Maybe a colorless robot deck is a possibility just for the sake of completeness. Maybe a few colorless instants or sorceries can be made for it to add to the handful that exist.
I don't know that the original was as cluttered draft wise as this. You had cards that would have an immediate effect like draft two cards and place the card back into the pack or note when the card was drafted and place that many counters on it. Keeping tabs on yourself is pretty easy but it's a pain to check on others. You may need a notebook to keep track of the entire table.
Cryptolith rite along with village messenger and confront the unknown or center soul within the first couple of turns can provide some mana acceleration and protection. Maybe when zada, hedron grinder comes out you can do something crazy with confront the unknown or expedite . Feels like a lot of things need to line up right though.
The idea for a historic standard format came to me about a half hour ago and I was about to start a topic about it then found this one. What are the chances of actually getting a sanctioned tournament structure? It would put a bit of a dent in Wizards' wallet if there was a format that didn't require you to continue to purchase new cards every 3 months but I like the idea of it and want to suggest it to my lgs.
If Nahiri had been under the delusion that she was Avacyn and that delusion was dispelled why would she be referring to herself as Avacyn? The last couple of spoilers for shadows over Innistrad seem to be implying that the angels of Innistrad are turning against its people. It cpuld be that Nahiri as Avacyn controls the angels and is using them for her vengeance.
This thing gets around hexproof, regeneration, protection, indestructibility, first strike, big p/t and insures that they won't be able play any creatures with the same name(s) as the exiled one(s). Not sure that it would be a card for aggro decks. Ramp or maybe control would be a better home for it. Sylvan caryatid would avoid trades while witchstalker will be a 6/6 eating away at your opponent's creatures starting turn 4. I would really like for it to be a 5 dollar mythic rare.
I've been looking for the Commander 2013 decks at the local Targets but have yet to see any. I would think if they were stocking them at least a deck or two would remain on the shelves.
Well, you can always try the less popular ccgs such as "Legend of the Five Rings" or "Spoils". Both have a small but dedicated fan base. In my opinion they have more complex rules and are streamlined for better play. They're solid and since not many people are collecting them the card prices are reasonable.
They had the second edition come out recently. It's a great game. I love the combat rules as well as how they resolved mana flood and drought, and having an inbuilt draw mechanism. The flavor and art are awesome.
Having played Spoils, I think that it is essentially magic with a few rule changes that improve early and late game play, with cool, almost broken, cards and a interesting combat system.
Early game is improved by allowing players to put down cards in their hand face down as resources reducing the number of games lost from mana drought. The mulligan rule is pretty cool too in allowing you to place any number of cards in your hand into the bottom of your deck before you start your first turn and draw a corresponding amount.
You can always expend resources to either draw more cards or place more resources down on the table at any time so the chances that mana flood will end your game is less likely.
Most of the cards are pretty powerful and the "grizzly bear" vanilla cards is pretty rare so for the most part you will not want to put them on the spokes on your bicycle.
Combat system takes some thinking. Do you want to band your characters together and attack or do you attack individually with as many characters as you have? Yes, if you have five characters you can attack five separate times during your turn. Characters have different speeds which work as a layered "first strike".
Basically Spoils increases the amount of choices you get to make during the course of the game.
The world is a steampunk/fantasy theme with an adult sense of humor. For what it's worth I've rarely wanted to beat up on my opponent while playing it and would recommend the first set for those interested...the Seed set is a bit weak. Starter decks are pretty cheap to come by with two surprisingly well balanced decks...and no, I am not a representative of Arcane Timmen.
I've played a number of times. I think the best description of it is "magic...on crack"
*It plays pretty smooth and reduces the element of luck that I've seen in magic where mana drought or mana flooding can ruin a match.
*It allows players to control the game to a greater extent where you can spend resources to put another resource card on the table or to draw another card(either during your turn or your opponent's.).
*The flavor texts vary in quality...some are pretty hilarious such as catastrophic betrayal "I thought you were dead...and on our side." and others are pretty generic "limited artwork by jack heng." There are also a number of pop culture references as in the card executive poaching; "get em'? that was your plan?" from Ghost busters
*The common cards actually hold their own pretty well. I.e. Forget, Scrag, or Catastrophic betrayal.
*Otherwise, I really dig the industrial revolution theme in the artwork. The arcanist and rogue faction are my favorites.
My main problem with the spoils ccg is that the art and theme do cross the line occasionally. The cards Auction House, Smear Campaign and Garbageman are disturbing.
Moderator Action: Infraction for discussion of proxy creation. -RabidVacin
Please read the Forum Rules
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222708. How do I explain to them that they can not respond to the tapping of gold meadow harrier by tapping the goldmeadow harrier and paying one plains to tap a creature but still satisfy the cost for Cloudgoat Ranger? Thanks!
Early game is improved by allowing players to put down cards in their hand face down as resources reducing the number of games lost from mana drought. The mulligan rule is pretty cool too in allowing you to place any number of cards in your hand into the bottom of your deck before you start your first turn and draw a corresponding amount.
You can always expend resources to either draw more cards or place more resources down on the table at any time so the chances that mana flood will end your game is less likely.
Most of the cards are pretty powerful and the "grizzly bear" vanilla cards is pretty rare so for the most part you will not want to put them on the spokes on your bicycle.
Combat system takes some thinking. Do you want to band your characters together and attack or do you attack individually with as many characters as you have? Yes, if you have five characters you can attack five separate times during your turn. Characters have different speeds which work as a layered "first strike".
Basically Spoils increases the amount of choices you get to make during the course of the game.
The world is a steampunk/fantasy theme with an adult sense of humor. For what it's worth I've rarely wanted to beat up on my opponent while playing it and would recommend the first set for those interested...the Seed set is a bit weak. Starter decks are pretty cheap to come by with two surprisingly well balanced decks...and no, I am not a representative of Arcane Timmen.
*It plays pretty smooth and reduces the element of luck that I've seen in magic where mana drought or mana flooding can ruin a match.
*It allows players to control the game to a greater extent where you can spend resources to put another resource card on the table or to draw another card(either during your turn or your opponent's.).
*The flavor texts vary in quality...some are pretty hilarious such as catastrophic betrayal "I thought you were dead...and on our side." and others are pretty generic "limited artwork by jack heng." There are also a number of pop culture references as in the card executive poaching; "get em'? that was your plan?" from Ghost busters
*The common cards actually hold their own pretty well. I.e. Forget, Scrag, or Catastrophic betrayal.
*Otherwise, I really dig the industrial revolution theme in the artwork. The arcanist and rogue faction are my favorites.
My main problem with the spoils ccg is that the art and theme do cross the line occasionally. The cards Auction House, Smear Campaign and Garbageman are disturbing.