- Beyond_Malachi
- Registered User
-
Member for 15 years, 7 months, and 1 day
Last active Sat, Oct, 3 2015 21:10:16
- 0 Followers
- 55 Total Posts
- 5 Thanks
-
Feb 6, 2014Beyond_Malachi posted a message on Launch Giveaway!Oh, no, more hexproof. Ugh.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Yeah, I wish there was more love for Knights. Soldiers are not nearly as cool, but they get all the goods.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Baron was a big favourite of mine for a long time too. But I did always wish that the regen ability could be activated a different way. I wanted to be swinging with the Baron, not holding him back in case I needed to regenerate something.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!I always felt sorry for Reaper King. The coolest ones were Thornwatch Scarecrow and friends, which would have been alright if their French vanilla'ness was a bit more permanent - I mean, a 4/4 wither, vigilance is hardly amazing at 6 mana, but a fully vanilla 4/4 at 6 is not gonna work. And they were so creepy cool too.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!I wonder if you have as many Contraptions in your deck as I have in mine.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Oh, no... Hexproof with even more frustration! (I chose Lord of Shatterskull Pass partly because of how non-hexproof-like he is. Although, I do like cards that fiddle with basic rules like Sigarda's no-sacrifice bit.)Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Lol. He was the biggest I saw for years when I started playing too. But I couldn't stand him because I always wanted more lands in play. (And I'm afraid I disagree about the artwork. The concept is cool, such a massive beast tearing down on you... But I love the fact that modern MtG has shifted towards more realistic, refined artwork, artwork like this from early magic looks like something kids can already do in late primary or early secondary).Posted in: Announcements
But you reminded me of a similar favourite, also with a ridiculous casting cost (and bad art), which I did have from back then: Spirit of the Night. -
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!I always thought I liked Echo Mage too. I think I've probably once or twice used him at Level 1 to copy a single spell, and that's about it.Posted in: Announcements
Lord of Shatterskull Pass on the other hand always seems to manage some kind of impact: he's a 6/6 beater even if you can't get him to go off; he completely takes over the game if he does go off; and he doesn't require anything extra once he does (I think it's the needing to have decent spells to copy and the extra UU to copy it, on top of the leveling up time, that meant Echo Mage always died before I really got to use him). -
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Thumbs up for Endless Ranks of the Dead. Great card. And probably my favourite artwork in MtG ever, ever, ever.Posted in: Announcements
-
Feb 5, 2014Beyond_Malachi posted a message on Launch Giveaway!Lord of Shatterskull Pass (LSP) is my favourite partly for his own sake and partly for what he stands for.Posted in: Announcements
LSP's flexible:
- 3R for a 3/3
- 4RR for a 6/6
- 9RRRRRRR for a game-breaker
Most importantly, although LSP's a game-breaking finisher, he takes work and takes a risk (gambling all your mana on him). Powerful, but fun and interactive. And he's particularly funny when I think about hexproof. I can't stand hexproof, and LSP's about as anti-hexproof as it gets. From your opponent's point of view, LSP offers plenty of opportunity to be taken out before breaking the game. And from your point of view, if LSP fully levels up, he's probably going to take out your opponent's hexproofee's because the wave of 6 damage doesn't target. Brilliant.
- To post a comment, please login or register a new account.
There is one potential problem with this idea: How do you decide if a Planeswalker has an ultimate or not? Eg. How do you decide if original Gideon and mad Sarkhan should have a limit like this?
But in general, I think it'd:
A: Your opponent plays a 5 mana creature. You can make 5 mana. Which spell is better? (They are the same. Neither can counter the creature.)
B: Your opponent plays a 4 mana creature. You can make 5 mana. Which spell is better? (They are the same. Both can counter the creature, and you can afford buy back.)
C: Your opponent plays a 1 mana removal spell on your creature. You can make 5 mana. Which spell is better? (Spell Burst. They can both counter the creature for 2 mana. But you have the option of buying back Spell Burst, so you can counter another spell later.)
D: Your opponent plays a 4 mana creature. You can make 8 mana. Which spell is better? (Spell Brust. They can both counter the creautre for 5 mana. But again you have the option of buying back Spell Burst).
Then you can point out how, although they're the same in many scenarios, there are a number of scenarios in which Spell Burst is better, but there are no scenarios in which Spell Blast is.
In both sets that are mostly mono-coloured (eg. Innistrad) and sets that are mostly pairs (eg. Ravnica), they purposely build identities for all 10 ally and enemy pairs. And in sets that are tri-coloured (eg. KTK), they purposely build identities for the 5 trios plus options for some or all of the 10 ally and enemy pairs.
