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  • posted a message on [FNM] Special Edition M&Ms
    Quote from Abe_Lincoln
    Melts in your mouth, and on your cards... And now your cards are ruined:(


    Never seen M&M melt unless you cracked it.

    Like this a lot, they should partner up with M&M and sell this "counters" more heavily ; funny enough i would buy a lot of them, feels way cooler than "normal" M&M.


    Next time we get Mana Symbols on them, can become even better.
    Posted in: The Rumor Mill
  • posted a message on [M12] Korean M12 Errors
    Quote from pizzap
    What is a Spanish Meloku? I only know the Spanish M11 Disentomb, which puts a creature from the graveyard directly onto the battlefield.


    I have a version that makes 2/2 tokens ; quite funny actual.
    Posted in: Rumor Mill Archive
  • posted a message on Off Topic: Coloring Counterspells
    Funny is that blue actual has the strongest form of removal in Control Magic effects.

    Any limited Player should really know that.


    For constructed control magics are "normally" to expensive ; but in general the best answer against an opponents game winner => your game winner.


    I see the problem that green as the creature color is not really the creature color at all.

    Cycles and "bumped up rares" give other colors way better creatures than "the creature color" green gets.

    Especially cycles like the Titans and stuff like that.


    Green lacks in the field that should actual be its real strength.
    Posted in: Articles
  • posted a message on Off Topic: Coloring Counterspells
    Giving each color a counterspells just leads to more annoying problems, as we see in Legacy with Mental Misstep it simply shows that this "reduces" the actual amount of viable decks even further ; to the point were everyone plays the card just to compete.


    Counterspells per definition are not really crazy broken ; its just that in the past the mechanics were not made to be "viable" against counterspells.


    Counterspell for example was a UU answer to anything that did not cost 1 mana.

    Force of Will has actual a drawback and isnt totally stupid strong in controll decks ; however it gets problematic if a beatdown deck can simply have a counterspell without mana.


    The "real" drawback of counterspells is actual that you have to keep the mana and "Hope" the opponent does something ; if they do not, you did nothing ; so by this all instant stuff gets more and more important for this type of "draw-go" decks.


    To balanace the fact that other colors do not really interact with combos or the stack in general should not be done with counterspells to everyone.

    Theirs plenty of design space to work with the game that each color could get.


    White has a real nice way to protect itself pro-active against combo, with the Player Protection enchantments that the combo has to deal with in first hand.

    Black has nice no mana graveyard removal against any combo that needs the grave ; and pitch removal against creature combos.


    For green it should be a fundamental thing that green "should" really be the creature color ; in fact it is not, especially as cycles like Titans totally mess with this, as each color gets the same Titan just with different abilities.

    Also the ability to produce mana and more "regrowth" like effects / including Vengevine like come back mechanics help to give green an actual meaning that can compete against counterspells without the need of a stupid interaction like the Primeval Titan (which is a horrible card, as it makes green decks evolve around it for years right now, and this decks are so horrible boring).


    Elves and stuff like that are combo decks themself ; and pure green combo decks is something that makes sence in a balance sence, its really : "If you can't interact with them, join them."


    The traditional Archetypes exist pretty much in every set:

    Mono Colored Archetypes:

    Mono Red / Burn
    Mono Blue / Draw-Go-Counterspells
    Mono Black / Heavy Swamps
    Mono White / White Weenies
    [Mono Green ? missing !]

    This shows a fundamental problem ; green as a mono color only works in very special szenarios , like Onslaught with Elves and as green lacks a real identity itself it more or less requires you to play another color, especially to utilitize its color fixing ability (which gets kinda outclassed if every color has access to multi color lands, fetchlands, dual lands and that things; greens mana fixing should be strong enough that it really gives you something to work with the other colors do not have).



    UW
    UB
    UR
    UG

    Are viable archetypes ; so blue is very good in working together with other colors , as it has nice card draw and nice early filtering cards, making it a color that works especially well to make your deck more stabilized and less luck.

    Since storm and the shift from black mana rituals to red, UR is nearly allways a combo color combination if its really successfull, while this does not mean the UR "controll" isnt working or good aswell, but combo decks are more or less "designed" for this color combination in the last amount of years as the mechanics for combo decks (mana rituals, card filtering) are mainly here.

    Broken singel cards will make combo decks in every color, but you should get the point.




