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  • posted a message on Heart of Kiran - MtG Facebook video spoiler
    Quote from jar75 »
    Hopefully Hero's Downfall is reprinted as it should be a staple in every format.


    I don't see this doing anything in any format besides Standard. Fun card. Unique ability. But nothing amazing.
    Posted in: The Rumor Mill
  • posted a message on Anti-Gatewatch Team
    This would be the way to go with it.

    Not a group of selfish, sadistic, cliche evil dudes doing evil thing because...umm...they're evil. No. A group of Planeswalkers controlled, brainwashed, manipulated, enslaved, or extorted by Bolas or maybe even Ob Nixilis. It would be framed as the "good guys" vs. the "bad guys", but just like real life, it's seldom that simple. I'd even love to see one of the traditionally "good" planeswalkers turn to the dark side. I mean, how cool would it be if Chandra truly breaks in this set? With all the little evil nothings that Liliana keeps whispering in her ear, the imprisonment (possibly death) of her Mother, and whatever Aether Revolt brings, she may just snap and then be easily influenced by an manipulative outside force: see Anakin Skywalker/Darth Vader and Emperor Palpatine.
    Posted in: Speculation
  • posted a message on Which cards would have been expensive...
    If Sol Ring were not reprinted in every Commander product, it would have been absurdly expensive by now.
    Posted in: Magic General
  • posted a message on What's the first card that you lusted after?
    It was either Pernicious Deed or Vindicate. When I first started playing Magic, I was enamored by the set Apocalypse. I don't know why exactly, but the badass expansion symbol probably had something to do with it. Those two cards embodied what powerful cards should be. Heck, I stand by that statement to this day. Pernicious Deed and Vindicate are still extremely powerful cards while simultaneously being simple and elegant. It doesn't hurt that they also ooze flavor as well.
    Posted in: Magic General
  • posted a message on [KLD] - Spoiler Discussion for Modern
    Wouldn't Lantern Control love Inventor's Fair? It helps to stall and it tutors for whatever trinket or bridge you may need.
    Posted in: Modern
  • posted a message on StarCityGames Preview - Recruiter of the Guard
    Not good in Doran EDH. I give it a 2/5 stars.

    Rolleyes
    Posted in: The Rumor Mill
  • posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    I love Stoneforge Mystic. I believe that she would be fair in the current meta.

    That said, she will stay banned. Why? Same reason that Pod will stay banned. It's the kind of card that development will always have to keep in mind when creating other cards, in this case, Equipment cards. Stoneforge Mystic does two very powerful things; she tutors and she cheats cards into play. Overall, Wizards is fine with one or another, but not both. This is why Elvish Piper is fine, and Treasure Mage is fine. Heck, I remember when Batterskull was printed, and all I could think was "what is Wizards thinking? Cawblade is already dominate enough!"

    Here's another example, one that is all too recent. While Splinter Twin was unbanned, Wizards had to constantly be wary of the text "Untap target creature" printed on a creature. Now that's it's banned, they don't have to walk on eggshells anymore. Sure, Kiki Jiki still exists, but he isn't nearly at the same level as Splinter Twin was.



    Posted in: Modern Archives
  • posted a message on Wanderer of Mausoleums
    If nothing else, it's an auto-include in Edric.
    Posted in: The Rumor Mill
  • posted a message on Nahiri: Threat or Menace?
    Don't forget that she was locked up in the Helvault for 1000 years with demons, Avacyn, and who knows what else. She had over ten lifetimes to sit in darkness, go completely insane, and plot her revenge. So if I had to choose between her being "evil" or "crazy", I'd pick crazy.
    Posted in: Magic Storyline
  • posted a message on Current Modern Banlist Discussion (4/4/2016 - Eye of Ugin banned, Ancestral Vision/Sword of the Meek unbanned)
    This is perfect. Bravo Wizards Thumbs Up

    Now if only I have 3x more copies of Ancestral Visions...
    Posted in: Modern Archives
  • posted a message on Poster in the Wizards Internal Prerelease Video
    Quote from enollava »
    Quote from Brigade2 »
    You know what I noticed in this video, when she opens her pack and has Thraben Inspector she says "she is so concerned with that spaghetti" and I know Emmy is often called the "Flying Spaghetti Monster".....not that it means anything.


