You're definitely not banned. You wouldn't be able to visit any forum page if you were banned. This is a generic "You don't have permission". Posting to a deleted thread would do it (generally only happens if you go to a thread and it's for some reason deleted right before you post).
Where were you trying to post?
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Apr 1, 2019Feyd_Ruin posted a message on You may not post here. You may be banned from doing so or some other restriction is applied to your account.Posted in: Forum Software Feedback and Bug Reports
Mar 31, 2019What would you cost "Target creature gets -4/-4 until end of turn" ?Posted in: Custom Card Creation
Existing "vanilla" examples and higher/lower bounds:
We're all over the place here.
I feel like the cost bounds for -3/-3, -4/-4, and -5/-5 are so overlapping, you could justify any non-absurd answer.
So.. if you made a "-4/-4" card in your set.. what would you cost it?
And, expanding a little, how would you cost it for double-black vs single-black costs?
Is instant/sorcery a large change to cost?
Mar 17, 2019WizardMN hit it on the head.Posted in: Staff Helpdesks
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"
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
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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.
Dec 14, 2017Posted in: Articles
It's the Gremlins I tell you! They're ruining all of our charts! Ahhhhh.Quote from TheAnnihilator0798 »Edit: Oh, and apparently my UW control deck has a lot of green in it, according to the color pie? Not sure where that's coming from haha.
Something went awry with the card database update. This will hopefully be fixed soon enough.
And yes, a listing of your own decks is slated to be added
Dec 4, 2017It is infinite turns.Posted in: Articles
Use By Gnome Means to put an Eon counter on Magosi, the Waterveil. Tap, remove the counter, bounce: Get the extra turn. In that same turn, replay magosi, which enters tapped.
Take the extra turn, untapping Magosi.
Just keep the Gnomes well supplied with artifact fodder.
Nov 4, 2017Kamigawa was considered to be a disappointment and/or failure compared to other sets.Posted in: Articles
I'd consider it to have "Masque Syndrome". The lore and setting was fine, and the block itself wasn't bad, but it had bad timing and needed more tuning on its mechanics.
It was a low power level block, but followed a higher power level block (Mirrodin). This made all of the cards feel weak/subdued/etc. The power pendulum always swings, but when it goes from high to low suddenly, that low level set/block is always very disjointed from standard and hated. Before Affinity started getting the ban axe, Kamigawa was largely ignored in standard.
The cards that broke the power level descent were problematic. Umizawa's Jitte is still one of the best equipments ever printed. Add to it the overall low power level that surrounded it, and it stuck out like a sore thumb that warped the meta to some degree.
Its mechanics were not well received at all. Although Ninjitsu was generally a success, bushido was considered "ok", and Splice into Arcane and Flip cards were both very un-loved. Splice just didn't have the support and power it needed to succeed. Flip cards failed both on the mechanic and visual end. Even wotc says flip cards visuals were a mistake, and recreated the effect with success in Transform. They were also very "meh" even beyond the visuals. Unlike the cool effects that present day transform has given us, most were "never happen", "not worth it", or "that's just win more".
In the end, the cards and sets were a flop.
While this has nothing to do with the story (which was actually refreshing and good) or plane itself, it has one of two reasons a set falls badly on the Rabiah scale. Either the plane itself is off by design or otherwise can't support a set - like Serra's Realm or the infamous Rabiah - or the cards were received so poorly that it taints the plane - like Mercadia, Kamigawa, and Ulgrotha (Homelands plane).
Any of the latter planes could be revisited and "redeemed" with a new set, but they are - at the very least - hesitant to revisit them because of the initial reaction from players: "Oh, that was horrible the last time".
Personally, I'd like to see Mercadia, Kamigawa, and Ulgrotha all revisited just so they can be done "correctly" and redeemed. The planes themselves were good.
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