Their inspiration for Energy is Serrated Arrows and charge counters, I doubt they'd make cards that spend energy and don't create them, it would kind of defeat the point.
hunh, the art I sourced for this image is from theDURRRRIAN who has done MTG art before, and looks vaguely like an Aetherborn wearing armor. hmmm
that's obviously a fantasy iron man... The whole light in the chest, light in the palm, red helmet with golden mask
I don't think I've ever stopped and thought I was good enough to do jack-shit on any level. I simply don't think all that far ahead in gameplay, so I miss lines.
I wish you lived closer GB, I would totally be your Pro partner
I agree with kirblar.
You definitely need a base level of intelligence to be a pro in MTG. And the variance inherent in the game does disguise that a lot.
are you guys really discussing if pro players are inherently smarter than us lesser people, sort of like the Übermenschen among the masses of lowly Magic players
He's not though
...I've been staring at this for like ten minutes. How does this work?
Depending on the rarity, I think we're more likely to see something like this:
Common Equipment 3
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +2/+0.
Equip - {E}{E}
Uncommon Equipment 2
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +1/+1.
Pay {E}: Equipped creature gets +1/+0 and gains trample until end of turn.
Equip - {E}{E}
Rare Equipment 2
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +2/+1.
Pay {E}: Equipped creature gains your choice of first strike, trample, or reach until end of turn.
Equip {E}
Mythic Equipment 3
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage, to a player, you get {E}{E}{E}.
Pay {E}{E}: Equipped creature deals 1 damage to target creature or planeswalker.
Equip - {E}
It's not all one combo or anything; they're just cards that work well with Mishra's triggered ability....I've been staring at this for like ten minutes. How does this work?
Equilor said:The plane was inhabitated by powerful beings, who were seemingly human. It is not known if they were planeswalkers, or just a civilization that developed powerful magic. They claimed that Urza found them only because they allowed him to do so. Supposedly, their magic could conceal the plane. They also had much insight on other planes in the multiverse.
That's a... pretty uncharitable read of the argument.
To be good at a competitive activity, almost anyone can accomplish it with practice, hard work, and the luck to avoid any particularly debilitating obstacles. To be great at one, you need all that practice, hard work and luck, and you also need to be a statistical outlier in terms of skills to a degree that is not achievable with sheer willpower. That's true about every sport and game with a serious skill ceiling, not just Magic.
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to, because as a fact of nature their tiny insect intellects couldn't possiby comprehend the truly cosmic scale of the calculations in his vast strategical mind and basically they will never amount to anything. Believing yourself to be far more mentally capable than everyone around you is a typical nerd power-fantasy paired with an excessive amount of narcissism
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to, because as a fact of nature their tiny insect intellects couldn't possiby comprehend the truly cosmic scale of the calculations in his vast strategical mind and basically they will never amount to anything. Believing yourself to be far more mentally capable than everyone around you is a typical nerd power-fantasy paired with an excessive amount of narcissism
It's not Sperling who said it.Ya that's kind of how I read what Sperling said. His reaction isn't to question their preparation but to assume they're just not smart enough to be successful. We're not at the point where thousands of players are on teams and have serious playtesting groups and only the brightest players can have consistent success.
It's not Sperling who said it.
Since Modern has no Tier 1 hard control deck, I am thinking of getting into Legacy with Miracles. Good or bad idea?
And when will we see a Flusterstorm reprint?
everything needs a base level of intelligence the question is where that lies with mtg.
I very much doubt that, if you can make it at university you can be a magic pro. So easily over 25%.I think it is pretty high. Maybe top 5 to 10% of the overall population?
Standard #s must have been dropping off hard.Whaaat?
Standard rotation back to once per year.
BFZ will be legal until next fall.
http://magic.wizards.com/en/articles/archive/news/revisiting-standard-rotation-2016-10-19
Whaaat?
Standard rotation back to once per year, effective immediately.
BFZ will be standard-legal until next fall.
http://magic.wizards.com/en/articles/archive/news/revisiting-standard-rotation-2016-10-19
Edit: Reason given is that frequent rotation causes problems for more casual players.
People don't like to see their cards losing a good chunk of their value too often. What a shocker.
Anecdotal evidence: they were.Standard #s must have been dropping off hard.
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to
This is a good thing.
Making your Standard cards only legal for 18 months instead of 24 months was not good for players.
Collected Company might have drawn a ban if it had 2 years.Standard rotation died for Collected Company's sins.
I can attest that tournament attendance was dropping, but it was because Collected Company was the thing to play competitively for too long. You either had a playset and could play or you didn't.
Changing standard rotation won't change developments ability to make mistakes.
Nobody can teach you or any other randomly-selected person to play like LSV or Finkel even given infinite time. The article's pretty bad but it's not wrong there: most people who decide to grind out competitively in MTGO have a flat zero percent chance of being successful, because the space for success is so small that it's occupied completely by people who are hard-working and talented and lucky.
It's funny to me that I see people talking about how more people have access to teams and whatnot now, because that's actually resulted in the tactically strong players being more consistently at the top -- people who punt a lot can't coast on having a better deck when so many different people are all going through the same testing/brewing process to come with well-tuned decklists.
Still not sure how I feel about this overall. Upsides: much better for most players to have cards legal for two years, and for cards to rotate out on a less frequent basis even as they continue to rotate in at the same speed. Gives sets the opportunity to play with an even wider variety of different blocks within Standard.
Downsides: we just switched to all-Standard for top level competition and now that metagame is going to stop shaking up nearly as much, which could put us back in year-long-deck misery scenarios. They originally claimed that the three-block Standard was chosen because they'd have to make all the sets simpler and weaker if it was four blocks, which is deeply uninspiring. This fucks up the new MTGO redemption policy even more. I'm also concerned that they're (by Aaron's direct admission) spending the last months of Amonkhet block development tweaking it around this change rather than, like, doing the actual thing they're supposed to do with their time.
Wow, this is pretty big. I'm looking forward to MaRo giving more details about this later today and this week. In fact, the fact that MaRo isn't explaining this is a devoted article is raising red flags for me. Hopefully this doesn't mean Amonkhet is a BFZ style mess due to reacting to this change.
As mentioned, this also creates an imbalance between the importance of the fall and spring sets. I think they'll figure out how to manage it, but I hope they do it quickly.
Collected Company might have drawn a ban if it had 2 years.