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Eternal Formats / Northeast U.S. / Re: Eternal Weekend Coverage
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on: November 05, 2013, 10:31:36 am
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I wish that the old Shortbus guys would show up to an event like this.
A few of us still play online, and I was following the coverage. Maybe next year I'll see if I can round up several of us to head up. Would be a blast!
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3
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Vintage Community Discussion / Card Creation Forum / Re: New multi-land
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on: September 25, 2013, 08:11:51 pm
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I'm not sure if City of Brass is something Wizards wouldn't print anymore, but that's the comparison card I had in mind when thinking about this one. I'm pretty sure you just about always run City over this in a multi-color control deck, but for some decks it's a close call and this is more interesting/skill-testing (imo). I actually like your version, but not quite as much and I'm still not sure the power-level of the original is too high.
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Vintage Community Discussion / Card Creation Forum / New multi-land
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on: September 24, 2013, 09:41:35 am
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Border Crossing Land When Border Crossing comes into play, an opponent chooses a color. T: Add one mana of any color except the chosen color to your mana pool.
Obviously better the more colors you play. On the plus side, if your opponent chooses poorly, this is a 4-color dual with no drawback. On the other hand, if you're hurting for a color and your opponent knows it, this will be frustrating by giving you everything except what you need.
Feels really useful in the right places, but by no means busted - and I'm happy with the simplicity of it. Interested in folk's thoughts.
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7
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Eternal Formats / Eternal Article Discussion / Re: [Premium Article] Schools of Magic: The History of Vintage Chapters 1-2: 1993-94
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on: December 23, 2012, 07:10:47 am
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I appreciate the interest, but caution that I will only produce chapters so long as there is demand for the previous chapter. ...It could seem selfish, but if I start to read (and buy) a story, I would like to be sure I'll have all of it, and not only the teaser, if you see what I mean. The whole story is better than the sum of its part, I think. I'll echo that this project absolutely begs to be a book. Of course, I appreciate that Steve and Eternal Central can't commit to such an endeavor without knowing whether it will be worth it. Let me suggest a modern-day solution: www.kickstarter.comI'm sure there is someone at EC familiar with kickstarter, and that would be a win/win....more revenue for them (as folks like me aren't willing to invest in early chapters without knowing the entire work will eventually materialize) and a big win for interested Vintage fans. Lots of cool things you could do too with bonus levels. Steve - you should see if EC is willing to kickstart the book version. I for one would gladly be a backer.
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9
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Vintage Community Discussion / Casual Forum / Re: Obfuscated Deck Challenge II
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on: February 15, 2012, 10:16:13 pm
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Maybe interesting if you add in the restriction that you aren't allowed to attack? So that you could use more interesting creatures. (Hex Parasite? Undying dudes? Sweet.)
There are still a number of ways to get around the fact that your creatures can attack. Exhibit A: Hex Parasite Nearheath Stalker Glare of Subdual Forbidden Orchard Serra's Sanctum Freyalise Supplicant Gaea's Cradle Crackdown Exhibit B: Gnarled Effigy Geralf's Mindcrusher Mishra's Workshop Sisay's Ring Searing Touch Tolarian Academy Ensnaring Bridge Phyrexian Altar Though come to think of it, most of them come down to a pretty small number of lands that enable you to play a lot of creatures and have them not attack, so it would open things up quite a bit. I think there is plenty of space for creativity though even with the current constraints.
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Vintage Community Discussion / Casual Forum / Re: Obfuscated Deck Challenge II
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on: February 14, 2012, 08:54:19 pm
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Nice Delha!
On Deck 3, you can be particularly cruel to your goldfish opponent by turning the Vine Trellis back into a wall after hitting it with the Whistle (though I can't figure out how to force you to need to do this). That leaves them their choice...tap the Trellis for mana causing it to die from Whistle at EOT and taking the Creature Bond damage...or attacking you causing you to gain a life. Enough turns of that and you can kill them with one hit from a Sneak Attack'ed Souldrinker.
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Vintage Community Discussion / Casual Forum / Obfuscated Deck Challenge II
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on: February 11, 2012, 10:48:44 pm
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The idea is to come up with a deck that is tough to figure out how it wins. Your challenge is to figure out how the decks win, or to come up with an Obfuscated Deck of your own!
