Creating a Banned -- Ripper usergroup would allow them to essentially do the disabling of the signature automatically by just selecting Banned -- Ripper from the drop-down list for usergroup featured in my screenshot a few posts up.
Nonono that's not what is supposed to happen at all. Banned rippers are supposed to still have a sig, so we can see their address and info. Banned nonrippers are NOT supposed to have a sig. This is the way we've pretty much been talking about. So to be clear:
I was under the impression that it would take the same amount of time to move a member to the ripper usergroup than it would to edit their avatar/sig.
Yes, but if you manually remove everyone who isn't a ripper's sig then you have to edit the sig of everyone who you ban. If you do the group way the only sigs you need to edit are those of rippers. Really, unless almost all bans are ripper bans, the more efficient one by miles and miles is the addition of a Ripperban usergroup. If almost all bans are Rippers, well, then it's only more efficient by a matter of feet.
I don't really know if it's worth the trouble to bother with a new group, isn't it just easier to remove the members' avatars/sigs manually?
Why, when so many more people are banned for non-ripper reasons than for ripper ones? The way suggested above will take time every time a ripper is banned. The way you suggest will take time every time a non-ripper is banned. I think the choice is clear, for efficiency's sake.
I'm an old player who retired for a bit (note my join date/post count/etc) who was very very active in the Magic community for about two years. After that college came, dashing my hopes of having the funds for serious play for a little while. Because of this, I have completely disregarded Magic for a bit, only picking up enough TS packs to packwar with occasionally, not learning the net at all. Unfortunately, Christmas changed everything.
I am now sitting here with the promise of transportation, admission, and entry into a round for the Planar Chaos Prerelease in Orlando, Florida. I am not one to half-ass things, so I plan on going prepared. Unfortunately, I don't know TS at all. So this is what I'm gonna do: I'm gonna buy a box about a week before and do a few four-man drafts to sniff out the format. Unfortunately, my experience with TS, as limited as it is, has clearly indicated that this set is insane, with swingy bombs at all rarities capable of pulling decks into a third color or forcing a color as late as pack three. Because of this, I realize that a few drafts will not be enough to get a handle on the format alone. To solve that, here I am, asking for advice. What is the format for TS drafting right now, in your eyes? What is strong without bombs, what bombs are broken, what should I look for? What card shouts "PICK ME PICK Me" in a deafening cantor louder and prouder than every other card in the set?
In short, what the hell am I doing when I pop pack 1?
Mishra's Bauble costs a turn because of the non-instantaneous card draw, fast aggro decks can't afford that. Also, it should generally be in combo decks as filler, not in aggro decks as, I don't even know what.
Mouth of ronom Kills Paladin En-Vec +and other x/4 creature and it can't be countered, Shining Shoal is the only card thats being used at the moment that can stop mouth of ronom.
Mouth of Ronom costs 5 to use and generates colorless mana. That means he has to hit six lands before he uses it. I don't think that's terribly good.
If you put in the snow lands you could then run Skred in your sideboard or main to take out creatures.
The Skred may be an idea I can get behind.
I'd take out the Cantors for Karplusan Wolverines.the Wolverines are simply amazing. Martyr of Ashes would make for a decent sideboard card.
Rakdos GM or Gruul GM would make for Decent 2 drops that have good Red abilities and are 2/2.
Also good ideas.
Just as a note, the Serpents are out. I'm Cutlass' playtest buddy, and we've been playing a bit.
No, that only returns cards they have to sell. I want every card, and I want sorting options. It's a pretty complex request, but that USG used to be able to do this stuff really quickly. Curse them for taking it down (I'm pretty sure DarthCow took it down before dRaamabomb ever showed up though.
