Fragamemnon said:
The quality of answers to cloudpost are what is the problem. There's no top-shelf answer to the card in the format. The kind of things that fight 12post / candelabra decks in Legacy-Hymn and Wasteland specifically-don't exist in Modern. The format just isn't equipped to fight the card.
Tec Edge and Ghost Quarter are GARBAGE GARBAGE GARBAGE and the casted LD is all too slow on the draw.
I think most of the pros know at this point that 12post is the deck to beat-that was clear a couple of weeks ago-so now the challenge is to find a deck that has a positivie matchups against 12post and Zoo, puts up a good game against combo, and flops over to any sort of control deck. That's where you want to be for this PT. It very well may be a very well tuned version of 12post to fight the mirror.
Eh... I suppose I'll play my 12post then
I was thinking Vore cause right now nobody is talking about it and it comes out of nowhere. Just have to figure out path to exile. I suppose I could put some sort of counter package in it.
Wimps said:
Hey guys,
I was wondering how Magic has evolved over the last 10 years or so. It's been a hobby of mine since 1999 till 2003 or so and I'm looking to get back into it.
I only have the old design cards so I'm planning on buying new sets, anyone has some tips or pointers?
Thanks
It's changed quite a bit. The biggest thing you'll want to do is check the previous posts on the rules changes that came in last year. It's a change from Sixth.
You can get a primer here.
Tl:dr is that Combat damage is no longer on the stack. You have to declare how blocking order is after blocks have been set, which applies damage per block order, except for Deathtouch because its "special".
Mana burn no longer applies.
Keywords have been cleaned up. RFG = Exiled. Creature goes to the graveyard = Dies. Playfield = Battlefield.
As for the game itself, Planeswalkers are a new card format. Sorta like WoW TCG's Heroes cards. They're like an enchantment that you can have multiple abilities assigned with them and they have "loyalty" counters that fuel their abilities. You gain loyalty by using an activated ability. You lose loyalty by using certain abilities and can also be lost by being attacked or direct damage to your dome (you can then choose to redirect damage to the planeswalker). Planeswalker typically have abilities as such:
1) +X Loyalty/minor effect
2) -X Loyalty/major effect
3) -X Loyalty (usually what you build your loyalty up for to just "win")/Ultimate Effect
Of course not all Planeswalkers follow this. Some have 4 abilities, one will have 5 coming up, some don't even have abilities that will allow you to gain loyalty.
Creatures are much, much, much more efficient now than ever. A 3/3 for 3 is considered Ho-Hum, which was wacky considering
Gnarled Mass was jizzed upon by Mike Flores back in the day. Now you'll see insane crap like 3/3 for 2, 4/4 for 2 and so on.
This is of course all for nothing because Wizards keeps creating bonkers removal which pretty much shits all over creatures. Last set they created a removal spell that costs 1 colorless and makes the majority of creatures pointless.
Land destruction is pretty much dead. The best you can hope for is destroy target land for 4 Mana. It's been pushing blue control decks forever because of all the efficient creature hate and Ability to get away with casting big finishers blue likes.
Discard actually is better than ever now, depending on what you use discard for. Currently in standard which will change in October, you have 3 1-mana cost discard spells that pinpoint pretty much any problems you have early in a match. Mass discard is dead, but it never was good in the first place.
Local enchantments are called Aura's now. They still suck. Wizards keeps trying to push Aura's that are good but with its inherent card disadvantage they always will be bad. The only time they work is when it will win you the game or take advantage. One deck right now uses an aura, it allows for infinite hasted tokens.
Counterspells are more "fair". Counterspell itself has gone the way of the dinosaur, but the nature of the game has changed to where people really care about tempo and advantage from the board and the hand, so early counters and specific hard counters aren't really all that horrible. Instant draw still sucks balls though so don't think you'll ever play "Draw Go" again, thankfully.
Drafting is infinitely more fun now than ever. WoTC takes drafting into building a new set very heavily and its showing very well. There's rarely "one draft archetype" like you used to see in Core Sets (Hint: Always draft Blue/White back in the day or Black/Red in Mirage = Win). There's always a strategy that will fit your needs, except green still as always sucks.
Oh, Legend rule has changed. Instead of the First legend being the only Legend and anything else after it bites the dust, both Legends will cancel each other out and they both go to the graveyard. Sometimes playing the same legend is good "hate" tech towards that particular legend.
Mana Fixing is bonkers. Most sets will suit your mana fixing needs.
Oh and there's a new rare type, called Mythic. Its a "rare" rare and it was pretty much created to sell more boosters being that they're harder to get. A lot of those cards are very costly and has made standard turn into an expensive constructed game. Some cards shot up to over 70 dollars in worth, which again, was unheard of in standard. It's had the inverse effect of driving the cost of regular rare cards down however, so its become a casual paradise.
Costs of cards are very different. Since we have access to the internet and databases and sales trends, you don't see a general spread in price of cards over a set like you used to. Money rares are less in number per set, but when you do get one, its worth a LOT. Its still nice because you can collect all kinds of fun rares to play with for cheap prices. Its very common to see rares worth less than 50 or 25 cents nowadays.
Anyway, the game is more alive than ever, more people play magic now than ever before and there's always something fun every few months with release schedules.
Welcome back!