Obfuscated Deck Challenge: ========================== - No minimum/maximum deck size - Vintage card set and B/R list, sideboard allowed with a maximum of 15 cards - Players begin with their entire deck in hand and there is no maximum hand size - Players do not lose the game as a result of not being able to draw a card - Goldfish opponent plays perfect magic and is trying to thwart you - they make all choices accordingly - Goldfish opponent begins with 20 life, and 0 cards in hand, graveyard, and library I've included several decks below for your enjoyment. It's often pretty easy to spot the gist of the idea, but the devil is in the details, so don't post a solution unless you've worked it out. Also, these things are tough (for me anyway) to put together and I hope I haven't made too many mistakes.
A couple warm-up exercises:
Deck 1 ============ 1 Show and Tell 1 Isochron Scepter 1 Forbidden Crypt 1 Sky Diamond 1 Psychic Purge 1 City of Traitors 1 Stifle
Deck 2 ============= 1 Inexorable Tide 1 Gemstone Mine 1 Tanglebloom 1 Vesuva 1 Spell Crumple 1 Sapphire Medallion 1 Lotus Petal 1 Helix Pinnacle 1 Forsaken City 1 Marrow Shards
I think we're warmed up...lets start cooking...
Deck 3: ============= 2 Relearn 1 Island 1 Souldrinker 1 Mistform Mask 1 Upwelling 1 Lush Growth 1 Donate 1 Orim's Prayer 1 Elvish Spirit Guide 1 Sneak Attack 1 Skull of Orm 1 Sol Ring 1 Vine Trellis 1 Mirari 1 Rolling Stones 1 Arcum's Whistle 1 Creature Bond 1 Revive
Deck 4: ============== 4 Vassal's Duty 1 Plateau 4 Leyline of Singularity 1 Hornet Sting 3 Angel's Grace 4 Aether Flash 1 Safe Haven 1 Petrified Field 1 Guardian Zendikon 1 Hollistic Wisdom 1 Minamo Scrollkeeper 1 Tidal Bore 1 Tropical Island 1 Mirror Universe 1 Mind Stone
The below one I made for the original Obfuscated Deck Challenge, but no longer works now that the wishes can't get exiled cards. If you imagine the wishes worked like they used to though, its a nice challenging one. Bonus Deck =============== 4 Burning Wish 4 Golden Wish 1 Sunglasses of Urza 1 Reiterate 1 Blasting Station 1 Crucible of Worlds 1 Gaea's Cradle 1 Phyrexian Grimoire 1 Irrigation Ditch 1 Decimate 1 Candelabra of Tawnos 1 Reconnaissance 1 Hidden Path 1 Spiny Starfish 1 Serra's Sanctum
Ok folks, that's all I got (no...brainpower....left....). Have fun w/ them, and please post your own Obfuscated Deck for us to work out if you want to try your hand at creating one!
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Vintage Community Discussion / Type 4 / Re: Type 4 Stack Lists and Resources
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on: September 10, 2011, 08:47:29 am
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Finally getting around to posting mine. It's not one of the high-powered ones...most cards around the Nezumi Graverobber and up power-level are absent. I have a couple principles for my stack:
- No errata (I want it to be easy to sit down with anyone and play wiithout heavy house rules for specific cards...so no Quanar, Anger, etc. in my stack - no foreign cards either) - No tutors (Most often play multiplayer and tutors make the games take much, much longer with folks having to sit around quite a bit) - As far as how my stack plays...I don't use the alternate casting cost rule or anything clunky. The rule is simple: you play with all the normal rules of magic except that you get infinite colored Type 4 mana in your mana pool at all times and once per turn you can use that mana to cast a spell. Implications: If I tap my Karakas to Path to Exile a guy, that doesn't count towards my "1 spell per turn" because I didn't use my Type 4 mana for it...ditto for Pacts, etc. Another implication: I can activate abilities with my Type 4 mana and if those abilities in turn generate mana, that mana can be used to cast a spell and also doesn't count towards my "1 spell per turn" so that's why you'll see a card like Skyshroud Elf in the stack.
