WizardMN hit it on the head.
I've gone ahead and edited your decktag in your thread so that it appears correctly.
Basically, your two issues were: No [card] tags needed inside of a [deck] tag, and cards should be listed as "1 Cardname" instead of "x1 Cardname"
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Mar 14, 2019We can absolutely get you into your old account.Posted in: Community Discussion
You'll need to submit a merge ticket, and our Customer Support will verify and handles this.
Note your current account and email, your twitch account and email, and your old account and email.
Then head to: https://curseweb.zendesk.com/hc/en-us/requests/new
Follow this quick how-to:
If you have any trouble, just holler at me here
Mar 13, 2019I've been thinking about 1cc walkers since the uncommon ones were announced in WAR.Posted in: Custom Card Creation
First, I think we can't do it with any existing walker. They are simply too powerful lorewise to see weakened down to 1cc, and no one really wants to see their epic hero in weak noob form. BUT... perhaps a fledgling walker who just sparked? You don't already have to be a powerful mage for your spark to trigger, so it fits.
Second, I think the most crucial aspect of a 1cc walker is that it can't protect itself, at least not with its main + or - abilities (ie: no tokens, full-round tap, burn, etc). This will keep it from getting out of hand and ruining the early game. Any ability that could protect itself would have to be limited to its third "ultimate" ability, if seen at all. It could also, perhaps, psuedo-protect itself, such as untapping a creature you control. This would allow a little protection, but it doesn't do it by itself.
I would also discourage any card advantage or permanent gains outside of the ultimate. If you drop one first turn on the play you can +it and -it before your opponent generally has a chance to kill it, with only a few exceptions. As such, the Walker's first two abilities combined shouldn't be able to do more than what we'd get from a good 1cc Spell. This would be a good rule of thumb that limits the early game power before the opponent can properly interact with it.
Two examples along these lines:
Svengol, Silhana Champion
Legendary Planeswalker - Svengol
+1: Untap up to one target creature.
-2: Target creature gets +2/+2 until end of turn.
-4: Put a +1/+1 counter on each creature you control.
Brogsten, Legion Drillmaster
Legendary Planeswalker - Brogsten
+1: Up to one target creature can't block this turn.
-1: Target creature gains haste until end of turn.
-4: Creatures you control get +2/+0 until end of turn.
(Brogsten would be the final version of the little Legion Goblin that has worked his way up the ranks in Boros. He was first seen as a Recruit, and went on to become a full fledged Loyalist, before his time as a Warboss triggered his spark as shown above).
Of course, making "weak" walkers is the opposite of what Planeswalker cards are suppose to represent.
But, no reason it can't be explored here for fun, right?
Mar 13, 2019Feyd_Ruin posted a message on Cephalid Shapeshifter, Surprise Factor Goblin , Healing MagicianCombat Cleric is a bit too pushed, imo, especially for common.Posted in: Custom Card Creation
This kind of recurrent life gain is always fairly limited on its amount or is at least attached to a much larger mana cost, and is never anywhere this good at common.
Just saying "1 life" is pushed for common, but doable.
Mar 13, 2019Posted in: Custom Card Creation
With the massive rise of counterfeit cards, we don't allow discussions on printing fake cards. Fedex has a printing service, so I would recommend just taking it there and trying a couple different print stocks.Quote from Simplysublime »4. Where can I get the custom cards printed to ensure they look and feel as authentic as possible?
Mar 11, 2019Posted in: Magic GeneralQuote from Reyos »
This is not the case, from the rulings on Contamination (emphasis mine):
External effects that generate more mana still generate their additional mana as directed without being affected by this card. Effects which generate more mana based on what type of mana the land produces will be affected in color but not in amount.
You missed the first two words of your quote: External effects
This specifically refers to effects such as Fertile Ground and Vernal Bloom, which can cause more mana to be produced beyond Contamination's limiting effect.
Cabal Coffers can produce a maximum of B with Contamination, but Contamination won't stop Fertile Ground from then producing more mana.
Also, this is from 2012, so
Feb 23, 2019Posted in: Magic GeneralQuote from FoodChainGoblins »What are some of your favorite basic lands in the game?
I'm a huge fan of the full-art lands for the overall aesthetics, but my favorite Art cycle actually comes from Portal. The art here is kind of unique in that it each piece has a feature beyond the land itself. A farm house, a castle, a ship, an air balloon, ruins, tree houses, etc. I'm a big fan of cycles, and these are all stand-out unique lands that you can use in your deck to match.
