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  • posted a message on Coin Operated (casual fun deck)
    Quote from Xyx
    Frenetic Efreet is guaranteed to trigger Chance Encounter and is probably the most "broken" thing you can do with coin flips. Doesn't even require Krark's Thumb.


    LOL!
    this is stupid.
    2 card combo auto win :p me like it.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Challenge: Everything Cantrips
    lol!
    problem is your mana curve suffers, you have only 8 cards playable before turn 3 and 8 more with CMC 3....
    more than half of your deck is 4+ CMC... It's hard to curve well in it.

    still, very nice idea... I'll try something in these lines.... maybe you should get away from the "all creature" build, play some spells with cantrips such as Brainstorm or Ponder to fix up that starting hand, flicker effects would do amazingly well in a deck like this, Ghostly Flicker comes to mind... it protects two dudes and draws at least 2 cards at instant speed.

    Psychosis Crawler could work even though it doesn't draw cards, it will be a big dude that adds value to everything else.

    you could go the opposite way also and play Laboratory Maniac....
    so if you don't naturally ovewhelm your opponent with weenies, you cast him and win by decking yourself... lulz.

    Very interesting concept for a deck, love it Smile
    Dunno if it's good enough to compete in a moderate power kitchen table....
    but surely fun as hell.


    Posted in: Casual & Multiplayer Formats
  • posted a message on Zero Power/Zero Toughness rulings?
    it's currently not possible making a creature with 0 toughness stay on the battlefield.
    indestructible won't save the creature because 0 toughness don't destroy anything, it simply puts the creature in the graveyard as a state based effect.

    maybe you'd need a replacement effect to make the 0 thoughness dudes have more than 0.
    something in the lines of "If an effect would make a creature have 0 or less thoughness, that creature has 1 thoughness instead"
    Posted in: Custom Card Creation
  • posted a message on Finding a happy medium between Cancel and Counterspell
    Quote from Dice_Rifel
    Quote from seilaoque


    If it's bad, why not reprint it and use it as a standard?


    Because it's bad?


    it's not that bad....
    it's miles ahead of Cancel imo.
    it leaves you a card behind, ok...
    but not all 2 for 1s are good for the guy 1 card ahead...
    I mean, would you play Mind Rot? It's a 2 for 1 in your favor and it's pretty bad.... a whole lotta worse than divination which is also a 2 for 1 and not that good.
    Force of Will is also a 2 for 1 for your opponent, and it's amazing.

    Arcane Denial is a 2 for 1, or a 3 for 2 if you like.
    People read it and automatically conclude "It's horrible, you're giving two cards for your opponent!"
    Yes, you are....
    but you're gaining lots of tempo and probably you'll give them 2 cards that are worse than the spell you just countered....
    you'd not counter an irrelevant card, would you?
    so, the outcome of a Arcane denial is that you spend 1U and a card to get rid of a relevant card.
    then, Arcane denial replaces itself with a random card and gives your opponent 2 random cards to replace the one you just countered.
    It's not that bad of a deal....

    I've played many years with permission decks, used everything you can imagine, and 90% of the time I'd rather have an Arcane Denial than any 3+ mana counters... except maybe Cryptic Command and, in some situations, Rewind

    I guess this card would be really fine for standard today, I bet it would be played.
    Posted in: Custom Card Creation
  • posted a message on Finding a happy medium between Cancel and Counterspell
    Why not just reprint Arcane Denial?
    Most people seem to believe it's a very bad card even if it actually draws a card and is a hard counter for just 1U :p

    I'd happily play it, sure, it gives two cards for my opponent... so what?
    I'm hard countering something AND gaining a card in the process, count me in.

    Sometimes you can cast a 1 mana random spell and counter it with Denial to draw 3... :p

    If it's bad, why not reprint it and use it as a standard?
    Posted in: Custom Card Creation
  • posted a message on Urborg and Fetch
    Lands that are not in the battlefield are Land CARDS, Lands (and any other permanent for that matter) exist only in the battlefield.

    If something is referring to a permanent type, then it´s referring to stuff in the battlefield, when it refers to stuff outside of the battlefield, then it's always referred as a [permanent type] card.
    Posted in: Magic Rulings Archives
  • posted a message on WBG
    Silent Offering I don't understand why having a card from the color that can't deal with enchantments and artifacts in your graveyard helps you cast this, but the "graveyard matters" mechanic is cool.

    Spiritwalkers does not need that "is sacrificed" clause, a sacrificed creature dies.

    Wretched Return's drawback is probably too strong... it could cost 1B or even B, I guess.

    Tombwatch is horribly bad... I mean, you got a guy in a "graveyard matters" set that will leave the graveyard in the first chance it gets and then move into the hardest zone to make use of it again.
    And even then, he's just a 3/2 for 3 colored mana with no other abilites, he's absolutely terrible.

    Wreath of Souls gives a whole lotta life.... maybe this would be completely broken in limited.

