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Vintage Community Discussion / General Community Discussion / General Tips When Going To A Tournment
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on: December 08, 2004, 02:03:06 am
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I always let people take back mistakes. I'm never there for prizes and don't care about them.
I'm there to play magic, socialise, and have fun.
I once dropped from a tournament at 4-0 because my dad called me up and invited me over for dinner.
I once made a 40 card sealed deck in a PTQ that contained 9 creature enchantments, because it was funny. I remember attacking with a creature that had 5 enchantments on it one game, that was great.
I once got up and walked out the middle of a game, dropping from the tournament, because two straight opponants had been such sourpus rules lawyers that I stopped enjoying myself. Neither of those players made top8.
I have on at least 3 different occasions convinced judges not to give game losses to opponants who turned up late.
I have not once called a judge to try to get an opponant penalized for something.
I once went 6-0-1(not id) drop in a 7 round sealed GPT because the top8 was rochester which I don't enjoy.
I generally turn people down when they ask for IDs.
I know this is a kind of stupid post, but sometimes people need to be reminded that not everyone who plays in sanctioned or prized tournaments has winning as their #1 (or even #5) priority.
To sum up: Yes, I think being nice, and allowing takebacks is an important thing.
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3
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Vintage Community Discussion / Card Creation Forum / Common creature cycle.
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on: September 27, 2004, 08:01:03 pm
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Do you want profession or racial creature types? There have been wizards and clerics in all 5 colours and shamans in r/g/b. In fact shaman might be a good profession to have in all 5.
As for race, small animals work well. There have been hounds and birds in all 5 colours, cats in all except blue, insects in r/g/b.
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4
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Vintage Community Discussion / Set In Progress / Aztec Flavour Summary
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on: September 27, 2004, 06:23:32 am
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No they weren't. Yes they were. No they weren't. Blah blah blah.
The Aztecs were constantly infighting, for one, to quell repeated rebellion from the many villages/tribes they conquered. There was lots of rebellion against the Aztecs who had not only conquered a sizable portion of Central America (at one time controlling an empire more populous than Australia currently is), but who also were very big on sacrificing large quantities of their subjugated people to their gods.
Also the Aztecs were still at war with several other "themeatically" similar nations such as the Tlaxcalans who eventually became the prime suppliers of information and translators for the invading Spanish.
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5
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Vintage Community Discussion / Set In Progress / Aztec Flavour Summary
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on: September 26, 2004, 09:36:28 pm
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Well non-wall plants haven't been done too often. Fish such as piranahs etc could also feature, although being able to do-away with islandhome might be tricky.
The cats done recently have mostly been the sentient lionin who were generally white. The cats I had in mind are more of a beastly type who would probably be green. Lizardmen would be a good black/green creature type. Apes green/red. Plants black/green. Fish blue. Humans could probably cover most of the red creatures as well as white.
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6
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Vintage Community Discussion / Set In Progress / Aztec Flavour Summary
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on: September 26, 2004, 09:20:28 pm
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Derivations of creatures that are native to central and southern america are all quite relevent to Aztec/Mayan/Incan mythos. Lizard and Snake people in particular, as well as giant insects, large cats, and killer plants!
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10
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Vintage Community Discussion / Card Creation Forum / Breath of Zapaxolichi
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on: September 25, 2004, 06:47:05 pm
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Breath of Quaxolichi Sorcery 1B Breath of Quaxolichi deals X damage to target creature or player and you gain X life, where X is the number of poison counters you have.
Poisonous breath! It could remove the poison counters as well as part of the effect but would want a mana cost increase if that was the case.
Breath of Zapaxolichi Sorcery 1B Breath of Zapaxolichi deals X damage to target creature or player and you gain X life, where X is the number of poison counters you have.
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11
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Vintage Community Discussion / Card Creation Forum / Red Elvish Spirit Guides
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on: September 25, 2004, 09:45:35 am
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Just the burn part of spark lightning is sadly better than anything wizards prints these days.
I would probably find it more interesting if the red guide was something like this:
Chaos Guide If ~this~ is in your hand, you may reveal it and remove a card at random from your hand from the game: add R to your mana pool.
Now that's chaos. Obviously y
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12
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Vintage Community Discussion / Card Creation Forum / Crafty Imp
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on: September 25, 2004, 04:17:45 am
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Argh not another 2/2 for WW!
Honestly, you could put that ability on a 2/1 for W. Savannah Lions is legal in every format except block and doesn't get played in any of them. Even the few White Weenie decks that people try to play in T2 don't even play it.
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14
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Vintage Community Discussion / Card Creation Forum / Recluse Spider
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on: September 24, 2004, 12:51:17 am
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And direct damage is blue.
Spiders poisoning things is a natural defence. That pit scorpion seems like a green card to me too. Black poisoning is more of the medusae or zombie paralyzing gaze or touch, such as from Grotesque Hybrid.[/code][/url]
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15
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Vintage Community Discussion / Card Creation Forum / Forum Review - How are we doing?
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on: September 23, 2004, 11:18:09 pm
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Yes it would be cool if we could decide on a theme and(or) keywords/mechanics that we want for a set, then set about making cards to fill the holes.
