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    posted a message on Confessions of a V4 convert
    Quote from Spitlebug
    I am actually O.K. with a horizontal phase bar. It's no better or worse than a vertical phase bar and since it appears above your hand, it actually takes up less useable space.
    Actually, it is significantly worse from a space perspective. In v3, the phase indicator and the stack share space. This was a really smart design decision -- so smart, in fact, that most people don't even consciously realize that the names of the phases disappear when a spell is on the stack. The v3 phase indicator is located at the left side of the screen, reducing the horizontal space available for the battlefield and hands. But the battlefield rarely fills up horizontally, so this isn't usually an issue.

    In v4, the phase indicator doesn't share space with anything, which means the stack has to pop up over the battlefield. I think we can all agree that the battlefield is usually much more important than the phase indicator, so having the stack partially obscure the battlefield is worse than having the stack partially obscure the phase indicator. Furthermore, the v4 phase indicator is located near the bottom of the screen, reducing the vertical space available for the battlefield and hands. Unlike horizontal space, the vertical space is at a premium, since it is used in every game.

    In short, it is a really poor place to put the phase indicator. This is one of the two major UI design issues I still have with the client (the other being the inability to pop out or otherwise expand the graveyard). At this point, though, the performance issues are much more urgent than the design issues.
    Posted in: Other Formats
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    posted a message on
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    posted a message on Laboratory Maniac + Self Mill
    That's right. You can't put any cards from your library into your graveyard, so that part of Thought Scour does nothing. Then Thought Scour instructs you to draw a card, but Lab Maniac causes you to win the game instead.
    Posted in: Magic Rulings Archives
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    posted a message on Koth of the Hammer plus 1 ability
    You cannot use the ability if there are no Mountains on the battlefield, since it must target a Mountain.

    If you just played a Mountain, when it becomes a creature due to Koth's ability, it has summoning sickness. Unless you give it haste, you can't tap it for mana or attack with it.
    Posted in: Magic Rulings Archives
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    posted a message on Worship and Combat Phase
    Q1: You can cast instants (including Deglamer) and activate abilities during the Declare Blockers step, after your opponent declares blockers. Worship will be gone by the time combat damage is dealt (which happens at the beginning of the Combat Damage step).

    Q2: Actually, it's the Doomed Traveler that saves your opponent, not the Spirit token. All damage is dealt simultaneously -- 1 damage is put on the Doomed Traveler and 7 damage is dealt to your opponent. The 7 damage to your opponent has no effect, because of Worship and Doomed Traveler. Next, Doomed Traveler is destroyed by lethal damage and the triggered ability goes on the stack. At this point your opponent controls no creatures, but you aren't doing any damage either. When the triggered ability resolves, your opponent gets a Spirit token.
    Posted in: Magic Rulings Archives
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    posted a message on 4th Place Loss - Help / Tips / Advice?
    Quote from muzykalscorpio
    Hmm. I did figure Zarichi Tiger to be the oddity of the bunch, but wouldn't have imagined the other three you mention. I realize they were conditional removal at best, though, but they felt like the best picks from the packs at the time. Will try to be more aware of that, though.

    I also probably have an unintentional preference (bias?) for Concordia Pegasus at times 'cause it has flying, and that seems to win games "on its own" at times, but will note it as a non aggressive pick in future drafts
    I should probably explain further what I meant. These cards (Smite, Concordia Pegasus, Avenging Arrow) are not bad -- Smite is good -- but they don't help you attack very well. They may have been the right picks at the time, given the cards you had and the cards in the packs, or they might not have. Deciding whether to pick these defensive cards or more aggressive cards based on the cards in your deck is one of the difficult parts of drafting.

    Smite only destroys creatures that your opponent attacks with, which are usually creatures your opponent doesn't want to block with. Smite is good when your opponent is aggressive, but if you're the aggro deck you would like to put your opponent on the defensive, which is why it's awkward.

    Concordia Pegasus has 1 power, which makes it not a very good aggressive card since it takes forever to reduce the opponent's life total significantly. Flying is great, of course, but taking forever is not. On the other hand, it is a fine platform for Ethereal Armor or something like that, and it can be played in a pinch, but most aggro decks would prefer something like Keening Apparition.

