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  • posted a message on Varilax, the Omniform
    Varilax, the Omniform
    3:symub::symub:
    Legendary Creature - Shapeshifter (4/3)
    Transmute 1UU; transfigure 1BB
    Blue cards in your hand have transmute 2UU.
    Other black creatures you control have transfigure 2BB.
    Varilax does make up its mind. But not until it's made up the rest of its body.

    I recall Mark Rosewater talking about how there was a card in Ravnica design that gave all cards transmute, and that it was "really, really killed for power reasons." This got me wondering if there's any way to salvage that design after all.

    I don't think being limited to transmuting blue cards is much of a problem, but the extra 1 might be, and certainly having to get down a 5-cost creature (and only being able to transmute at sorcery speed, only as long as you keep it on the battlefield) is a speed bump to reckless combo decks.

    But is it a speed bump they can just launch off of and go flying?
    Posted in: Custom Card Creation
  • posted a message on Hack // Slash
    Hack
    UUU
    Enchantment - Aura
    Enchant creature
    If U was spent to cast Hack and enchanted creature is an artifact creature, you control enchanted creature.
    //
    Slash
    RRR
    Enchantment - Aura
    Enchant creature
    If R was spent to cast Slash, enchanted creature gets +1/+0 and has double strike.

    This card wording should be clear enough that what it does should be intuitively apparent most of the time, and it requires no changes to the rules as they stand; nonetheless, when I first made this card for a contest, I crafted a rules-primer-like entry to go with it:
    • Hack // Slash is cast just like any other split card: its controller chooses one half to cast, and chooses targets and pays costs as though only the chosen half's characteristics were printed on the card. As long as it's on the stack, the characteristics of the other half are ignored.
    • Once Hack or Slash resolves, the Aura enters the battlefield attached to the creature it targeted. However, once a split card leaves the stack, it reverts to having both sets of characteristics. Usually only one color of mana will have been spent to cast Hack // Slash, and having two instances of "enchant creature" isn't any different from having only one instance, so in most cases only one half's rules text will have any significant effect. Notably, a Hack // Slash on the battlefield is both blue and red, regardless of which half was cast.
    • If the chosen creature could legally be targeted and enchanted by one half of Hack // Slash, but not by the combined card (e.g. Hack targeting a Sphinx of the Steel Wind, which has protection from red), Hack // Slash can't enter the battlefield attached to that creature. It will be put into its owner's graveyard during resolution instead of onto the battlefield.
    • If you somehow manage to spend both U and R to cast one half of Hack // Slash (e.g. having Thorn of Amethyst on the battlefield and spending the other color of mana to pay the additional 1, or using the alternative cost granted by Fist of Suns), the second ability from each half is applicable. You'll gain control of enchanted creature if it's an artifact creature, and it will get +1/+0 and have double strike.
    • If Hack // Slash enters the battlefield without being cast (e.g. with Open the Vaults), the player putting it onto the battlefield chooses a creature it can be attached to (provided such a choice is possible; if it isn't, the card remains in its original zone). The player doesn't choose either half--the card simply enters the battlefield with both sets of characteristics. However, as no mana was spent to cast Hack // Slash in this case, it probably won't have any significant effect.
    I think the card does a pretty good job of selling its good points own its own, so I'll focus on the negatives here.

    The most apparent negative is just how strange the card seems. Like I said, it's worded so that it should be played correctly most of the time by players who may not venture into dark rules corners, but the fact that I even felt it worthwhile to compose a primer entry says enough about the card's potential for confusion. You could argue the same was true for split cards in general back when they were first released, and we've mostly gotten used to them, so who knows how long it'd take players to get used to split Auras? I would expect the "Hacking a Sphinx of the Steel Wind" example mentioned to easily be the most common misplay of this card, maybe followed by giving a Slash to your own Goblin Piledriver.

