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    posted a message on White Card Advantage should be...
    Quote from Kryptnyt »
    I wouldn't be surprised to see variants of Rhystic Study in Commander supplements or Conspiracy or the like in the future. Maybe also cards that reward you for chump-blocking with card draw- "For the greater good" flavor. Sacrificing Plains for card draw could work well in concert with all of the Land Tax flavored stuff they keep printing; the problem with a critical mass of those abilities is that they do stop working.

    I think taxing/punishing effects fit white very well in commander, as it falls within white flavorfully and mechanically. On the other hand, sacrificing lands for card draw fits white neither flavorfully nor mechanically. The land searchers you alluded to are certainly no justification for something in the line of Aggressive Mining no more than white's token strategies justify a white Goblin Bombardment. Sacrificing lands for resources is so indelibly red that it would take a fairly tortuous twist to cram such a mechanic into white. As far as lands themselves that draw cards, white-based EDH decks have access to a number of decent colorless options.
    Posted in: Custom Card Creation
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    posted a message on Archetype of Courage and Stromkirk Captain
    Quote from Awear »

    I'm sorry, but is this claim backed up by any actual rule? Cause I've just quoted a rule that actually says the opposite. Perhaps there is another rule I'm missing, perhaps I'm misunderstanding what I'm reading, and I'm fine discussing that! But I'm not inclined to blindly follow claims that aren't back-up by any rule.

    This might be difficult to hear, but Comprehensive Rules, despite its grandiose name, vast amounts of text, and regular upkeep, simply isn't built to handle every single specific card interaction in the game. Specific card interactions can be a blind spot for certain card interactions, and that's why there's another rule: what the judge says, goes. Judges may be wrong, as they are human, but the comp rules simply can't intercede in every quibble over card interactions. Those judge rulings may be written down, in which they become [O] rulings, such as this one:

    2/1/2014
    While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren’t created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures they control first strike wouldn’t cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)

    Now, this particular [O] ruling does not, as you have said, answer your precise question regarding static abilities, so I encourage you to seek out a judge ruling on this subject from a judge community. However, the text I have bolded here indicates that the response I expect from the judge will be that the lord will still give +1/+1, extrapolating from the spell interaction.

    I apologize that it might be frustrating for you to ask for hard rulings on the subject and get a direction to find a judge who may very well give you the same response as us, but that's the space most of the game's card-to-card rules interactions live in.
    Posted in: Magic Rulings
  • 2

    posted a message on B&R Update April 13th 2020
    Quote from migrena »
    Quote from Patch8700 »
    Most judges are pretty good. I've been to a lot of events and I trust that the few times people will try something they have a good chance of being caught.

    But just to note, of course you CAN cheat. I've never said you can't. But there are always ways to cheat, and new ways with almost every set. I would say the most sketchy standard environment for shady plays was Khans of Tarkir with both manifest and morph at the same time. There was a lot of room for abuse, yet it all worked out. I'm just an optimist.
    You could not abuse/cheat with morph/manifests with very little effort. In fact the rules required you to clearly mark which one is which.
    With all companions except Lutri you can verify if opponent is not cheating as soon as offending card is put on the stack (or earlier if you have ways to reveal hidden information eg Duress). But with the otter you cannot do this in all situations. Opponent can still cast rule-breaking spell and you have no way of verifying if it breaks companion restriction.
    Consider the following scenario: opponent casts Impact Tremors, casts Release to the Wind, casts Lutri. Wins the game. At no point you had a chance to verify that opponent did not cheat by having multiple copies of those cards while opponent could increase the probability of assembling them.

    So right now in formats that could be interested in playing that card instead of UR having the best companion it has none. Good job. :/

    I think the point being made in this thread is that cheating Lutri's deckbuilding has little difference from cheating EDH deckbuilding rules or running five copies of your best card in regular 60 card constructed. Either way, the cheater can, theoretically, make in-game choices that hide the cheat, but the ease in which that can be revealed makes deckbuilding cheats unappetizing to all but the dumbest of cheaters. Even without a full deck check, anything that the opponent does that gives them information will the reveal the illegal deckbuilding and get the cheater DQ'd in a competitive setting and ostracized in a casual one. Any type of peek, discard, or mill will do this, and then there are cards that let a player search their opponent's deck like Surgical Extraction.

    To reiterate, cheating in deckbuilding has existed as long as there have been deckbuilding rules, has always been able to benefit cheaters, and has always been incredibly transparent because of how many ways opponents have to expose the cheaters. The companions do not change this.
    Posted in: The Rumor Mill
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    posted a message on A Proposal: White needs "X"
    Quote from sainthyacinth »
    One option that could work as CA for white is Pull from Eternity but back into hand? It won't work for sideboard cards like a wish but can interact well with many other cards and could be sometype of CA or quality for white.

    I think easy exile interaction is a problem of its own right, not only because of the "second graveyard" issue parodied by AWOL, but also because exile acts like a safety valve for a lot of powerful mechanics. Imagine a deck that gets to recur something like Temporal Mastery multiple times over the course of a game. Easy exile interaction is like building a city on top of a nuclear waste dump; everything that results will be poisoned.
    Posted in: Custom Card Creation
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    posted a message on 1/13/20 Bannings
    Quote from migrena »
    while i do not agree with splinter twin example but you are correct about everything else. Smile
    i might add that while there is a lot of answers to problematic cards/combos the problem is that most of them are not maindeck cards. no one sane would maindeck lost legacy or return to nature. cards like thoughtseize can be maindecked but they do nothing against topdecks and library manipulation. also filling your deck with answers after sideboarding dilutes your deck and lets your opponents do other stuff their deck is trying to accomplish unimpeded.

    The fact that people were unironically calling Twin a "police" deck while largely acting like the strategies that it pushed out of modern did not deserve to exist by virtue of losing to Twin is, to me, evidence enough that the deck warped Modern. Threats do not police formats, answers do, and that players treated its banning as the removal of a Force of Will-caliber format cornerstone is proof of the myopic effect that personal preference has on perceptions of format health.
    Posted in: The Rumor Mill
  • 1

    posted a message on [THB] Tymaret Calls the Dead
    Quote from Tormented »
    Quote from Pants_On_Head »
    This reminds me of History of Benalia. Three mana for two 2/2s over two turns with the final mode being a reward for having more creatures of the created tokens tribe in play. Not a bad card to be reminded of, I like this design.


    QFT. Despite the final payoff being less splashy than giving all of the tribe +2/+1, we are also looking at a rare vs. a mythic - which was played significantly. Furthermore, we still don't know how many "escape" cards will be floating around, as well as other graveyard shenanigans (Desecrated Tomb? and we most likely will see a new crop of saga support Keldon Warcaller.

    Judging a card like this when there are still 200+ cards of mystery - when this is released - and 1000 cards following it before it rotates is terribly rash. Unique and strange cards often have the most potential for impacting this game much more than obviously powerful cards. I would wager that for the first 5 years of magic, more tournament decks had shivan dragon than bazaar of bagdad, but 20 years down the line, shivan is a nostalgic piece of bulk trash and bazaar is the cornerstone to several legacy decks. (feel free to insert your own favorite sleeper card).

    It's such a shame that Desecrated Tomb rotated out. I loved playing it with Muldrotha, the Gravetide. While this probably won't quite hit the heights of History, this card does have a couple of advantages. For one, the mana cost is easier and more friendly to multicolored decks, and the other is that zombies generally have an easy time swarming, letting the third verse have a powerful effect.
    Posted in: The Rumor Mill
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    posted a message on Reimagining Kamigawa
    I like the tap-for-indestructible idea. It makes these cards more interactive than previous iterations on the mechanic. I'm a little concerned with how wildly the 'animation' requirements and activated abilities vary amongst these cards, though.

    The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable.

    The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt.

    The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave.

    The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability.

    The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.
    Posted in: Custom Card Creation
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    posted a message on Orzhov Knights
    I made Top 8 in the 72-player MCQ, going 5-1 over the first six rounds into an ID in round 7. Unfortunately, I scrubbed out in the first round of the single elimination due to some incredible mana flood.

    I faced a lot of Oko in the tournament, including the middle four rounds that I played, and I went 3-1 against them. Those Oko matches were bookended by an Azorius deck that never really interacted with me in a meaningful way and a Golgari adventure deck that sputtered in games 2 and 3 after beating me in game 1.

    I ended up playing a playset of Noxious Grasp for the tournament alone, though I'd never get away with that in my LGS meta. I was highly relevant and useful every time I drew it, except when my opponent had Summer Veil.

    Overall, Corpse Knight was an absolute all-star. It forced through life loss in situations where I could not attack, tore through opposing life totals in conjunction with Worthy Knight, and acted as a valuable source of reach to enable Knight of the Ebon Legion. Sorin and Archon were decidedly less than impressive in the Oko matchup, unfortunately.
    Posted in: Deck Creation (Standard)
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    posted a message on [Deck] Orzhov Aristocrats - looking for feedback
    You would probably better off swapping Witch's Oven and Cauldron Familiar out for something like Pitiless Pontiff, Plaguecrafter, or Priest of Forgotten Gods. The combo, with two pieces, is decent, but it needs other combo pieces present to really get rolling. The cat, by itself, is a pretty underwhelming 1-drop, and the oven is, quite frankly, a lousy sac outlet when you're not doing something busted with the food tokens. With only four cards that make food and two cards that use food in a profitable manner, that just doesn't seem enough.
    Posted in: Deck Creation (Standard)
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    posted a message on [THB] Theros: Beyond Death Leaks
    Quote from Gutterstorm »
    Interesting that Typhons are a kind of creature rather than a specific creature.

    Pegasus and Medusa (well, not in MTG, but in many other media) welcome Typhon to the club.
    Posted in: The Rumor Mill
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