Yes, you've ascended past such silly topics to more important things such as "Should you be allowed to show in university a videoclip of a talkshow where somebody states a differing opinion?" or "Should the state be allowed to take away your children if you don't want them to go through sex change therapy?"
Sorry, but Canada is currently leading in the idiot race by miles. That you don't see many people with differing opinions in Canada is only because your people and your government are bullying them into conformity.
- Apoquallyp
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Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemPosted in: Articles
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Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemI reported the post for promoting illegal activity to the moderator who infracted me. You don't get away with repeatedly advocating for violence, even if you're a moderator. Unlike most of the comments flagged by moderators in this comment section, the original post is actually against the site rules.Posted in: Articles
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Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the Problem"[...] you are part of the problem."Posted in: Articles
This seems to be the new leftist buzzphrase. I've already read it three times in this discussion. -
Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the Problem3/10Posted in: Articles
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Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemNo, you have to capitulate to all of their demands or you're part of the problem!Posted in: Articles
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Nov 30, 2017Apoquallyp posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemKeep your politics out of my hobby and leave me alone, you fanatical control-freak!Posted in: Articles
Let me say this in unequivocal terms: I have absolutely no sympathy for you. The best you can hope for from me is that I will remain neutral on this topic because I don't want to be bothered with this. But if you keep pushing this ideological drivel onto me, I will take a stance. Against you. Unlike most people, I don't think that you have good intentions and are just misguided. I have read and thought about your ideology for a long time, and I know that it isn't about empathy as you claim it is. It's about directing your hatred towards others while feeling morally superior at the same time. And it's about power and control.
And if you feel like I'm blowing things out of proportion to demonize you. Good. Feel that way. But use it as an angle for introspection.
And if anyone thinks I'm going way overboard: You don't argue with these people using rational arguments. You throw everything they accuse you of right back into their faces, where it belongs. - To post a comment, please login or register a new account.
I don't worry about plebs . I also think that the "whenever you cycle or discard a card" showed that Wizards has some very weird priorities. They've confused me completely (I assumed that it triggers twice on cycling because I couldn't figure out why the hell they would write it otherwise), and made the cards that feature it read much less elegantly, just to appease people who can't read the reminder text of cycling.
With the last change, I removed the rules meaning of the fatigue counters. Rather, when Fatigue appears in the cost it references the number of fatigue counters on the creature. Thus, abilities without Fatigue in the cost aren't affected.
The gameplay should evoke "Wizards flinging spells at each other," but any effect that you put on a tap ability risks leading to a repetitive gamestate, or a lock-down situation for one player, unless the effect is miniscule. All solutions I could come up with where inelegant until now.
But recently, I came up with a mechanic that could fix the problem while making no losses in other areas, except that it adds further complexity.
Fatigue N (Then put N fatigue counters on this creature. Its activated abilities cost 1 more to activate for each fatigue counter on it.)
Example:
T: Draw a card. Fatigue 2.
This was the original version. Since then, we've discussed that the fatigue should appear in the cost, so we changed it to:
X , T: Draw a card. X is the number of fatigue counters on this creature. Then put two fatigue counters on it.
We all agreed that this is rather inelegant, so we ended up with the current version:
T, Fatigue 2: Draw a card. (Pay 1 for each fatigue counter on this creature, then put two fatigue counters on it.)
This version also doesn't increase the cost of other activated abilities the creature might get, which is relevant in the set.
What do you guys think?
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Disciple of Freyalise 1G
Creature - Elf Druid (C)
T, Fatigue 1: Add one mana of any color to your mana pool. (Pay 1 for each fatigue counter on this creature, then put a fatigue counter on it.)
2/1
Cowry Seer 1U
Creature - Merfolk Wizard (U)
T, Fatigue 1: Scry 1. (Pay 1 for each fatigue counter on this creature, then put a fatigue counter on it.)
T, Fatigue 3: Draw a card.
1/3
Crimson Prodigy 1R
Creature - Human Shaman (R)
XR, T, Fatigue X: Crimson Prodigy deals X damage to target creature or player. (Pay 1 for each fatigue counter on this creature, then put X fatigue counters on it.)
2/1
Tavern Maiden 2G
Creature - Elf (U)
When Tavern Maiden enters the battlefield, remove all fatigue counters from all creatures you control.
2/2
I don't mind that Gideon keeps getting the animate ability. But how about some variation to it? Flying, lifelink, or double strike? More powerful but on a minus ability? Permanent animation as an ultimate? I'll take anything.
Glad to see they still come up with innovative ideas
Sorry for the slow response. Please don't think that I don't appreciate your feedback. I'm currently finishing the last bits of my studies, and then I'll have some more content updates.
It seems to me like a lot of discussions I have, or discussion on the CCC forum that I read, are of the form:
"X doesn't get Y very often."
"Yes, but here, here, and here, X got Y."
"These are exceptions. They had a very good reason to do it."
"I have a very good reason to do it."
"Your reason isn't valid."
(read with or without the grayed-out part.) For example, long after I established that Iamur is a waterworld, my playgroup complain when I show them non-blue Merfolk, or demand that every sea creature gets Islandwalk, failing to realize that in a waterworld, not everything that's associated with water can just automatically be blue. Yet, no one expressed those complaints when Wizards moved traditionally black creature types away from black for the horror-setting of Innistrad.