    Second, there are memory issues with this, mainly because it'd be the first card to have a static ability that cares about "if C was spent". For the most part, these issues are minor--is it attached to an artifact creature or not? A creature that the player owns or not? Heck, a lot of times you'll be able to tell just from seeing if there are islands or mountains in front of the player (see the next point for more), and if you really really need to, I guess you can put a counter on one side of the card. Overall I believe the potential for memory issues would be a bit lower with this than they would be by constructing the card as a split sorcery (have they made any Dominate-style control effects since Blatant Thievery? I'd imagine the red side would put a +1/+1 counter on the creature which is a useful denotation but one that could get lost amid all the other +1/+1 counters in Magic these days) or as a hybrid, non-split Aura (which reintroduces the "if C was spent" static ability, while making it a lot easier to get both halves of the effect so that if it's enchanting an artifact creature someone else owns, they still need to distinguish whether or not R was spent).

    The final major point about this card is should there really be splits like it? If you go back and look at every split card in the game up to now, you'll see that they never have more than one of a given colored mana symbol in the cost. Clearly it isn't an accident; the point is to make them splashable, to make it easy for a deck that really likes one side to splash for another color and at least allow them to use the other side. The question is how vital did split card design think that fact was to the essence of being a split card? The construct I'm relying on to make these cards work in the rules and as most players expect, depends on the mana costs having nothing but colored symbols. Furthermore, if I do start sticking generic symbols in the cost, there's no reason not not to just ditch the split and go with hybrid. How anti-synergistic is a split card that costs UUU and RRR? How often would this be run in U/R decks with two viable halves, as opposed to only being run for a single half and possibly not even running the other half's color at all? Even if it does stay a split, is there design space for enough other cards like it to make the concept of split Auras (heck, even split permanents--through creatures would require quite a bit more finagling with) worthwhile?

    All that said, I do believe this is about as good a demonstration card for the concept of split Auras as can be formed. What do you think?
    Posted in: Custom Card Creation
  • posted a message on Taunting Vision (Akroma variant)
    That saboteur ability runs into card space problems. It takes 3 full lines on its own, and you only get 4 in a split text box. "Flying, shroud, protection from red and from green" can fill the fourth line, but nothing longer than that, so unless you want to interpret the two different and unrelated actions of the sabotage as two separate abilities, there's no way to get to 6.

    Self-bounce is clearly right out. Flicker effects are out for the same reason, but I could envision "M: CARDNAME phases out" with the streamlined phasing rules. I'm not really ready to call phasing back in bounds for Magic cards yet, but if the rule change leads them to reintroduce the ability, fine by me. Of course activated phase-out and shroud have little reason to coexist.

    Changeling, I guess, sounds like Akroma in the same way that transfigure does, and lets off a huge "why?" Unlike transfigure, it doesn't even have any spectacular functional effect as a card.

    So...still three disappointingly empty ability slots, and one more candidate option for filling them. At least it's something.
    Posted in: Custom Card Creation
  • posted a message on Taunting Vision (Akroma variant)
    This is a card I've had in mind for a while, or at least the outline for such a card. My own Taunting Vision, so to speak. The general idea I'm designing to is one that hits close to me: "Create Akroma from Ixidor's point of view". I've gone through some tweaks to the design, but never hit upon one that's compelling enough to call a finished product. It hasn't picked up that final counter, so to speak.

    Oh wait, you might not get that last reference yet. Here's what currently stands in the file:

    Taunting Vision
    2U
    Creature - Illusion (0/4)
    Reveal each card you draw. Whenever you reveal a creature card this way, put an art counter on Taunting Vision. When Taunting Vision has three or more art counters on it, flip it.
    ----------FLIP:----------
    Akroma, Exquisite Ideal
    Legendary Creature - Angel (6/6)
    Flying, vigilance, absorb 1, protection from red, protection from green
    You have shroud.

    * This stuff is subject to change

    The first draft had the flip trigger at 5 counters. This made it extremely hard to get a flip without the vision being cut short, so it was cut to 3 soon after--this does yield the potential for Akroma quite early, but how many creatures is Blue Mage willing to stick in the deck to help achieve that, and alongside how much card draw? The final number could conceivably be 3, 4, or 5...future testing will decide this number for the finished ideal.

