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  • posted a message on Being dealt Zero Damage
    If a permanent or player would be dealt zero damage, the game treats it as though no damage dealing occured. This is the reason for the wording on things like Guiltfeeder.
    Posted in: Magic Rulings Archives
  • posted a message on poison will be back someday
    Quote from Kenji »
    Wasn't there some talk of bringing back poison but making it almost like a drawback like this:

    Poison McPosion-ey 2GG
    Creature - Snake with poison
    Whenever ~this~ deals combat damage to a player, prevent that damage and that player gains a poison counter. Players with 10 posion counters lose the game.
    5/5

    Thoughts?


    Poison McPoison-ey
    Creature - Snake
    Whenever this would deal combat damage to a player, prevent that damage. That player gets a poison counter. (A player with ten or more poison counters loses the game.)
    5/5

    [/nitpick]

    The rules for 10 poison counters are in the Comp Rules. All the old poison cards have been Oracled to have that in their reminder text. Smile (Sorry, I'm extremely rules-nitpicky; nothing personal or anything!)

    Anyways... I think it's 50/50 that poison comes back in Ravnica. It would be a great candidate for the B/G guild, and I think that if they push Guilds far enough (which they will, I think, as they've been pushing all their non-keyword-mechanic themes pretty far lately), there could be enough cards with poison to make it good. I think the above card is a great preliminary example of how to do poison right. Or even:

    Poison McPoison-ey
    Creature - Snake
    Whenever this would deal combat damage to a player, prevent that damage. That player gets two poison counters.
    Whenever this deals combat damage to a creature, you get a poison counter.(A player with ten or more poison counters loses the game.)
    5/5
    Posted in: The Rumor Mill
  • posted a message on [9th] full white spoiler
    You wanna know something interesting? This WW list, which I'd put at about tier 2-2.5 tournament and dominating in casual...



    ... is composed entirely of cards in 9th Edition.

    I like where this set is going.
    Posted in: The Rumor Mill
  • posted a message on shufffling
    Quote from Draco Da Dragon »
    as far as I am aware, if you shuffle your opponents deck they are allowed to give it one final cut afterwards of upto 3 piles any more is considered shuffling.


    Technically, a cut is defined as removing a section of the deck and placing it on top. This allows certain types of three-way cuts, but not all of them.

    Quote from epeeguy »
    At a minimum, it is a Procedural Error - Major (per the Penalty Guidelines).


    Could you cite where you got this? I would think it to be Proc Error Minor, but I'm not 100% sure.
    Posted in: Magic Rulings Archives
  • posted a message on Upsurge (now Environmental Insurgence!)
    The real problem with this is templating. What does "affects all creatures" mean? I'd word it like this:

    Enchantment [Instant]
    [Until end of turn,] all enchant creatures are global enchantments. Replace all instances of "enchanted creature" with "all creatures" on those enchantments.

    The problem with this is that on the "new" enchantments, you'll have things like "All creatures gets" and "All creatures has", which aren't correct English and therefore not correct templating. This is a tricky one, to say the least...
    Posted in: Custom Card Creation
  • posted a message on [SOK] Poster with slogan
    Quote from jarsyl »
    red epic spell is in the picture hack thread. pretty sure it deals damage. I don't see why this would necessarily be a problem is epic is in the name. if each is epic <foo> and metions itself in the textbox once then that's 10 instances, no?


    My thing is that the other colored Epic spells have no reason to reference themselves, only one that deals damage. Unless all the Epic spells reference themselves in some other way, in which case the red one would have Epic on it three times:

    Red Epic Thingy RRRRRRRRR
    Sorcery
    Red Epic Thingy deals 45809435903 damage to target creature or player.
    An opponent searches your library for all cards named Red Epic Thingy and removes them from the game.

    Three times, where the others would only be two, thus getting eleven total, which is wrong.

    Edit - Yeah, now that I just thought about it, the spell can't extract you for anything, since the rules say you can just fail to find a card with specific characteristics. "An opponent searches your library..." would work, but there are multiple problems with that, not the least of which is that "searches" doesn't appear in the orb. Thus Extraction is out, and (I think) either Epic isn't in the name OR the Red spell doesn't deal damage.
    Posted in: The Rumor Mill
  • posted a message on [SOK] Poster with slogan
    The word Epic appears exactly ten times in the orb. As most people have already guessed, I am also guessing that either it is one or two cycles of five cards. IF the red spell deals damage, the word "Epic" won't be in their names, since damage spells always reference themselved in their text boxes, while others do not (i.e., "Lava Spike deals 3 damage to target player" but not "Unsummon returns target creature to its owners hand").

