 23
    whenever - 39
    another - 14
    all - 7
    gets - 19
    into - 16

    BTW, "Search this Thread" didn't return any results for the above terms... and after posting, still doesn't.
    Posted in: The Rumor Mill
  • posted a message on 6 card packs gone?
    The only box of 6 card packs I've seen in three Targets and two Walmarts were Conflux. I bought a few, and they were rather productive in that I scored a mythic in one of them and a couple rares, and a bunch of uncommons... but I'm not complaining. I don't know how many were sold versus stolen, but they were all sold out in less than 2 weeks. They never restocked, nor offered them again, so I'm guessing they were not HOT sellers... they just became HOT (aka stolen)....
    Posted in: Speculation
  • posted a message on It's [NYC Dark Knights] and hell is hot.
    Sorry to all my Mets fan friends...but every baseball campaign you have until 2014 will be futile with the Phillies signing Roy Halladay for a 3 year extension worth $60,000,000. They sent Cliff Lee to the Mariners, but Halladay's a beast. This ALSO means the Yankees will win 3 more games on average each of the next 4 seasons...GO YANKEES!!!!!

    Deep down, all us Mets fans know, "you gotta believe".
    Posted in: Retired Clan Threads
  • posted a message on Duel Decks:Garruk Vs. Liliana
    I've played the package a total of two times.

    The first I played as Garruk, and rolled over Lilliana with Beasts, as my opponent was drawing nothing but lands for 6 turns straight until his final turn drawing Lilliana.

    The second, I played as Lilliana, against my 6 year old daughter, playing Garruk. Her first game with "expert-level" cards. After about 8 low-impact turns, I wiped the board with mutilate, only for her to draw Garruk, play it, and win with 2 Garruk beasts and a green genju after popping Garruk's ultimate. Otherwise I would've won the next turn with Skeletal Vampire and Bats supported by Bad Moon. (Granted I hadn't played my best game and was telling her the plays that would be the most beneficial. I always left the decision up to her, but explained all the options.)

    I was very put-off by having no bat token, while having to explain to a 6 year old the difference between a 3/3 green beast and a 4/4 green beast. Makes no sense - no single expansion would have two tokens of the same type with different stats. Also, I don't like how DD tokens have the standard card backs, I end up writing "TOKEN" on the card backs, so they are less likely to end up shuffled in with the decks.
    I DO like the inclusion of deck boxes. I had to use the red and green "here I rule" promo boxes for the elves vs goblins decks. I don't mind DD's being played without sleeves, so they're more portable.
    Posted in: Magic General
  • posted a message on Value of X for Feast of Flesh
    Feast of Flesh
    Is the value of X calculated as the number of cards in the graveyard BEFORE resolving or after?

    In other words:
    I have none in the graveyard as I cast it. Is X = 1 (0 + 1) or is X = 2 (1 + 1)?

    I'm pretty sure it's calculated before resolving, therefore X = 1. Correct?
    Posted in: Magic Rulings Archives
  • posted a message on [Official] MTG Forge - Magic w/ Rules Enforcement Against AI
    Quote from Alpha Werewolf
    A bug I found - You can play Imperiosaur with mana from creature sources too. Not sure about other sources (if there are any).

    I just checked. We don't have any code that restricts the mana source. mtgrares included a number of cards in his original package that weren't fully implemented, just cool to play with. As our community continues to improve the codebase, we don't add cards unless they're fully implemented, and we're adding proper support for the ones that have been there since day one. (Like until a month ago, Akroma's protection abilities weren't useful)
    Also, it wasn't until mid June that we had a proper mana pool implemented. I submitted the code for a basic pool. One of our other users just posted his first draft of a more complete mana pool that may have the ability to track the source of mana to make Imperiosaur properly implemented.

    A new beta was posted today in our forum:
    http://www.slightlymagic.net/forum/viewtopic.php?f=26&t=1345
    Posted in: Third Party Products
  • posted a message on Roses are red, Violets are blue, This is [NYC Dark Knights], and we don't like you!
    Quote from "Mark Gottlieb" »
    An important aspect of the new combat damage system is that only creatures that are still on the battlefield—and still in combat—get to deal combat damage. A creature can no longer start to swing its fist to punch, vanish from the battlefield, and then have that punch land.
    ...
    After I Terror the Wall, the Behemoth is being blocked by four creatures. The Behemoth has 10 power.

    Because the Wall of Swords was no longer in combat, no damage was able to be assigned to it, it had to be assigned to all other blockers.

    Granted, he doesn't give any example of a single creature block that becomes removed from combat ala Sakura. However, if their intent is to make this work intuitively, then my intuition says that the single blocker removed from combat will allow all damage to come through.

    Edit - After reading through the rules thread, I retract this. The consensus there is "Once blocked, always blocked". But the Sakura trick would only be effective as a chump block. Can't block a 1/1 then sac, and expect the 1/1 to die, but at least you don't take 1 damage.
    Posted in: Retired Clan Threads
  • posted a message on Roses are red, Violets are blue, This is [NYC Dark Knights], and we don't like you!
    If I'm understanding it correctly, if you sac the tribe elder, during the declare blockers step, the damage will still go through to the player (or other blockers), as the attacker can't assign damage to it if it no longer exists. Just the same as the tribe elder's damage will not be assigned to the attacker.

    The MTGForge project I participate in is going to need some major changes....
    Posted in: Retired Clan Threads
  • posted a message on Roses are red, Violets are blue, This is [NYC Dark Knights], and we don't like you!
    The simultanious mulligans makes sense to me.... It always bothered me that part of someone's decision to mulligan was based on the other player's decision... especially if the other player did so more than once....

    Zone names and terminology aren't so bad, and we were expecting that.

    Killing mana burn was expected.. not happy about it, but sure, it's not a well-publicized rule. The timing on draining pools is rough though.

    Token ownership.. meh. No big deal... but since we now have token cards, you better make sure you get the cards back at some point.

    My brother in law quit magic before 6th ed. When coming back to it, he hated the idea that we could pull creatures off the table after dealing damage, and he nearly quit again! But damn... that's a change no one saw coming. It absolutely sucks for greater gargadon shenanigans, not to mention nantuko husk, mogg fanatic and siege-gang commander. But since I don't play those strategies, and hate playing against them, it's not too bad....

    Requiring that a creature deal all possible damage to all multiple blockers "in order" seemed crazy until the next topic with deathtouch having the exception to the rule. At the very least I'm relieved that a 3/3 hitting a 2/2 still deals all 3 damage for lifelink. However no more stacked lifelink sucks for my Bant deck - Rhox War Monk + Battlegrace Angel + Loxodon Warhammer....

    I'm sure it's not the end of magic... but this is going to confuse the crap out of you spikes....
    Posted in: Retired Clan Threads
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