    Then on to the flip side. The aim is to find six abilities, treating the unflipped text as ability #7 for symmetry with the other incarnations. Three are obvious and are locks. The other three...aren't.

    Right now I have vigilance down which is at least plausible, but as far as I know it hasn't left Planar Chaos stretch status in blue. Something tells me that ability won't be staying for long. Speaking of fitting better, there's plenty of motivational reason why this card would have protection from black, but no mechanical fit whatsoever. Instead I chose "You have shroud" to fill that flavor niche. The only three cards ever to have that ability are all white, but again it's not much of a stretch to blue, probably less so than vigilance and certainly less so than protection from black.

    Absorb is another mechanic that's only ever appeared in white (though of course we have Urza's Armor which is close). It clearly hasn't been fully divvied out to the colors yet, but I can imagine a definite concept for the ability that would be grantable to blue. Akroma doesn't fit that concept, but between Lymph Sliver's flavor text and Onslaught (The Book), they give rise to another feasible concept that would fit in this case. The thing about absorb is at this caliber, how often is it any different than just changing the card to 6/7?

    As far as abilities that aren't on the current version, shroud for the creature is a lot more obviously blue than shroud for the player. Indeed, it was there in the first draft, but right now it seems to clash with protection (particularly from red) and the places it would supplement protection, such as guarding against Doom Blade or Path to Exile, bring up the question of "Does it make the card too much to answer?" and especially if shroud exists alongside vigilance, it's a huge bomb of both threat and answer at once...on a 3 drop, at least nominally. Speaking of being a 3-drop, there are a lot more 3s to hit with transfigure than there are 8s, and transfigure is another ability that could potentially be blue once it's divvied out, but doesn't transfigure fly in the face of everything this card is? Sure there are mechanical reasons to use an ability like that, but in essence you've just sculpted the Exquisite Ideal. Why on Dominaria would you ever want to scrap it and start over with something else?

    Abilities like forecast and morph are completely untenable since it's a flip side, and while graft and persist at least have theoretical use, again they'd be a lot more disappointing than they would be on a non-flip card.

    I'd like to think the definitive ability (or possibly abilities) to finish this card out has yet to be designed. Until then I'll just keep revealing drawn cards...


    UPDATE--I now have a version of the card that I find satisfactory.

    Taunting Vision
    2U
    Creature - Illusion (0/4)
    Reveal each card you draw. Whenever you reveal a creature card this way, put an art counter on Taunting Vision. Then if Taunting Vision has three or more art counters on it, flip it.
    ----------FLIP:----------
    Akroma, Exquisite Ideal
    Legendary Creature - Angel (6/6)
    Flying, protection from red and from green
    UU: Akroma, Exquisite Ideal phases out.
    1: Akroma gets +1/-1 or -1/+1 until end of turn.
    Posted in: Custom Card Creation
  • posted a message on Cube Drafting over IRC? It can't be!
    As far as I know, that patch already exists; the problem is that the closest it can come is "Cuboid": treat the cube as an expansion set and start printing packs of it. The packs aren't depleted from the cube and different boosters can contain the same card multiple times. Not so with this.
    Posted in: The Cube Forum
  • posted a message on Cube Drafting over IRC? It can't be!
    The wonders of the Net. We can look at and discuss cards from an upcoming product before it's ever released! We can talk about what a dream drafter's pool of cards would be like! So why not actually draft with that pool?

