Rokam said:So my nephew got an M12 fatpack and pulled a Sorin, Sun Titan, and 2 Time Reversals one of which was foil. Crazy luck, seems to pull a mythic anytime he buys a pack as well.
siddx said:The AI in general makes some pretty boneheaded moves. That said, it's quite impressive that they've managed to make an AI that can play as well as it does. It must have been a bitch to program. I notice it's main issue is it assigns value to specific creatures and therefor will target those creatures over others that might be a bigger threat. So it thinks for instance the grim lavamancer with no cards in my graveyard is a bigger threat than the 3/3 that is hacking it to death and wastes a kill spell on it instead of removing the 3/3 that ends up winning it for me.
TheSeks said:Play it on hardest? 2009 had an issue where it pulled counter spell after counter spell + the 4 life gain cards as Jace Mono-blue on the hardest AI setting. So infuriating.
Also does no one play Archenemy online in 2012 anymore? I sat around for 10 minutes with someone in the lobby and no one else joined. :/
I have two friends I used to play with that played heavy permission decks in multiplayer. I tried convincing them that it was the most annoying type of deck to play with, but they always just said "well if it wins, it wins." Problem is, they ran like 4-8 creatures in a deck, and usually didn't win.Enordash said:What kind of decks do you guys like playing against the least? I have a friend that uses a ton of hate (currently: Oblivion Ring, Journey to Nowhere, Arrest, etc.) and a couple of bombs to hopefully accomplish something in the late game. I'm not saying that this is a good strategy in the least. A lot of times, those kinds of decks run out of steam and eventually take a loss anyway. It sort of reminds me of life gain in a way. It doesn't really have a solid win strategy; it just stalls the loss as long as possible. In terms of playing a deck like this: even if you go into a match knowing you are going to win, playing that match is just a huge annoyance.
I assume a lot of answers will be control, discard, land destruction, etc. but be specific. I hope there are even people still in this thread to discuss with, lol.
Enordash said:I play on the hardest and have seen some truly hilarious decisions. We were playing 2HG. We had a Claws of Valakut on Vampire Nighthawk. The computer stacked four or five blockers (all 3/3 or over) on it and they all died with first strike damage. This was probably the worst I've seen.
Other small examples: Again in 2HG. The computer used Yavimaya's Embrace to take his partner's creature when there was a Lorthos and Kozilek across the board. I've seen them repulse an opponent's creature that would have died because of blocks (and not killed anything).
On the other hand. I've seen the computer make some decent decisions as well. Sometimes it even seems like they are cheating against you with what they pull (especially in Revenge). All in all, I think they did a very good job.
TheSeks said:I dunno. It seems like Planeswalker difficulty cheats out the ass while Normal/one below it makes boneheaded moves, but is generally reasonable.
Cubes are tricky, but they can be pretty darn cool if pulled off well. My friends and I found ourselves a little short on rares, so we built a cube for Group Game Draft that mimicked the rarity distribution of a normal set. Apart from our rares being a little overcentralizing because of how good they were, it worked just fine. The only potential downfall I can see if the, "Oh, it's THIS card again." factor if you don't go for a consistent, high power level for the whole thing.Enordash said:Has anyone tried cube drafting? It seems like a pretty good way to use the massive amount of old cards my group of friends have. It would be pretty interesting to have an all rare cube. I've personally never played it or seen it played though. If anyone has experience: Is it fun? Is it worth taking the time to construct/deconstruct the cube?
Orayn said:Cubes are tricky, but they can be pretty darn cool if pulled off well. My friends and I found ourselves a little short on rares, so we built a cube for Group Game Draft that mimicked the rarity distribution of a normal set. Apart from our rares being a little overcentralizing because of how good they were, it worked just fine. The only potential downfall I can see if the, "Oh, it's THIS card again." factor if you don't go for a consistent, high power level for the whole thing.
Planeswalkers:Soru said:Okay picked up my first M12 core set with about 200 cards, no amazing cards but the XBL game and table top are different and i'm going to my first draft thingy tomorrow so a few questions.
The planeswalker cards (I got sorin Markov) how do they work once cast? Like it has +2, -3 and -7 with effects. I don't get how that is supposed to work?