    Avenging Arrow is kind of similar to Smite in that its job is usually killing creatures that attacked you. Unlike Smite, you can use Avenging Arrow to kill blockers, but it isn't very good at that because you frequently have to send a creature on a suicidal charge to get to that point, which loses card advantage. Even if you don't, you still have to "use up" a combat step to kill the creature. The real problem with Avenging Arrow, though, is that it costs 3 mana, which usually represents your entire turn. This is why I didn't put Executioner's Swing in the list of "awkward" cards -- you can much more easily cast a creature and Executioner's Swing in the same turn.
    Posted in: Limited Archives
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    posted a message on 4th Place Loss - Help / Tips / Advice?
    First of all, 4th place and 3rd place are effectively identical, unless you had a playoff for 3rd place (which is done in the Olympics, but not in Magic). You should develop the habit of thinking of them as the same to avoid being unreasonably annoyed at getting 4th.

    Drafting Orzhov after passing Teysa is delicate, but could be possible, if you don't pass anything else. I'm not sure I would want to do this (I still think GTC guilds are speculative in the best of circumstances) but getting passed a Maw and Tithe Drinker would help. Also, I'm pretty sure you already know this, but Teysa is the correct pick if you're playing for high stakes or don't get to keep the cards.

    As for the deck, it's fine and maybe even good, but there is a significant amount of awkwardness going on. The deck needs to be aggressive to win, because it doesn't really have any way to go over the top, yet it contains only 13 creatures, and has cards like Smite, Concordia Pegasus, Zarichi Tiger, and Avenging Arrow that don't contribute very well to that plan. If I were playing the deck I'd estimate I would win 55-60% of my matches against MTGO Swiss competition, which is not really where I want to be, but not terrible. If your event is 16 people this deck should give you a good chance of getting into Top 8. If your event is 64 people I would not expect to get close.

    Debtor's Pulpit is a great card and the first copy, at least, should almost always be in your deck in this format.

    Sinister Possession is not a playable card, because instead of making your opponent actually unable to use the creature, it makes your opponent unable to use it unless it becomes worth 2 life for him or her to use it. For example, if you put it on a 2/2, your opponent may then get to trade his 2/2 and 2 life for your 2/2 and card, which is very favorable for your opponent. Alternatively, if you have all big creatures, your opponent gets to just leave his 2/2 alone until you attack with something huge that he wants to chump, so he traded his 2/2 for your card and a couple life -- again, favorable for your opponent, since his 2/2 was irrelevant against your big creatures anyway. I'm not sure how many copies of Sphere of Safety and/or Ethereal Armor I would need to play that card, but it's at least 5.

    However, it is worth noting that if you are playing against opponents with low skill levels, Sinister Possession becomes better, because they don't know how to properly evaluate the 2 life loss.

    For similar reasons, Soul Tithe is not very good, though it's a lot better.

    Underworld Connections should almost certainly be in your deck (instead of Sinister Possession). It addresses many of the problems this deck will have with running out of gas, and it is an enchantment for Ethereal Armor if you are worried about that. The card is bad in some games and in some matchups, but it's good overall. If your opponent has a slow start, Underworld Connections almost guarantees a win.

    P.S.: I'm just across the Dumbarton -- which LGS? Is it any good? :p
    Posted in: Limited Archives
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    posted a message on How did Legend Rule work prior to Kamigawa?
    If you're looking for old rules, crystalkeep.com is a great resource.

    Anyway, under the old rules, if two legends with the same name were in play at the same time, all but the one that had been in play (and a legend with that name) for the longest would be put into the graveyard as a state-based effect. And if there was a tie, they would all die.
    Quote from "Rules from 2003" »
    420.5e If two or more Legends or legendary permanents with the same name are in play, all except the one that has been a Legend or legendary permanent with that name the longest are put into their owners' graveyards. This is called "the Legend rule." In the event of a tie, each Legend or legendary permanent with the same name is put into its owner's graveyard. (If two permanents have the same name but only one is a Legend or is legendary, this rule doesn't apply.)


    EDIT: So to actually answer your question, it has nothing to do with countering spells, and it doesn't matter how the Legend got into play. If you reanimate a Legend and there is already a copy of that Legend, your Legend will die.
    Posted in: Magic Rulings Archives
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    posted a message on M14 Legend Rule + Mikaeus, the Unhallowed + Clone
    Dying is the same as being put into the graveyard from the battlefield. It doesn't matter what causes the permanent to be put into the graveyard from the battlefield -- if it starts on the battlefield and goes to the graveyard without going anywhere else in between, it died.

    It's always risky to answer questions about rules that aren't in the rulebook yet, but what you described should be a legal sequence of events.
    Posted in: Magic Rulings Archives
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