Indeed. Your help in making these, to say nothing of what you've done for the forum have really been a solid support for us all. We'll miss seeing you in the mod cave.
I'm glad your last mod piece made it to publication though, and that you got to talk about Ephara.
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Jan 11, 2015bobthefunny posted a message on Word of Command #4 - Engines of CommandPosted in: Articles
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Dec 3, 2014bobthefunny posted a message on Word of Command #3 - Welcoming New CommandersYour method of letting players tumble out into their own camps can be a good one when you have enough room to do it. People will naturally gravitate into the games that fit their decks' schedules.Posted in: Articles
In smaller environments where you may only have one or two pods going though, it can be a bit more difficult. Also, you then get problematic players like me who like to play across the entire spectrum.
I also believe that casual environments can provide excellent learning areas, but you have to be careful of it as well. One trap that my own group has been running into now is being too lenient on take-backs. Originally implemented to allow the newer players some freedom of thought and to help them work through what courses of actions to take. It can start to be abused into not fully thinking through a situation. An example being that one player cast Council's Judgment to remove my Commander. The second player voted for another permanent in order to set up a double exile option for player C, and player C then mistakenly selected a third permanent for more exily goodness, at which point I selected one of the other targets for my vote in order to save my Commander. Player C hadn't really thought things through (and I'd also quickly jumped the gun on my own vote, I'll admit), but we ended up rewinding that play so he could properly select his vote.
I find it helps best to properly (and as honestly as possible) represent the board state for newer players. For example, with cards with the Will of The Council, such as Council's Judgment, I find that it helps to explain to newer players what the consequence of their vote will do to the options the next player in line will be able to make. After a while, you can scale back the aid you give to after the play or game is over, that way they can learn from their own choices, but still have the benefit of a different viewpoint.
In one game, my brother should have had lethal on me since he had a pro-black creature, and he was paranoid about a Duplicant in my Chainer deck's graveyard... except that he misplayed having forgotten that Chainer would reanimate it as a black creature and opted to spread his equipments out instead. Since my brother should have known better, that was an observation I made at the end of the game (a few turns later). He has never forgotten it again.
These kinds of interactions though can really help all players improve their own levels of play. -
Nov 8, 2014bobthefunny posted a message on Word of Command #3 - Welcoming New CommandersAbsolutely! The greatest way to truly learn anything is to teach it. It really makes you get an in-depth understanding of the subject.Posted in: Articles
I'm glad you enjoyed the article. -
Sep 28, 2014bobthefunny posted a message on Word of Command #2 - KHAAAAANS!Should have been Corpsejack Menace, I guess.Posted in: Articles
Indeed, much thanks to the entire editorial staff, this wouldn't be possible without them. -
Mar 29, 2012bobthefunny posted a message on Tibor & LumiaSol Grail, while getting points for being oldschool, has never impressed me in EDH. Here are a few alternatives (some less budget than others):Posted in: Deck Compilation
Coalition Relic - the most expensive of them, but far more useful.
Phyrexian Lens - a bit painful, but may be worth the added color utility
Star Compass - the best budget alternate. Taps for either color we have; CiPT, but costs 1 less, so same net mana gain when played.
Also, do not overlook Fire diamond and Sky diamond
Also, for storm count, do you have a Frantic Search? -
Aug 22, 2011bobthefunny posted a message on Being a substitute teacher is no substitute to teachingTeachers have been cut, this means there are less teachers that are teaching to get sick; this also means there are more teachers now looking for work, and thereby more substitutes looking for work.Posted in: Stoogeslap Blog
A full time teacher's resume will look better when a school is looking for a sub, so they'll be called in first. - To post a comment, please login or register a new account.
Given the nature of the announcement by Wizards, it is obvious that this discussion will have some political features and ramifications, but try to keep the discussion focused on how it pertains to the game.
I would also like to remind everyone that personal attacks are not permitted. Racist, Bigoted, Sexist, Misogynistic, and other similar speech is not permitted. Make sure your discussions remain focused on the positions and not the person. Make sure they remain civil.
Thank you.
Keeping in line with the art being part of the problem (though I'm sure the titles, and to some extent the abilities and feel of the cards), I'm going to say that Crusade has two strikes against it above Honor the Pure:
I believe forced march is a good candidate for removal as well. Notably to me it invokes the "Trail of Tears" - a forced march of Native Americans that resulted in a catastrophic amount of deaths.
https://en.wikipedia.org/wiki/Trail_of_Tears
Thank you! A very good source. (adding it to OP)
Again, I reiterate my current stance on rules savviness. I don't see this as a push to make one person's deck work - but rather that this was first hand exposure to the Rules Committee that how Commanders and Dies works wasn't very intuitive, and an opportunity to make the rules work the way people expect that they should when first introduced to it.