Also I got a few cards with the tap effect "Add 1 to mana pool" or "Add 1 of any colour to mana pool". Does that mean after I tap and add 1 to mana pool, when my turn ends, does that mana stay there? or does it disappear?
Thanks.
Soru said:Okay picked up my first M12 core set with about 200 cards, no amazing cards but the XBL game and table top are different
The planeswalker cards (I got sorin Markov) how do they work once cast? Like it has +2, -3 and -7 with effects. I don't get how that is supposed to work?
Also I got a few cards with the tap effect "Add 1 to mana pool" or "Add 1 of any colour to mana pool". Does that mean after I tap and add 1 to mana pool, when my turn ends, does that mana stay there? or does it disappear?
The_Technomancer said:Planeswalkers:
You get to use one of their abilities each turn, any time you could play a sorcery. This includes the turn it comes into play. When you do, you increase or decrease the number in the lower left corner by that amount.
You cannot activate an ability that costs more then you have.
Your opponents can choose to attack your planeswalker instead of you. If they do, you can block with your creatures.
Your opponents can also use direct damage cards like Shock to damage your planeswalkers.
Mana effects:
The cards you describe act exactly the same as lands do. Technically there is rules text on a Forest, it reads "T: Add G to your mana pool"
TheSeks said:No, they aren't. You just think so because:
This isn't in DotP 2012 and I feel really strongly I should've been for beginners sakes.
See that number at the bottom right? That's a "loyalty" counter and HP counter in one. IIRC players can attack the planeswalkers and it drops the loyalty counter by that damage. Someone more knowledgeable will answer better.
Planeswalkers abilities (+/-) add or subtract (or don't add anything if 0) to the loyalty counter for the ability activation cost respectively. If the counter hits 0, the planeswalker is gone, so it's a balancing act of making sure you have enough loyalty before casting the bigger -'s (there's a -12 on Jace the Mind Sculpter IIRC) to make sure they stick around.
It, along with other mana DOES NOT STAY at the end of turn. Whatever is tapped is TAPPED. AKA: If it's been used it's been used.
Tap to add 1 to mana pool is pretty straightforward IIRC. It adds whatever color is on the card like the perma lands (Mountains/Plains...)
Add 1 of any color to mana pool is the same way, but you can designate WHATEVER color you need as required. These cards (and the Invasion "dual lands") are INSANELY useful in rainbow decks if you're finding a shortage in your mana "tempo"/gains for multicolored cards that need the cost NOW. (Like a 1GR and you have no R. Tap the 1 of any color, declare it R and you can then cast the 1GR)
Yeah, the ability on Llanowar Elves doesn't give you an extra Forest each turn. The elf itself acts like a single forest on its own.Soru said:Thanks man I think I get the mana now.
The_Technomancer said:Yeah, the ability on Llanowar Elves doesn't give you an extra Forest each turn. The elf itself acts like a single forest on its own.
TheSeks said:To clarify: If you're tapping a card, it is turned and TAPPED. You can not use it for anything else. If that card is a creature and it's giving you mana, tough. It can't attack, it's being a land/mana cost.
This is why tapping non-lands as a lands shouldn't be done in general unless you need the mana now. Because at the end of the turn anything tapped that is in the mana pool is gone.
Say you casted RRGGBBUU and used RGBBU. If you don't have a RGU card use that at the end of the turn and that RGU is a counter spell and the next turn your enemy casts a spell: Tough. You can't use that mana.
Gvaz said:Who the heck overcasts for mana? Just dump what you need right then in the pool and keep the rest untapped for when you need it for instants or w/e
The_Technomancer said:The currently legal sets that you should buy are Scars of Mirrodin, Mirrodin Besieged, New Phyrexia, and Magic 2012. Technically there are another four that are allowed, but they will become illegal in September so I wouldn't say they're worth investing in right off the bat. For a new player I'd recommend either picking up a Deck Builder's Toolkit, a 2012 Intro Pack or both.
That's if you want to play Standard, which is the most common tournament format. Most hobby-stores run small scale Standard tourneys every week or every other week. You should find out what your local places do, or for an even better experience recruit three or four of your friends into playing and just spend a night a week around the kitchen table.