I like the aztec/incan theme idea as well as the atlantis theme idea. I'd be keen to pick a theme and choose a couple of mechanics to go with it so I could start making some cards with that in mind.
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21
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Vintage Community Discussion / Card Creation Forum / Surveillance
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on: September 12, 2004, 06:06:41 pm
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It's still terrible. :/ How many creatures are you expecting to have in play at any one time?
Deluge, or any number of other similar cards gets through all of your attackers without warning or preventing combat damage.
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22
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Vintage Community Discussion / Card Creation Forum / Surveillance
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on: September 12, 2004, 05:40:10 pm
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This card is still absolutely awful power-wise. Check out infiltrate:  Lower mana cost, doesn't prevent one of your own creatures from dealing damage, doesn't warn the opponant it's going to happen by sitting in play waiting to be used. If you want it to sacrifice, then it should do a hell of a lot more than getting one creature through.
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23
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Vintage Community Discussion / Card Creation Forum / Surveillance
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on: September 11, 2004, 09:58:05 pm
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It should not prevent damage from the creatures that get through, and also not sacrifice itself to provide the effect. That would be decent. As it stands at the moment it is in the running for worst card ever. There are cards that provide the same (or better) effects and even cantrip, for less mana. So what I'm saying is: Surveillance   Enchantment Whenever a creature you control attacks and isn't blocked, you may put an espionage counter on ~this~. Remove two espionage counters from ~this~: Target creature is unblockable this turn.
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24
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Vintage Community Discussion / Card Creation Forum / Biased Opinion
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on: September 09, 2004, 11:21:43 pm
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They don't have to take one of the cards you just drew as they could very well take the Will or Exalted Angel or FoW you've been holding on to.
Night's Whisper delivers higher quality of cards since it provides 2 completely random cards. This card doesn't even deliver the worst 2 of 3 cards you draw, since they can take cards you already in hand. Plus it reveals your hand to the opponant.
For example:
Playing against mono U. You cast night's whisper and draw 2 wastelands. Your position hasn't really improved a whole lot, but neither has it gotten worse. You have at least gained 2 colourless mana sources.
Playing against mono U. You cast this card and draw 3 wastelands, losing the fow/will/exalted/whatever you were holding on to. You're now in a worse position than when you started. Now you might argue that you would be stupid to cast this when you're holding yawgmoth's will in your hand, but how bad is a card when you can't cast it for fear of weakening your own position? And don't even bring up balance since I'm sure you realise how weak that argument is.
The reality of it is that this card in most circumstances is going to draw you the weakest of the 3 cards on top of your library. It's like an anti brainstorm, or an anti impulse. Impulse digs through the chaff to bring you the card you need. This card digs through the cards you need to bring you the chaff.
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Vintage Community Discussion / Card Creation Forum / Biased Opinion
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on: September 08, 2004, 04:46:55 pm
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It's stupidly difficult to negate that drawback. You'd need to be left with nothing but guerilla tactics/welderable stuff/madness/relevant graveyard things in your hand. When is that going to happen?
The reality of it is, you're going to be discarding the welder and be left with the mindslaver in hand. You'll discard the LED and be left with the roar of the wurm in hand. You'll discard the animate and be left with WGD in hand. You'll discard Yawgmoth's Will. etc.
The deck it's best in would be a very redundant (probably aggro) deck, and even then you're going to lose your best threat, and be left with a land and probably another one of these pieces of junk in your hand.
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28
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Vintage Community Discussion / Card Creation Forum / Biased Opinion
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on: September 07, 2004, 05:37:37 pm
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With thirst, you draw 3 (good), then discard your mindslaver/pentavus/etc (good).
With this, you draw 3 (good), then discard your welder (bad bad).
Duressing yourself before you even get to use the drawn cards is so incredibly bad. In fact, it's even worse than duress, since they can hit lands where appropriate. It reveals your hand.. Blah.
I think the drawback is much worse than most of you are giving it credit for.
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29
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Vintage Community Discussion / Card Creation Forum / Biased Opinion
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on: September 06, 2004, 07:42:09 pm
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It's actually really weak. The drawback on it is simply humongous. I think it's fine, because even though drawing 3 cards for 1U is really strong, the drawback is so severe I think it's pretty close to unplayable.
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30
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Vintage Community Discussion / General Community Discussion / Standard Turn Vintage:What does Champions of Kamigawa bring?
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on: September 01, 2004, 12:44:59 am
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Reciprocate is just awful. Requiring the creature to attack is what is wrong with almost every white removal spell they print. Not being able to remove Goblin Welder, Gorilla Shaman etc is an absolutely huge disadvantage.
The Mirror Breaker is inferior in almost every way to sneak attack, and that doesn't even get played.
The 3 point red spell isn't even worth bringing up really since it's never going to be as good as bolt/chain/incinerate.
Boseiju is very very interesting. It's probably unplayable because it has too many drawbacks. If it didn't come into play tapped then it would almost certainly be playable. If it produced coloured mana but did come into play tapped then it might (probably not) be playable. With both of those drawbacks I must sadly say nice try, but not good enough. I do like the card though.
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