    Have you ever cooked spaghetti? Cook it too long and it becomes soft and mushy. Don't cook it enough and it is hard. I fully understand why she would be concerned with spaghetti. I'm concerned every time I cook it. You gotta try a little as it is cooking so you get it just right. Smile


    Overcooked my spaghetti last night. I'll keep a copy of Thraben Inspector in the kitchen to keep me on point next time.
    Posted in: The Rumor Mill
  • posted a message on Mana weaving before shuffling - cheating or not cheating?
    Quote from Vorthospike »
    Quote from MissMua »

    Regardless of how many times you do it, it's not sufficiently random.


    It is, in fact not random at all.

    Except if you choose a random pile where to put your next card (including new piles, up to a maximum your decksize, obviously) in which case it's just as random as actual random and probably more random than the 'sufficiently random' of aforementioned 7 riffles.

    Reality is that no deck is truly randomized. Decks are supposed to be 'sufficiently randomized'. That is also why a lot of people are hating on the MODO shuffler, because that *is* actually random (well, for as far as computers can generate random numbers).

    A fun experiment is to stack all your lands on top of one another and then 'sufficiently randomize' your deck as you would do in a sanctioned tournament. Do this, say, 20 times and note how many land streaks of 4+ lands are in the deck. Next, weave your lands and 'sufficiently randomize' your deck again, as you would do in a sanctioned tournament. Count the land streaks of 4+ again.

    If both methods would produce truly randomized decks, the outcome will be very similar. However, decks aren't truly randomized. I will guarantee you the latter method will result in less land clumps. Now of course all you theorists will come in and shout 'but then you didn't shuffle properly and you're cheating'. That's not true actually. I did not randomize my deck, that is correct. That is because that's not really possible given limited time. What I did was 'sufficiently randomize' my deck according to the tournament rules.

    Really, before you come back here and tell me how it theoretically *should* be, try it out. You will not like the results.

    Mana weaving, even after 'sufficiently randomizing' your deck will provide different results than not mana weaving. Whether or not that results in an actual advantage is a different discussion.


    Randomization by shuffling is a really interesting mathematical topic. Simulating a human like bridge shuffle turns out to be extremely straight forward and the underlying probabilities are complicated but not nightmarish. You can see pretty easily that seven riffles results in randomness indistinguishable from computerize sorting shuffle. I have pictures of the stages on my computer at home. I'll post them tonight if anyone is interested.

    Basically the measure of well shuffledness is how many sequences from the original arrangement are still present after a shuffle and how long they are. The best result is that there are N/2 sequences of length 2. Seven riffles shuffles gets to this with very nearly the same probability of using an RNG to position each card independently.


    That's really cool. I'd love the see the pictures when you have a chance.

    I guess this all boils down to how well somebody shuffles. There are factors that are hard to take into effect though, such as bad shuffling and sticky cards (think how old Dragon Shield sleeves tend to stick to themselves). Whenever my wife plays Commander, she always gets me to shuffle the deck because the deck is huge, her hands are small, and I simply know how to shuffle better than her.

    If you shuffle your deck even half way decently, then seven shuffles should be fine and the deck should be statistically random.


    Posted in: Magic General
  • posted a message on More Magic For Your Mana
    Quote from DSF »
    Keep a couple things in mind. More and more colored mana symbols are progressively harder and harder to achieve. A GGGG spell is essentially only going to be cast in a mono-green deck, which is a huge cost to staple onto a card that already asks you to have a creature entering combat. I don't think +9/+9 is actually good enough for GGGG, but the flipside to that is that larger numbers are rarely going to be helpful here. Even if it granted +12/+12 it would be of questionable use. For +12/+12 to be relevant over +9/+9 you have to either be going against an enormous creature (unlikely) or be getting through unblocked.

