In cases like this, */* are 0/0, am I right?
/justcheckingrules
No, characteristic-setting abilities work in all zones. A Crusader of Odric in your graveyard still has the P/T = number of creatures you control. It still has it when exiled too (this was relevant in the Cephalid Breakfast combo deck, as it would exile Tarmogoyfs when it reanimated Sutured Ghoul).
Simple solution for playing with DFC in sleeves. When you play the card, remove it from the sleeve. Set the sleeve aside. When the card enters another zone, resleeve it.
Bidding will only be permitted by TOs with a presence in the region and the tournament must be held in the region.
Sure. The PNW has typically 5 invites (2 in Seattle, Vancouver, Portland, and Boise). Let's say the Boise TO makes the winning bid to get all five slots. How is the region served well then?
I'm going to do Mr. Menendian a favor and answer this for him.
Alternative system:
Wizards determines how many slots to alot to each region and then allows each TO in the region to bid for the right to host the PTQ. The bidding metric is % of entry fees returned to the player base in the form of prize support.
This seems to satisfy Mr. Menendian's goal of maximizing prizes.
There are any number of problems with this system, but I'll give others a chance to engage with it before commenting on its flaws.
The free market solution? Yeah, that'll work until a TO in Podunk, Wherever bids for all the slots promising absurd returns to the player, just so that TO's player base can get the invites, regardless of value to the region.
One suggestion for card selection spells - if a spell manipulates the top or the bottom of the deck, those cards are set aside as the top or bottom of that specific player's deck. So if they play Sage Owl, they look at the top 4 and set them aside in order in front of them. When they draw, they draw off that stack until it's depleted. If an effect causes them to shuffle, they shuffle the remaining cards in front of them in. If it's the opponent who shuffles, it doesn't affect any set-aside cards. If there are no cards in the library, but you have cards set aside as the bottom of your library (Hinder, Bant Charm), congrats! You get to draw safely.
If this was Disembowel, it'd be a first pick. That said, removal is removal, but I really like the selection of reprints Wizards has done for this set. Removal that is difficult or onerous to play in a world of extremely high toughness creatures.
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White Wight - very cute, very confusing. Very Un. 7/10
Next: Make an innovative kind of removal.
Lonesome Death2B
Sorcery
Destroy target creature that doesn't share a creature type with any other creature on the battlefield. Wandering Aphetto at night is dangerous enough in groups. It's deadly alone.
NEXT: Something playable at instant speed that creates a difficult decision to play as an instant or at sorcery speed.
Fiery Cairn is very interesting. I'm not sure if WotC would print that effect at uncommon, though. Good engine card for madness decks, though. 8/10
A baby giant, eh? They have to get bigger over time, they're giants!
Loamdragger Youth3:symrg::symrg:
Creature - Giant Warrior
At the end of each combat phase, if ~ attacked or blocked this combat, put a +1/+1 counter on it. "They have big shoes to fill."
2/2
NEXT: A flavorful Aura that fits in the Rancor cycle (Auras that return to their owner's hand when they die).
Training Equipment might be absurd as written. The effect isn't a bad scaled as Viridian Longbow was, but it's comparable, and Longbow was a first pick. At 1/3, it compares quite favorably to Dragon Blood, a card that saw play in both limited environments it was printed in.
Scarhealing Satchel is also absurd in Limited, as it just straight up turns off combat for your opponent in any zone the equipped creature can block in. It compares extremely favorable with Broken Fall/Molting Skin.
That doesn't look anything like the slivers we're used to.
Maro's been putting out puzzles for a spoiler today, and here's the result:
Mining Slime - 2G
Sorcery
Put an X/X green Ooze creature onto the battlefield, where X is the greatest power among creatures you control.
No, characteristic-setting abilities work in all zones. A Crusader of Odric in your graveyard still has the P/T = number of creatures you control. It still has it when exiled too (this was relevant in the Cephalid Breakfast combo deck, as it would exile Tarmogoyfs when it reanimated Sutured Ghoul).
Sure. The PNW has typically 5 invites (2 in Seattle, Vancouver, Portland, and Boise). Let's say the Boise TO makes the winning bid to get all five slots. How is the region served well then?
The free market solution? Yeah, that'll work until a TO in Podunk, Wherever bids for all the slots promising absurd returns to the player, just so that TO's player base can get the invites, regardless of value to the region.
necro.
blut
I know someone who didn't play triple Ravnica...
Next: Make an innovative kind of removal.
Lonesome Death 2B
Sorcery
Destroy target creature that doesn't share a creature type with any other creature on the battlefield.
Wandering Aphetto at night is dangerous enough in groups. It's deadly alone.
NEXT: Something playable at instant speed that creates a difficult decision to play as an instant or at sorcery speed.
A baby giant, eh? They have to get bigger over time, they're giants!
Loamdragger Youth 3:symrg::symrg:
Creature - Giant Warrior
At the end of each combat phase, if ~ attacked or blocked this combat, put a +1/+1 counter on it.
"They have big shoes to fill."
2/2
NEXT: A flavorful Aura that fits in the Rancor cycle (Auras that return to their owner's hand when they die).
Scarhealing Satchel is also absurd in Limited, as it just straight up turns off combat for your opponent in any zone the equipped creature can block in. It compares extremely favorable with Broken Fall/Molting Skin.
A goblin that hates enchantments? Does that mean he can't stand to be around them or can't stand to fight someone that has them... how about...
Skirk Spellsniffers - 2RR
Creature - Goblin Shaman
Morph 4RR
First strike
Whenever an Enchantment enters the battlefield, turn ~ face down.
4/4
Next: A 1CC card that gets better as the game goes longer.