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  • posted a message on BTT p1p1
    Those are some good catches about the shortcomings of the Snare. I suppose it's not too much different from Excoriate for that matter, really, but I think it's still the best choice.

    I've actually never had an opportunity to play Black in draft since Born of the Gods was added to the mix, so we can definitely keep that in mind. Blue/Black control seems powerful.
    Posted in: Team A
  • posted a message on BTT p1p1
    Overall this isn't a very good pack.

    I'm leaning toward Eternity Snare as well. (EDIT: Changed my vote to the Oreskos Sun Guide below) There aren't a lot of cards in Theros like it (No Pacifisms etc) and locking down a creature with one or more Bestow creatures seems powerful.

    I don't think the Oracle is unplayable, but I would feel more comfortable picking the Snare P1P1.
    Posted in: Team A
  • posted a message on Haven't done one of these before...
    I did one of these for Cube once, but that was a long time ago. I'm excited about this!
    Posted in: Team A
  • posted a message on [[Activity]] BNG-THS-THS Teams
    I'd love to join one of the teams if possible!
    Posted in: Limited (Sealed, Draft)
  • posted a message on M15 will have 80 uncommons instead of 60
    Quote from Dolphan
    This. I wouldn't be surprised if the difference isn't all that noticeable. Didn't there used to be even more uncommons than this in large sets until a few years ago?


    Mirrodin, Kamigawa, and Ravnica had 88 uncommons each. Older large sets (Mirage through Onslaught) had 110 each.
    Posted in: Limited (Sealed, Draft)
  • posted a message on M15 will have 80 uncommons instead of 60
    I don't believe they will change the breakdown of a pack.

    Note that Return to Ravnica and Gatecrash also had 20 additional uncommons compared to a "normal" big set (Shards of Alara, Zendikar, Scars of Mirrodin, M10-M14, etc.) I don't see any reason why M15 wouldn't just have the exact same 101/80/53/15 breakdown as those two sets.

    The only thing this likely affects is the average number of a given uncommon in a draft.

    In an 8-man draft, there are 72 total uncommons. This means that in a set with 60 uncommons, there are 1.2 copies of each uncommon on average. In a set with 80 uncommons (Return to Ravnica, Gatecrash, and presumably M15) there are .9 copies of each uncommon on average.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Pack prices changing?...
    M15 is going to be exactly as large as Return to Ravnica or Gatecrash. Each of those sets had 20 more uncommons than a "normal" big set (such as Shards of Alara, Zendikar, or Theros) too.
    Posted in: Baseless Speculation
  • posted a message on Limited confuses me. Why not make your own boosters?
    I do this. I only play Cube and regular Limited. When I've drafted a set enough, I collect 3-5 of each common, 1-2 of each uncommon, and one of each rare and mythic. Then I sleeve all of those cards along with some basic lands, and preserve it as a repeatable draft set.
    Posted in: Magic General
  • posted a message on Repeatable draft set
    Yes, I have 4 such draft sets and I think they're great! I have one for RTR x 3, GTC x 3, Mirrodin x 3, and Theros x 3.

    The total number of cards you need for an 8-person draft is 336, assuming each pack has 14 cards. (10 common, 3 uncommon, 1 rare/mythic). That's 24 packs.

    Rares and mythics are the easiest to figure out; you only ever need one of each in a given draft set. You don't necessarily even need all of the cards that exist in a set; just use as many as you have. To simulate the 1-in-8 odds of a mythic, when making packs for a draft I just separate the mythics from the regular rares into two face-down piles, then take out 3 mythics and 21 rares.

    In an 8-person draft, there are 72 total uncommons. Depending on the set, you will either need one of each uncommon or two of each uncommon. For RTR and GTC, you'll only need one of each, because those sets each have 80 uncommons. Each draft, 8 of your uncommons will just go unused. (pre-Alara sets like Mirrodin also only require one of each uncommon)

    For sets like Theros (which have 60 uncommons), you'll either need two of each uncommon, or you'll need to choose 12 cards to have an extra copy. This approach could be useful if you don't have 2 of every uncommon, or if you want to help particular decks like Burning Vengeance or Spider Spawning in Innistrad.

    For most sets, you'll need 240 commons. Most sets have 101 individual commons, so for each card you will need at least two copies.

    There are two strategies on how to do this.
    1. Get 3 (or 4-5) copies of every common, then randomize them entirely every time. This gives more variance in the commons from one draft to the next, but you'll need a bunch more sleeves and it's harder to make the packs (without duplication).
    2. Get 2 copies of every common (202 total), then choose 38 cards that will each get a third copy. If you choose this method, I recommend picking the strongest commons to be the ones you duplicate, as well as cards that might not be the strongest but are good in multiples. (Disciple of Phenax or whatever) This does skew the draft to be slightly more powerful than a real-pack draft but it's usually not too noticeable. You can also play around with the numbers, like removing an Urban Burgeoning for a third copy of another green card that only has two copies.

    One thing you need to do to make the draft as real as possible is to avoid duplicating commons in a pack (since that can't happen in real life unless a pack has a foil common).

