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  • posted a message on Thorn, Zorn, and Meltigemini - FFIX Inspired Set
    I think you'll find that forcing one card to the bottom is going to hurt you more often than it might help you.

    Why not let it search for three cards if you want to keep that function? Restrict the CMC if you have to.

    This way, you can always secure that something unneeded is going to the bottom.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from rowanalpha »

    He still doesn't understand that this wording, because it is a triggered ability with an "or" in the condition (see Primeval Titan), gives the player the option to do the card filtering both when casting AND when the spell leaves the stack from resolving or being countered.


    It really doesn't. And this has already been discussed and explained in detail.

    You have to choose one or the other. This is as old as the game itself. Disenchant

    The fact that the titan does that (or is able to it by the context) is because it's switching zone and functions.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from Kryptnyt »
    Your idea to then add additional card text to the MTG rulebook is a much worse way of making your card work, because if you do that, the text on your card is still lying about what the card does.


    It's not lying about what it does if you can't exile an exiled card again unless it's changing face.
    Posted in: Custom Card Creation
  • posted a message on Thorn, Zorn, and Meltigemini - FFIX Inspired Set
    I get the feeling that Thorn wears red, but is green by nature.

    Thorn speaks like Yoda, which kind of further suggests this.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from Kryptnyt »

    Psychometry (As you cast this spell or when it leaves the stack, you may shuffle up to three cards from your hand into your library, then draw that many cards.)


    The timing difference between the casting of a spell and that spell leaving the stack is miniscule enough that I would suggest not bothering with giving players that choice to begin with.


    The notion is that you can apply the Deus Ex Machinia effect after the effect of the spell itself.

    Also, noted on the face-down suggestion, but it is better fixed by the amendment of the rules defining that exiled cards can't be exiled again unless they are changing face (face up to face down and vice versa).
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from Kamino_Taka »
    The calculator is not finding the average thats not how hypergeometric calculations work.
    Here is the Definition
    In probability theory and statistics, the hypergeometric distribution is a discrete probability distribution that describes the probability of k successes (random draws for which the object drawn has a specified feature) in n draws, without replacement, from a finite population of size N that contains exactly K objects with that feature, wherein each draw is either a success or a failure.


    Which describes drawing cards from a Deck exactly with k being the amount of cards we want to get in the starting hand(1+).
    n being our starting hand (7) out of N (60) cards with K being the amount of cards we play that we want to get.


    Percentile clench and over 100% Probability are not a thing in probability calculations.
    What you mean with procentile clecnh is just the probability of drawing a card from a certain set of cards thus hypergeometric distribution to calculate that, and that never goes above 100% since thats not thing in ANY probability calculation. The highest it can go is 100%

    The Math you Provided for the 47/48 % doesn't calculate anything as far as probability goes.

    You didn't provide how you came to the "184% percentile clench"



    These are terms I coined to describe my method of systematic mathematical proportion in tcg deck structure. And now we are getting too off topic.

    I'm just going to describe that you are finding the average and that's not within the method of systematic mathematical proportion that I use, and have proven immensely accurate and successful.

    Additionally, I would suggest you don't test any of my decks online, but try them on tabletop. The online venue had corruption issues that I wasn't able to resolve despite vehement and persistent efforts. But apparently, corruptee fed kiddies were/are pirating card codes and set up a racket there, so it doesn't surprise me at all.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from Kamino_Taka »
    So care to backup your Math since the numbers don't add up if you have a four of the chance of having one or more in your starting hand is (given a deck of size 60 which is the minimum for contructed decks) is ~ 39,9% (which you can calculate yourself on sites like stattrek which is significantly lower than your number. If you mean with mulligan the number goes up depending on how low you are willing to go.



    Okay, it was an estimated amount by memory.

    4 x 7 = 28

    28 / 60 = 46.66667 - Rounded up is 47%

    Let's not nitpick the triviality of a single percent. It doesn't matter in probability factoring because the playout is so incredibly erratic, and will see the success playout doesn't change until a significant range in the percentage is increased or decreased.


    You were literally just linked to a calculator that shows that your percentage is off by 7%, not 1%.

    If you multiply 7 (hand size) x 4 (number of copies in deck), you simply did your match wrong and are off by more than you thought. Again, I would think twice before you claim that you are smarter than a calculator.

    If you multiply 7 (hand size) x 4 (willing to take 3 mulligans)... your method and math is still wrong. If you are willing to take 3 mulligans, your odds of seeing a card would be about 87% (The odds of not seeing the card in a hand is about 60% so the odds of not seeing in 4 hands is .6 x .6 x .6 x .6)

    Again, your math is simply wrong.


    That calculator is finding the average. It's not finding the gross probability.

    I used these mathematical proportions to build all my decks in Pokemon TCG.

    http://pkmntcgkill.blogspot.com/2016/10/

    Check Zombie Powder or Zombie Bot Net. Running 4 Battle Compressor + 4 Trainer's Mail as an extension (to create a spread)—that further included 4 N and 4 Professor Juniper—collectively possessing 184% percentile clench. And it plays out this way. It's able to successfully acquire Battle Compressor on the first turn. Typically by just the first two. And this is also with the deck stacked against you having to dish out 6 prize cards at the start of the game and muddling your consistency.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from Kamino_Taka »
    So care to backup your Math since the numbers don't add up if you have a four of the chance of having one or more in your starting hand is (given a deck of size 60 which is the minimum for contructed decks) is ~ 39,9% (which you can calculate yourself on sites like stattrek which is significantly lower than your number. If you mean with mulligan the number goes up depending on how low you are willing to go.