I need to find a spoiler generator extremely similar to the Ultimate Spoiler Generator (you know, the one News used to have) and Gatherer. Here's the rub: It needs to be able to print out an alphaetized list of all the commons and uncommons in the block sorted by color. Not two lists, one. The USG used to be able to do it, what with all the checkboxes and such, but now its been replaced by a recolored version of FindMagicCards.com and it's really quite bad. I need these lists for sorting cards. Thank you in advance.
I don't know if Plaxmanta is worth its salt. I mean, countering things that target isn't exactly tech in this format by any means. And Husk almost seems like it can be cut to 2. I don't know, again, testing has to occur and results must be made for this discussion to continue.
Quote from teh blitz »
sorry you took me seriously, it was actually just a joke about a hilarious game i had just had.
Lighten up. Oh, and if you can't manage to be civil after this, then don't bother responding.
Trolling isn't amusing. Make useful comments or go find a forum like Water Cooler Talk, where nobody's really getting very much accomplished.
i think that you would benifit a lot from a token generator of some sorts. I can't think of a black or blue on off the top of my head but maybe someone can. If not splash? Nantuko husk+ token generator= more space for removal. If you splash green it opens up quite a few token generators as well as a boat load and a bag of chips more pump sources
But multiple colors and/or token generation means slow slow games. While the B/W Ghost Husk can afford this, this one can't, because it dies to a lot of disruption. It needs to hit the table swinging and win by turn 5 or 6 or it's going to be incredibly iffy. If we add stability to the deck in the form of more svg control, we take away from its speed and destroy the point of the deck.
I had to go look that up just now. I had to look it up. Do you know why? Do you have any earthly idea as to why?
Because it's a terrible, overpriced card that nobody uses, that's why. By turn 4 he sould be swinging pretty hardcore (at least up to the 10 damage dealt point) and a Castigate would mean he'd have to wait another 2 turns to draw another, usually. I just think it's a really terrible card.
Also, Mana Leak.
And the only thing I'd worry about as far as Discard goes is Castigate, that card is pretty damn hardcore when it comes to nailing what it wants, as well as being a playable card.
28 creatures is passable, or at least better than 30, because it's all Husk food. However, I'm pretty sure that Phyrexian Arena is too slow. I know I said he was better before, but I think Confidant is pretty damn bad. Have you considered Brain Pry? It's good, and you can usually tell what an opponent is playing after turn 1, but I don't know if another 2 drop is an awesome solution. Just consider it.
When we lay it out this way, it's obvious that there are a few problems with the deck.
#1: The control element is entriely blue. This means that Islandscrew==aggrofication. That's pretty bad. I think we need some black control, probably removal.
#2: There may actually be too many creatures. I mean, 30 is a lot. I understand that some are psuedo-removal (Mistblade) and some of the noncreatures are are repeatable (Writ) but it's really just not impressive in this state.
#3: Dark Confidant isn't quite as good in many peoples' eyes as Phyrexian Arena. He's a tad faster, but he'll kill you quick if you let him. Mistblade Shinobi off the top with him is painful. Either drop him for Arenas, or pick up some Tops.
#4: 10/4/6 is an odd ratio for lands in such a balanced deck. I realise that the point is to allow "pumping" of the Akuba, but I think you'll only want to hit that ability 2 or 3 times in a turn My I suggest 9/4/7? It's closer to balance, but still a little off.
He's a counterspell for targeted removal that also happens to have legs. Also, he's an intant speed pump for the Husk. He makes non-win situations into win situations after the first main phase is over, and can be an emergency save in many cases. He's ridiculously awesome.
Haha, it's funny because you changed my post into a post that makes less sense in this context.
I SEE WHAT YOU DID THERE.
No, really, I made that post while on the phone with CU7L45 and we were discussing this exact thing. I speak of Ninjas, specifically Mystblade Shinobi, who acts as soft removal, and Throat Slitter, which acts as hard removal. We've come to the conclusion that the Mystblade is better, and I'm pretty sure the wall is coming out for it.
