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  • posted a message on Underrepresented Creature Types in MTG
    Spark mage plus basilisk collar is fun, especially when combined with dwarven warriors or goblin tunneler. Since you already have small guy unblock-ability, add blood boiler to go to town. Dwarven blastminer can also just win games if your opponent uses a lot of non basics. Fun deck.

    But yeah, I want more dwarves. I also want more Orcs, and thankfully it looks like we'll be getting them in Khans. I also kinda want Homarids, because they are an interesting concept.
    Posted in: Magic General
  • posted a message on What tribe do you most love and what tribe do you most hate?
    Favorite: Djinn. Yeah, its weird, and there aren't any tribal interactions, but there are enough djinn that are independently powerful, and they actually work pretty well together in an aggro-control shell. Every time I play the deck, I have a blast. Its powerful enough to win consistently in the mtgo casual room, but not OP, its very interactive, and proactive. Very fun. Plus, Djinn are kind of cool.

    Hate: Vampires. Mainly because Wizards forced them too hard when they first came out, and basically built the standard deck for us. Most vamp decks look exactly the same, even today, and I always find them annoying to play against. Just one must answer threat after another, with very little thought behind the plays. The sad part is, its possible to make interesting vamp decks (I have a vamp tribal based on sacrificing), but most people just see the raw power of nocturnus and the dude from innistrad that poops out vamp tokens and can't help but go down that same boring path.

    Oh, and Eldrazi for being pure cheese. And I kind of hate Vedelkan, only because I can't seem to build a Veldelkan tribal deck. Their powerful cards don't really compliment each other that well. I always end up wanting to go the Master of Etherium route, but it never satisfies.
    Posted in: Magic General
  • posted a message on Flavor Fails
    Quote from Singe »
    Who is actually more evil. the villain or their evil twin? Volrath the Fallen or his Evil Twin Greg.


    Well, Evil Cartman was a pretty swell guy, so I guess the evil twin relationship is like multiplying by a negative number. Two evils make a good, like two negatives make a positive. But two wrongs don't make a right, because that's addition. or someting
    Posted in: Magic General
  • posted a message on Since the switch to v4, how much do you play MTGO? (NOT A COMPLAINT THREAD)
    So, I've noticed that I've almost stopped playing since the switch to V4. I rarely play casual anymore, and I've only played the "free-release" for M15 and drafted until I exhausted my winnings from it. The client is frustrating enough to drain a lot of the fun out of playing for me, which is very disappointing. I want to know what other people have experienced since the switch. Have you kept playing the same amount, increased the amount you play, or decreased the amount you play due to the client? Have you quit entirely, and if so are you planning on returning once the bugs are cleaned up? Please keep specific complaints to a minimum, there's already a thread for that. If you want to briefly explain why you've increased or decreased the amount you play, please keep it short, and please don't argue with other posters.
    Posted in: Other Formats
  • posted a message on Will there Ever be a Strong Focus on Djinn/Efreet?
    Quote from Incanur »
    I'd love to see a return to the Mirage world.


    That would be Dominaria.

    Not all Djinn or Efreeti had drawbacks. M10 had Djinn of Wishes which was an air elemental with a cool ability tacked on, and the first Ravnica block had Tidespout Tyrantwhich was a flying fatty with a powerful effect and no downside, and Djinn Illuminatus which had no downside and gave all your spells replicate. Even Arabian Nights had the downside free Old Man of the Sea. Djinn don't have to have a downside. As for the Efreeti, the printed a number without downsides as well, I just don't feel like linking any more cards.
    Posted in: Magic General
  • posted a message on Worst Cards By Set Restarted! (Conspiracy Blue)
    Culling Mark is terrible. Charging Badger can at least wear enchantments well. There are obviously better cards, and you don't want to end up with it in your deck, but it serves its role. If you find yourself low on low cmc dudes, a 1/1 for 1 with trample, in a set full of auras and bestow creatures, can help plug the hole in your curve. Its one of those cards that you can pick at the end of pack and might actually use if you get in trouble, though you'd never be happy to do so. Culling Mark is fairly useless.

    I also agree with Sanguimancy being terrible. Black Oak has its uses,especially in a control deck that has inspired creatures, and Claim of Erebos is easily the best of a bad cycle, as its effect can be worth it on a stalled board, and is definitely worth it on most inspired creatures. Neither are good, but I've played both and they've played well, but they absolutely don't fit everywhere. Sanguimancy fits nowhere.
    Posted in: Opinions & Polls
  • posted a message on Best and Worst Boosters for Conspiracy's Lore Seeker?
    Legends is actually pretty terrible in limited. But yeah, Homelands or Fallen Empires are the worst, at least you might open value in Legends. But if you're going for value, might as well say Alpha/Beta.
    Posted in: Opinions & Polls
  • posted a message on Booster prices
    Triple Journey events are pretty good for value, that's all I've been drafting. Sealed is the biggest rip, by far. I don't know why anyone would draft JBT while JJJ are still going on. JJJ has more value available, AND you get three chances a draft to crack new cards, yet they take longer to fire then JBT.
    Posted in: Market Street MTGO Café
  • posted a message on Cards not online
    Great list! Yeah, I was partly trying to guess what may be added in Vintage Masters or future Master's Editions (if any), and partly just wondering what we're missing out on online. There are some interesting ones, and indeed Vintage Masters will be adding non-power 9 cards that had not yet seen reprints. Some cards may also be reprinted in regular sets in the future as well as limited fodder.

