VOTE: Antiantiserum & Flatline
Tap an untapped artifact you control: Add to your mana pool.
Ghirapur is a living city of innumerable moving parts. When properly aligned in harmony, the city can offer near-infinite raw power.
IIW: "Fair" Storm Cards.
Member for 13 years, 10 months, and 14 days
Last active Thu, Nov, 15 2018 19:42:29
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Nov 11, 2018Feyd_Ruin posted a message on New Challenge Every Day Revival, 11/10/18: Combotastic ArtifactsPosted in: Custom Card Contests and Games
Nov 11, 2018Posted in: Forum Software Feedback and Bug Reports
Added you, apologies for the trouble.Quote from WunderlichDrums »I'm legit just trying to type words and it won't let me...
Nov 11, 2018There's not a system in place that can add or remove usergroups automatically, based on any criteria.Posted in: Forum Software Feedback and Bug Reports
Otherwise, I'd be all for this.
Nov 10, 2018Grid:Posted in: Forum Magic
X | 1 2 3 4 5 |
1 | X 6 0 2 0 | 08 | 200
2 | 0 X 0 6 0 | 06 | 150
3 | 6 6 X 2 6 | 20 | 500
4 | 2 0 2 X 3 | 06 | 150
5 | 6 6 0 3 X | 14 | 350
Only one really complicated matchup, 4v5.
Sizel can cast Plunge and go to 0 on turn 2. He then wins on turn 15 with Helix.
The round rules is a trigger that first checks the life total, then allows you to +/-1 their life.
So they have to be at 13 life at the start of your upkeep.
2. Plunge: Sizel's life down to 0
2. Sizel-Life +1 =1
3. Helix +3 = 3
3. Sizel-Life +1 =2
4. Helix +4 = 7
4. Sizel-Life +1 =3
5. Helix +5 = 12
5. Sizel-Life +1 =4
6. Helix +6 = 18
6. Sizel-Life +1 =5
7. Helix +7 = 25
7. Sizel-Life +1 =6
8. Helix +8 = 33
8. Sizel-Life +1 =7
9. Helix +9 = 42
9. Sizel-Life +1 =8
10 Helix +10= 52
10 Sizel-Life +1 =9
11 Helix +11= 63
11 Sizel-Life +1 =10
12 Helix +12= 75
12 Sizel-Life +1 =11
13 Helix +13= 88
13 Sizel-Life +1 =12
14 Helix +14= 102
14 Sizel-Life +1 =13
15 Helix upkeep trigger: Win
15 Round rule trigger: Sizel @ 13, loses.
Helix beats round rules by half a turn.
Sizel never needs to cast Torment.
On Sizel's draw, however, Mother Mamba can Denial->Plunge, which means Souleaters can win the game.
Nov 10, 20181. 6-0. We both go low, then Approach races life gain / stalemate.Posted in: Forum Magic
2. 6-0. Go low life, race life gain with Approach.
4. 2-2. Counter Approach or Ogre. One wins, one stalemates.
5. 6-0. Approach races Helix, especially with mana ramp.
3 | 6 6 X 2 6 | 20 | 500
Please note, the correct play for me, if you go over our results, is generally to cast Approach on 3rd turn. I pay 18 life to Ogre, cast Approach and gain 7, and then - if needed - immediately pay 9 life to go to 0. This gives me 13 turns to race life gain and cast Approach a 2nd time.
Oct 21, 2018Posted in: Forum Software Feedback and Bug Reports
Done!Quote from kwanyeegor »Can I get special character permission? I want to put Chinese writing in my sig
Sep 22, 2018Feyd_Ruin posted a message on Deck Builder Searches Fail to Find Woodland CemeteryIt's appearing for me.Posted in: Forum Software Feedback and Bug Reports
Sometimes it limits the number of total responses you get, so if your search is vague, it can cut a few off.
If you just type "Woodland" into the search, it should popup.
Sep 17, 2018HiPosted in: Community Discussion
Curse Technical Support can merge/swap your account correctly to get you back into the old one.
Go to: https://curseweb.zendesk.com/hc/en-us/requests/new
Then follow this small guide:
Sep 16, 20181v5 finishes the grid.Posted in: Forum Magic
1v5: 6-0 : Key-Vault goes infinite turn 3, before Witchbane
(Also remember that a 3-3 counts for 2 points.)
X | 1 2 3 4 5 | PT |
1 | X 3 0 1 0 | 03 | 100
2 | 3 X 0 3 6 | 10 | 250
3 | 6 6 X 3 6 | 20 | 500
4 | 4 3 3 X 6 | 14 | 350
5 | 0 0 0 0 X | 00 | 000
Sep 15, 20181. 6-0 | Roots stops early combo, lock lands, then 3 pings race 2Posted in: Forum Magic
2. 6-0 | Race 3v2. Roots first prevents early damage to change race
4. 3-3 | Lots of plays, but it's 3 damage v 3 damage in the end. Play races.