That said, here's the 280-card list:
Instants ===== Absorb Agonizing Demise Annihilate Bant Charm Beast Attack Captain's Maneuver Cauldron Dance Commandeer Controvert Cremate Cryptic Command Decree of Silence Desertion Discombobulate Dismal Failure Dismantling Blow Dismiss Dominate Dromar's Charm Ember Shot Esper Charm Exile Fact or Fiction Fervent Denial Festival of the Guildpact Force of Will Gather Specimens Grab the Reins Grim Harvest Hindering Light Into the Roil Jace's Ingenuity Krosan Grip Memory Plunder Mindbreak Trap Molder Momentous Fall Mystic Melting Mystic Snake Nemesis Trap Opportunity Overwhelming Intellect Pact of Negation Path to Exile Prophetic Bolt Pulse of the Fields Pulse of the Grid Punish Ignorance Ray of Distortion Reflect Damage Relic Crush Repeal Resounding Roar Resounding Silence Resounding Thunder Resounding Wave Reverse Damage Reviving Vapors Riddle of Lightning Searing Wind Second Thoughts Seed Spark Shattering Pulse Shining Shoal Slaughter Pact Soul Manipulation Spelljack Spinal Embrace Spite/Malice Slice in Twain Starstorm Sudden Death Swift Silence Tainted Pact Thirst for Knowledge Time Stop Undermine Unmake Urza's Rage Whispers of the Muse Wild Ricochet Word of Seizing
Creatures ====== Aeon Chronicler Akroma, Angel of Wrath Ana Battlemage Angel of Despair Angel of Salvation Arashi, the Sky Asunder Arcanis Archon of Justice Artizan of Kozilek Azorius Guildmage Bane of the Living Benalish Commander Blood Celebrant Body Double Bogarden Hellkite Bosh, Iron Golem Butcher of Malakir Chancellor of the Spires Consecrated Sphinx Creakwood Ghoul Crowd Favorite Darksteel Colossus Deathless Angel Deepfire Elemental Desolation Giant Dimir Doppleganger Djinn of Wishes Dragon Broodmother Dragon Whelp Draining Whelk Dread Cacodemon Duplicant Eight and a Half Tails Enigma Sphinx Etched Monstrosity Etched Oracle Firemane Angel Fleshformer Flowstone Overseer Furnace Dragon Gaea's Revenge Garza Zol, Plague Queen Genesis Glory Grixis Sojourners Grave Titan Hoard-Smelter Dragon Havoc Demon Hypnox Ink Eyes, Servant of Oni Iona, Shield of Emeria Jiwari, the Earth Aflame Kaervek the Merciless Kamahl, Pit Fighter Karn, Silver Golem Karrthus, Tyrant of Jund Kederekt Leviathan Keiga, the Tide Star Kokoshu, the Evening Star Kozilek, Butcher of Truth Lighthouse Chronologist Magister Sphinx Mist Dragon Mistmeadow Witch Morphling Myojin of Cleansing Fire Myojin of Infinite Rage Myojin of Life's Web Myojin of Seeing Winds Nantuko Vigilante Nicol Bolas Niv-Mizzet the Firemind Pelakka Wurm Pentavus Penumbra Wurm Phyrexian Gargantua Phyrexian Ingestor Pride of the Clouds Progenitus Pupeteer Clique Platinum Emperion Quicksilver Dragon Rainbow Efreet Razia, Boros Archangel Reiver Demon Reya Dawnbringer Root Elemental Scavenging Ooze Scion of Darkness Scourge of Kher Ridges Sedris, the Traitor King Sengir Nasferatu Sheoldred, Whispering One Siege-Gand Commander Skyshroud Elf Smokespew Invoker Spearbreaker Behemoth Sphinx of Lost Truths Sphinx of the Steel Wind Sphinx of Uthuun Spirit of the Night Stalking Vengeance Teferi Terastodon Thicket Elemental Thornling Thraximundar Tidespout Tyrant Transcendant Master Triskelevius Uktabi Kong Ulamog, the Infinite Gyre Vampiric Dragon Vesuvan Shapeshifter Willbender Withered Wretch Woodfall Primus Wurmcoil Engine
Sorceries ====== Akroma's Vengence All is Dust Austere Command Beacon of Immortality Catastrophe Conqueror's Pledge Consuming Vapors Crime/Punishment Cruel Ultimatum Crush of Wurms Decree of Pain Din of the Fireherd Evangelize Feudkiller's Verdict Phyrexian Rebirth Praetor's Counsel Final Judgment Forced March Granny's Payback Heroes Remembered Jokulhaups Kiss of the Amesha Mind Spring Obliterate Plague Wind Planar Cleansing Promise of Power Recurring Insight Rite of Replication Rout Sorin's Vengeance Time Stretch Twisted Justice Vengeful Rebirth Violent Ultimatum Void Volley of Boulders