Quote from Yukora »
I don't know. it's only always helped me.
it's saved my life a ton
Remember, just because a card saves you doesn't mean its the best card for that particular deck. It's entirely possable that there was a card that would have prevented the situation entirely, or even reversed it.
Nonono that's not what is supposed to happen at all. Banned rippers are supposed to still have a sig, so we can see their address and info. Banned nonrippers are NOT supposed to have a sig. This is the way we've pretty much been talking about. So to be clear:
Banned Ripper = Sig
Banned Not Ripper = No Sig
Do you understand?
Yes, but if you manually remove everyone who isn't a ripper's sig then you have to edit the sig of everyone who you ban. If you do the group way the only sigs you need to edit are those of rippers. Really, unless almost all bans are ripper bans, the more efficient one by miles and miles is the addition of a Ripperban usergroup. If almost all bans are Rippers, well, then it's only more efficient by a matter of feet.
Okay, so we agree that a Banned Ripper-only usergroup is the best way? Because if I understand your post, that's what you're saying.
Also, long time, no see.
Why, when so many more people are banned for non-ripper reasons than for ripper ones? The way suggested above will take time every time a ripper is banned. The way you suggest will take time every time a non-ripper is banned. I think the choice is clear, for efficiency's sake.
I am now sitting here with the promise of transportation, admission, and entry into a round for the Planar Chaos Prerelease in Orlando, Florida. I am not one to half-ass things, so I plan on going prepared. Unfortunately, I don't know TS at all. So this is what I'm gonna do: I'm gonna buy a box about a week before and do a few four-man drafts to sniff out the format. Unfortunately, my experience with TS, as limited as it is, has clearly indicated that this set is insane, with swingy bombs at all rarities capable of pulling decks into a third color or forcing a color as late as pack three. Because of this, I realize that a few drafts will not be enough to get a handle on the format alone. To solve that, here I am, asking for advice. What is the format for TS drafting right now, in your eyes? What is strong without bombs, what bombs are broken, what should I look for? What card shouts "PICK ME PICK Me" in a deafening cantor louder and prouder than every other card in the set?
In short, what the hell am I doing when I pop pack 1?
Mishra's Bauble costs a turn because of the non-instantaneous card draw, fast aggro decks can't afford that. Also, it should generally be in combo decks as filler, not in aggro decks as, I don't even know what.
Mouth of Ronom costs 5 to use and generates colorless mana. That means he has to hit six lands before he uses it. I don't think that's terribly good.
The Skred may be an idea I can get behind.
Also good ideas.
Just as a note, the Serpents are out. I'm Cutlass' playtest buddy, and we've been playing a bit.
No, that only returns cards they have to sell. I want every card, and I want sorting options. It's a pretty complex request, but that USG used to be able to do this stuff really quickly. Curse them for taking it down (I'm pretty sure DarthCow took it down before dRaamabomb ever showed up though.
Trolling isn't amusing. Make useful comments or go find a forum like Water Cooler Talk, where nobody's really getting very much accomplished.
But multiple colors and/or token generation means slow slow games. While the B/W Ghost Husk can afford this, this one can't, because it dies to a lot of disruption. It needs to hit the table swinging and win by turn 5 or 6 or it's going to be incredibly iffy. If we add stability to the deck in the form of more svg control, we take away from its speed and destroy the point of the deck.
I had to go look that up just now. I had to look it up. Do you know why? Do you have any earthly idea as to why?
Because it's a terrible, overpriced card that nobody uses, that's why. By turn 4 he sould be swinging pretty hardcore (at least up to the 10 damage dealt point) and a Castigate would mean he'd have to wait another 2 turns to draw another, usually. I just think it's a really terrible card.
Also, Mana Leak.
And the only thing I'd worry about as far as Discard goes is Castigate, that card is pretty damn hardcore when it comes to nailing what it wants, as well as being a playable card.
