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  • posted a message on Urabrask the Hidden and Living Death
    If I cast Living Death and return Urabrask the Hidden to the battlefield from my graveyard, do the creatures from my opponents' graveyards enter the battlefield tapped?
    Posted in: Magic Rulings Archives
  • posted a message on New Duals Nicknames
    Tango is so elegant. It's catchy, memorable, isn't degrading to the quality of the lands as "lag" or "slow" are, and it pleasantly is just as long written out as "shock" or "fetch". On top of that, saying "slows" or "lags" or "bases" doesn't sound right at all, you always need -land at the end.

    Fetches. Shocks. Tangos.

    Embrace it, spread it. It takes 2.
    Posted in: New Card Discussion
  • posted a message on HELP. Beating Ramp and deck ideas.
    I play a lot of red and a lot of white. This is largely regarded as a bad move.

    Still, I need to address ramp and you should too. The things that have helped me significantly, card-wise:

    Oath of Lieges in every white deck (as well as Knight of the White Orchid and/or Weathered Wayfarer). The big deal about Oath is that it consistently helps the entire table ramp to catch up with the runaway ramp player. While it's sometimes annoying that it accelerates the pace of the game so much, it promises that answers will be around for the Archenemy.

    Heavy-handed artifact destruction is my second major go-to. My rule of thumb is that if any artifact produces 2 or more mana, it should be destroyed unless that player is obviously struggling otherwise. My mainstays are Shattering Spree, Shattering Pulse, Meltdown, Vandalblast, Manic Vandal, Rack and Ruin, and Into the Core. Run some of these and you will do your playgroup a great service. Somebody's gotta smash those Thran Dynamos!

    Targeted land destruction is also a huge deal! Cabal Coffers is a kill-on-sight, as are many other multi-mana producing or otherwise huge utility lands. You can run the Strip Mine effects in every deck. As a red player, I enjoy Pillage, Fissure Vent, and Vandalize, because hitting two sources of mana is just always so much sweeter.
    Posted in: Commander (EDH)
  • posted a message on Commander Tuck Discussion
    You're right that this is a hit to strategy. I'm not arguing that, no one is arguing that!

    The core argument of the anti-tuckers is that strategic depth takes a back seat to the identity of the format.

    Tuck was an anomaly in the format's conception. Where other removal would delay Commanders in a uniform way, tuck would do it not only in a different way, but in a highly variable way. There was variance based on shuffling (downright luck, and nothing more) and variance down to "tutorability" (an uneven distribution among colors), and the decks that could abuse this unequal removal were also unevenly distributed among colors, not by WOTC R&D's color pie, but arbitrarily due to the rules of the variant format.

    Disregard everything about competition, fair or unfair, necessary or unnecessary. An anomaly was quashed.

    Balance and additional rulings to curb degeneracy are another problem for another day. This is a case of something that had to be done sooner or later, and which is now something we can start to get over.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Regarding multiple replacement effects including damage doubling and prevention
    Thanks a bunch, guys! This should be fun.
    Posted in: Magic Rulings Archives
  • posted a message on Regarding multiple replacement effects including damage doubling and prevention
    If I control Mark of Asylum and Swans of Bryn Argoll, can I still draw using Swans of Bryn Argoll by allowing the Swan's replacement effect to take precedence over the Mark's?

    If I control Dictate of the Twin Gods and Swans of Bryn Argoll, can I have the damage be doubled before it is prevented to help me draw more cards?

    If I control Swans of Bryn Argoll and Mark of Asylum and an opponent's noncombat source would deal damage to Swans of Bryn Argoll, can I prevent the noncombat damage via Mark of Asylum to stop my opponent from drawing cards from Swans?

    If I control Dictate of the Twin Gods and I cast Deflecting Palm, can I have the damage be doubled twice? How about if I cast Reflect Damage?

    If I control Dictate of the Twin Gods and I cast Eye for an Eye, how does this work? Is it doubled to both targets or normal to both, or is there a situation where I can make it normal to me and double to my opponent?
    Posted in: Magic Rulings Archives
  • posted a message on SCD Tormenting Voice
    The only thing I really like about this card is its interaction with Howl of the Horde. And that's not even so great - 5 mana and a huge, interruptible setup for a 6-for-3.
    Posted in: New Card Discussion
  • posted a message on Khans full set spoiled - limited comboes/synergy
    Quote from Sliver Lord »
    Quote from Spekter »
    I am REALLY excited to play with Bloodfire Expert. Probably my favorite common creature in the set. He plays incredibly well in all three Izzet, Jeskai, and Temur. What makes him such a supreme roleplayer is that he turns on every Ferocious instant and he is a creature that's worth playing a tap-down spell to get through; 4 damage is very real. Force Away, Barrage of Boulders...Crippling Chill, Winterflame...Bloodfire Expert ALL DAY.

    It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.


    Seems like a lot of work for an Alpine Grizzly.