    That's what I thought, and what Seeker after Chaos thought as well (which is why the current implementation uses his pool, which is as follows:)

    Savannah Lions
    Calciderm
    Celestial Crusader
    Isamaru, Hound of Konda
    Mother of Runes
    Kami of Ancient Law
    Eight-and-a-Half-Tails
    Flickerwisp
    Silver Knight
    Serra Avenger
    Spectral Procession
    Whipcorder
    Exalted Angel
    Mirror Entity
    Aven Mindcensor
    Karmic Guide
    Reveillark
    Archon of Justice
    Yosei, the Morning Star
    Akroma, Angel of Wrath
    Leonin Skyhunter
    Soltari Priest
    Battlegrace Angel
    Seht's Tiger
    Knight of Meadowgrain
    Soltari Champion
    Mystic Crusader
    Genju of the Fields
    Condemn
    Parallax Wave
    Rout
    Elspeth, Knight-Errant
    Land Tax
    Swords to Plowshares
    Griffin Guide
    Sunlance
    Disenchant
    Pulse of the Fields
    Mana Tithe
    Cataclysm
    Path to Exile
    Balance
    Empyrial Armor
    Oblivion Ring
    Sacred Mesa
    Seal of Cleansing
    Blinding Beam
    Austere Command
    Armageddon
    Faith's Fetters
    Ajani Goldmane
    Wrath of God
    Martial Coup
    Decree of Justice
    Shining Shoal
    Gilded Drake
    Ninja of the Deep Hours
    Riftwing Cloudskate
    Fathom Seer
    Errant Ephemeron
    Jushi Apprentice [Tomoya the Revealer]
    Brine Elemental
    Vendilion Clique
    Vesuvan Shapeshifter
    Man-o'-War
    Serendib Efreet
    Willbender
    Ophidian
    Sower of Temptation
    Venser, Shaper Savant
    Clone
    Morphling*
    Mulldrifter
    Aeon Chronicler
    Teferi, Mage of Zhalfir
    Meloku the Clouded Mirror
    Keiga, the Tide Star
    Merfolk Looter
    Kira, Great Glass-Spinner
    Glen Elendra Archmage
    Trinket Mage
    Frantic Search
    Control Magic
    Opposition
    Dominate
    Take Possession
    Circular Logic
    Snap
    Force of Will
    Ancestral Vision
    Brainstorm
    Repulse
    Force Spike
    Counterspell
    Mana Drain
    Exclude
    Legacy's Allure
    Remand
    Thirst for Knowledge
    Vedalken Shackles
    Psionic Blast
    Cryptic Command
    Collective Restraint
    Fact or Fiction
    Gifts Ungiven
    Upheaval
    Desertion
    Treachery
    Memory Lapse
    Repeal
    Sarcomancy
    Carnophage
    Dark Confidant
    Mesmeric Fiend
    Laquatus's Champion
    Bone Dancer
    Nantuko Shade
    Nezumi Graverobber [Nighteyes the Desecrator]
    Dauthi Slayer
    Throat Slitter
    Bone Shredder
    Hypnotic Specter
    Mirri the Cursed
    Shriekmaw
    Visara the Dreadful
    Nyxathid
    Kokusho, the Evening Star
    Ink-Eyes, Servant of Oni
    Faceless Butcher
    Nezumi Cutthroat
    Black Knight
    Nekrataal
    Order of the Ebon Hand
    Skeletal Vampire
    Booster Tutor
    Diabolic Edict
    Ambition's Cost
    Contagion
    Innocent Blood
    Phyrexian Arena
    Vampiric Tutor
    Smother
    Thoughtseize
