Such a knee jerk reaction to decide to dump your product. This will be a small print run (so not much more supply), attempting to increase the modern playerbase (increased demand). I really doubt your cards are going to depreciate enough to justify selling and repurchasing your entire modern card base.
Rest in Peace creates a replacement effect, not a trigger. "Instead" being the key word that shows it's a replacement effect.
Rancor creates a trigger when it goes to the graveyard from play ("When", "Whenever", or "At" are key words that denote triggers)
The Rancor never hits the graveyard, because of the replacement effect from Rest in Peace. Therefore, no "Return to hand" trigger is ever created, as the Rancor goes to the exile zone.
What do you mean "Creatures with populate"? If a creature has "(Cost): Populate" then yes, Pithing Needle would stop that from being activated. Pithing Needle can also stop Loxodon Warhammer's equip ability, but it won't unequip or neutralize it if it is already equipped.
If you do it before he reveals the top card and you know that top one is probably an instant or sorcery (he cast Ponder or something like that), yes. However, he will still reveal the new top card of the library when the trigger resolves.
I've never played Yu-Gi-Oh, but one of the biggest things about Magic is that it is a game of resource management. If you just dump all your creatures on the board, or you just throw all your counterspells at anything that gets cast... you're going to lose pretty often. Learning which threats to play, which of your opponents threats to stop, and how to lose your life total as a resource are key things to taking that 'next step.' All of those things come with experience.
The life total part, especially, was hard for me to get down. You just have to ask the question; how much life do you need to win? The answer is "One." That's it. You've got 19 life points to play with, to buy you time. If you have the option to kill your opponents random dude, or take two damage and maybe kill a bigger dude they play post-combat, it is (usually) worth taking the two damage to see if there's something better to kill. I'd much rather Searing Spear my opponent's Huntmaster of the Fells than his Runeclaw Bear, and I'm willing to essentially "pay" two life letting the bear hit me so I can hopefully take out the Huntmaster.
I'm left confused by the details of Romney's tax plan, and want to double check what I'm thinking in my mind. He wants to decrease individual taxes, and offset it by stopping certain deductions and loopholes. That's great and all, but Romney continued on about the fact that decreasing individual taxes decreased the payroll tax as well (which companies pay; you could argue it's an indirect individual tax, or you could argue that it's a corporate tax. However, individuals don't feel it at all, so I'd argue it's more of a corporate tax than an individual tax).
Romney also said he wants to keep revenues equal overall.
Somebody please correct me if I'm wrong, but from what I'm gathering Romney's plan would increase individual taxes, and decrease corporate taxes overall, right?
No. Doubling Season does not trigger; it creates a replacement ability. If Doubling Season isn't on the battlefield when the Planeswalker comes into play, there will be no doubling of loyalty counters.
In fact, I believe that when the aggro player has to start making decisions that will affect the outcome of the game that they are already in trouble and are now playing to their outs.
I have to STRONGLY disagree with that. I was an avid control player for years. My first 'competitive' deck once I got the hang of derpy-aggro (I call it that because I had no strategy, just play dudes... turn sideways) was Astral Slide in its Standard heyday. I played board control, counter control, everything control for years, and I got good at it.
Only recently (about a year ago) did I pick up an aggro deck again, and it was one of the best things I did for my game. While I could crush a given aggro deck with my control deck, when the table was turned and I was playing the aggro deck against the same control deck I used to play... I knew *EXACTLY* when to play which threat. Bait or force the removal on my second best threat, then play my best threat and finish him off. The same came true in the late game, if it got there... there's a skill to finishing off the control player who's sitting at 1 that isn't easy to pick up. Overall, the few (real) options that the aggro player has are extremely important, very easy to flub up, and make the difference between a W and an L.
Control has more options and points to cast/play things than aggro, that's for sure. I will not argue that for a second. However, my argument is that each decision (in general) made by the control player is less important than each decision made by the aggro player. Each of the fewer choices aggro makes are exponentially more important. You can often punt a decision in a control deck, and recover the next turn, almost completely unscathed, no problem. I may have been such a small misplay you didn't notice it, but it's there. You screw up one decision in aggro? You might have just lost the game.
Many control players, especially new ones, will get to a key point in the game where they either make the right play and win, or make the wrong one and lose... and they know it. However, getting to that key, critical play means they have run through several other misplays to get to that situation. I feel that a lot of control players often don't realize this. Control has a lot more reach than aggro, and it can recover from the many small "Whoops" moment during the game.
Draws are performed one at a time. When you draw your first card, see it's a Miracle, and you know you want to cast it, reveal it before you draw your second card. From there, there's a couple ways you could proceed. Whatever you do, communicate clearly with your opponent, and make sure it's obvious that miracle is not discarded, or moved to a different zone.
The way I would recommend; leave it revealed while you resolve the Charm (draw 1 more, discard 2). Assuming it hasn't been discarded and remains in your hand, you now have the opportunity to resolve the Miracle trigger.
Yes, tokens are tokens, even if they are a copy of something else.
Rancor creates a trigger when it goes to the graveyard from play ("When", "Whenever", or "At" are key words that denote triggers)
The Rancor never hits the graveyard, because of the replacement effect from Rest in Peace. Therefore, no "Return to hand" trigger is ever created, as the Rancor goes to the exile zone.
A theme of resurrection. For recent examples, see Angel of Glory's Rise or flashback on Unburial Rites.
The life total part, especially, was hard for me to get down. You just have to ask the question; how much life do you need to win? The answer is "One." That's it. You've got 19 life points to play with, to buy you time. If you have the option to kill your opponents random dude, or take two damage and maybe kill a bigger dude they play post-combat, it is (usually) worth taking the two damage to see if there's something better to kill. I'd much rather Searing Spear my opponent's Huntmaster of the Fells than his Runeclaw Bear, and I'm willing to essentially "pay" two life letting the bear hit me so I can hopefully take out the Huntmaster.
Romney also said he wants to keep revenues equal overall.
Somebody please correct me if I'm wrong, but from what I'm gathering Romney's plan would increase individual taxes, and decrease corporate taxes overall, right?
I have to STRONGLY disagree with that. I was an avid control player for years. My first 'competitive' deck once I got the hang of derpy-aggro (I call it that because I had no strategy, just play dudes... turn sideways) was Astral Slide in its Standard heyday. I played board control, counter control, everything control for years, and I got good at it.
Only recently (about a year ago) did I pick up an aggro deck again, and it was one of the best things I did for my game. While I could crush a given aggro deck with my control deck, when the table was turned and I was playing the aggro deck against the same control deck I used to play... I knew *EXACTLY* when to play which threat. Bait or force the removal on my second best threat, then play my best threat and finish him off. The same came true in the late game, if it got there... there's a skill to finishing off the control player who's sitting at 1 that isn't easy to pick up. Overall, the few (real) options that the aggro player has are extremely important, very easy to flub up, and make the difference between a W and an L.
Many control players, especially new ones, will get to a key point in the game where they either make the right play and win, or make the wrong one and lose... and they know it. However, getting to that key, critical play means they have run through several other misplays to get to that situation. I feel that a lot of control players often don't realize this. Control has a lot more reach than aggro, and it can recover from the many small "Whoops" moment during the game.
The way I would recommend; leave it revealed while you resolve the Charm (draw 1 more, discard 2). Assuming it hasn't been discarded and remains in your hand, you now have the opportunity to resolve the Miracle trigger.
So you're correct, you do not have to have the trigger placed on the stack if you do not want to.