    I do this by first sorting all of the commons by color. Then, I deal all of the red commons into 8 piles, making sure none of the 8 piles has a duplicate. I do the same for each color of commons, then multicolor/artifacts/lands, etc.

    Each pile will then have 30 cards in it. Shuffle each pile and make three face-down piles of 10 with it, then use those as three packs (for best results, don't give the three that came from the same "master pile" to the same player). This does give the person making the packs a very slight advantage in theory, but in practice the packs will all get separated from each other.

    If you don't feel comfortable stacking the packs with particular commons to save on sleeves, you can always make your draft set have 48 packs instead. This way you can create two entire drafts' worth of packs (or one 8-person sealed deck) at one time. This will require 5 of each common and 3 of each uncommon.

    In my experience, you'll usually need about 40 of each basic land. It's rare that enough people will be in a color to need more than that (or really even that many), but you'll want to be prepared.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Split card breakdown
    20 seems the most likely to me.

    I think at uncommon, they'll give one to each guild for sure like you said. (They'll be in color order; Toil//Trouble is :symb::symr:, Wear//Tear is :symr::symw:, the Izzet one should be :symu::symr: etc)

    I'm hoping there will be 10 rare ones as well (one for each wedge and one for each shard). I think the most likely scenario is this breakdown:

    :symg::symu:/:symw::symu: (Beck//Call)
    :symw::symb:/:symu::symb:
    :symu::symr:/:symb::symr:
    :symb::symg:/:symr::symg:
    :symr::symw:/:symg::symw:

    :symw::symu:/:symr::symw:
    :symu::symb:/:symg::symu:
    :symb::symr:/:symw::symb:
    :symr::symg:/:symu::symr:
    :symg::symw:/:symb::symg:

    That way each 3-color combination is represented and each guild gets a chance to be first once, creating a sort of symmetry.
    Posted in: Speculation
  • posted a message on Question about the Guildgates
    Yes you can. I remember them saying that you could.

    You cannot pull a foil RTR or GTC shockland in DGM though.
    Posted in: Speculation
  • posted a message on Making homemade packs from sets you already own?
    Regular Cube is my favorite format as well, but I have a RTR "cube" ("draft set", I suppose?) like you described, and I'm a few cards short for a GTC one.

    Unlike in a regular Cube where rarity doesn't matter, I assume you would want to insert cards in the correct rarities to essentially "emulate" a real draft as closely as possible.

    As you know a pack has 10 commons, 3 uncommons, and 1 rare or mythic. Mythics appear with an approximate 1:7 ratio (1-in-8)

    For RTR/GTC, all you technically need for an 8-person draft is enough cards to make 24 packs. You can selectively leave out the extra cards (ex. pick 240 commons, 72 uncommons, 21 rares, and 3 mythics for 336 total cards), but I recommend against this. Instead you probably want some variance in the rares from one draft to the next draft so players won't expect the same ones every time, and so players won't know exactly how many Auger Sprees are in the draft, etc.

    The minimum to meet this requirement for RTR/GTC then, is:
    • 3 of each common (101 commons x 3)
    • 1 of each uncommon (80 uncommons x 1)
    • 1 of each rare (53 rares x 1)
    • 1 of each mythic (15 mythics x 1)

    RTR/GTC have 20 extra uncommons than say... M13, Zendikar, or Alara would have. So if you were making a draft set for one of those sets you would need 2 of each uncommon. You may -still- want 2 of each uncommon to enable the possibility for there being two Vitu-Ghazi Guildmage or whatever in the draft.

    My personal RTR "draft set" has enough for 48 packs (Can support two separate drafts, or one 8-person sealed). The amount of cards you'd need for that are as follows:
    • 5 of each common (101 commons x 5)
    • 2 of each uncommon (80 uncommons x 2)
    • 1 of each rare (53 rares x 1)
    • 1 of each mythic (15 mythics x 1)

    I don't think you'd ever need more than that. Obviously you don't necessarily need every rare and mythic, but I would recommend against leaving out too many Search the City type cards; having only first-pickable rares could skew the draft from the "real" format.

    The easiest way to make packs is as follows:
    • If you have 3 of each common, make 3 piles, each with one of each common in it.
    • Shuffle the first common pile and make face-down piles of 10. This ensures that no packs will have duplicates.
    • Shuffle the second common pile and make face-down piles of 10, etc. Then use the third pile to essentially form the extras to round out the total. Some of the commons will be unused.
    • If you only have 1 of each uncommon, simply choose 72 random ones out of the 80 and put 3 face down in each pack. If you have 2 of each uncommon, use a similar method you did with the commons to prevent duplicates.
    • Separate the rares and mythics, then choose 3 mythics at random and 21 rares at random, shuffle them together face down, and add one to each pack.

    It may sound a bit complicated, and it certainly takes longer than shuffling a Cube, but you get the hang of it after your first time.
    Posted in: Limited Archives
  • posted a message on DGM Spindowns (10 different ones?)
    In the article about the Dragon's Maze prerelease ( http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1156 ) they specifically mention that there won't be any spindown dice in the guild packs.

