I'm trying to get full card images for MWS split cards (i.e. Fire/Ice) but the file name is "Fire_Ice.full.jpg" and I can't rename the file "Fire/Ice.full.jpg" because / is a prohibited character on Windows XP files. I don't want to rename the card in the database because then it's going to appear different for everyone else who found some way to make this work.
What do I do?
Edit: Nevermind, fixed it. Apparently FireIce.jpg is good enough for MWS to recognize it.
You mean when we asked people to nominate designs they liked, and barely anyone did, and we asked people to vote for their favorite, which barely anyone did? No thanks. I like it this way. The process doesn't produce a great card every time, but it's an interesting and fun process every time. Well, it's fun as long as people don't take it too seriously...
It may be a very, very long time since I seriously posted in this forum, but I will come out of hiding to back Kraj on this. When I saw what you had turned the card contest into, I was almost appalled. A whole month working on one card that wouldn't even really show anyone's design strength or creativity- only majority rule? I'm glad things are back to normal, I'm glad to see theme challenges again.
On the occasion where I don't know the exact rules, or to convince some particularly recalcitrant individual, I pull out my Zune which is loaded with the Comp Rules and check it.
Is this an app or..? I have a Zune, myself, where did you download the Comp. Rules for it? Can you link me?
I've really avoided this topic and this area in general because I didn't want to be "that stuck up rulebook thumping jerk", and have yielded to players on multiple occasions because they thought things weren't spells, when they were, or things were already in play, when they weren't, and so on. This attitude has cost me a number of games, and I've come to the conclusion that you can never win against someone who doesn't know the rules of the game.
I lost two games to one person because during game 1, he didn't understand how Morph worked. I have a Voidmage Prodigy facedown that I pay for 3, and then later flip it for U. He insists that I couldn't play it, because I didn't have any Islands. I read the Morph ability outloud, and how it says "You may play this card face-down for 3", and he still insists I need to use U to play it. Not wanting to make a scene, I just backtrack and he wins the game for it.
At a later game, I have numerous creatures out and he has a Shieldmage Cleric in play and is using it to prevent all damage from a source (the source being 'me') and ended up getting me into a hard lock with some other cards. I didn't even want to bother, there was no convincing him.
What do you usually do in situations like this? How do you handle it, other than picking up your cards and playing someone else? Should I try to build a "Rules-proof" deck?
My best friend and I recently returned to MtG after a hiatus spanning a few years. We left off around Time Spiral/Planar Chaos, but rather than coming back and focusing on Standard, we decided to go back and build our old decks for nostalgia and fun sake.
However, we were fairly aggressive players back then and still play to win (just doing it our own way), so I wanted to know if there are any worthwhile cards to consider that have come out since back then. I'm VERY open to trying fun or Timmy cards, and any suggestions you guys throw at me, provided it doesn't completely change the function/style of the deck.
The sideboard is just a big 'Maybe Pile' of cards, so don't imagine him stopping between Casual games to side things in or out. Also please don't judge too harshly on the 2-of set up with the creatures, because it's partly for variety sake. 4 Kokushos would obviously be standard, but (according to my friend) it makes the deck feel heavy and the Legendary rule isn't always a sportsman-like way to win.
You guys did an amazing job with my B/W Life Drain deck, so I trust you can throw out some good ideas for this as well.
I'm hoping someone can answer or find an old decklist. I remember a deck in Standard for a short time when Ravnica block and Kamigawa block were both in together. It was a black/white aggro deck that used Spirits, Arcane spells (I remember Shining Shoal) and Thief of Hope. It may have been medium-aggro, but I can't be sure.
I don't believe it was Ghostdad. Can anyone help me?
I'm starting to get back into the game but I haven't really played since Planar Chaos and the Time Spiral block. I left off with a deck I really enjoyed, but I have very very little knowledge of new cards and I could imagine that a lot of my choices for this deck could be out of date or just too weak to use given newer toys.
The general theme of the deck is Life Drain, and damaging the opponent to gain tempo. I want to avoid having too many cards that stray from this though, and I do not want to see this become B/W Control. I also don't want to splash Red just for Lightning Helix. Here's the deck so far:
Feel free to build and test in Apprentice if you must, but I do really enjoy it for Casual. However some cards like Blind Hunter and Douse in Gloom, while fitting for the theme, just seem too... odd or underwhelming (though in Blind Hunter's case I just needed a cheap spell that fit the deck theme).
The rules text that comes along with the Mageblade creature type is a big no-no. Assume it was printed; now Wizards has to errata every single Changeling it just made so that it's not a Mageblade, or else all Changelings can now suddenly transmute. They just pulled themselves out of this mess, with Walls. Why put them back in?
By the way, when you complete this set for your playgroup (and I hope you do), be careful not to nerf something just because someone's winning with it or makes a combo deck with it. Good cards exist, and really good cards exist. It's what makes the game interesting.