    Yawgmoth's Bargain
    Mind Twist
    Duress
    Dark Ritual
    Reanimate
    Hymn to Tourach
    Bitterblossom
    Terror
    Slaughter Pact
    Exhume
    Demonic Tutor
    Sudden Death
    Corpse Dance
    Yawgmoth's Will
    Recurring Nightmare
    Necropotence
    Necromancy
    Damnation
    Persecute
    Makeshift Mannequin
    Living Death
    Profane Command
    Grim Lavamancer
    Mogg Fanatic
    Kird Ape
    Blood Knight
    Fireslinger
    Taurean Mauler
    Goblin Sharpshooter
    Magus of the Moon
    Sulfur Elemental
    Fire Imp
    Flametongue Kavu
    Hellspark Elemental
    Siege-Gang Commander
    Keldon Vandals
    Lightning Dragon
    Rakdos Pit Dragon
    Arc-Slogger
    Ryusei, the Falling Star
    Rorix Bladewing
    Greater Gargadon
    Avalanche Riders
    Hearth Kami
    Blistering Firecat
    Genju of the Spires
    Jiwari, the Earth Aflame
    Zo-Zu the Punisher
    Threaten
    Chain Lightning
    Molten Rain
    Violent Eruption
    Chandra Nalaar
    Molten Disaster
    Dead/Gone
    Fire/Ice
    Magma Jet
    Fireblast
    Lightning Bolt
    Incinerate
    Tribal Flames
    Incendiary Command
    Sneak Attack
    Pillage
    Blast from the Past
    Arc Lightning
    Urza's Rage
    Pulse of the Forge
    Heat Shimmer
    Flame Javelin
    Smash to Smithereens
    Word of Seizing
    Price of Progress
    Banefire
    Rolling Thunder
    Demonfire
    Starstorm
    Skyshroud Elite
    Birds of Paradise
    Nimble Mongoose
    Wild Mongrel
    Sakura-Tribe Elder
    Tarmogoyf
    Wall of Roots
    River Boa
    Ohran Viper
    Troll Ascetic
    Thornscape Battlemage
    Call of the Herd
    Noble Hierarch
    Sprout Swarm
    Phantom Centaur
    Eternal Witness
    Viridian Shaman
    Deranged Hermit
    Chameleon Colossus
    Blastoderm
    Ravenous Baloth
    Genesis
    Indrik Stomphowler
    Kodama of the North Tree
    Silvos, Rogue Elemental
    Jungle Lion
    Yavimaya Elder
    Caller of the Claw
    Wall of Blossoms
    Wild Nacatl
    Timbermare
    Scryb Ranger
    Symbol Status
    Briarhorn
    Nantuko Vigilante
    Elephant Guide
    Farseek
    Harrow
    Utopia Vow
    Bounty of the Hunt
    Sylvan Library
    Saproling Burst
    Rancor
    Berserk
    Kodama's Reach
    Krosan Grip
    Garruk Wildspeaker
    Harmonize
    Stonewood Invocation
    Plow Under
    Primal Command
    Survival of the Fittest
    Rude Awakening
    Tooth and Nail
    Hurricane
    Absorb
    Teferi's Moat
    Mirrorweave
    Azorius Guildmage
    Swans of Bryn Argoll
    Plumeveil
    Oona, Queen of the Fae
    Shadowmage Infiltrator
    Undermine
    Agony Warp
    Wydwen, the Biting Gale
    Psychatog
    Murderous Redcap
    Bituminous Blast
    Rakdos Guildmage
    Void
    Terminate
    Rare-B-Gone
    Rumbling Slum
    Firespout
    Fires of Yavimaya
    Sarkhan Vol
    Boggart Ram-Gang
    Bloodbraid Elf
    Loxodon Hierarch