    The Rock Upon Which All Is Built Dat Land!
    a non tap triple land with an upside... this will never get printed, even as Legendary
    Posted in: Custom Card Creation
  • posted a message on A Set In Four Cards
    If the repetitive game state becomes an issue, then just change the wording on reminisce to "discard ~, pay it's mana cost: cast target card from your graveyard with the same CMC and exile it"

    I guess it could even have a different cost to reminisce than it has to cast... Lots of potential 😃
    Posted in: Custom Card Creation
  • posted a message on A Set In Four Cards
    love Ambition and Reminisce mechanics.
    sooo much potential together.... lol
    Posted in: Custom Card Creation
  • posted a message on [CR] Artifacts and Lands
    Quote from DashPrague515
    this is not really true....
    Gates are only better if you still have a lot of lands in hand when you drop this.
    If you have just 2 lands in your hand, for example, these lands are WAY better than a guildgate.
    in christmasland where you never miss a land drop, then yes, guildgates are better


    Yeah, if you have only two lands and never draw third these are better... But in almost every other situation Gates are better - you definitely want to have access to more than two mana per turn (unless you play some super aggressive deck)... If you are playing deck which wants to play more expensive spells these are just unplayable because they slow you down so much.


    no... if you just miss your third land drop, these are already better.

    gates
    first turn: drop forest (1 mana)
    second turn: drop gate... (1 mana)
    third turn: miss land drop (2 mana)
    fourth turn: drop forest (3 mana)

    topic duals
    first turn: drop forest (1 mana)
    second turn: tap forest for mana, drop weird new dual, bounce forest (2 mana)
    third turn: drop the forest again (2 mana)
    fourth turn: drop new forest (3 mana)

    in fourth turn you're back in the same spot, but you never actually was one mana behind as you'd be with taplands.

    these duals, are horrible in multiples (taplands are also...) if you have just one in your hand and simply play it last, then you're likely not losing any more tempo then you would with ABU duals and a missed land drop unless you draw a land the turn after you play it. You'll play those lands for last every time.

    these duals are not much better than taplands(if at all), but they're VERY, VERY far from being worse 99,99% of the time, they are ONLY worse when you're hitting EVERY land drop or when you draw just those and nothing else.
    there are not many decks that would want these lands, but no decks want taplands also....
    Posted in: Custom Card Creation
  • posted a message on [CR] Artifacts and Lands
    Quote from DashPrague515

    Contaminated Reaches cycle - You actually skip one land drop by playing this which makes them really bad, even Gates are better 99,99% of time. Probably don't even deserve to be rare.


    this is not really true....
    Gates are only better if you still have a lot of lands in hand when you drop this.
    If you have just 2 lands in your hand, for example, these lands are WAY better than a guildgate.
    in christmasland where you never miss a land drop, then yes, guildgates are better
    Posted in: Custom Card Creation
  • posted a message on Wedge X spells
    Quote from DashPrague515


    Restore Existence - This is probably too powerful... seilaoque's comparsion is quite funny - Genesis Wave requires very specific deckbuilding to be good (because small G-Wave does almost nothing)... This gives you one fatty for 1BGW (already fine deal), two fatties for 2BGW (probably enough to be playable and very good in Standard) etc.


    If you hadn't focused only on the Genesis wave comparation you'd maybe get the other half of it.

    I compared it to both Genesis Wave, which is better if you play with lots of mana, and Victimize which is most likely better for "small" mana investments.

    sure, it's powerful, but one more mana and it would be unplayable everywhere.
    Posted in: Custom Card Creation
  • posted a message on Wedge X spells
    Incite rebellion is powerful vs aggro if you survive long enough to cast it.
    Maybe would have more combo potential if damage was done to "target player" instead of controller.
    It would be even more interesting if the creatures wouldn't untap in next turn.
    You'd either tap your guys, abdicate your next combat step and do damage from your guys to the face, or you'd make them don't attack, remove blockers and make their guys damage them.
    With both changes would be too powerful, I guess.

    Guide the Hand is pretty bad, imo. you cast it for 6URG and it's just a whole lot worse than Blue Sun's Zenith, I mean, it will fill your hand with irrelevant removal or 1 drops when you should be getting your wincons.

    Restore Existance is not too powerful, it's a pretty good effect, most of time will be worse than Victimize or Genesis Wave, alright, it's pretty powerful and interesting, but not too powerful, I guess.

    Angelic Brilliance is uninteresting and probably kinda win more.
    if you have a powerful board position, you cast this and win, if you don't, you cast this and.... nothing.

    Sudden Swarm is cute.
    it's a instant mass removal that may stay on the table.
    UBG is a really weird combination to design, lol.
    Posted in: Custom Card Creation
  • posted a message on [CR] Artifacts and Lands
    Landbond stuff is beautiful.

    I like the new dual lands also, it sets you 1 mana behind in the long run instead of delaying you for one turn.
    but it's pretty bad in multiples, works nicely with landfall... nice cards, really.
    I don't understand why the sacrifice clause... you can always bounce the dual itself, either remove that clause or add "another land"

    Mox quartz seem to be too slow...
    too situational, it's not much better than Manalith or Astral Cornucopia, it's not at the same power level of the stuff to use the "mox" name before it.
    maybe make it generate 2 mana or make it work with 3 or 4 land types but generating only mana in those types.
    Posted in: Custom Card Creation
  • posted a message on First Strike and weird situations
    So, both the Glowrider and Grizzly bears will die?
    there's not another first strike step because of the newly acquired ability.

    I was thinking that was the case, but needed confirmation... lol
    Posted in: Magic Rulings Archives
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