I strongly suspect "it breaks mtgo" was the issue there.Yeah, that's my entire point.
I strongly suspect "it breaks mtgo" was the issue there.Yeah, that's my entire point.
Magic the BlogeningWhy have supertypes at all? Just turn them into modular tags
Nonsense Spell
3
Tags: Artifact, Land, Enchantment, Sorcery, Creature
Tap: Add 1 to your mana pool
2/1
The issue isn't that, it's the whole Supertypes not being able to have Subtypes thing.If card types didn't have independent subtypes, you get weird interactions like Trapmaker's Snare being able to search up changeling cards.
Creature
Play Creature only after you're attacked, before you declare interceptors.
Creature
My friend is into magic, and i want to join in on the fun, without starting a collection.
I played that origins game a bit and he gave me a few common decks to mess with and learn the mechanics.
Im thinking of just going to the draft things once i have a handle on the mechnaics and cards and just selling anything good i get.
The thing is. Im from hearthstone, where all cards are pooled together. I really dont understand how the magic cards are put together. Some sort of blocks of 3 big releases then start fresh again or something?
Do you guys think its worth me playing origins, or do i just bug him to go to his place and play with new cards since thats what i would play at a draft/ prerelease?
By Origins, do you mean the PC/iOS/Xbone app? If you're starting out, I recommend playing Magic Duels: Origins to get the hang of the rules.
The way sets work is that three (now two) sets take place in the same world before they move on to a new one. There are multiple formats where different cards are legal. Minus banned lists, Legacy is all cards, Modern is all cards past a certain point, and Standard is a rotating format. Currently, every three months, a set is added to Standard, and every six months, two sets are dropped from Standard.
I wouldn't recommend trying to attend a draft until you are more comfortable with the game, especially since Battle for Zendikar is expected to be a kind of weird draft.
MaRo took our complaints about blue control to heartGlad it's a mythic. Don't want that thing destroying limited.
To start, I'd recommend sticking to Magic Duels until you guys get comfortable with the game. Once you have a good grasp on the gameplay and turn structure, then consider doing draft or sealed events in paper.My friend is into magic, and i want to join in on the fun, without starting a collection.
I played that origins game a bit and he gave me a few common decks to mess with and learn the mechanics.
Im thinking of just going to the draft things once i have a handle on the mechnaics and cards and just selling anything good i get.
The thing is. Im from hearthstone, where all cards are pooled together. I really dont understand how the magic cards are put together. Some sort of blocks of 3 big releases then start fresh again or something?
Do you guys think its worth me playing origins, or do i just bug him to go to his place and play with new cards since thats what i would play at a draft/ prerelease?
It depends how strongly the themes are pigeonholed.The problem with Sealed is that you usually need enablers + a payoff for basically any theme and you sometimes just don't get the cards.
In Draft, if you correctly deduce your opponent is doing UB Ingest, you can go WR Allies and get a lot of the good allies passed to you. (Example) It works like this in every set.
Yeah, my sealed deck with a ton of rally triggers was hard for almost all my opponents to even get off the ground against, despite me mulliganing 7 times in 6 rounds. The only one that could stop me(and the only match that went over 20 minutes) was the guy who got first with a fantastic control build containing an unreasonable number of spot removal and a sweeper backed by ugin's insight and top quality fliers.Contrast this to MM/BFZ draft- it's all hard synergies across the board, making sealed very obnoxious.
I guess LSV just doesn't do those set reviews anymore? Last time he did one he spiked Jace to 35 bucks.
"I paid 30 dollars for italian slop" - God's Beard
MaRo took our complaints about blue control to heart
Snapcaster literally didn't have flash for most of development because Zac Hill forgot to write it on the card.
I actually came to despise Think Twice because of the "I hold up 2 mana. If you pass, I draw. If you play a spell, i can counter" gameplay in that Standard era.I miss Zac Hill. He designed some really cool cards and I just loved his enthusiasm as well.
He admits that Snapcaster Mage was a mistake. I'm sure that everyone remembers his Snap + Mana Leak article.
MaRo took our complaints about blue control to heart
what do you like?I actually came to despise Think Twice because of the "I hold up 2 mana. If you pass, I draw. If you play a spell, i can counter" gameplay in that Standard era.
Games of magic that don't rely on abusing the fact that the end step is extraordinarily powerful?what do you like?
It really is such a shame that "switching blockers" is so complicated to implement.
Try making a Short Keyword for Blample.
curving out: not enough skillGames of magic that don't rely on abusing the fact that the end step is extraordinarily powerful?
To use a poker analogy- it's the button, and it's part of why blue has normally been godlike.
The curveout argument is a variance thing where you don't want to become VS system. Nothing to do with skill, just avoiding making that a dominant strategy.curving out: not enough skill
end of turn plays: too much skill!
i'm actually arguing that think twice is a fair card.
The worst part is that White's best cheap token Generator is rotating despite it being not overpowered in any way. Plus, it would have totally been in flavor for Origins.Part of me wants to make a standard BWR token deck for fun. And a copy of Descent of the Dragons.
Just a flavour card?