    In my view, green lacks the most identity, it does not require a way to interact with spells at all ; but then it should at least have a viable way to outrace an opponent with mana ramp and cards that hinder the opponent, if green is the combo color that works with creatures, why not ? That would make more than sence.
    Posted in: Articles
  • posted a message on Transform. A money shot?
    Rulez wise its a lot different.

    Overall you can more easily change the colors, and transform is easier to retransform.

    With flip its really bad to have a card "tap" and flip at the same time , if it can reflip / unflip that would be just super bad visually.


    So in this view, a lot speaks for transform ; while the backside problem is not to underestimate ; i hate it a lot in paper form ; if it would work "somehow" without the backside problems that would be super.
    Posted in: New Card Discussion
  • posted a message on snapcaster mage vs. eternal witness
    Quote from tomathan88
    i stand corrected.

    and yes, i know that the cost and flash are huge, that is why dark confidant stands way higher than the enchantment that does the same thing. cost is always a big deal.

    but it's actual ability doesn't seem as good by a long shot.


    Why true, the enchantment could easily cost 1B aswell and still be worser ; as a 2/1 body is actual more useful.

    The 2 mana 2/1 super utility formular is a guarantee to make insane strong creatures that are playable bombs for centuries.

    Its pretty much impossible to do something wrong if you put a good effect on a 2 mana 2/1 guy.



    Put Lightning Bolt on it :


    Red one 1R
    Creature - Human, Wizard
    When ~ enters the battlefield, it deals 3 damage to target creature or player.
    2/1

    White one 1W
    Creature - Human, Wizard
    When ~ enters the battlefield, exile target creature and its controller gains life equal to its power.
    2/1


    The funny thing is, Snapcaster is pretty much "that" , while it requires you to play the cards to flashback.


    Snapcaster is just the type of card that makes allready strong cards (cheap spells) way better.
    Posted in: New Card Discussion
  • posted a message on Balance this land:
    Inkcreep Heights
    Land
    When ~ enters the battlefield proliferate.
    : Add 1 mana to your mana pool.

    Seems useful to me and could easily be common and do its job.


    Repeatable is stronger.

    Inkcreep Heights
    Land
    : Add 1 mana to your mana pool.
    4: Proliferate.

    Funny is, on a land that produces mana the cost is actual 1 more than on the contagion artifact ones.

    While its slow, its pretty powerful and taken you can abuse the effect its easy to win with it.

    Inkmoth + this makes for an Win option for control decks.

    So manacost alone seems to be slighty too good and a singel poisen counter that wins on a land might be not fun and really hard to handle.

    Inkcreep Heights
    Land
    : Add 1 mana to your mana pool.
    , Sacrifice an permanent with infect: Proliferate.

    Might be harder to pull this as it requires more infect permanents, but getting 2 activations from it is allready pretty good.




    With Infect around this proliferate land will be kinda dangerous, not necessary from its power point, but its a land that can win without a chance for the opponent to do anything against that, and such permanents are problematic because they force a format to adept to the special needs it requires.
    Posted in: Custom Card Creation
  • posted a message on Brutal Valor, Redwood Assassin, etc.
    Mist Behemoth :4mana::symu::symu:
    Creature - Illusion (C)
    Mist Behemoth can't attack or block unless you cast a blue spell this turn.
    "Yes, it may lose a fight with a stiff breeze. But my enemy isn't a stiff breeze."
    5/5

    Why does it cost so much ?

    In like 95% of the time it can never block, attacking is way easier with it.

    Maybe you change the card so it can also block if you played a blue spell.

    Like this:

    Mist Behemoth :4mana::symu::symu:
    Creature - Illusion (C)
    ~ can't attack or block unless you cast a blue spell since your last turn ended.
    "Yes, it may lose a fight with a stiff breeze. But my enemy isn't a stiff breeze."
    5/5

    This way it can block if you played a blue spell and this makes it at least somehow more usefull for the "traditional" blue/white deck that could at least consider this card (otherwise its really just an expensive 5/5 attacker which should never make the cut).

    Brutal Valor :1mana::symw:
    Instant (C)
    If target creature would be destroyed this turn, instead remove all damage from it and destroy all creatures that dealt damage to it this turn.
    No matter how bright the sword shines before battle, afterward it's always black with blood.

    Seems good, but i would make the first part simply "regenerate", as its kinda strange if the card is destroyed without damage, your card would still save it, but it has no damage at all and it reads strange so some might missplay what the card actual does.