Enchantments ========= Baneful Omen Cast Through Time Confiscate Debtor's Knell Fevered Convulsions Holistic Wisdom Maelstrom Nexus Marshall's Anthem Necrogenesis Pernicious Deed Planeswalker's Scorn Psychic Posession Take Posession Thought Reflection
Artifacts ===== Akroma's Memorial Alladin's Ring Altar of Shadows Echo Chamber Legacy Weapon Mind's Eye Mirari Muse Vessel Nihil Spellbomb Obelisk of Alara Oblivion Stone Shield of the Ages Soul Conduit Tatsumatsu, Dragon Fang Temporal Aperture Tower of Eons Tower of Fortunes Vedalken Orrery
Planeswalkers ========= Karn Liberated Nicol Bolas, Planeswalker Sorin Markhov
Lands ==== Diamond Valley Karakas Kor Haven Maze of Ith Miren, the Moaning Well Prahav, City of Spires Urza's Factory Winding Canyons
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Vintage Community Discussion / Card Creation Forum / Re: Gasp of Negation
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on: July 21, 2011, 09:31:18 am
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The red one strikes me as overpowered when used as a finisher.
In general, I like the idea of these. I do worry a little bit about whether the emblem execution given that it seems to be a last resort for functionality that can't be done elsewhere. Maybe its possible to do something along the lines of "If Grasp of Negation is in your graveyard, spells and abilites you control cannot counter spells".
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Vintage Community Discussion / Card Creation Forum / Re: A mox for creatures
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on: July 20, 2011, 08:52:16 pm
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Maybe a lotus petal for critters versus a mox? Lotus Fruit Artifact  , Sacrifice Lotus Fruit: Add one mana of any color to your mana pool. Spend this mana only to cast creature spells. Lets you get your hate bears out turn 1, but probably not as broken in standard.
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Vintage Community Discussion / Card Creation Forum / Vulcanologist
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on: April 24, 2010, 12:57:08 pm
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Vulcanologist Creature - Goblin Shaman  At the end of each phase, Vucanologist deals damage to each opponent equal to the mana in that opponent's mana pool. 2/2 A red attempt at remembering mana burn...and maybe a silly way for someone to break out their Power Surges or something... Edits: - Made it a goblin
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Vintage Community Discussion / Card Creation Forum / Shortcut
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on: April 22, 2010, 03:55:50 pm
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Shortut  Instant Split Second End the phase. (Lots of reminder text)Time stop worked out pretty well, but the reminder text on this thing might need to be so atrocious as to make it unworkable. Thoughts? Edits: - Added Split Second. Standard disclaimer: Apologies if you've designed this card or something similar. No, I don't regularly review each and every card idea posted here and in other forums.
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Vintage Community Discussion / Card Creation Forum / Re: Thoughtslash
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on: April 14, 2010, 01:00:04 pm
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Taking it down to sorc speed, while still fair, would make it seem like a bad thoughtsieze. Maybe allowing the caster to chose lands would make it something different versus a bad Thoughtsieze (also makes it closer to a reverse Blackmail). I don't think you need to worry too much about it being easy to mana screw someone, since to guarantee a land discard, you have to chose 3 lands from their hand meaning they're not really mana-light to begin with.
