- BlazingRagnarok
- Registered User
-
Member for 8 years and 21 days
Last active Sun, Nov, 1 2020 11:38:09
- 0 Followers
- 2,374 Total Posts
- 712 Thanks
-
Nov 20, 2017BlazingRagnarok posted a message on Jaya Ballard ReturnsMairsil's reappearance in card form absolutely can be a coincidence because Commander products are a dumping ground for neglected legendary figures, the vast majority of whom are irrelevant to contemporary sets.Posted in: Articles
-
Apr 4, 2016BlazingRagnarok posted a message on The Magic Market Index: Set Review of Shadows Over InnistradWhile its value probably won't spike, I disagree with your assessment of Bygone Bishop. It has applications outside of clue-based decks; for example, it makes every creature that Collected Company decks hardcast replace themselves. If any sort of white weenie crops up (human or spirit tribal?), Bishop would give the deck crucial staying power in the mid and late games.Posted in: Articles
- To post a comment, please login or register a new account.
1. Yes, this card has a CMC of 3. It doesn't affect its own ability to be your companion, as it doesn't start in your deck, but you can't run any more copies of Lurrus if you have it as your companion.
2. You can't cast the spell part of adventures using Lurrus of the Dream-Den because it only casts permanent spells. That adventures are printed on creature cards is irrelevant because their spell parts are instants and sorceries, which Lurrus doesn't work with.
The "Each of your turns" restriction means you can only cast a permanent spell during your own turn, not you opponent's turn.
Anyhow, the Tarkir names make no sense as panoramas, being names of organizations. If you want to use the most recognizable wedge names on panoramas, then don't call them panoramas.
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.
The second is a slower, control-focused list. Here Yidaro becomes more viable, and filling your graveyard over a longer time makes Zenith Flare more deadly. The control version gets Sweltering Suns and/or Archfiend of Ifnir as board clears and Drake Haven and Ominous Seas as payoffs. You can even go combo with New Perspectives or Unpredictable Cyclone. One benefit of the control-based cycling idea is that it gets away with more cycling lands that ETB tapped.
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.
What does Tainted Pact have to do with Brawl bannings?
I really do not like your execution of V3. The fact that you kept the creature type on them and made Realize into a static ability that makes them not a creature and also an activated ability that turns them back to a creature is plain ugly to me. It overcomplicates a very simple mechanic, which should just be non-creature enchantments with a keyworded animation ability. If you want creature subtypes, make them the tribal card type or incorporate it into the ability with something like "Realize Wolf".
Read Rattlechains and Cunning Nightbonder again. Rattlechains doesn't actually grant flash, just lets you cast Spirits "as if" they had it, and Nightbonder only cares about cards that actually have the keyword. Compare to the wording on Mutual Destruction, which actually gives itself the keyword. The only creatures in this deck that will receive the cost reduction are Rattlechains, Spell Queller, and Nebelgast Herald; and Spectral Sailor wouldn't be able to be countered in addition to those three.
They'll be the same quality as the Amonkhet ones. Good for limited, but won't stand up to repeated use in constructed. That's a shame because I can't imagine how the keyword counters would be usable in paper without a counter with printed text.
What would you use your apostles for if you ran this as a companion?
Fetchlands are another issue. They are strong enough to be played in otherwise multicolored decks due to the strength of thinning, and, as such, the power loss to the preexisting ten is minimal. Whether repeated shuffling is good for the game is not is another matter, related to shocks but unrelated to this.
Your third design is harder to evaluate. At first blush, five (effectively six) mana is a prohibitive cost, but the kinds of decks that would play this can reach that mana easily, and usually need to go higher. Putting +2 ramp on a land is also very strong.