    Kitchen Finks
    Oversoul of Dusk
    Selesnya Guildmage
    Qasali Ambusher
    Armadillo Cloak
    Vindicate
    Tidehollow Sculler
    Mortify
    Death Grasp
    Stillmoon Cavalier
    Angel of Despair
    Lightning Helix
    Captain's Maneuver
    Brion Stoutarm
    Intimidation Bolt
    Figure of Destiny
    Ajani Vengeant
    Gelectrode
    Frenetic Efreet
    Suffocating Blast
    Jilt
    Niv-Mizzet, the Firemind
    Prophetic Bolt
    Trygon Predator
    Plaxcaster Frogling
    Simic Sky Swallower
    Cytoshape
    Snakeform
    Mystic Snake
    Putrefy
    Spiritmonger
    Pernicious Deed
    Maelstrom Pulse
    Life/Death
    Nath of the Gilt-Leaf
    Rafiq of the Many
    Magister Sphinx
    Lightning Angel
    Slave of Bolas
    Intet, the Dreamer
    Who/What/When/Where/Why
    Broodmate Dragon
    Oros, the Avenger
    Doran, the Siege Tower
    Naya Charm
    Juggernaut
    Su-Chi
    Epochrasite
    Mindless Automaton
    Solemn Simulacrum
    Masticore
    Phyrexian Processor
    Razormane Masticore
    Duplicant
    Triskelion
    Sundering Titan
    Loxodon Warhammer
    Armillary Sphere
    Isochron Scepter
    Mask of Memory
    Icy Manipulator
    Sigil of Distinction
    Sensei's Divining Top
    Skullclamp
    Cursed Scroll
    Umezawa's Jitte
    Golgari Signet
    Selesnya Signet
    Dimir Signet
    Boros Signet
    Orzhov Signet
    Izzet Signet
    Gruul Signet
    Azorius Signet
    Simic Signet
    Rakdos Signet
    Coalition Relic
    Sol Ring
    Sword of Fire and Ice
    Sword of Light and Shadow
    Scroll Rack
    Nevinyrral's Disk
    Crystal Shard
    AEther Vial
    Engineered Explosives
    Breeding Pool
    Hallowed Fountain
    Blood Crypt
    Stomping Ground
    Steam Vents
    Godless Shrine
    Overgrown Tomb
    Temple Garden
    Watery Grave
    Sacred Foundry
    Rugged Prairie
    Fetid Heath
    Twilight Mire
    Cascade Bluffs
    Flooded Grove
    Mystic Gate
    Sunken Ruins
    Graven Cairns
    Fire-Lit Thicket
    Wooded Bastion
    Brushland
    Adarkar Wastes
    Caves of Koilos
    Battlefield Forge
    Underground River
    Shivan Reef
    Yavimaya Coast
    Llanowar Wastes
    Sulfurous Springs
    Karplusan Forest
    Golgari Rot Farm
    Selesnya Sanctuary
    Dimir Aqueduct
    Boros Garrison
    Orzhov Basilica
    Izzet Boilerworks
    Gruul Turf
    Azorius Chancery
    Simic Growth Chamber
    Rakdos Carnarium
    Crumbling Necropolis
    Seaside Citadel
    Arcane Sanctum
    Savage Lands
    Jungle Shrine
    Windswept Heath
    Polluted Delta
    Flooded Strand
    Wooded Foothills
    Bloodstained Mire
    Windbrisk Heights
    Kor Haven
    Academy Ruins
    Shelldock Isle
    Cabal Pit
    Volrath's Stronghold
    Keldon Megaliths
    Barbarian Ring
    Treetop Village
    Llanowar Reborn
    Wasteland
    Mishra's Factory
    Reflecting Pool
    Maze of Ith
    Strip Mine

