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  • posted a message on [[THS]] DailyMTG Previews 9/12: Triad of Fates; Firedrinker Satyr
    Quote from Dash Reindeer
    There are no infinite turn combos with Medomai unfortunately. Regardless of when he comes into play, he knows when it's an extra turn. During extra turns, he simply can't attack. It doesn't matter if you blink him, he still can't attack, so you can't go infinite.


    Sakashima's Student would allow infinite turns although the set up would be insane. Mirror Gallery plus Keymaster Rogue. Attack with the Keymaster, Ninjutsu the student and copy Medomai the Ageless, cast Keymaster and return the student. This take 4 cards to win so not worth it but it is possible.
    Posted in: The Rumor Mill
  • posted a message on [[THS]] DailyMTG Previews 9/6: Scry lands
    I think the main problem was these lands were developed with the rarity first. Wizards wanted to slow the game down so we lost the land cycle in M14. So no matter what they were not going to print untapped duel lands. They wanted to use scry so we got stuck with lands that should have been uncommon in a rare spot. The lands themselves are not bad, if they developed the land and then figured its rarity we would have been left with a better card. Scry 2 on a land would have been broken unless it was a sacrifice ability. That might have been a better card but per the article they think scry 1 is better.
    Posted in: The Rumor Mill
  • posted a message on [[RTR]] Rootborn Defenses
    Several reasons makes me call this fake. The largest reason is reminder text for indestructible in an expert set. See Darksteel Garrison. Do a quick ebay search and you will see all sorts of high quality alternate art work on cards.
    Posted in: The Rumor Mill
  • posted a message on [RTR] Rootborn Defenses: New Marketing and/or spoiler methods?
    Several reasons makes me call this fake. The largest reason is reminder text for indestructible in an expert set. I'm surprised that this isn't brought up more. See Darksteel Garrison. Safe Passage was just printed making this better at protecting your creatures at the same cost and would not make sense to have the two cards printed back to back. The story removes credit that it was pulled from a M13 booster. Only 1 copy has been found although collectors have been opening cases by truck loads. It just so happens the person to find this 1 copy would post it online too? That would mean the print sheet made it past multiple quality checks but discovered after only 1 sheet was printed. Than they replaced the dies but did not pull the only box of cards that would have the error card even though they would have had to spot the error with in a fraction of a second of the printing to keep from having 2. I would have believed the story more if he said he was Richard Garfied without showing his face. Far more reasons why this card is fake but these 3 are more than enough.
    Posted in: Speculation
  • posted a message on MTGO Champion Loses Collection
    Quote from Lightster
    Where would you keep these preferences for limits on trade? Perhaps under "my settings"? So, basically, by logging in, you would be able to change those limits... making them completely redundant.


    Yes under my settings is where you would keep it. But like most places that have major changes to your account they send you an email to confirm and say this change will take X days to take effect. So if they do hack into your account and change your preferance you can easly get a hold of Wizards in time to lock them out.

    This would also still allow for people to sell their collections on ebay easy enough seeing how you post your auction for a week. There is no reason why Wizards doesn't have something like this up.
    Posted in: News
  • posted a message on MTGO Champion Loses Collection
    I do place some blame on Wizards. As said before credit cards will replace stolen funds but also they will contact you to make sure your card is not stolen when there is strage activity.

    Wouldn't Wizards think that trading a 200,000+ collection in a very short time for free strange? It would not be hard to set trade limits to your account. Included could be trade qualilty so no 10 rares for 1 basic land. Allowing players to set up their own preferance would keep hackers from taking over a whole account before Wizards could step in.
    Posted in: News
  • posted a message on Fun With Thrumming Stone
    Quote from xcver »
    maybe you could stuff in braids of fire and ancestral knowledge :p the braids can then pay the upkeep of the knowledge each turn and you can arrange the top 10 cards of your library too each turn Smile
    You can arrange the top 10 cards when you play Ancestral Knowledge not each turn, upkeep stops you from having to shuffle. Only problem is you have one Braid of Fire for each Ancestral Knowledge you can't not pay one upkeep and keep the other you have to sac them both at the same time.
    Posted in: Articles
  • posted a message on Color Preference
    Mine would be B>R>=U>G>=W

    After black its sort of a toss up between red and blue. G/U mana is my favorite guild but I had looked forward to many of the other guilds just to be let down by Wizards.
    Posted in: Opinions & Polls
  • posted a message on CS Duals: A Budget Players Manabase Heaven?
    Quote from Talain »
    It would have been so much better to have printed them as uncommons (they would probably still be at least $4 each because they are just that good, but at least they would be attainable for the masses). Wizards has effectively placed a rather tough barrier to entry for competitive Type II for as long as Ravnica block remains in the environment. (In particular - you have a class of cards that cost $20 each, that one can include as many as 12 in a deck. That people can need and use so many only serves to increase the demand and drive up the price, which is why these lands cost more than the painlands and fetchlands ever did).


    They couldn't have been printed as uncommons because of what they do. They had to be rare. What Wizards should have done was put them into the precons and that would have cut the price to $10 vs. $20. But nothing we can do about that.
    Posted in: New Card Discussion
  • posted a message on [10th] Selecting Tenth Edition - Week 9
    Not much of a week 9 vote. Vampire Bats isn't much of a high play card but the second art is fresh a new.

    Mind Stone is the better card, you can use the mana the turn you play it, its not a wasted draw late game, and when its stayed in play past its usefulness it replaces itself.
    Posted in: The Rumor Mill
  • posted a message on CS Duals: A Budget Players Manabase Heaven?
    I would say the Rav bounce lands would be better for the budget player as you can have off color lands. But there is nothing wrong with the tap lands, pain lands are a bit cheaper and just as good as the Rav lands unless you try to fetch them and only run a fraction of the cost.
    Posted in: New Card Discussion
  • posted a message on [10th] poll: counterspell.
    I was mad about Rewind making it into 9th. Dismiss was the better choice than. Casting cost will always be the first choice in a good counter. Remand hits at the lowest in current print next would be hinder. I could see a vote for those two if Wizards wanted to be nice but if we have a vote for 10th counterspell it would be Discombobulate, Dismiss, and Rewind as the choices.
    Posted in: Speculation
  • posted a message on Poll - Time Spiral mechanics
    Banding won't be brought back, way too many rules problem like why a Benalish Hero can stop a Darksteel Colossus for a turn by herself.

    Affinity also caused more problems than it was worth unless the decide to only print Blinkmoth Infusion type cards.
    Posted in: Speculation
  • posted a message on Coldsnap - A Guide to Value
    I see Counterbalance as being unplayable and thus $1 a playset. Braid of Fire might work some combos as there are ways to use the mana other than upkeep cost.

    Ohran Viper is very playable both eary and late game for great card advantage. Easy worth $10+.
    Posted in: Articles
  • posted a message on Planeswalkers: Could it work?
    Quote from acolyte of Night »
    I don't have extensive knowledge with the rules but doesn't one requirement of putting a counter (whether it be a Spark counter, divinity counter, +1/+1 counter etc.) on a card is the fact that the card has to be in play and not anywhere else.


    They can change rules look at Lightning Storm, it is an instant with charge counters on it.
    Posted in: Custom Card Rulings
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