OneEightZero said:I was hoping for some sort of mechanic that would remove poison counters from a player (Heal? Purify?) that was related to the Mirrans. With only 10% of the set devoted to the Mirrans, I doubt we'll get a mechanic like that.
Well it was a conscious decision because if you can remove Poison Counters then they literally just become a second life total.rayner said:Something was said at the beginning of the Cycle that there would be NO way to remove poison counters. That Leeches will continue to be the only way to remove them. Kinda bummed about that...
OneEightZero said:I was hoping for some sort of mechanic that would remove poison counters from a player (Heal? Purify?) that was related to the Mirrans. With only 10% of the set devoted to the Mirrans, I doubt we'll get a mechanic like that.
This:Zaraki_Kenpachi said:So what the broke the tie in my example? Seems we mirrored except order.
Atreides said:The first tiebreaker depends of the points of your opponents and how many rounds they played.
The second depends of how many games have you won (games, not matches) and how many games have you played.
The third depends of how many games your opponents have won and how many games have they played.
siddx said:If real, some of those cards are pretty nasty. I can see some great combos. I'm definitely building a deck around scrapmetal fiend using mishra's baubles, urza's baubles, and various other similar cards. Potential first turn fatty.
Fresh meat could be naaaaasty too, great counter to a WOG.
Also there is a card there that removes infect counters from creatures, but yeah, nothing to remove them from a player.
traveler said:Re:the latter- that's certainly a cool little use for it, but I think the main application there is a colorless answer to pws.
That Hex Parasite looks like a really good way to neutralize PWs, too. 2 life/B and x to remove counters and for it to grow! Sick art! Looks like a Phyrexian Memnite (maybe it is, actually).siddx said:Yeah I'm already planning on making it part of my scrapmetal fiend deck as a way to deal with planeswalkers. I can see the deck already, excited.
Takuan said:That Hex Parasite looks like a really good way to neutralize PWs, too. 2 life/B and x to remove counters and for it to grow! Sick art! Looks like a Phyrexian Memnite (maybe it is, actually).
That Phyrexian Cancellor is an asshole. I hope he's the pre-release promo, because I sure as hell am not going to pay the ridiculous prices people will inevitably demand.
traveler said:The parasite was the card we were talking about. Sorry I didn't name it. Couldn't remember exactly what its translation was.
Cancellor may have high prices to start with, but I doubt they'll stick unless it somehow ends up seeing play at tourneys. You might even be able to make a profit selling any you get come pre/release and then buying them down the line.
There would have to be some sort of disadvantage for using the mechanic, similar to Leeches.The_Technomancer said:Well it was a conscious decision because if you can remove Poison Counters then they literally just become a second life total.
Woops, I misinterpreted the post, never mind.traveler said:The parasite was the card we were talking about. Sorry I didn't name it. Couldn't remember exactly what its translation was.
Cancellor may have high prices to start with, but I doubt they'll stick unless it somehow ends up seeing play at tourneys. You might even be able to make a profit selling any you get come pre/release and then buying them down the line.
There are four sets a year. The three block sets come out in Fall, Winter, and Spring (roughly) the core set comes out every Summer.WanderingWind said:I'll admit ignorance to most of what's going on with the new stuff, but what is coming out looks pretty sweet.
Looking at the wiki, I have a questions. Where does M11/M10 etc fit in, block wise? I mean, this is the 3rd set in the Scars block, right? So what block do those fit in with?
WanderingWind said:I'll admit ignorance to most of what's going on with the new stuff, but what is coming out looks pretty sweet.
Looking at the wiki, I have a questions. Where does M11/M10 etc fit in, block wise? I mean, this is the 3rd set in the Scars block, right? So what block do those fit in with?
I'm jonsing for that caged sun already. Glad I preordered my box already.
Yeah, the core sets (Eighth Edition, Ninth Edition, Tenth Edition etc) were 100% reprints for the longest time. But in 2009 they decided to start including some new cards in M10 going forward. The M series core sets are still far far more reprint heavy then normal Block sets though.WanderingWind said:So, in other words, new cards come out every season (roughly). The M whatevers are not necessarily all new stuff though, which explains a lot.
This hobby can get...expensive.
Remember, there are also lots of cheap answersTakuan said:I just read the revised translation of Caged Sun. Stupid good. So many powerful cards spoiled already. It makes me wonder how long they'll be able to keep this up - cards are are wonky strong already compared to the Sengir Vampires and Serra Angels of old...
I'm a little concerned. Years ago (around Time Spiral IIRC) they said specifically that creatures had been vastly underpowered since the inception of the game, and that they wanted to push towards better creatures because a complex board state makes for interesting choices. I agreed with them then, and still do now, but I worry they might be getting a little out of control.WanderingWind said:I look at Black Lotus, and it's powerful, for sure. But something like Grave Titan would've been banned back in the day. Armored Ascension? That would have won any game when Giant Spiders were the best defense against flying and Giant Growths were fuckawesome.
Takuan said:I just read the revised translation of Caged Sun. Stupid good. So many powerful cards spoiled already. It makes me wonder how long they'll be able to keep this up - cards are are wonky strong already compared to the Sengir Vampires and Serra Angels of old...
The_Technomancer said:I'm a little concerned. Years ago (around Time Spiral IIRC) they said specifically that creatures had been vastly underpowered since the inception of the game, and that they wanted to push towards better creatures because a complex board state makes for interesting choices. I agreed with them then, and still do now, but I worry they might be getting a little out of control.