5. 6-0 | Lockout before anything drops.
3| 6 6 X 3 6 | 20 | 500
Sep 15, 2018Although the OP has the "before the end of 2nd.." rules text, this was actually the last week that the previous rule of "before the start of 2nd.." was in place. The rules were just updated a week early for going forward.Posted in: Forum Magic
The rule change was discussed here.
Sep 4, 2018Posted in: Community Discussion
This was happening when we were having technical issues, but it shouldn't continue.Quote from mondu_the_fat »I can't reply to threads. I keep on getting "please put something on the comment box."
Is it word count? If it is, it's pretty restrictive, and word count != content.
While on this page, hold down CTRL and press F5.
If you're on mobile, instead Clear your Cache (link to how to).
This should force you to redownload all of the page pieces and fix the issue.
If not, reply here, PM me, or even hit us up on our facebook if all else fails.
Apologies for the issues.
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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
Mar 4, 2018I agree with all of the above. I didn't delve much into the per-pack much because I don't think there's really a whole lot to be said. The rare-slot variance is fairly on topic for a per-pack basis, but after that there's only a delve into how much variance there is. If there's a good amount of variance level in a 25-pack box, there's about 25 times the variance in a singular pack.Posted in: Articles
We generally focus on an individual, small group, or LGS looking at the market. Someone who can buy anywhere from a box to a few, with the idea of selling individuals for a profit, or to get the cards they want and recoup their losses.
For individual packs, it's almost always a scratch-off lottery ticket. Most packs are duds, some let you break even, and a smaller minority are winners. It's extremely rare to see any in-print set break this mold.
Feb 8, 2018As a huge proponent of pauper, I feel your pain. In order to make sure everything was smooth, our first release was focused only on the main supported formats. More will come, and you can believe I'm making sure Pauper is high on the list.Posted in: Articles
Jan 5, 2018End of year update:Posted in: Articles
Etali, Primal Storm is a strong titan on his own. Two things to note here: he lets you play the top card of your own library, which will almost always be a good play, and you don't have to play anything you don't like. Pulling a Wrath of your opponents library is anything but a dud. You might not want to cast it, but you've now prevented your opponent from casting it. He's a very strong advantage engine.
Zacama, Primal Calamity might lose his untap ability if you Mayael him into play, but he's still a very strong control card. A 9/9 body is always nice, but his ability to Naturalize over and over is what makes him a massive boon to our board. The life gain and bolt is just more icing on the cake.
Ghalta, Primal Hunger might just be a beat stick, but he can often be hardcast from the hand for very cheap. Having two titans out ensures that he costs just two green mana. Even if you only have a single titan, he's probably still 4 mana or less.
Crested Sunmare needs support to get going, but he can be a powerhouse when he gets going. Perhaps if you focus on some of the better life gain titans, with a small life gain theme. In example: if you Tooth and Nail a Celestial Force and Crested Sunmare, you'll have a titan armada by the next time you untap.
Nazahn, Revered Bladesmith with her Hammer can be a decent combo to play with, especially if you use more than a couple equipment cards.
The above titans list several Dinosaur creatures. That's because Ixalan has given us another tribe we can play with. Dinosaurs are not nearly as cohesive and strong as the other tribes mentioned, but they have a very strong flavor factor that you might love. If you go this route, I recommend only doing a subtheme of dinosaurs, as they simply don't pack the punch that the other tribes and generic titans do. Carnage Tyrant, Burning Sun's Avatar, Etali, Primal Storm, Gishath, Sun's Avatar, Ghalta, Primal Hunger, Thundering Spineback, and Zacama, Primal Calamity are the marquee Dinosaurs for this tribe. Forerunner of the Empire, Knight of the Stampede, Otepec Huntmaster, and Priest of the Wakening Sun are all good support cards for the tribe.
Curse of Bounty can cause some collateral help to your opponents, but it can basically give all of your creatures vigilance and let you double dip on anything that taps for mana. If you do have a good bit mana, it can also let you use Mayael twice a turn - if not more if your opponents activate it as well. Somewhat situational, but it can make for some strong plays.
Traverse the Outlands might cost 5 mana, but can often fetch 6+ lands. Even if it just fetches 3, it puts you into the Titan hardcast zone.
Huatli, Warrior Poet and Huatli, Radiant Champion are acceptable creature-focused planeswalkers. Warrior Poet can be decent life gain that builds up to a large flame wave that clears the path for your creatures. Radiant Champion is best used if you go with Titans that can pump out tokens. If you can reliably get tokens out, she can ultimate the turn after she hits - which then makes further tokens absurd.
There's definitely a good bit more I could cover, but I just wanted to touch on the big new cards that I would definitely have gone over had I written this today.
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