    NOTE: As of July 11th, the Morphling in this cube will receive errata giving it another ability: "Morphling assigns combat damage equal to the highest power it's had this turn."

    Anyway, you can join the fun too! Just click on that Chat button in the top bar, and keep the following in mind:
    -If there's currently nothing going on, but you want to start a draft, you do that with !newdraft. This will bring out the draft table and and give you seat #1. Attempting to start a new draft when there's already one going will do nothing; the system isn't currently configured to run parallel instances.
    -If there's a draft currently awaiting signups, you can join it with !draft. If you join the channel at a time when it is taking signups, you'll receive a message notifying you of that fact.
    -If you joined a draft that's still in the signup phase, but aren't interested anymore, you can type !stand--or simply leave the chat and you'll be dropped automatically. Note that once the draft has started, there's no way to deregister from it--if you leave then, you'll just keep getting randomly chosen cards from your packs until you get back. If a player leaves, all players in higher-numbered seats move down one, so if player 2 gets up from a table that currently has 4 players, 3 becomes the new 2 and 4 becomes the new 3.
    -If a player ever sits down in seat 8, signups are concluded and the draft starts immediately. Otherwise, the player in seat 1 has sole discretion over when to start the draft--by using, appropriately enough, !startdraft. The draft can't start without at least 4 players sitting down, and if it still hasn't started 15 minutes after the draft table was requested, that table will be packed up and all the players who were sitting down at the time will be out on their luck. (Of course, if they want to call for the table again immediately, fine, but...)
    -So you've got enough players and started the draft. Now each of you will be "handed" some cards from the cube. Because this creates lines that are very long and color-intensive, it takes several seconds to finish handing out the packs. So as not to give players in earlier seats an advantage by virtue of having more time to consider their picks, the players are put in a random order each time for being told the cards in their packs. As implemented, each new pack exhausts the card pool of the cube; that is to say, there will be no repeated cards in different packs of the same draft, unlike other online drafting solutions I've seen. The timer for making a pick doesn't start until everyone receives their pack (so some of the players will have some extra time to look over their cards) and is 75 seconds for 1st pick, 70 seconds for 2nd pick, down to 10 seconds for 14th. 15th picks are of course just handed out, after which the players have 30 seconds to look over their cards before the next packs are dealt.
    -After you receive your pack, you can respond by saying pick NUM, where NUM is the number listed before the card you want. If you change your mind, just re-enter your pick with a new number and the most recent number will prevail. If NUM is 0, this will take back a commitment to all cards, and if it's still 0 when pick time runs out, you'll receive a random card in the pack. Once every player has decided on a nonzero card number to pick, any remaining time on the pick timer will be ignored and the packs will be passed immediately to get things moving.
    -When you're dealt a pack, the message contains only the card names, colored in the card's color to make it more immediately apparent which cards are in your colors (after all, that's how you get to look at real booster packs). There obviously isn't room to put all the card text, but fortunately you can get it in a separate message. If you don't know or want to be sure what a card does, send a message saying card NUM, again with NUM being the card number in question. If there are multiple cards you're unsure of, each one will have to be handled in a separate card request. (This potential for having to look up unfamiliar cards, and the fact that doing so takes a lot longer in this format than it does when you just have to look at the cards in a booster pack, is the main reason I had the pick timer start at a rather long 75 seconds. Usually it moves along much faster than that anyway.)
    -After you've been dealt your 15th pick, and there's downtime between packs, you can say mypicks and you'll receive a list of the cards you've drafted so far. This list will NOT be colored, and can potentially span multiple lines. However, it's still a numbered list, and you can use mypick NUM as you'd expect, to get a detailed summary of the card in question. (Drafting cards without having read what they do? What's next, Congress doing the same for legislation? To be fair, though, there are cards like Rare-B-Gone and Symbol Status in this cube, so you might use this to look up details you might have completely ignored otherwise.) After pack 3, pick 15, each player will automatically receive their mypicks list without having to say anything.
    -If you're going to play actual games with the cards you've drafted, take that list you get at the end and bring the cards into your Magic-playing client of choice. Being able to run the games themselves in IRC is, to say the least, a long way off.
    -One more thing: you can use !pack in the channel, after a draft is over, but only if you were in the most recent draft and only if you happened to pick out Booster Tutor therein. This feature is somewhat incomplete right now--you can't look up details for the cards you get in the pack this way, and there's no provision to specify which one of the cards you want to "take" and shuffle the rest back in. This last point is somewhat minor--right now, with repeated uses of !pack it's as though all the cards you get are shuffled back every time, but if for some reason you're able to play Booster Tutor multiple times in a game and end up being able pick the same card out twice, go ahead and go crazy.

    Is anyone interested in drafting this way, or does it need some extra polish in particular?
    Posted in: The Cube Forum
  • posted a message on [CON] Nicol Bolas (partial), Lapse of Certainty, & Path to Exile
    Ability costs are +3, -2, and -6.