Depends on what you want to play. If you want to play standard it's Zendikar, Worldwake, Rise of Eldrazi, M11, Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12. Once the first set of Innistrad comes out the older sets drop. So it then becomes Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12, Innistrad. Again that's for standard that most people play but if you just want casual with friends it doesn't really matter. First set of Innistrad comes out september/October IIRC.Soru said:So can I use some cards from each set to build one deck?
Yah I got that part. What I mean is, say from september can I make a standard deck that say takes cards from M12, New Phrexia and say scars of mirrodin?Zaraki_Kenpachi said:Depends on what you want to play. If you want to play standard it's Zendikar, Worldwake, Rise of Eldrazi, M11, Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12. Once the first set of Innistrad comes out the older sets drop. So it then becomes Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12, Innistrad. Again that's for standard that most people play but if you just want casual with friends it doesn't really matter. First set of Innistrad comes out september/October IIRC.
Yes, that's what I said in my post... For standard once Innistrad comes out the legal sets are Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12, Innistrad.Soru said:Yah I got that part. What I mean is, say from september can I make a standard deck that say takes cards from M12, New Phrexia and say scars of mirrodin?
Zaraki_Kenpachi said:Yes, that's what I said in my post... For standard once Innistrad comes out the legal sets are Scars of Mirrodin, Mirrodin Beseiged, New Phrexia, M12, Innistrad.
Yeah, it dies. The important part is these two rules:Soru said:Another noob question. Can a creature with indestructible as an in-card ability be killed if it's toughness is 0 or less?
On Magic 2012 the only creature with that is that eldrazi giant and if its toughness becomes 0 or less it doesnt die, however, on the written cards it says it does.
704.5f If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.
704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.
Depends on how it gets to 0 toughness. If you're assuming zero toughness from lethal damage then it won't reach 0. But if you say put -1/-1 counters on it to make it's toughness reach zero it will die.Soru said:Another noob question. Can a creature with indestructible as an in-card ability be killed if it's toughness is 0 or less?
On Magic 2012 the only creature with that is that eldrazi giant and if its toughness becomes 0 or less it doesnt die, however, on the written cards it says it does.
Yeah, the game graphically represents damage by showing a reduction in toughness on the card, but that's actually different from having its toughness lowered. An indestructible creature only dies by having it's toughness reduced by an effect, i.e. Target creature gets -12/-12 until end of turn, or something like that.Soru said:Another noob question. Can a creature with indestructible as an in-card ability be killed if it's toughness is 0 or less?
On Magic 2012 the only creature with that is that eldrazi giant and if its toughness becomes 0 or less it doesnt die, however, on the written cards it says it does.
Carnifex Demon (4)(B)(B)
Creature - Demon
Carnifex Demon enters the battlefield
with two -1/-1 counters on it.
(B), Remove a -1/-1 counter from Carnifex
Demon: Put a -1/-1 counter on each
other creature
6/6
Unstable Mutation (U)
Enchant Creature
Enchanted creature gets +3/+3
During its controller's upkeep, put a
-1/-1 counter on enchanted creature.
Tough to say, since I don't know your play style. All of the decks can be pretty enjoyable, I have Mirror Mastery which I settled on when my buddy grabbed the last Heavenly Inferno, but I wound up enjoying it quite a bit, and you can do a lot of stupid things with Devour for Power.sankt-Antonio said:two questions: i bought two commander decks, one for me and one for my gf (we plan to play with another couple).
Now amazon send me the wrong one (political puppets) so i told them i want to send it back - went to a magic shop and bought the one i wanted. Now i have "devour for power" and "mirrow mastery", But after taking a closer look at the political puppets cards online i kind of like the idea. so should i send it back or keep it? is it fun, could i enpower the other two decks with it?
thx in advance.
OnPoint said:Pulled a card from a pack at the local flea market today and thought of a pretty decent combo using a card I never saw a use for before in my life.
Combined with
Edit
Also, is anyone familiar with the Spirit Monger? How does his add +1/+1 counters work when dealing damage? Is it immediate, or following combat?
Zaraki_Kenpachi said:After damage is dealt. So if he's dealt damage he has to be able survive it before any +1/+1 counters are placed on him.
Zaraki_Kenpachi said:It always feels like black is overpowered.
Is Liliana associated with any creature type like Sorin is with vampires?
Zaraki_Kenpachi said:It always feels like black is overpowered.
Is Liliana associated with any creature type like Sorin is with vampires?