Again, I'm fixing the order of your deck to, you know, a logical one
4 Nantuko Husk
4 Plagued Rusalka
4 Festering Goblin
4 Surveilling Sprite
4 Mistblade Shinobi
4 Wicked Akuba
4 Plaxmanta
2 Phyrexian Arena
4 Hinder
4 Writ of Passage
7 Island
4 Watery Grave
28 creatures is passable, or at least better than 30, because it's all Husk food. However, I'm pretty sure that Phyrexian Arena is too slow. I know I said he was better before, but I think Confidant is pretty damn bad. Have you considered Brain Pry? It's good, and you can usually tell what an opponent is playing after turn 1, but I don't know if another 2 drop is an awesome solution. Just consider it.
I don't get it.
Stack:
(empty)
--
Action: Play Plaxmanta
Stack
Plaxmanta
--
Action: Plaxmanta resolves
Stack
Plaxmanta's "cannot be targeted" ability
--
Action: Sac plaxmanta
stack:
Pump ability
Plaxmanta's ability
--
Resolve pump
Stack:
Plaxmanta's ability
--
resolve Plaxmanta's ability
Stack:
Empty.
Okay so wait where am I wrong?
EDIT: And if you don't pay G it still works:
Stack:
(empty)
--
Action: Play Plaxmanta
Stack
Plaxmanta
--
Action: Plaxmanta resolves
Stack
Plaxmanta's "cannot be targeted" ability
Plaxmanta's "Oh no I die" ability
**NOTE: You choose the order they go on the stack**
--
Action: Sac plaxmanta
stack:
Pump ability
Plaxmanta's "untargetable" ability
Plaxmanta's "jump off a bridge" ability
--
Resolve pump
Stack:
Plaxmanta's "Untargetable" ability
Plaxmanta's "Oh god no I die" ability
--
resolve Plaxmanta's abilities
Stack:
Empty.
Okay, you should read the cards next time though.
4 Nantuko Husk
4 Plagued Rusalka
4 Festering Goblin
2 Dark Confidant
4 Wicked Akuba
4 Surveilling Sprite
4 Plaxmanta
4 Mystblade Shinobi
2 Spell Snare
4 Writ of Passage
9 Swamp
7 Island
4 Watery Grave
When we lay it out this way, it's obvious that there are a few problems with the deck.
#1: The control element is entriely blue. This means that Islandscrew==aggrofication. That's pretty bad. I think we need some black control, probably removal.
#2: There may actually be too many creatures. I mean, 30 is a lot. I understand that some are psuedo-removal (Mistblade) and some of the noncreatures are are repeatable (Writ) but it's really just not impressive in this state.
#3: Dark Confidant isn't quite as good in many peoples' eyes as Phyrexian Arena. He's a tad faster, but he'll kill you quick if you let him. Mistblade Shinobi off the top with him is painful. Either drop him for Arenas, or pick up some Tops.
#4: 10/4/6 is an odd ratio for lands in such a balanced deck. I realise that the point is to allow "pumping" of the Akuba, but I think you'll only want to hit that ability 2 or 3 times in a turn My I suggest 9/4/7? It's closer to balance, but still a little off.He's a counterspell for targeted removal that also happens to have legs. Also, he's an intant speed pump for the Husk. He makes non-win situations into win situations after the first main phase is over, and can be an emergency save in many cases. He's ridiculously awesome.
Haha, it's funny because you changed my post into a post that makes less sense in this context.
I SEE WHAT YOU DID THERE.
No, really, I made that post while on the phone with CU7L45 and we were discussing this exact thing. I speak of Ninjas, specifically Mystblade Shinobi, who acts as soft removal, and Throat Slitter, which acts as hard removal. We've come to the conclusion that the Mystblade is better, and I'm pretty sure the wall is coming out for it.
Remember, just because a card saves you doesn't mean its the best card for that particular deck. It's entirely possable that there was a card that would have prevented the situation entirely, or even reversed it.