    [EDIT] The 3-2-6 figures are what the Sudoku says when solved. I've been told that it's actually 3-2-9, with the wrong number circled for whatever reason.
    Posted in: Rumor Mill Archive
  • posted a message on [EVE] Helix Pinnacle (rumored)
    I had an old card in my file that read (cleaned up to modern templating):

    Energy Siphon
    {2}
    Artifact
    Whenever you tap a land for mana, put a charge counter on Energy Siphon.
    When there are 100 or more charge counters on Energy Siphon, you win the game.

    Shroud certainly helps out a card like that; realistically even when the mana is still usable for something else you still get stuck with the problem of having to spend 100 mana on something. As such, I can't imagine it playing much different than that card did; i.e. comedy combos.
    Posted in: The Rumor Mill
  • posted a message on [EVE] Oona's Grace, Inside Out, Stream Hopper & Mirror Sheen (rumoured)
    Quote from Maokun
    Nice call on browbeat. The most brutal combo I can think of in Standard would be a Primal Command (gain 7 life and get other 3 assorted effects) but 4GG:symur::symur: may be a bit too much even for all those goodies.


    You can choose new targets, but not new modes. So you'd most likely end up with "gain 14 life" on top of a Plow Under, for 3 more mana (or gain 14 and double creature tutor, but you're stuck getting exactly 2 of one mode and 2 of another). Quite the efficient lifegain, especially with U/R, but probably not even worth the effort at that point. (Or you could use the Feldon's Cane mode as the self-target, which is comedic but usually even worse off than the 14 life gain.)
    Posted in: The Rumor Mill
  • posted a message on [EVE] Ballynock Trapper and Moonhold (rumored)
    Quote from ateneo10
    moonhold could've been a nice target for scepter if they brought down the cost and it still wouldn't have been unfair

    sob


    If by "nice target" you mean "blank", I guess. Even if it did cost :1mana::symrw: to fit on the stick, regardless of what mana you pump into stick activations you still play the copy "without paying its mana cost". Meaning you'll never get either effect that way.
    Posted in: The Rumor Mill
  • posted a message on 5CB #34 - Specials Week Results
    Isn't 1 disqualified for multi-Coercion hijinks?
    Posted in: Forum Magic
  • posted a message on 5CB #30 - The Grind
    I'm not sure about how these rules would play in 5CB, but from 3CB experience they seem worth a shot:

    -Players have to race a poison counter clock (though cards like Virulent Sliver can get rather out of hand here...again, maybe 5 cards allows for a solution to that, maybe not)
    -Basic lands get CIP abilities (though said abilities would have to be rather powerful in order to induce them to actually be used over more standard decks--note that my Plains and Mountain ended up vastly underpowered compared to the rest)
    -And I guess you could always try 2HG 5CB, though that would likely just be too ridiculous
    Posted in: Forum Magic
  • posted a message on [FS] Imperial Mask
    Quote from kathzerion
    Not if your opponent is playing with Mindslaver Teach

    What are they going to do with it? Control their own next turn?
    Posted in: The Rumor Mill
  • posted a message on [PC] WoTC Previews Jan 15 - Dawn Charm and Chronozoa
    If you use Followed Footsteps, you'll get one or two extra Chronozoa from upkeep triggers before the creature dies from vanishing. Then you get two more to replace it, but the original takes Followed Footsteps with it to the grave, and you don't have to deal with as much madness tracking ever-increasing numbers of creatures in various stages of vanishing and replicating.
    Posted in: The Rumor Mill
  • posted a message on [PC] WoTC Previews Jan 8 - Groundbreaker and Akroma
    Quote from Hercwarrior
    Without haste, AoF is uninteresting in extended and legacy, and without first strike she's vulnerable to an entire cycle of 6/6 flyers in the very set she's in... overall, she gives Timmies their jollies, and not much more.


    Let's look at the colors of the dragon cycle.
    WBR
    URG
    BGW
    RWU
    GUB

    Now remember that the Angel of Fury has protection from white and from blue. How many of those dragons are white and/or blue?

    All of them.

    Funny how that works. "Traditional" three-color cycles would have one (BRG) that gets through, but not so with a wedge cycle.
    Posted in: The Rumor Mill
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