    So little change:

    Brutal Valor :1mana::symw:
    Instant (C)
    Regenerate target creature.
    Until end of turn, if that creature regenerates, destroy all creatures that dealt damage to it this turn.
    No matter how bright the sword shines before battle, afterward it's always black with blood.

    Feels simpler for me as the stuff is made via regenerate and peops understand easier that they can save a creature from a destroy effect with it rather than getting the same with a wonky replacement.

    Powerwise i think its fair, as you will normally get a 1 for 1 trade , very rarely more, especially if your opponent can see it comming.

    Stronger combat tricks like Test of Faith are normally uncummon, maybe this should be aswell ; making it more expensive makes it just less nice ; as expensive combat tricks are horrible cards, allways feels bad to have a crap ton of mana open to use a trick, only cheap ones really work out, for 3+ mana its pretty obvisious to see it comming.

    Redwood Assassin :5mana::symg::symg:
    Creature - Treefolk Assassin (C)
    When Redwood Assassin enters the battlefield, destroy target non-Forest land.
    Trees have always had much broader definitions of "murder" than most.
    3/6

    Seems to be super overcosted, as 7 mana is more than a lot and you rarely would play a 7 drop at all, especially not if its just a 3/6.

    Foxfire Oak and stuff like that do really more than this card, as land destruction is more or less meaningless on a 7 drop, the best chance is to get a splash land, but its hardly usefull at all.

    It should really not cost more than 6 , as 6 mana is allready expensive and most 3/6 trees cost exactly 6 and all are bad cards you do not want to play.

    4GG is the cost that should not be crossed.

    Crystal Speaker :1mana::symu:
    Creature - Human Wizard (C)
    :symtap:: Target spell or permanent becomes all colors until end of turn.
    Among those who would commune with the mineral minds of Alefnu, "rigid thinker" is the highest of compliments.
    1/2

    Usefull if the set really cares for the colors. Seems like a typical gimick card that helps to support the mechanic , and potentially strong with the right cards / like the mechanic working ala Domain so with the activation you get all 5 colors right away.

    Neural Disruption :1mana::symb:
    Instant (C)
    Until end of turn, cards in target player's library can't be looked at, revealed, or put into another zone except during the draw step.
    Draw a card.
    "You may feel a brief mind-shattering pain."

    Seems to be a rulez problem ; no idea how this will handel "search" effects. Maybe you simply can not find what you search.

    The text also sounds super strange, as everyone will tell you "why am i not allowed to look at my own library ?" and stuff like that.

    Maybe its allready enough if cards can not be revealed and library can not be searched.

    Covering any possible way to effect the library might be too wordy and sounds just plain bad.

    White Rats blue mana
    Creature - Rat (C)
    Spells that target White Rats cost 2 mana less to cast.
    Eskevos didn't see what the point of the new rats was. There had never been any shortage of peasants.
    1/1

    Well a 1/1 is normally extrem bad, the effect is also, while its potentially funny to play, nobody would put it in a limited deck.
    With the flavourtext it might all make sence.

    But its the type of card that gets printed and never played ; while some might feel a need for that, i highly dislike this, as a card should at least "somehow" be viable, while a 1/1 most likely never is unless the effect is worth it.

    White Rats blue mana
    Creature - Rat (C)
    ~ is white and blue.
    Spells that target White Rats cost 2 mana less to cast.
    Eskevos didn't see what the point of the new rats was. There had never been any shortage of peasants.
    1/1

    Maybe it adds some funny stuff if the card is also white and blue, using the cardboard to make it visual also.

    Its called "white rat" anyway, so why not ? (Especially if the set somehow cares for multi color , which is quite difficult on 1 drops if they are not hybrid mana ; so maybe make this blue/white hybrid).
    Posted in: Custom Card Creation
  • posted a message on Packs going to $5?
    Raising the price is crap for the peops that actual buy the product for drafts or just to open it.

    If they want some money, they should simply kick out more product like Commander with cards that are "only" in this product ; so peops will buy it for sure.

    Boosters are allways bad, and no matter what, you have tons of online sellers that will still sell the cards cheaper than a Local store.

    So if something helps the game, give Local Store "only" products away that are intresting like Commander, that is a good idea , not raising the booster prices.
    Posted in: Baseless Speculation
  • posted a message on Uncommon "Control Magic" effects no more?
    Quote from Oceanborn
    Regular Control Magic variants at rare would be pretty lame...