The art was (finally) reused in Archenemy, so we can have them new bordered too!
Feb 2, 2019That's a deleted thread.Posted in: Community Discussion
If this is happening with various old threads, it's most likely that they are also deleted.
Due to the GDPR, when we transferred to Fandom we were forced to delete any EU user account whose owner did not explicitly agree to allow their transfer. This, unfortunately, made quite a few threads disappear in the process.
Jan 30, 2019Feyd_Ruin posted a message on For "Important Thread X Just Dissappeared!" RequestsI'll reach out to the Modern team about finding someone to take it over.Posted in: Community Discussion
Jan 30, 2019Posted in: Community DiscussionQuote from bgibs »What about the primers these people wrote? For example, the Legacy Pox forum, which was active, is now "forbidden" and cannot be accessed... This is over 200 pages of discussion gone! Can we get those forums back please, even if the posts from some people (even the one who made it and made the first post) are deleted?
If there's a specific thread, request it Here. Hopefully we can have someone takeover the missing primer, etc.
Everyone here should have been PM'd.
If I somehow missed you, please repost or PM me.
Jan 28, 2019The updates have finished, and we are back onlinePosted in: Community Discussion
Tomorrow, 1/29/2019, we will be performing server changes and upgrades.
During this time, the site will be "read only", meaning the site will be accessable but you won't be able to make new posts, PMs, etc.
The downtime should start about 24 hours from this post (~11AM Central).
We expect the maintenance to last a few hours, but will be done as quickly as possible.
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Mar 14, 2019Absolutely.Posted in: Articles
Unfortunately, there's very little turn around from start to finish, so if things come up in my life, it can falter. Unfortunately, this has been the case the past couple weeks (illness & death in family), but I wholeheartedly hope to restart and have them return to normalcy.
Feb 3, 2019Hit-Over-Miss is calculated exactly as: A "Hit" box's value divided by A "Miss" box's value.Posted in: Articles
So it, as the name suggests, Hit divided by miss.
A hit box value is defined as:
The expected value of a booster box which contains all of the set's top 3 rares and top 3 mythics.
In RNA, this would be a box that had Hydroid Krasis, Prime Speaker Vannifar, Spawn of Mayhem, Breeding Pool, Blood Crypt, and Stomping Ground. This is a top end box that got all the right cards. Such a box averages $144.41 in value.
A miss is defined as:
The expected value of a booster box which does NOT contain any of the set's top 3 rares and top 3 mythics.
In RNA, this is a box that does not contain any of the above Hit Box's cards. It's the realistic dud we'll see thrown into the mix. Such a box averages $67.71 in value. (This is very high for a Miss value, actually, but RNA is new and inflated)
What it means and why
These two values gives us a range of what's generally realistic of what we'll actually receive. It's not the only way to get a good box or bad box, but it's a very good delimiter for both. Offering just a range value ($77), however, can be misleading or confusing as the position of the top and bottom is very important. Sets can have about the same range value, while offering completely different levels of variation. By dividing the top by the bottom, we can see how the range compares to the total possibilities, and thus a more accurate depiction of variation. Hit-over-miss thus illustrates the consistency in returns better than range. (Standard deviation, etc, is also less easy to correlate directly)
Thus, by dividing 144.41 by 67.71 we get RNA's Hit-Over-Miss of 213%.
This value, alone, doesn't tell us the variation directly. Just like other set values, we tell if a Hit-Over-Miss is high or low mainly by comparing it to the Hit-Over-Miss values of other sets. A set is only "stable" or "unstable" because of how it compares to other sets.
In general: 200% is extremely stable, 300% is decent, and 400% is unstable.
I could just convert this to a "stability score", but I do always try to be concise and clear in what I'm saying and how I got there, even if the method seems unorthodox.
Feb 3, 2019I did a full write-up on hit-over-miss when I introduced it, you can read precisely how this figure is calculated Here. Although the set data is of course old, the calculation is exactly the same.Posted in: Articles
As for my calculations, I can dive into that fairly quickly.
(Edit: I guess it wasn't so quick, but.. now you know!)