I quit the game in the middle of my set's production, Masyrian Moonrise. In the set, I attempted to include a good deal of tribal spells and permanents, inter-tribe interactions, and lots mono and multicolor cards to go along with those interactions.
And then I come back to find Lorwyn and Morningtide.
Can be easily compared to the Genju cycle, except if these die you don't regain them, so they all can actually use some improvement to make up for it. Considering how much card and tempo advantage you lose if these things die, I think the changes are appropriate.
Kithkin Memorials W
Enchantment - Aura
Enchant Plains 1: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. It's still a land.
1W for a 2/2 first strike, i'd say balanced.
Yeah, it's fine, but not really exciting enough to make me want to play it... *shrug* Perhaps 2/3?
Merfolk Memorials U
Enchantment - Aura
Enchant Island 1: Enchanted Island becomes a 1/2 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land.
1U and 1/1 was my first intension. 1/2 is maybe more fair though.
This is way too weak. Not only does Blue not want to play with little pingers, this one can't even block well. And why Merfolk for a creature type and not something like faerie? Well, my suggestion would be making it a 1/3 to make it more useful for blocking. That wouldn't be over the curve at all, in my opinion.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp 1: Enchanted Swamp becomes a 1/1 black Zombie Spirit creature with fear until end of turn. It's still a land.
1B for a 1/1 with fear
Again, very weak. A 2/2 with fear and 1B: Regenerate would be about right. Maybe 2B to Regenerate.
Goblin Memorials R
Enchantment - Aura
Enchant Mountain 1: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land.
1R for our hasty friend 2/1
You don't need haste on a land. This just says "You can play it on the mountain that just came out" when instead you can so easily play it on a mountain that came out earlier in the game, and tap the mountain that just came out to play this card. I want to say 3/1 with frenzy 1, or maybe you can break out of the box and have a more innovative ability like "Enchanted Mountain and target Mountain becomes a 2/1 red Goblin Spirit creature until end of turn. It's still a land." If you like this idea, make sure to template it right.
Elvish Memorials G
Enchantment - Aura
Enchant Forest 1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land.
1G for 3/1 by which you will feel the trample, but white won't because they play first strike. Who's the best weenie color after all?
3/3 Trample would be much better (dunno if Elf would be an appropriate type then, though).
Can I can play a card removed by Heights during my combat step, even if it would be illegal to play that card (IE a creature or sorcery) during that step? Gosh I'm rusty...
Dirtscratch Clubber 1R
Creature - Troglodyte Warrior
Frenzy 1
Return a Mountain you control to its owner's hand: Target creature can't block this turn. Play this ability only once each turn.
1/1
Dirtscratch Explorer 1R
Creature - Troglodyte Scout
Mountainwalk
Return a Mountain you control to its owner's hand: You may play an additional land this turn. Play this ability only once each turn. The Dirtscratch have managed to discover new lands by their usual method: wander aimlessly and try everything.
1/1
This is really.. not great. I mean sure, it could be a common, and there are terrible commons out there, but I would never play or run 3 damage to a creature for 4 mana. A 4/1 for 4 with provoke would be much more exciting. Yes, Lightning Elemental, but it's a Core Set common, and not a good one. Plus the creature type difference...
Boulder Smithy :1mana::symr:
Tribal Enchantment - Troglodyte Aura
Enchant Mountain
Enchanted Mountain has ":symq:, Return another Mountain you control to its owner's hand: This land deals 1 damage to target creature."
Tap another untapped Troglodyte you control: Untap target Mountain.
Can someone explain what that weird tap symbol means? I haven't played for months..
I'm having a problem with my Dell Inspiron 8500. My OS is Windows XP, and it was working fine until yesterday. I was watching a movie, and after I finished, I turned it off and set it down. I didn't have a fan on it while the movie was playing, if that matters in this case.
Later I turned it back on and let the system boot as normal. When the Windows XP logo goes away and it should go to my desktop, the screen shuts off. I know the computer is working because the start-up tune plays and I hear some normal things popping up, but stranger than that? It doesn't happen in safe mode, and the screen is fine before Windows starts up. I don't get what's going on, can someone please help?
What do I do?
Edit: Nevermind, fixed it. Apparently FireIce.jpg is good enough for MWS to recognize it.
It may be a very, very long time since I seriously posted in this forum, but I will come out of hiding to back Kraj on this. When I saw what you had turned the card contest into, I was almost appalled. A whole month working on one card that wouldn't even really show anyone's design strength or creativity- only majority rule? I'm glad things are back to normal, I'm glad to see theme challenges again.
Is this an app or..? I have a Zune, myself, where did you download the Comp. Rules for it? Can you link me?