    Well control magic could easily be more viable for common/uncommon if it is somehow restricted.

    As control magic is , you just take the best creature ; which is removal AND you get the card to win the game.

    No matter what bomb your opponent has, you take it and you win with it.


    For an uncommon thats ridiculous swingy.


    Something like :

    "Gain control of target creature with power 2 or less." Could be better for a control magic that does not steal bombs.

    Or the other way, a control magic that is at least somehow restricted about time ; done with Cumulative Upkeep or something like that.

    Played out overall better in Limited than the direct drawback less versions.



    And we allready had a rare Control magic ; even the powered up ones for constructed , so its not a bad thing to get "stronger" control magics in higher rarity and more narrow ones otherwise.
    Posted in: Rumor Mill Archive
  • posted a message on Phyrexian Flametongue
    Phyrexian Mana is indeed a very very dangerous thing.

    I would also say that all the phyrexian mana cards are badly done as they totally work against the color wheel and totally outclass normal manacosts.


    Your card is even stronger than Dismember , a spell that is so strong that it heavily damages what removal should be.


    An more or less easy fix is to give the card an actual manacost and mix phyrexian mana in , so at least you stay in the color.


    Phyrexian Flametongue RR:sympr::sympr:
    Artifact Creature -Beast
    When ~ enters the battlefield, it deals 4 damage to target creature.
    2/1

    So bigger for the manacost you gain an super super efficient creature in red decks, as you do not really care if it damages yourself , it deals with pretty much anything thats in your way and beats itself.

    But most important, the card will not be used ofcolor, while that was a big idea of phyrexian mana (to act as colorless 5 color decks) , but hurting the color wheel in this way is way more damaging than it helps.
    Posted in: Custom Card Creation
  • posted a message on The one horror trope that wasn't used in INN...
    Quote from miridigi
    Technically not all vampires die in sunlight. Classically they had an aversion or allergy to it, so no, you would not sacrifice vampires if day side cards were on the field, but I could have seen them dropping the stats of vamps when it's "day".

    And for the record, the first vampires to die in sunlight were the German nofurastu (sp?) vapires, portrayed in the movie Nofurastu.


    Overall the sunlight thing never made sence and its such a giant drawback.

    If vampires could not stand the sunlight they could never build up and Humans would simply kill them all (or drive them all in underground caverns).


    The vampires in Inistrad are totally different and thats a good thing.
    Posted in: Speculation
  • posted a message on Cranial Insertion: The Morning Sun has Vanquished the Horrible Night!
    Quote from Befuddlement
    Deathtouch is a pretty major exception here.


    As lifelink, wither, infect ; anything that adds something if the "thing" deals damage , not combat damage only.
    Posted in: Articles
  • posted a message on [DCI] 9/20/11 B&R Announcements: Modern, Extended, Legacy, Vintage changes
    Quote from Kramit26
    Really, so what do you think happens to a format when you start banning all the control cards, and all the best combo cards, and leave all the aggro cards alone?

    Is everyone gonna play Zoo? Sounds like a sick format Slant


    Well theirs ton of hate against Zoo type of decks ; it was just better to play an even faster Combo deck instead.

    Chalice type Tezzeret UB is a valid option ; if control gets at least something to interact with combo at all in a timely manner.

    So far, preBannings Combo was way to fast to have any chance for control decks to take over.


    Missing Force of Will is a damn serious thing, Modern just shows how important that card actual is in Legacy.
    Posted in: The Rumor Mill
  • posted a message on New TM: Magic: The Gathering - Cube
    Quote from Big_Cal
    Gold bordered cards are worthless? Go to ebay and check out the price of a collectors edition Black Lotus (the gold bordered square cornered ones), they're in the many hundreds of dollars simply because they are the best 'proxies' to use for anyones game. That and they're not particularly common anymore.


    Well they are also "valid" cards for non DCI tournaments , a bunch of Highlander tournaments will allow you to use gold bordered cards (with shields ofcourse) as they are pretty much the very same cards like normal magic cards.


    Most EDH players i know use gold bordered Wastelands and stuff like that ; why not, they serve there purpose (especially as unsleeving them for a Legacy sucks a lot, if you have 4 EDH decks over and over).
    Posted in: The Rumor Mill
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