So even if they did build the story around Shards, or Ally pairs, or Enemy pairs, or 4-colour 'double-pair' factions... they'd still seed other options.
"The new morph has to be morph or manifest because MaRo stated a block shall not have more than 12 mechanics.
It is presumably something new like:
1) morphs without casting cost.
2) morphs without morph cost (play the card or the 2/2 for 3, but no way to face it up).
3) double-face morphs (too new and too huge to have 3 other mechanics with it).
4) innovative morph costs.
5) non-creature morphs.
6) innovative manifests."
But isn't that what makes it so perfect. Mana Leak helps control decks survive the early game and get to the point where they shine. And once they are shining in the late game, drawing an irrelevant card is no big deal for a control deck. (They safely just keep digging, re-stocking their hand, looting irrelevant cards away, etc, till they find their finisher while the opponent sits their helpless).
* The BU brood teams up with the RW clan, to create a faction that is anti-G.
* The UW brood teams up with the GB clan, to create a faction that is anti-R.
* etc.
Because there's not enough design space for 4-colour, but people keep hoping for it, they came up with this is a solution. Maybe a cycle of high-profile 4 colour legendary creatures. The rest is just a collection of both ally and enemy pairs, but watermarked to show dragon-brood-clan allegiance.
This could explain:
* The significance of clans in KTK being centred on the unexpected colour (eg. Abzan's centre being G, which has 'one ally' and 'one enemy' in the wedge, instead of B, which would have been the enemy of two in its wedge)... because that colour is going to be the antithesis of a 'BU' ally and a 'WR' enemy faction.
* The way DTK is a 'mirror' of KTK... for the same reason (each colour that was a central focus for a clan is now the central absence for a faction, but in both cases they include one ally and one enemy).
* The colourlessness, use of morph, and dual lands replacing basics, to support 4-colour manabases (as someone said earlier).
And still fits with:
* The new clan leaders being playable in both KTK (wedge) and DTK (four-colour), by being playable as a kind of 'half-faction' (Maro loves his twists, right)
* 5 ally dragons, yet all the potential for enemy colours too
That said, perhaps it doesn't fit with:
* The new mechanics. (They certainly wouldn't be extended out to four colours. And since we know there are only going to be 5 mechanics, if they stay as two-coloured only, that means 5 colour pairs would miss out on a mechanic).
.
All that said, if you do want to keep playing with that group, and want to make some concessions without seriously sacrificing the quality of your deck, I'd suggest:
* Choose about 5-7 reasonably powerful cards you have in the deck, and swap them out for a variety of one-for-one and two-for-one spot removal (cards like Duplicant, Archon of Justice, and Acidic Slime are ideal for this). Eg. Swap out the Austere Command for Path to Exile.
That way it'll weaken your deck for multiplayer, but it:
Pretty straightforward switch for most decks.
.
Similar 'prevent damage' permanents (so you get to re-use them) that apply as soon as they enter the battlefield (so no waiting till next turn):
He said he thinks it should 'exile' or 'tuck' (=bottom of library).
Importantly, s/he seems to be one of the few people who has actually been paying attention to what MaRo has to say.
So many other people here are just throwing about comments entirely out of context. Taking a sentence or two from Mark and ignoring the tonnes of background information that came with it. Like, why broken-record style complain about blue's crazy overpowered old cards. Mark's said again and again that yes, blue in legacy is broken. And he's said again and again that cards like Beast Within and Desert Twister frustrate him as much as Song of the Dryads. In fact, his number one reason for hating Song of the Dryads is that it can be used as an argument for further colour-pie breaking in the future. So your (still talking about people other than DirkGently here) claims that Beast Within and Desert Twister justify Song of the Dryads is totally proving him right!!!
Keep up the constructive work DirkGently! I couldn't do it, not patient enough with so many crazy claims thrown about.
.
Commander is designed to promote social games of magic.
It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract: a gentleman's agreement which goes beyond these rules to includes a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.
House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.
.
I've played with a mini-playgroup that was exactly like that, and it was honestly the best play group I've ever been part of. The way they played was the way they thought and acted all the time; and the variety meant that games had all kinds of twists and turns, crazy stories to tell, etc.
.
a) the 'game' is more important than the people playing the game;
b) everyone has to play according to your understanding of what the game means.
I think each player should be allowed to bring 'their full self' to the table; and also to decide what the game means for them. (Eg. I don't play to 'compete with people', I play to 'enjoy a game with people', to relax, have a laugh, experiment with different cards and decks. There'll normally be the secondary aim of winning, but it's just that - secondary.)
.