All pricing is directly taken from TCGPlayer, using their Market Value USD price. The Market Value price is the best indication for the actual selling point for most cards. The Low-Mid-High system is, and has been, way off in the past because of outliers and targeted manipulation. The Market Value directly looks at what the card has actually been selling at, and is much harder to disrupt.
As for box value, this is a more complex and long calculation that looks at the expected value a box has. I'll run it down using Ravnica Allegiance as our guide.
First, I always calculate cards that are worth less than $0.50 as $0.00. These cards are generally unsellable in the major market and will only overinflate what you might actually expect to get in returns. You should, of course, sell every card you can - but these are minor cards that will often sit unsold for a long time. They can give you profit in the long haul, but should not be noted when looking at more direct returns. This is where I call cards "sellable" or "unsellable" - it specifically means "worth $0.50 or more" or not.
I don't break the values down per-pack because the variability between packs is far too high. You can find it by dividing the box value by the pack count, but this is generally a unneeded and misleading number unless you're somehow buying a large quantity of individual packs. Outside of trying to invest in singles, when you're looking at flipping product and profit margins, boxes are the smallest denominator.
So instead of packs, I note the average Rare Slot value, which has more broad uses. This is an easy calculation of looking at all rares and mythics, and averaging them accordingly. Each individual rare is twice as common as any individual mythic, so we can calculate this by:
(Rare Average)+(Rare Average)+(Mythic Average) / (Rare Count)+(Rare Count)+(Mythic Count)
This gives us a Rare Slot average of an even $2.50.
This is the only number where I don't toss out cards below $0.50.
For calculating the box value, however, we toss out all cards under $0.50, while still dividing by the entire count. Doing this gives us $2.41 per rare slot instead. Multiply this by the 36 pack box size, and we see that the average RNA box has $86.76 in sellable rares and mythics.
This process is repeated for uncommons and commons, which shouldn't be overlooked. They can add up more than you might think, especially if there is a chase uncommons like Fatal Push. Most sets have almost no value in their commons, but outliers happen. Persistent Petitioners is currently sitting at $0.98, is very sellable even for a common, and appears in pretty much every box.
For RNA, sellable uncommons and commons within the box add up to $9.98.
Add all this together, and the basic pack contents within an RNA box averages $96.74.
Lastly comes Foils, which is honestly a giant probability mess. Foils don't follow the same rarity as regular cards, with rare foils appearing at 1 in 6 foils. The actual expected foil average is 1:2:3. In six foils, one will be rare or mythic, two will be uncommon, and three will be common.
Foils also appear at 1-in-6 packs, which is where the nice average of "1 foil rare per box" comes into play (36 packs = 6 foils = 1 foil rare), as well as the "Almost one foil mythic per case" (8 boxes per case, with 1 in 9 rareslot foils being mythic).
This can all be calcuated in a similar fashion to the above. Average the sellable foil commons, then uncommons, and rares. Multiply by their appearance rate, add them together, then divide by the rate at which all foils appear.
Now, the prices between foils varies greatly, and can introduce a large amount of variability and inconsistencies between boxes. Additionally, some $0.50 foils are harder to sell. Although the scarcity of the foil drives the price a bit, it's not always a coveted card. With all of this, I always round down and add in a bit of lower estimation. This is one of the points where I diverge slightly from others who calculate EV. As I always say, time and time again, when variability is high, round everything down to protect yourself.
You could open an RNA box with a foil Shockland, Hydroid, or Domri - cards that inflate the average quite a bit - but chances are you're going to get run of the mill foils that add up to about $10.75.
Add this to our running total, and we arrive at $107.50. This is a few cents short of what's listed above because we've been rounding down to the nearest penny. (Do this a few times, multiply it out to 36 packs, and we're $0.14 off)
It's a long process, but it's just numbers and math. Luckily I know how to automate such things.
But before I stop, we need to step back for a moment, because people often get mislead by the numbers. We've calculated the RNA box "expected value" - the average return of an RNA box, as calculated across a very large number of boxes. Remembering that this is an "average", however, is very important. Boxes differ. One box might be a gold mine, and the next a dud. In order to actually realize the average we calculate, you'll have to buy quite a few boxes.
This is where the hit-over-miss becomes important. If you're looking at buying a box, or even a few, knowing the box consistency is key. A box with a $10 profit margin but a 300% hit-over-miss means that you might average $10 profit in the long run, but individual boxes carry higher risk than normal. Once we approach 400% hit-over-miss, individual boxes seem to be almost as varied as packs. If you're looking into buying boxes, you absolutely have to know your numbers.