    Unless the "Maze" has some sort of die as a prize or something, maybe there just won't be one altogether this time around.
    Posted in: Speculation
  • posted a message on Collaborative Create-A-Booster!
    Haibar is a world filled with Citizens, Camarids, Thrulls, Saprolings, and Deserters who all live in idyllic peace. That is, until the Serfs come...

    Infiltrator's Lies W/B mana
    Instant C
    Destroy target token, then put a 0/1 black Serf creature token onto the battlefield.

    Varied Procession 4
    Sorcery C (Color Indicator: Gold)
    Choose white Citizen, blue Camarid, black Thrull, red Deserter, or green Saproling. Put two 1/1 tokens of the chosen color and type into play.

    Zap 2R
    Instant C
    Zap deals 1 damage to target creature or player.
    Draw a card.
    The races had long wondered what the purpose of the obsidian lenses were. The Sarannyi deserters taught them in the blink of an eye.

    Autocrat's Mantle 2B
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature gets +2/+1. When enchanted creature deals combat damage to a player or planeswalker, put a 0/1 black Serf creature token onto the battlefield.

    Thrull Spawner - B
    Creature - Thrull (C)
    Whenever ~ deals combat damageto an opponent, you may pay 1B. If you do, sacrifice ~ and put two 1/1 black thrull creature tokens into the battlefield.
    1/1

    Might of the Roots - 3(W/G)(W/G)
    Instant
    Target creature gets +X/+X until end of turn where X is the number of forests you control.
    Target creature gets +X/+X until end of turn where X is the number of plains you control.

    City Gate
    Land - Gate (C)
    ~ enters the battlefield tapped.
    When ~ enters the battlefield, target Citizen gains protection from creatures until end of turn.
    T: Add W to your mana pool.


    Homarid Harvester - 3U
    Creature - Homarid
    When Homarid Harvester deals combat damage to a player, you may return target insant or sorcery spell with converted mana cost one or less from your graveyard to your hand.
    2/3

    Serf Laborer B
    Creature - Human Serf
    t:, Exile a card from your graveyard: Add 1 to your mane pool.
    0/1

    Root Ally - 2G
    Creature - Human Shaman
    When Root Ally comes into play, put 2 green 1/1 saproling creatures into play.
    1/1

    Uncommons

    Chain Gang 1BB
    Enchantment (U)
    Whenever a creature you control attacks and isn't blocked, you may remove it from combat. If you do, defending player discards a card.
    "The deeds these serfs commit at their masters' behest defy all decency and reason! It's really quite... uncitizenly!"

    Camarid Spawn UU
    Creature - Camarid Mutant
    Other Camarids you control have flying.
    1/1

    Fiery Desertion -- 1RR
    Sorcery (U)
    Fiery Desertion deals 1 damage to each creature. Until end of turn, whenever a creature dealt damage by Fiery Desrtion dies, put a 1/1 red Deserter creature token onto the battlefield.

    Citizens United 6WW
    Sorcery (R)
    Put a 1/1 white Citizen token onto the battlefield for each permanent you control.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Rachweir is a land of shadowy familiars and brave Norse warriors. When the gods become angry with their subjects, chaos reigns.


    Loki's Familiar B/R mana
    Creature - Elemental C
    Whenever an opponent shuffles his or her library, put two +1/+1 counters on ~.
    0/1

    Blizzard Pathfinder - :3mana::symw:
    Creature - Human Warrior C
    Snow-Covered Landwalk
    2/3

    Wrath of Hel :4mana::symb:
    Enchantment C
    When ~ enters the battlefield, exile cards in all graveyards.
    Whenever a card would be put into graveyard, exile it instead.
    When ~ leaves the battlefield, return all cards exiled by it to their owner's graveyards.

    Vengeful Berserker :1mana::symgr::symgr:
    Creature - Human Warrior C
    When ~ ETB, you may have it fight target creature your opponent controls.
    3/1

    Godsight 3U
    Sorcery C
    Draw a card.
    Recall (Put this card back in your hand as it resolves.)
    Mimir's blessing brings a glimpse of the future. Mimir's curse brings the knowledge of all of it.

    Icehome Spear 2
    Artifact - Equipment C
    Equip 4
    Equip to Warrior 1 (1: Attach to target Warrior creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
    Equipped creature gets +2/+0 and gains First Strike.

    Ullr's Karstbolg 1G
    Snow Creature - Beast C
    Sacrosanct — When Ullr's Karstbolg dies, each opponent puts a 3/3 green Beast creature token onto the battlefield.
    "The glimmering tusks. The silver pelt. The withering gaze. Hunt it at your peril." —Ivar Jorsson
    3/3

    Sudden Avalanche - 3RR
    Sorcery C
    As an additional cost to play Sudden Avalanche, sacrifice any number of snow-covered lands you control. Sudden Avalanche deals damage to target creature or player equal to double the number of snow-covered lands sacrificed this way.

    Common 9/10:

    Thor's Thunderbolt 2RR
    Instant C
    ~ deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
    Warcast R - You may cast this spell for its Warcast cost if a creature you control is attacking.
    Posted in: Custom Card Contests and Games
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