I lost two games to one person because during game 1, he didn't understand how Morph worked. I have a Voidmage Prodigy facedown that I pay for 3, and then later flip it for U. He insists that I couldn't play it, because I didn't have any Islands. I read the Morph ability outloud, and how it says "You may play this card face-down for 3", and he still insists I need to use U to play it. Not wanting to make a scene, I just backtrack and he wins the game for it.
At a later game, I have numerous creatures out and he has a Shieldmage Cleric in play and is using it to prevent all damage from a source (the source being 'me') and ended up getting me into a hard lock with some other cards. I didn't even want to bother, there was no convincing him.
What do you usually do in situations like this? How do you handle it, other than picking up your cards and playing someone else? Should I try to build a "Rules-proof" deck?
However, we were fairly aggressive players back then and still play to win (just doing it our own way), so I wanted to know if there are any worthwhile cards to consider that have come out since back then. I'm VERY open to trying fun or Timmy cards, and any suggestions you guys throw at me, provided it doesn't completely change the function/style of the deck.
6 Swamp
7 Forest
4 Overgrown Tomb
4 Llanowar Wastes
Creatures
4 Birds of Paradise
4 Sakura-Tribe Elder
3 Wood Elves
2 Ink Eyes
2 Kagemaro, First to Suffer
2 Kodama of the North Tree
2 Kokusho the Evening Star
2 Grave-shell Scarab
4 Greater Good
4 Putrefy
4 Goryo's Vengeance
3 Time of Need
3 Zombify
3 Deity of Scars
2 Kokusho the Evening Star
2 Grave-shell Scarab
1 Ink-Eyes, Servant to Oni
1 Kagemaro, First to Suffer
1 Kodama of the North Tree
You guys did an amazing job with my B/W Life Drain deck, so I trust you can throw out some good ideas for this as well.
I don't believe it was Ghostdad. Can anyone help me?
The general theme of the deck is Life Drain, and damaging the opponent to gain tempo. I want to avoid having too many cards that stray from this though, and I do not want to see this become B/W Control. I also don't want to splash Red just for Lightning Helix. Here's the deck so far:
4 Tainted Field
4 Godless Shrine
2 Orzhov Basilica
2 Orzhova, the Church of Deals
2 Blind Hunter
4 Death Grasp
4 Soul Spike
4 Soul Feast
2 Syphon Life
4 Damnation
3 Mortify
3 Douse in Gloom
3 Phyrexian Arena
Feel free to build and test in Apprentice if you must, but I do really enjoy it for Casual. However some cards like Blind Hunter and Douse in Gloom, while fitting for the theme, just seem too... odd or underwhelming (though in Blind Hunter's case I just needed a cheap spell that fit the deck theme).
Help?
By the way, when you complete this set for your playgroup (and I hope you do), be careful not to nerf something just because someone's winning with it or makes a combo deck with it. Good cards exist, and really good cards exist. It's what makes the game interesting.
I've seen too much of that going around, is all.
And then I come back to find Lorwyn and Morningtide.
Yeah, it's fine, but not really exciting enough to make me want to play it... *shrug* Perhaps 2/3?
This is way too weak. Not only does Blue not want to play with little pingers, this one can't even block well. And why Merfolk for a creature type and not something like faerie? Well, my suggestion would be making it a 1/3 to make it more useful for blocking. That wouldn't be over the curve at all, in my opinion.
Again, very weak. A 2/2 with fear and 1B: Regenerate would be about right. Maybe 2B to Regenerate.
You don't need haste on a land. This just says "You can play it on the mountain that just came out" when instead you can so easily play it on a mountain that came out earlier in the game, and tap the mountain that just came out to play this card. I want to say 3/1 with frenzy 1, or maybe you can break out of the box and have a more innovative ability like "Enchanted Mountain and target Mountain becomes a 2/1 red Goblin Spirit creature until end of turn. It's still a land." If you like this idea, make sure to template it right.
3/3 Trample would be much better (dunno if Elf would be an appropriate type then, though).
Can I can play a card removed by Heights during my combat step, even if it would be illegal to play that card (IE a creature or sorcery) during that step? Gosh I'm rusty...
It's a 4-card combo, anyone who says otherwise should be shot.
Fun cards.
Self synergistic and flavorful, respectively.
This is really.. not great. I mean sure, it could be a common, and there are terrible commons out there, but I would never play or run 3 damage to a creature for 4 mana. A 4/1 for 4 with provoke would be much more exciting. Yes, Lightning Elemental, but it's a Core Set common, and not a good one. Plus the creature type difference...
Can someone explain what that weird tap symbol means? I haven't played for months..
Later I turned it back on and let the system boot as normal. When the Windows XP logo goes away and it should go to my desktop, the screen shuts off. I know the computer is working because the start-up tune plays and I hear some normal things popping up, but stranger than that? It doesn't happen in safe mode, and the screen is fine before Windows starts up. I don't get what's going on, can someone please help?