Feb 3, 2019Apologies to the readers who've missed the MMI the past few weeks. Illness and the ongoing GDPR issues have kept me down and busy for a bit. I'm very hopeful to get back on track now and return to a weekly release moving forward, though.Posted in: Articles
Aug 15, 2018We only handle the Standard legal sets. Trying to add supplemental sets, other products, etc, would make it incredibly large. I don't think I'd ever be able to finish the commentary each week lol.Posted in: Articles
That said, yes, buy the bond lands
Jul 1, 2018I considered mentioning it, but we just had Call the Cavalry in Dominaria, which didn't make an impact. The difference here is that creatures are much easier to recur or blink, but there are a myriad of other targets that give you a bit more bang for your buck.Posted in: Articles
Mar 23, 2018Shameless plug: My intro to paper pauper is a good place to get a feel for the rules if you're not playing online.Posted in: Articles
Our deck database has quite a few entries for deck ideas (I have 40-50 decks there, lol).
mtgo-stats and mtgtop8 are both good for a general idea of the top tier decks. You'll obviously note that in the top, decks and cards are repeated like every other format - ie Delver is one of the most popular top decks that always appears - but you'll also note random decks and cards that seem to come out nowhere. The more level playing field means that even when you're looking at the top of the top tournament scene, an unexpected deck can easily come out of nowhere and place. Hell, I have a R/G Creature-Killing Control Deck that's dominated a field before. I've seen Heroic have it's hayday.
Mar 23, 2018I'm slightly biased at this point because I love pauper as much as I do, but it's honestly the most fun I've had in magic.Posted in: Articles
After getting into tournaments and the competitive scene, it was very hard to go back to playing decks just for the fun of playing. There was always this unbreakable urge to tune and upgrade each deck until it was as as "good as it could be" (which meant being a competitive tournament-worthy deck).
Pauper is quite a bit different. With two thirds of the cards gone, the cardpool is obviously smaller... technically. In reality, you'll find more possibilities and depth than you would ever think possible. The power level of cards has been cropped, and this means so much more has become viable options. It means you can build what you want for the fun of it, while still holding your own.
I have almost 60 pauper decks built. A dozen or so have been built just for fun/casual experience, but at least 40 of them could easily be taken to a pauper tournament.
Mar 4, 2018SCG has listed all of their foil prices, so I've gone ahead and figured foil value per booster box. Based upon SCG foil prices, and using the 1:2:4 foil sheet distribution estimation (which is at least very close if not accurate), the average box should have:Posted in: Articles
$28.90 in foil cards value per booster box.
Foil value variance is, of course, quite high though.
Mar 4, 2018Median works well for looking at a singular pack, and especially if you're looking to see if you'd get actual card value of what you paid vs if you bought whatever it was as a single. Not so much for a box, though.Posted in: Articles
The median value of rares is right at $2, give or take a few cents depending on where you price. This means that if you pick up a single pack at random, you have the highest odds of getting a card that's worth about $2. However, once you start adding additional boosters, this number gets more and more unrealistic and at some point meaningless.
In example, lets say there are only three rares in the set. Two of those cards are worth $1, and the third is worth $10. The median is exactly $1, but the average is $4. If you open up a single pack, the median says you'll probably get a $1 card out of it - which is accurate as you have 2/3rds of a chance of that. The average of $4 doesn't make sense here - you literally can't get a $4 card.
Once we move to boxes, however, the roles reverse. In 25 packs, the median expects $25 while the average expects $100. The average is obviously close to the truth, while the median is ridiculously useless here. You'll average just over 8 of the $10 cards here, with a decent degree of variance, so looking at the median gives us no benefit. This example is a bit extreme, obviously, but it's a good illustration of the differences between median and average when you're talking about packs vs boxes.
More directly to Masters 25: There is a 1.78% chance (about 1 in 56) that if you crack a booster box you will not get one single mythic or rare that is over $15. It's the horriblest of horrible boxes. The thing that nightmares are made of. Yet, that box will still have a much higher average per pack than the median. That average here is one and a half times that of the median.
In fact, there's only a 1/1000 chance that a box is so horrible it's average is equal to the mean.
tl;dr - Median for singular pack, Average for boosters boxes
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