    Speculations? Might the red spell NOT deal damage, thus freeing up the name possibility?
    Posted in: The Rumor Mill
  • posted a message on Tournaments?
    Where in the world can one go to play a block tournament?
    Posted in: Previous Block Format Discussion
  • posted a message on "Block"-ish Shirei
    Thanks for the suggestions! I've removed red and blue and lowered the land count to 20. Also I've removed the one Time of Need for Shirei as suggested (I'm assuming he can get a hold of a fourth one without too much difficulty). I like what green adds to this deck. Sakura-Tribe Elder is excellent without Shirei and insane with him. Kodama's Reach is the best mana fixer available in block, and Hana Kami (thanks Beefy!) is just cool. I've added a Zubera-Greed interaction which may end up being the focal point of the deck. The win condition of Bile Urchin-Shirei is still there, but it may end up taking the back burner to the Greed. We'll see where this goes. Here's the new list:

    Posted in: Casual & Multiplayer Formats
  • posted a message on "Block"-ish Shirei
    I'll start with the list:

    POP!.dec


    My roommate built this upon seeing Shirei... I know, I know, who hasn't thought of it, right? Anyways, I figured I'd throw it up here to see if I can get him any useful advice. It's a casual deck that is played in all sorts of environments, but it's Block because he likes building under limitations and has a shallow collection. He'd like to drop blue and red and try to focus the deck a little more. Is 24 land correct? I'm thinking 20 what with Sakura and Reach. Any help would be appreciated!
    Posted in: Casual & Multiplayer Formats
  • posted a message on Playing To Win Version II
    Quote from bateleur »
    IMO the way to get better at a game is not to "play to win" more, but simply to practice. Many beginners I see already want to win so desperately that backing off from that and chilling out a bit would do them a lot of good.


    See, that's just the thing: Wanting it, no matter how badly, just isn't enough. In fact, you can "play to win" with very little desire to actually win and more to just have fun watching you and the people around you evolve and grow. You need to be able to rip yourself from the mental barriers you've placed on yourself and get over the fact that certain tactics are "cheap." I agree that chilling out can mean the world; I've learned that lesson time and time again. But that doesn't -- or shouldn't -- change your strategy, only the way you focus on that strategy. "Playing to win" involves changing the strategy itself. Keeping relaxed is very, very important to both having fun and winning the game -- so is playing strategies that are not subpar.
    Posted in: Articles
  • posted a message on Teaching Magic
    I haven't read all of the comments, so my apologies if some of this is repeated.

    The way I usually teach people to play is by playing, and most of the people I have taught were elementary - middle school age. Then again, most of the poeple I teach specifically ask to play because they've seen the game at work and have a (very vague) idea of what's going on. Still, I find the best way to teach is by doing. In my experience, the following have made things very easy for me.

    The first games should always, always be played hands-up. This the only rule I break when teaching the game. I teach Untap-Upkeep-Draw from the very start. This serves several purposes: One, it lets them know the idea of steps within phases, so that when you teach Beginning-Attackers-Blockers-Damage-End later on, it's much easier. Two, they learn to untap before drawing, and when they see a card that mentions this mysterious "upkeep" step, it's not so mysterious. They get really excited and say things like, "Ooh! Upkeep! I know what that is." Very motivating for them.

    As I said before, never break any of the rules. "What do you mean first player doesn't draw a card? That's not fair! Why not????" Except for hands-up play, which I mentioned before.

    As soon as they get cards in their hands which let them take advantage of the good ol' EOT, tell them about it. They'll feel cheated when they realize they could have been doing things differently. Trust me, I know from experience.

    Try to break it up into groups. The team thing is a good idea -- you have two players playing one hand, right? And also try to get more chaperone figures involved who are knowledgeable about the game. If you have to watch more than two or three games, you'll have problems.

    Just two cents from someone else who's done this before. :biggrin3:

    Mad props for trying to teach that young, BTW.
    Posted in: Articles
  • posted a message on Build it Yourself, Tooth & Nail
    Hmm... You'll have to do some thorough convincing to get me not to play Top in my deck. Just for reference, here's my list:

    10 Forest
    1 Okina, Temple to the Grandfathers
    4 Urza's Mine
    4 Urza's Power Plant
    4 Urza's Tower

    4 Tooth and Nail
    1 Kiki-Jiki, Mirror Breaker
    1 Sundering Titan
    1 Darksteel Colossus
    1 Platinum Angel
    1 Mephidross Vampire
    1 Triskelion

    4 Sakura-Tribe Elder
    4 Sylvan Scrying
    4 Reap and Sow

    4 Viridian Shaman
    4 Eternal Witness
    3 Sensei's Divining Top
    3 Rude Awakening

    I really, really like the Top. You don't use it every turn, but that doesn't mean you don't use it at all! Of course you want to tap out every turn, but what if you don't tap out? One leftover mana... use it!

    Also, I find that Rude Awakening allows you to just randomly win the game in a lot of cases.

    To those advocating Birds: They're unnecessary and waste deck space. Don't play them.
    Posted in: Articles
  • posted a message on Build it Yourself, Tooth & Nail
    I disagree with the Sensei's Divining Top argument. Forest, Top is one of the best first turn plays you can make with this deck. Those who cast it and attempt to use it every turn are making a mistake; that's not the correct way to play the Top. At the end of each of your opponent's turns, if you have one mana open, you activate. Using the Top in this fashion makes it much better than simply naively activating it every turn.

    Also, what are your thoughts on Oblivion Stone?
    Posted in: Articles
  • posted a message on January - Fcc Winner! - Llan
    Um... the first line needs a drastic rewording:

    As long as Brainbug has a transformation counter on it, it is an enchantment and has "At the beginning of your upkeep, discard a card."

    Other than that... I like this card very much.
    Posted in: News
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