I will anecdotally back that up, in that explaining that Commanders don't count for 'dies' to new players was perhaps one of the first Commander intricacies to have to explain - then explaining that Decree of Pain DOES count it (because it counts creatures that are destroyed, not that died), and then explaining how certain exile and return effects will work with Command Zone (Banishing Light) while some do not (Oblivion Ring)!
That's a lot of nitpicky rules interactions to explain, which this change greatly improves.
In that end, I would then count this interaction between the CAG and RC to be a success for the program. The RC is very, very rules savvy, and rather experience dense. That can make it easy to overlook how complex a lot of these interactions that some of take for granted are, and how often they need to be explained. If having access to the mindset of people who are not as rules savvy has led to a net benefit change for the vast majority of players (keep in mind that simply by interacting online, YOU are already greatly more enfranchised than most other players), I can only see this as a Win.
Got a source for any of this? I'm legit intrigued by these claims.
I'm actually less worried about the lack of rules knowledge - a very large portion of the player base has a weaker grasp of rules intricacies and it's important to have their voice as well, but I'd still be interested to know.
Insider trading is a massive accusation as well, so any source on that would be doubly interesting. AFAIK the rules committee themselves have repeatedly claimed that they are not participants in trading on cards they've actively ruled upon - and all of them are sufficiently well enough off that I really doubt that they'd stoop to something like this for a couple extra bucks.
Quite likely. Magic R&D has come out and said that the Commander popularity and intricacies made than avoid (when possible) putting dies triggers on Commanders. Gerrard was uniquely templated specifically to work around the Commander Rules.
I think you have absolutely nothing to fear. Most loops prefer to leave the creature in the Command Zone, as it is far easier to loop with reanimation spells. When I was testing during the Kokusho unban, I found Gray Merchant of Asphodel, and even Malakir Bloodwitch to be generally more consistent versions of that effect now. Kokusho was initially banned as a single effect of that type, when graveyard removal was less prevalent, and thus loops were harder to disrupt. Moving to Command Zone was just a safety valve, which still exists under the current rules - it was never the actual line of play.
If anyone gets a source on these rumors, I'd love to read about it - but I have serious doubts. I have a feeling this was being worked on since before mutate became a thing. As far as rules complexity, and not understanding the rules - A very large chunk of magic players are not rules savants - anything that makes things more intuitive is a likely net positive for the format, and for the game.
This does not work under the current, or the new rules, as has been stated. In fact, under the current rules, there are a few ways to steal Commanders (It that Betrays, Guile) which will now no longer work under the new rules. Overall, this is probably a net positive, as these interactions were not necessarily intuitive for new players, and were often "Gotcha!" moments.
Your example is a bit odd - you mention that SBA are usually things that don't involve choices (tokens ceasing to exist in GY, death to 0 toughness), but then point out possibly the ONLY example of a SBA that actually involves a choice (which legendary do you want to keep?), which shows that SBA can hold choices.
Making it a trigger opens up a huge can of worms of bizarre interactions, which I don't even want to start thinking about. It would be a much MUCH larger change than the current rules change.
Which character is getting skipped? Are you talking about Lim Dul here, as your previous post? Because if so - nothing about how he works is changed from current interactions. He's exactly the same.
A flavor case can still be made that Commanders are 'special' or 'more powerful' due to their commanderness, which is why Lim Dul can't steal them.
I mean, these are still good cards. I have run pretty much most of these, or similar effects, in multiple decks in the past. No, they haven't become super-powered Control Magic effects... but that's still ok...
All of this already exists - and in fact, there's more than one Kokusho. Most black reanimator decks simply run Gray Merchant of Asphodel more frequently than Kokusho. That said, Koko is still powerful, and having access to this effect in the CZ is very strong - I doubt that these changes will make a large impact in effectiveness though. There may be a spike in popularity due to the changes, but any Koko deck currently existing like runs Scrabbling Claws and other similar effects which, on top of being good answers for GY play, also allow you to currently move Koko from GY to CZ at will, on a cheap card that doesn't really even take a deck slot.
On top of that - the use cases where you would WANT to put Koko into the CZ yourself, are very, very rare. The reason Koko was banned before was more about the Command Zone being an escape for Koko even from GY hate - which should be the natural answer. And nothing has changed in regards to that.
https://clips.twitch.tv/GeniusObliviousPeppermintFunRun?tt_content=url&tt_medium=clips_api
https://clips.twitch.tv/MushyAcceptableKaleTheThing?tt_content=url&tt_medium=clips_api
Announcement on the Official Site:
https://mtgcommander.net/index.php/2020/06/07/june-7-announcement-on-dies-triggers/
Where are you seeing this?
Thank you, this has been fixed!
This should be fixed now.
Thanks for the report!
locking thread
Should be possible. Can you post a link to your old account?
Some of these were actually already part of the filter, but had an error in how they were entered, and so were not being properly handled. This has now been fixed as well.