I'm maybe more liberal with design constraints than the average designer here, but I don't feel like I'm ever moving into completely unreasonable territory. Discussing the amount of artifact theme you need before white can get artifact recursion is splitting hairs to me. I think that Remember the Fallen would play very well in the set, and is, in my book, still on the verge of white's color pie. Putting it at uncommon is a different story. I can see the argument here, and it's probably something that I will do.
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The question remains, which color combination should get the Equipment theme. Before that's decided, mapping out the archetypes by color combination would be useful:
(W/U) Equipments?
(U/B) Feed Ramp
(B/R) Color-Change Lightless
(R/G) "Death Metal" (aggressive Melody)
(G/W) Seahorses?
(W/B) Color-Change Lightless?
(U/R) Dive
(B/G) Melody/Feed Ramp
(R/W) Tokens
(G/U) Melody Ramp
Uncommon build-around cards tend to give you a higher pay-off, so I think common is appropriate. The archetype I'm trying to push is an Equipment-based WU deck. Since the Equipments sacrifice themselves through Talisman, I think a recursion theme makes a lot of sense.
The "whenever an artifact enters the battlefield" clause doesn't fit that well though. You'll probably still never draft more than 5 Equipments, so the effect is very weak.
Why do you think white doesn't fit for graveyard recursion? Isn't white the primary color that gets to recur artifacts? I can't think of a mono-blue card that returns artifacts from the graveyard. When I think about it more, it doesn't make much sense that blue is the second color for this theme. You need some beefy creatures so that the Talisman Equipments can do some work, so green would be the better color to pair it with.
I like this card, but I'm not planning to have multicolor cards at common or uncommon (hybrid cards instead). Maybe it could be blue/red hybrid because both colors can recur those things, for artifacts at least tertiary.
An Equipment that gets better if you play even more Equipments sounds interesting. There's no flying in the set, though.
I have just a very basic card in the file, that also enables the recursion theme:
Chest of Wonders
Artifact (C)
1, T, Sacrifice Chest of Wonders: Scry 2, then draw a card.
I think as long as it says that she was dying, not that she actually did, it's fine.
So, I changed it to: "[...] only to face death, withering in the heat of the undamped sun."
Another thing I'd like your input on:
Gemseeker 2U
Creature - Merfolk Scout (C)
Whenever an artifact enters the battlefield under your control, put a +1/+1 counter on Gemseeker.
2/2
Exported this card one-to-one from original Iamur. Is this card fine in blue or are the +1/+1 counters too unblue?
Is the use of a gerund form more ambiguous? "Kayisha traversed the barrier that separates her realm from the Overworld, only to end up withering and dying in the heat of the undamped sun." I don't want to take away from the flavor of the card when it stands on its own.
Our Commander round was a bit overshadowed by rants that we're actually playing Archenemy instead of Commander, so it fell a bit flat. But I still presented someone with an adjusted wording:
Dive {cost} ({cost}, T: Exile this creature and all permanents attached to it. They return to the battlefield as you attack or block with this creature from exile. Dive only as a sorcery.)
He needed some time to wrap his head around the idea that you can block with a creature from exile. He declared a diver as an attacker correctly when I presented him with a simple scenario, and also managed to block correctly. When I asked him whether or not he thinks that you can block with a dive creature that's under an Oblivion Ring, he answered no. He noted that he liked the flavor, but appeared to be still somewhat uncomfortable with the idea of attacking or blocking from exile.
I wanted to ask more people on Tuesday, but I was lazy and forgot.
Escorted by Turtles 1G
Instant (C)
Up to two target creatures each gain indestructible until end of turn.
With such a faithful protector by her side, Kayisha felt confident to venture further out into the sea - much further.
Ship Graveyard
Land (R)
T: Add C to your mana pool.
4, T, Sacrifice Ship Graveyard: Put a 2/2 black Zombie Pirate creature token onto the battlefield tapped for each artifact card in your graveyard.
"Why are we drawn to this place? Is it the treasure or the curse? Are they the same after all?"
-Kayisha
Price of Neglect 1B
Instant (U)
Destroy target creature that entered the battlefield this turn.
In that moment, Kayisha knew that her journey had come to an end. But in reality, it was just about to begin.
Journey's End 1BB
Sorcery (R)
Exile target creature or planeswalker.
Kayisha traversed the barrier that separates her realm from the Overworld, only to wither and die in the heat of the undamped sun.
Romantic Rescue W
Instant (C)
Return target creature you control to its owner's hand. You gain life equal to its toughness.
"Well, Kayisha, you are quite an unlikely catch!"
Mastery of the Sea 1(G/U)
Sorcery (C)
Look at the top five cards of your library. You may reveal a land and/or a Kraken, Leviathan, Octopus, or Serpent creature card from among them and put those cards into your hand. Put the rest on the bottom of your library in any order.
"You revere the gods of the deep? Do you not know of all the fear and anguish they have caused?"
-Kayisha
Kayisha, the Land-Dweller 2GG
Planeswalker — Kayisha (M)
+1: Look at the top card of your library. You may put it on the bottom of your library. If it's a land card, you may put it onto the battlefield tapped.
-2: Put two 1/1 green Nymph Druid creature tokens onto the battlefield. They have “T: Add R, G, or W to your mana pool.”
-6: You get an emblem with "Creature spells you cast can’t be countered" and "Creatures you control have vigilance and indestructible."
{3}