    Alpine Grizzly isn't available in Izzet or Jeskai...which is where my focus was. He's a "neighbor" just like Hooting Mandrills: he turns on the "ally" wedge's mechanic while letting you stay in your own wedge.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Khans of Tarkir feels like another Theros
    Quote from clan_iraq »
    Quote from MrHyena »
    I don't see how its much different from the 'factions' in Innistrad, where they just renamed things from real life...Like, Ghosts became Geists, Werewolves....were Werewolves. Skaabern was just an exact copy of frankenstein.


    If all Innistrad had given us was cards like "Evil Vampire" and "Big Bad Werewolf" and "Scary Geists", if all it had done is stuck with that tribal elemental with the groundwork of what bases they wanted to touch, then it would have been a pathetic set flavorwise. Thats the world building groundwork you lay where you get all the structures in place before you develop the finer aspects. KTK pretty much stops there. You have the tribes and their defining characteristics, but where is the fine work built out of it? Innistrad had unremarkable flavorless filler cards like abbey griffin, darkthicket wolf, falkenrath noble, etc that just painted by the numbers of their world building. But it also had cards that took the set's subject material and built it into some flavor homeruns, for example loyal cathar, delver of secrets or rooftop storm- cards that were telling stories.

    Theros block had its rescue from the underworld and king macar, the gold-cursed, hundred-handed one and some other goodies. I'm not seeing that in KTK. I'm seeing filler, and I'm seeing more filler. Uninspired vanilla output of world building, without being wrought into anything special


    The reason that the world building feels a bit incomplete is because we already know it's not going to move forward. There's not that much commitment because this is a present-past. We're about to go back in time to the past, change it up, and end up in the present-present.

    They built a world to destroy it. We see what it could have become, but what lingers around the edges are cards like Alabaster Kirin and Venerable Lammasu.

    This is the "Sarkhan goes time traveling" block. Not the wedge block. Wedges are just a fun little thing they could do to add personality to the world before they wash it away.
    Posted in: New Card Discussion
  • posted a message on Khans full set spoiled - limited comboes/synergy
    I am REALLY excited to play with Bloodfire Expert. Probably my favorite common creature in the set. He plays incredibly well in all three Izzet, Jeskai, and Temur. What makes him such a supreme roleplayer is that he turns on every Ferocious instant and he is a creature that's worth playing a tap-down spell to get through; 4 damage is very real. Force Away, Barrage of Boulders...Crippling Chill, Winterflame...Bloodfire Expert ALL DAY.

    It seems that there all 10 color groups (each enemy and each wedge) will be viable to draft, although some will be better than others. I'm mostly interested in talking about the enemy color strategies because they're the primary thing to draft around and could potentially be their own decks without needing to splash into a third color.
    Posted in: Limited (Sealed, Draft)
  • posted a message on SCD Tormenting Voice
    It's not good. If you're playing an aggressive red deck, you're trading tempo for card quality. That's not usually something red wants to do; it prefers to load up on redundant threats so that card quality is "good enough" while it can maintain an aggressive tempo.

    This will see the most play in Limited Izzet and Jeskai decks with Prowess, which gain back some of the tempo loss via Prowess.
    Posted in: New Card Discussion
  • posted a message on No Allied Gold
    This was deliberate.

    A wedge set is, above all else, an "enemy color" set where most sets are based on allied colors. In addition to this, for the limited environment (which is a major focus of this set's design), enabling two color archetypes allows you to draft an enemy color deck and then drift into one or the other wedge or stay in the two colors if you choose. If, on the other hand, you draft allied colors, you are already aligned with a wedge.

    TL;DR: Enemy colors are the bridge between two clans and ease limited environment.
    Posted in: New Card Discussion
  • posted a message on Villainous Wealth
    This card does have a "time limit". Any spells exiled by Villainous Wealth that you want to cast must be cast IMMEDIATELY during the resolution of the spell. They do not go to any kind of extra no-cost hand. They aren't in your pocket. You use them or lose them.
    Posted in: New Card Discussion
  • posted a message on WB Control
    It seems really one-dimensional. I understand you want to have a lot of answers, but from here it looks like you just want to keep trading one-for-one all game and hope to luck into a Planeswalker that will stick.
    Have you considered playing something like Read the Bones to help you dig and grow your card advantage? Also, do you think it's the best idea to be creatureless? If I was playing a white-based control deck without End Hostilities, I would want some high quality defensive creatures like Nyx-Fleece Ram. Creatureless control has mostly gone the way of the dodo.
    Posted in: New Card Discussion
  • posted a message on Dig Through Time
    The card already IS epic. It's very pushed. Filling the grave would up the cost and the higher threshold to casting it would make it pretty much unplayable outside of self milling decks.

    Besides, part of the point of Delve is that it's supposed to be nonlinear: using more of it competes for resources. If a card with Delve generates resources instead of deplenishing them, then it's badly designed.

    For reference, this effect should probably cost 3UU or 4UU. That you can bring it down to "playable" with only 3 cards delved is good; that you can keep going another 3 and make it hyperefficient is just gravy.
    Posted in: New Card Discussion
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