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 11, 2010, 12:57:24 pm
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If I really wanted to continue, I'd probably look at something like:
Leyline of Abundance Enchant World 1G If Leyline of Abundance is in your sideboard, you may begin the game with it on the battlefield. Whenever a player would draw a card, they may instead choose land or nonland and exile cards from the top of their library until they exile a card of the chosen kind. They put that card into their hand.
Seems pretty fair for a symmetric Abundance and accomplishes much of what I'm after (though this one has the potential for abuse in threshold or w/ the delve mechanic or something by playing 4 in your SB and putting them all into play (which, being an enchant world, allows you to start the game with leylines in your graveyard).
I'm not sure that more subtle answers wouldn't be better and more interesting. Things like the landcycling cards are a good start for helping gain you mana early if you're tight, but being big monsters later if you have extra lands around to cast them...the challenge there being how to make them better tools against screw given that they all still take 2 mana to use.
I'll put some more thought in - but thanks everyone for the comments. This thread has certainly gotten me thinking.
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 11, 2010, 10:55:04 am
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As I thought - your definition seems to be something along the lines of mana screw = not getting enough mana to play your spells. Mine though is mana screw = drawing a disproportionally low number of lands.
An example: If my opponent has 10 lands in his 40 card draft deck, he can expect to draw 3 lands from his first 12 cards. If turn 4 rolls around and he misses his 4th land drop and has a stack of 4-drops in his hand, I don't consider him to be suffering from mana screw, his deck is giving him the exact number of lands it should. From what I infer, you would call him a victim of mana screw.
It may be semantics, but what I'm after is attempting to lessen the impact of mana screw (by my definition) -- if there is a clean way to do this while not lessening the impact of poor deck construction, all the better...a good design challenge that.
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 09, 2010, 05:44:41 pm
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Punishing people who make mistakes is exactly what a strategy game SHOULD do.
I still think we must have different definitions of mana screw. My definition doesn't allow for any sort of "mistake" to result in mana screw (short of some sort of weird shuffling method that actively harms your card distribution).
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 08, 2010, 08:22:47 pm
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Not quite Ancestral, but I see what you mean...another card that, though unlikely to be broken in half in other formats, contributes to further Vintage/Legacy degeneracy. In any case, as per jro's initial point, I'll try to work on fixes that are more subtle (even if they are also likely to be less effective).
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 08, 2010, 07:44:34 pm
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So basically storm decks get 11 sideboard slots and increase their goldfish by at least 1/2 a turn. It also makes Arcane Denial five times better than Fact or Fiction. Sounds good to me. Oh and the card probably does something else that doesn't matter. I don't know, something about lands.
I'm guessing that you're referring to the second version of Mana Well, as the Arcane Denial comment makes no sense with the first version (not that it makes much sense with the second as you're still giving your opponent 2 free business spells...it does apply to both players). Actually, I'm pretty much at a total loss as to what you mean by this card making Arcane Denail busted...can you explain further? I mentioned in the post that the version was probably busted - thanks for reiterating. The storm factor is real, and needs to be addressed - I would hate to use Oath of Happy's idea of making it self-restricting though, as that makes an increasingly complex idea require even more custom text.
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Vintage Community Discussion / Card Creation Forum / Re: Mana Well
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on: March 08, 2010, 05:59:29 pm
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I also play tons of limited, and I have to say that I like the option to build a manabase incorrectly. It's an area where I can gain an edge on bad players (or even better players who are worse at building). Zendikar draft is maybe too far in that direction, but a format like S/C/A was much much better for having mana screw as part of the game.
Couldn't disagree more. First off though, to make sure we're on the same page, I define mana screw to be drawing a disproportionally low number of lands compared to the number in your deck...mana flood as drawing a disproportionally high number of lands. A dumbass opponent rocking 10 lands in their draft deck isn't getting mana screwed when they can't play their 3-drop on turn 3 (not in my book). The issue is that there is a high degree of variability in card distribution while at the same time there is a tight sweet-spot for the mix of lands and spells. Secondly, getting rid of mana screw/flood doesn't mean that you'll be able to ignore building a proper deck that takes curve into account and how you'll maximize each turn. Plenty of opportunity to both out-build and out-play your opponent should still exist (mcuh as it does in the WoW card game for instance, where win or lose every game is still a game and both folks get to play).
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