We'll see what they do with Innistrad. A lot of the current power creep perception I think comes from being so fresh off of Eldrazi
...that'd be a hell of a opening hand.siddx said:edit: Black Lotus is OBSCENELY overpowered. Imagine pulling a black lotus, dark ritual, and say a lotus petal turn one. Thats 7 fucking mana on your first turn. Even if you only get a black lotus, having access to 4 mana on turn one is just insane.
The_Technomancer said:Yeah, I'm not seeing the sun being all that incredible. At 6 mana it basically has to be ramped out to be much good, which probably means green, and green has dozens of other ways to accelerate mana anyway.
I mean, its good, but not busted good.
Yeah, but the way creatures seem overpowered now? Thats how non-creature spells used to be. Even ignoring stuff like Time Walk from the first sets (jesus fuck overpowered) you had stuff like Tolarian Academy ending games in like three turns.WanderingWind said:...that'd be a hell of a opening hand.
The_Technomancer said:Yeah, but the way creatures seem overpowered now? Thats how non-creature spells used to be. Even ignoring stuff like Time Walk (jesus fuck overpowered) you had stuff like Tolarian Academy ending games in like three turns.
*twitch* What are you talking about? I don't remember any such cardWanderingWind said:Oh, remember Flashfire?
The_Technomancer said:*twitch* What are you talking about? I don't remember any such card
traveler said:The solution is to kill poison first since it's a subpar strategy anyway.
(outside of limited, that is)
Atreides said:This:
For an in-depth explanation, you can look here:
http://www.wizards.com/ContentResources/Wizards/WPN/Main/Documents/Magic_The_Gathering_Tournament_Rules_PDF2.pdf (Section 3.1 and appendix D).
/sighThe_Technomancer said:Yeah, but the way creatures seem overpowered now? Thats how non-creature spells used to be. Even ignoring stuff like Time Walk from the first sets (jesus fuck overpowered) you had stuff like Tolarian Academy ending games in like three turns.
An-Det said:Yeah, Time Walk is very banned.
Zaraki_Kenpachi said:Is that extra turn card banned in legacy?
Sorry, but I can't help but get a laugh out of "that extra turn card". it still blows my mind that there are new players even after all this time and that the game is this healthy.Zaraki_Kenpachi said:Is that extra turn card banned in legacy?
siddx said:Yes but there are other extra turn cards that are legal, just more expensive or not nearly as good.
Time Sieve
Time Stretch
Time Vault
Time Warp
Beacon of Tomorrows
Capture of Jingzhou
Final Fortune
Last Chance
Lighthouse Chronologist (bust this out in a multiplayer EDH game or Type 4 and watch as you either win the game in the next 5 minutes or get hated on so bad you die during the next turn)
Magistrate's Scepter
Magosi the waterveil
Notorious Throng
Savor the moment
Second Chance
Seedtime
Stitch in time
Temporal Extortion
Temporal Manipulation
Timeshifter
Walk the Aeons
Wanderwine Prophets
Warrior's Oath
Wormfang Manta
shoplifter said:Sorry, but I can't help but get a laugh out of "that extra turn card". it still blows my mind that there are new players even after all this time and that the game is this healthy.
So, yeah I think I'm going to start playing again. Most likely legacy only, splashing some drafting on the side. Every time i think about getting rid of everything this happens.
Zaraki_Kenpachi said:O I know but one and a blue for that is fucking obnoxious.
Could only think of time spiral as a name and knew that wasn't it and it's annoying to do stuff on my ipod. :/
Crap you caught up to me.V_Arnold said:Second Tezzeret here, it starts to feel just about GREAT![]()
Zaraki_Kenpachi said:Crap you caught up to me.Gotta buy more packs.
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The_Technomancer said:Yeah, but the way creatures seem overpowered now? Thats how non-creature spells used to be. Even ignoring stuff like Time Walk from the first sets (jesus fuck overpowered) you had stuff like Tolarian Academy ending games in like three turns.
I'm picturing you with the Problem?.jpg expression on your face; that must've been really satisfying.rayner said:My fastest win was back in 1995 or so when I was playing Type 1. I won on my opponents 1st main phase. He played a Black Lotus, Mox Jet, Mox Ruby, Sol Ring, Underground Sea... then cast Dark Ritual then Mind Twist me for 8 making me discard my entire hand. I bust out laughing cause I was holding 4 Psychic Purge making him lose 20 life ending the game.
Back then Psychic Purge read: destroy Target Birds of Paradise, Llanowar Elves or deal 5 damage to a player casting Hymn to Tourach. I main-decked it all the time... Hypnotic Specters and random discard were rampant then and so were 1-tougness weenies, like Pump Knights.
rayner said:My fastest win was back in 1995 or so when I was playing Type 1. I won on my opponents 1st main phase. He played a Black Lotus, Mox Jet, Mox Ruby, Sol Ring, Underground Sea... then cast Dark Ritual then Mind Twist me for 8 making me discard my entire hand. I bust out laughing cause I was holding 4 Psychic Purge making him lose 20 life ending the game.
Back then Psychic Purge read: destroy Target Birds of Paradise, Llanowar Elves or deal 5 damage to a player casting Hymn to Tourach. I main-decked it all the time... Hypnotic Specters and random discard were rampant then and so were 1-tougness weenies, like Pump Knights.
:lol Awesome.An-Det said:That is an awesome one. A favorite that I heard was where player A played a turn one Jackel Pup, player B plays a mountain and passes, A plays 2 more Jackel Pups, then B uses Firestorm for 5 (targeting the 3 pups and each player) to deal 20 damage. I wish I could have seen the look on A's face.
OneEightZero said: