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  • posted a message on Favorite blue humanoid creature type
    I voted for Faerie. Like Phaseshifter said, I expect it to win simply due to a power level aspect. I, personally, loved faeries before Lorwyn. I used to have a UG tribal deck with "awesome" cards like Moon Sprite.
    Posted in: Opinions & Polls
  • posted a message on Broken Land Cycle?
    They would be good in more than just hyper aggro and storm decks. Control would love to be able to play stuff like Ponder/Preordain, or even a threat, and still have mana on the opponent's turn for a counter.
    Posted in: Custom Card Creation
  • posted a message on MTG opinions you just don't understand
    Quote from Walker Boh »
    ...you are joking, right?!? tapping your OPPONENT'S LAND for YOUR SPELLS is useless without Mana Burn? I mean, seriously! I JUST heard about that card, and I'm already breaking it!

    "oh, hi, I hope you don't mind, but your going to pay for my Time Stretch! no, you don't get any benefit from it! why would you think a silly thing like that?!?"

    and this in multiplayer?!? tapping the resources of FOUR PEOPLE for your spells?!? how is that useless, in any sense of the word?

    On topic: people who believe that because a card that doesn't fill the niche they want, it is completely useless.


    Because you cast Piracy, and they just tap all their lands in response and float all that mana. Without mana-burn there is no reason not to do this, which means you don't actually get to tap/use any of their lands.
    Posted in: Magic General
  • posted a message on Seeded pre-release packs aren't so cool anymore.
    I thought the seeded pack this time around was done quite well with the exception of the God you could open. When they did seeded packs in RtR block it felt great because (usually) you got to play the guild you actually wanted, and the potential Mythic you could get (the leaders) were cool enough (and on-colour enough) to be played. The seeded packs for JOU were interesting because they were not all just cards of your colour, meaning they were closer to what an actual pack would look like in terms of commons and uncommons. It does feel a little bad to only be able to open a couple of rares though, especially when the one Mythic you might get is a two-colour card you might not even be playing.
    The issue I have is really the playable promos. Having a playable promo is bad enough when it is a Mythic or otherwise fantastic card because more games end up being "oops I drew my promo and you did not", especially with the downgrade of removal, but having seeded packs that contain DIFFERENT promos for each colour is awful for two reasons. First, it skews what you will be playing against when they are not balanced. Every single wannabe pro at the JOU prerelease picked white JUST because of the Dawnbringer Charioteers which meant you played against similar decks over and over throughout the day which got really boring really fast. Secondly, they end up being imbalanced. Sealed can already be somewhat imbalanced (I lost round 5 to a deck that played Ajani, Mentor of Heroes into Elspeth, Sun's Champion in 2 of the 3 games which was next to impossible for my pool to beat), but automatically giving some players a better card than others is a large detriment to fun. Should I really have to decide between playing the colours I find fun, or playing the one with the best promo so I have x% higher chance of winning?
    Posted in: Magic General
  • posted a message on Mono-Colour (but not really) cards
    Hey, I'm currently working on something and I was wondering if anyone could help me find cards that are mono-colour but that basically require you to be playing 2+ colours.
    This could be that they require you to have certain land types in play (Kird Ape, Arctic Aven), have off colour activations (Ana Disciple), off colour abilities (Stormscape Battlemage) or anything else that requires another colour to make the card useful.
    Cycles are preferable but on-of cards work just as well.
    Posted in: Magic General
  • posted a message on New Unlock Codes Now Working
    None of them seem to be working for PS3. I'm not sure why they would release these codes without actually updating the program/ensuring they actually work on all platforms.
    Posted in: Magic Duels
  • posted a message on Incomplete Cycles
    Quote from montoyafan33
    Dark Confidant
    Stoneforge Mystic
    Tarmogoyf
    Snapcaster Mage
    Red gets ... ??? Goblin Piledriver?

    Cancel
    Murder
    Stone Rain
    Green gets ??? Naturalize is the purest green I can think of...
    White gets ??? Devouring Light matches what I'm thinking of, though Reverse Damage and Second Sunrise are pretty purely white.


    I never understood people's fascination with wondering about "cycles" that don't exist. The first one is not a cycle.. it's just the most powerful creatures that cost 2 in their respective colours. They were not planned that way and there is no red creature planned to "finish the cycle".
    I can't even begin to wonder what the second one is supposed to be. At first I thought it was 3-mana non-creature spells that do one basic thing, but Naturalize doesn't fit there. Maybe it's supposed to be cards with the fewest text? I honestly have no idea what it's supposed to be.
    Posted in: Magic General
  • posted a message on Will they ever reprint Ponder/Preordain
    I like to think Brainstrom will come back once Miracles are out of standard
    You just can't allow that card in standard while things like Bonfire and Entreat are around


    I don't think they want Brainstorm being legal in Modern. Especially because it has fetchlands.
    Posted in: Magic General
  • posted a message on Evil Twin
    Evil Twim is in play copying something. If his ability to destroy something is activated and responded to with a kill spell, does his ability fail or does it use last-known information?
    Posted in: Magic Rulings Archives
  • posted a message on Cycle of mana dorks?


    I don't think a new card that has no "pain" like Elves of Deep Shadow would be unfair in any way. Green has always had cards that could tap for off-colour mana. Urborg Elf costs two and taps for 3 different colours, so removing 1 from the cost and removing two of the possible colours seems fair.
    Posted in: Magic General
  • posted a message on Cycle of mana dorks?
    I'm pretty sure the OP is asking for a group of one-mana green creatures that tap for each of the colours, not creatures of each colour that tap for mana.
    I do think that they've decided to do this, but to make it slow. We've already got Llanowar Elves and Avacyn's Pilgrim so I imagine it's just a matter of creating one that taps for a different colour in each standard season so that they aren't taking up too much set space at one time.
    Posted in: Magic General
  • posted a message on I like to PLAY Magic.
    I like playing as many colours as I can possibly cram into a deck, regardless of whether this is advantageous or not and make plays that make the game interesting even if it isn't the best play.
    I've been known to draft 5-colour Warp World decks and to have turn ones that involve Forest, Mox Emerald, Channel, Omen Machine. This is all in cube of course.
    Posted in: Magic General
  • posted a message on Your favorite phrases while playing?
    Any time someone plays a morph creature someone has to chime in with, "It could be anything! It could even be a boat".
    Any time someone plays a spirit creature (especially something that is randomly a spirit and not one from Kamigawa block) someone mentions how it's flesh cannot be rent.
    I'm sure there are a number of other that I'm forgetting as well.
    Posted in: Magic General
  • posted a message on I'm unbanned.
    I must say that this thread has the highest density of posts from the people I remember than anything I've seen as of late.
    Geezer
    Posted in: Introduce Yourself
  • posted a message on September FCC - Player Signups
    I feel like playing this month. Need to get the record back.
    Posted in: Custom Card Contests and Games
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