    The much more likely course of events is that your creature gets removed in response, chumped, or the pump spell gets countered. That's why most pump spells don't work this way, they usually grant evasion of some sort or help protect the creature, or draw you a card to mitigate potential card disadvantage. (Stonewood Invocation and Wildsize for example.)

    Things like Sleight of Hand and Shock become a little bit easier to scale meaningfully since larger numbers are basically always going to be relevant in those contexts.



    Fair enough. There is a balancing act for these types of cards. Even if +9/+9 for GGGG isn't very powerful, it is still only one card as opposed to 3 Giant Growths for the same effect. That's why cards like Flame Javelin can be powerful, even though they scale poorly. You get more bang out of one card.

    But, like you said, at some point you have to stop looking at it mathematically, and look at things realistically. And realistically, a GGGG is tough to cast, and even more tough to play properly.
    Posted in: Magic General
  • posted a message on More Magic For Your Mana
    Excuse the title, I couldn't think anything better.

    I'd like to do a thought experiment, and I think the general forum is the right place for it. If not, this thread can be moved to the create-a-card forums.

    Take a 1 CMC spell, then add one more mana of the same color to that spell's cost. Then improve the spell's effect relative to the increase in cost. Repeat the process 2-3 times.

    For example, let's take Giant Growth. For G any creature gets +3/+3 at instant speed. That's pretty standard and balanced. In fact, it's been the status quo for pumps spells since Alpha. So, let's add one more G to that cost. What would the ability be now? Well, instinct says +4/+4, but that seems very weak. Vines of Vastwood is vastly superior to this theoretical spell for multiple reasons. Titanic Growth is also better because it requires only one colorless and a green. It's fair to say that this theoretical new card would be: "GG, Instant, Target creature gets +5/+5 until end of turn". At a cost of GGG, we could push the effect to +7/+7, which is equivalent to Might of Oaks.

    Luckily for me, pump effects are easy to scale. Even GGGG for +9/+9 seems fair (or as DSF pointed out, not even very good), but what about other cards? Healing Salve, Sleight of Hand, Shock, Disfigure, etc? And feel free to add other cards, even creatures, that you feel can be scaled appropriately.

    How do you amplify these types of cards without straying too far from the original effect? The idea is to simply change the numbers, and not the core effect of the card.

    (PS. Some of these cards already have answers to this question)


    Posted in: Magic General
  • posted a message on Current Modern Banlist Discussion (1/18/2016 update - Summer Bloom/Splinter Twin Banned)
    Quote from xxhellfirexx3 »
    Quote from TheGrease »
    Quote from ktkenshinx »
    Quote from Zulzanet »
    How is nobody discussing the imposing rise of the Melira/Anafenza combo decks that have started to run rampant with the disappearance of Twin???
    This deck can easily get to infinite proportions in terms of lifegain, damage, counters, etc.


    "banning Ensaring Bridge makes...sense."


    You heard it here folks. Ktkenshinx said they are going to ban Ensnaring Bridge! :p Rolleyes

    In all seriousness, there is no way Wizards is going ban or unban crazy this time around. We are getting something banned from Eldrazi and maybe, just maybe, we get something like Ancestral Vision unbanned. That's it.

    And for people worrying about Melira Company; in a format once again filled with Bolts, Viscera Seer, Anafenza, and Melira are going to struggle to stay in play.

    PS. I have a love-hate relationship with Ensnaring Bridge. I love the card, love the idea of the decks that use it, hate playing against it, and hate that I don't own any.

    when alot of people say they hate playing against it, that to me screams unfun, and shouldnt modern be fun?


    Maybe. I wouldn't lose my mind if it was banned, and I do understand the argument behind keeping it, and behind banning it. Either way, I don't think it's right to ban it now. I'm sure it is on Wizards' secret watchlist of cards though.

    I didn't mean to start a serious conversation about Ensnaring Bridge though; I just saw the opportunity for the joke and went for it.
    Posted in: Modern Archives
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