    Either way, this is a great resource. Thanks again!
    Posted in: Other Formats
  • posted a message on Cards not online
    I wonder if they are counting un-sets among the 825. 9 of those are the power 9, which will be available when vintage masters is released, but more will be added with the conspiracy cards that won't be in vintage masters. It is possible to search the older sets card by card for re printings on gatherer, but that is very time consuming. I was hoping there would either be a list or at least a way to search a database.
    Posted in: Other Formats
  • posted a message on Cards not online
    Is there a list of all the cards that have never been printed online?
    Posted in: Other Formats
  • posted a message on Magic is too popular
    On the one hand, its annoying how the popularity drives up prices so high,and how the reliance on newer, less loyal players leads wizards into a lot of noob-service when it comes to design (both to limit turnover from this more fickle demographic as well as to attract replacements for when they do turn over). However, being a little too popular is better than being not popular enough, because that leads to far worse problems, up to the game dying. Even without getting that extreme, WOTC might be forced to raise pack prices to keep the game viable if it can't draw enough players, which would lead to higher card prices anyway (scarcity would increase due to supply side forces, such as higher prices per pack putting upward pressure on cards and scarcity due to fewer product being opened, rather than current demand side forces).

    Now, I also have to say I'm not knocking noobs. All veterans start off as noobs, and many noobs go on to be veterans. Noobs only become problematic when you start catering to the ones who wouldn't otherwise stay with the game. The more people who start playing, the further the average player is from the core base of players (the ones who are most naturally inclined to play and enjoy the game). A game that focuses to strongly on this core group will fail, because this group is not large enough to drive profits. As your audience grows, you start attracting players who may not be as naturally inclined to the game as the core group, but are still pretty into what makes it tick. This group genuinely enjoys the game, but they aren't die hards, so they will leave if you don't innovate, and their tastes are broader and lean more toward the general population. They are also more plentiful than the core base. This is a good group to focus your product too, as they are numerous enough to keep you in business and making good money. Their tastes are close enough the the core base's that what makes them happy will also please the base well enough, and close enough to the general population that the game will draw in noncommittal players for a short time for more money but not let them take over. The last group, the problematic one, are the noncommitted players who are only slightly inclined toward the game. They are inclined enough to try it out, but not enough to stick with it over the long term if they run into anything they don't like. They are usually drawn for the same reasons as the other groups, such as enjoying similar games, enjoying fantasy, or having friends who play, but never really get invested in the game for its own sake. Servicing this group turns away the core, and risks weakening the product enough to drive away some of the middle group, yet this outer group is less likely to stay with the game long term on its own, which can lead to the failure of the game. They also gravitate toward flashy, big, easy to understand effects. They want an easy button, clear powerhouse cards with no drawbacks. The more popular the game gets, the more it relies on the outer groups of players. An unpopular game relies on the diehards, a popular game relies on the middle group, and a super popular game relies on the outer group. This is both because, the further you get from the core base, the bigger the group. There are more potential players in the middle than the core, and more in the outer group than the middle. The core group also picks up the game first, the middle second, and the outer last. This means that, in order for a game to grow its audience, it has to move further from the core. They key is realizing when you've reached a nice, sustainable base and stop forcing further growth, relying on population growth to grow your audience and targeting your game to retaining core and middle group players. A game that tries to force itself to grow beyond its natural audience, both diehard and discerning, will lose what makes it special and it will fail. You can't be all things to all people, but you can be what you need to be to the people that matter, the ones who will be reliable long term customers, in order to have a sustainable product. I believe that magic is currently aimed to the middle group, but skews a bit more to the outer group than the core. This is okay as long as they don't cross over to pandering to the outer group. The all important middle will be mostly happy, us core players will be annoyed at times but generally satisfied, and the outer group will be intrigued, temporarily pleased, and ultimately fickle and temporary.
    Posted in: Magic General
  • posted a message on Worst Cards By Set Restarted! (Conspiracy Blue)
    Its pretty close between the chimera and the fates tbh, but I'm going with the chimera. Both are marginal yet playable cards, but the chimera requires a much more dedicated draft strategy than the fates. The Fates are always a gray ogre, and they fit very well in the existing W/B archetype, which tends to be controlling. I've ran them multiple times, and seen them run multiple times, and they always made some impact. The blink effect is great against heroic creatures, and the perma-exile has synergy with your own tokens. Good, grindy W/B decks aren't that hard to build in Theros, and the fates fit right in. The Chimera requires a significant commitment to instants and sorceries in order to be decent. I've only managed to draft such a deck once, and it was ok, but its difficult to line up the right amount of playable instants and sorceries without giving up on more powerful cards too often. I've almost never seen anyone else run it, and its not very good if you are just stuffing it into any old U/R deck. I see the fates get run effectively far more often than the chimera, and considering the fates are rare and the chimera is uncommon that says a lot. The fates are also more fun in Commander.

    Neither card is terrible though. The fact that spellheart is the worst gold card shows that they did a pretty good job designing gold cards for this set.
    Posted in: Opinions & Polls
  • posted a message on Alcohol themed cards
    That's a really good one
    Posted in: Magic General
  • posted a message on Alcohol themed cards
    Does anyone know if there is a way to search for alcohol themed cards for a joke deck. All I can think of is blessed wine and dwarven vigilantes. Right now I'm looking for things that explicitly depict alcohol in the art, whether it is the focus of the spell like the wine or merely part of the art like the vigilantes, but if there isn't any I would expand to anything cup or party themed (festival of the guildpact or urza's chalice for example}.
    Posted in: Magic General
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