    Okay, it was an estimated amount by memory.

    4 x 7 = 28

    28 / 60 = 46.66667 - Rounded up is 47%

    Let's not nitpick the triviality of a single percent. It doesn't matter in probability factoring because the playout is so incredibly erratic, and will see the success playout doesn't change until a significant range in the percentage is increased or decreased.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from rowanalpha »


    That doesn't amount to anything. They can remove it when they have priority. You can respond, they can respond with priority.



    Yes, you can always respond to your opponents actions when they pass priority. Good job.

    Of course a counterspell in immaterial here. If you counter the spell being cast, they are just as able to activate the ability from their graveyard, and effects that counter activated abilities are overall too weak and niche for normal play... Which is something anyone who understands Magic play would know...


    That's why they put them all together on Disallow.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from rowanalpha »

    It's not "instant speed" technically. If you're passing the turn, you're giving your opponent priority. It would be only if you had priority.


    You still get priority during your opponents turn after they pass priority... Because that's when you can cast instants and activate abilities on their turn... Hence the shorthand "at instant speed"... You poor sweet summer child, I guess you really don't understand how activated abilities work, do you?


    That doesn't amount to anything. They can remove it when they have priority. You can respond, they can respond with priority.

    Do you honestly think it matters if it's sorcery speed or not? If have to counter, you're tapped out anyways, and will have to activate during your next turn.

    We're back to square one.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from rowanalpha »

    At five mana, you will say the effect is fair. Psychometry is worth one mana—and draw three cards is worth 4. If you're splitting the effect across a turn, now you have time and interactivity that sees further fair measure.


    Actually, no, even at 5 mana I wouldn't say this is fair, but that's not what this is. At 2UU as a sorcery, yes draw three is reasonable. You have it at 3 at instant speed as an activated ability (because this can be discarded or revealed in hand/library without getting cast and still be activated) so that any color can use it more efficiently that blue can draw as a sorcery.


    It's not "instant speed" technically. If you're passing the turn, you're giving your opponent priority. It would be only if you had priority.

    Quote from rowanalpha »

    I want to know what happened to Ba Bi Bo Bu Be.

    They were bad designs. That's what happened.


    Ba, maybe. I would still like to see Bi Bo Bu Be.
    Posted in: Custom Card Creation
  • posted a message on Dire Straits
    I don't think much has changed for it honestly. It just want to look pretty and important in gold now.

    Wanted to make a different sort of Mardu card for multiplayer.


    Menace is already so polarizing. It's not healthy as abundant as it's seen either. It would have been nice if Nuisance had caught on, it's a much more graceful alternative to menace.

    Why not something that nerfs menace instead? And open up interactivity so it's as versatile as it really wants to be.

    Dire Straits RWB
    Enchantment
    All creatures get +2/+0.
    Creatures with menace enter the battlefield with a -1/-1 counter on them.
    Whenever a creature is blocked by more than one creature, the defending player may draw a card.

    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Honest question: What do you get out of posting your work here?

    I have seen little to no evidence of you actually listening to criticism, speaking in a way that other people understand, or otherwise engaging with the people around here in a positive manner.

    Are you just trying to engage in the therapy of getting yelled at like I am engaging in the therapeutic process of digitally yelling at you? I mean, this is cheaper than actual therapy but I do admit some lingering curiosity.


    I want to know what happened to Ba Bi Bo Bu Be.
    Posted in: Custom Card Creation
  • posted a message on Ancestral Testament & Realm of the Ancients
    Quote from rowanalpha »
    Taking the second one first: Realm of the Ancients is... fine. Two mana to give all your Giants Affinity for Mountains may be slightly too cheap, but at least it functions in the rules. The can't be countered will pretty much never be relevant, but it works as trinket text.

    Ancestral Testament show a complete lack of understanding of game balance or how rules work. Casting the spell means you get to pay two mana four two uncounterable filter-three-card effects (because, yes "As you cast this spell or when it leaves the stack" triggers twice no matter how much you don't want it to) and it would cost around THREE mana to get a SPELL that does this ONCE.

    The second ability says "3: Draw three" because <drumroll> the graveyard is a revealed zone and <drumroll> a card in exile can still be "exiled" in which case it just doesn't change zones. However, even if that wasn't the case, a colorless three mana draw effect that cannot be countered is beyond overpowered.


    I was on the ropes about that technicality. I don't believe an exile card should be able to be exiled again, unless it's changing face (going face-down for example—or from face-down to face up). In the least, this dynamic should be added to the rules to better clarify, and provide cleaning functionality abroad.

    As for the testament, I think you're underthinking the design. Put it all together on a blue spell and take another look.

    At five mana, you will say the effect is fair. Psychometry is worth one mana—and draw three cards is worth 4. If you're splitting the effect across a turn, now you have time and interactivity that sees further fair measure.

    Also consider that if you're doing it all at once, you're tapping out, and passing the turn. So it basically says, end the turn.

    It might end up on the restricted list for Legacy/Vintage, but it's not wrong. It's just absolute precision.

    EDIT: Also note that it's only basic Mountains—so it's far apart from Affinity.
    Posted in: Custom Card Creation
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