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  • posted a message on MDF Eldrazi Titans
    So is Ulamog not supposed to give you any tokens if an opponent only has 9 cards in their graveyard?
    Posted in: Custom Card Creation
  • posted a message on [STX] Kasmina, Enigma Sage— Sean Plott preview
    She's useful for the superfriends deck that wants her. Would have preferred a higher mana value for a bit more impact, but she's aight
    Posted in: The Rumor Mill
  • posted a message on [STX] Professor Onyx— Danny Trejo preview
    Quote from Flamebuster »
    Not sure if any of you noticed but if you look at her art closely, over her left shoulder you can see her headpiece thing in the background behind the curtain.


    ‘buster

    I noticed that, and a literal skeleton in her closet as well
    Posted in: The Rumor Mill
  • posted a message on [STX] Professor Onyx— Danny Trejo preview
    Quote from boombox_smk »
    There are easier/better infinite combos. Ral, Storm Conduit could also let you win with two Twincasts in hand and it was meme, at best. I believe you are putting way too much confidence in Magecraft at this juncture. Seeing one six-drop card and calling shenanigans is definitely premature.


    Unless there will be only 5 magecraft cards in this set, there are not. Ral is a single card, almost useless without the other combo pieces.
    If magecraft will be one of the main mechanic of the set (and i think it will be) there will 10+ cards to combo with twincast (and variants), making it extremely more versatile than the Ral combo.
    Really it is so hard to understand that consistency is also what makes a combo strong?
    And all of this without even considering storm, bitter ordeal and chain of smog.

    Quote from NeedAMedic »

    None of that stuff goes infinite without relying on a fragile combo costing 4+ mana, no disruption, an untap after casting the magecraft card, 3+ cards, and season's blessings. None of the cards in the combo are playable until you're comboing.

    twincast is an unplayable card?
    having whatever magecraft permanent on the board is hard?
    paying 4 mana is hard?
    not everyone is playing vintage sweetie

    Quote from NeedAMedic »
    I mean, heck, the card that started this discussion is a six mana planeswalker that can't generate card advantage her first turn on board. If you have a 6 mana permanent, and 3 other specific cards, and access to the mana, you should just be able to win the game. It's not broken.

    Feel free to post the decklist you have in mind that seems to be illiciting such an extreme reaction to such a bad card

    don't worry, after the spoilers i'll surely will


    Yes, Twincast is pretty unplayable. It shows up in which lists, honey? Don't hurt yourself trying to find the one fringe tier-D list now.

    We have Ral, and nobody plays it. It's 2 less mana, in better colors, and sees zero play. I'm not worried about cast trigger/ copy loops now, and having more isn't going to suddenly make a combo deck out of cards that do nothing without the combo.

    Having a 6 mana planeswalker on the board when your deck is full of cards that are useless without it? Yes, that is pretty hard to do. I remember when I first started playing Magic. You'll figure it out.

    Paying 4 mana after dropping a 6 drop planeswalker? I mean, for 3 less mana Emergent Ultimatum doesn't need me to play 4 cards from my hand, and wins the game on it's own.

    Not everyone is playing Vintage, but most of us are playing to win. It's cute when people have goals other than winning though. Warms the heart, really.

    Okay, sure thing buddy. Feel free to have your over reaction first, then something to over react to. That makes a whole lot of sense.

    Posted in: The Rumor Mill
  • posted a message on [STX] Professor Onyx— Danny Trejo preview
    Quote from boombox_smk »
    I wouldn't go around calling combo players dumb. That's highly unfair. Whether you play aggro, combo, control, or midrange — it's hard to call any deck out for being less intellectual than others. Sure math is more complicated for some decks, but you always need to know your outs, know what to play around, and know when to mulligan. If you dislike combo, don't hate the players—pack some deck tech.

    Never said all combo players are dumb. I just said that magecraft combo decks will be dumb because even a 5 years old will be able to pull of those combos

    Quote from boombox_smk »

    Secondly, its an ability word. Note the italics. It's like Metalcraft, Addendum, or Channel, for instance. Magecraft is just whenever you cast/copy an instant/sorcery, then do something. The effect could be anything:

    • Gain 1 life.
    • You discard a card.
    • Rampant growth.
    • Whatever hyperbolic doom scenario someone thinks of.

    That doesn't exactly put the fear of Heliod in me.

    1)You really believe wotc balanced the mechanic around the combo possibilities? Ahahahah. Well in a week we'll see who's right
    2)Things that easily go infinite with magecraft:
    - draw a card
    - put a token
    - deal 1 damage
    - gain 1 life
    - give +1/+0 to creature

    Hardly an hyperbolic doom scenario. Gaining infinite life, drawing infinite cards, putting infinite tokens or attacking with an infinite/1 just for having played two twincasts in a row seems excessive to me and "put the fear of Heliod in me".

    None of that stuff goes infinite without relying on a fragile combo costing 4+ mana, no disruption, an untap after casting the magecraft card, 3+ cards, and season's blessings. None of the cards in the combo are playable until you're comboing.

    I mean, heck, the card that started this discussion is a six mana planeswalker that can't generate card advantage her first turn on board. If you have a 6 mana permanent, and 3 other specific cards, and access to the mana, you should just be able to win the game. It's not broken.

    Feel free to post the decklist you have in mind that seems to be illiciting such an extreme reaction to such a bad card
    Posted in: The Rumor Mill
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