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Vintage Community Discussion / General Community Discussion / Re: Power Level Errata: They're removing it!
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on: July 12, 2006, 06:59:21 pm
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"Time Vault doesn't untap normally during your upkeep; to untap it, you must skip a turn." The debate is whether the above should be read as the regular untapping is replaced by a special "turn skipping" untap or whether it is "this card doesn't untap as normal; furthermore, it can only untap by skipping a turn." I think both are plausible, though the latter seems more natural to me, because in my experience this is what new players think, and because of the strength of the word "must." What I see in the original wording is: To make Time Vault untap normally, you must skip a turn. What the original wording, even in colloquial English, does *not* say is: "When this untaps, skip a turn." The "must skip a turn"-part on the original is only connected to an untap that comes from the game rules. I think the semicolon is the telling aspect: The sentence isn't over, and both parts depend on each other only. The first part sets the "where and what", the second part gives the special condition to overcome the drawback. The fact that early exploits had already happened in the first years of the game just goes to show that Time Vault is simply mis-constructed. The effect it had/has was/is too strong for the game. (I disagree with that, but that's apparently the case, looking at the recent errata and Richard Garfield's original comments at removing the card.) I always understood Time Vault to say mean: "Time Vault comes into play tapped. Time Vault doesn't untap during your untap step unless you skip your next turn.  : Take another turn after this one." Flame Fusillade would still not work, but Voltaic Key would, or anything else that untaps the artifact. That's my interpretation of how the Vault was intended... but since we'll never finish this debate anyway, let's just wait and see what Aaron Forsythe has to say in Friday. Oh, and you can find all current changes to the Oracle collected by Yawgatog here, in case that hasn't been posted yet (I admit, didn't check). And I originally understood it as (in modern magic terms): "Time Vault comes into play tapped.  : Untap Time Vault and skip your next turn. If Time Vault would become untapped any other way, instead Time Vault remains tapped.  : Take an extra turn after this one." Where Flame Fusillade would work, but Voltaic Key would not. But looking at it now, I am pretty sure that grammatically "to untap it, you must skip a turn" = "you must skip a turn to untap it" And to me this implies that the skipping a turn is suppose to occur before the untapping. (Not to mention the lack of the word "next" before "turn".) So if there was no errata, I would now understand it as: "Time Vault comes into play tapped. If you would take a turn, you may instead untap Time Vault. If Time Vault would become untapped any other way, instead Time Vault remains tapped.  : Take an extra turn after this one."
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4
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Vintage Community Discussion / General Community Discussion / Re: Power Level Errata: They're removing it!
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on: July 12, 2006, 07:43:48 am
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Time Vault is still kinda breakable (SmokeStacks for one, Mizzium Transrelequiat for another) without Time Counter Thing.
How is it still breakable with SmokeStacks? Who in their right mind would skip a turn that is still 2 whole turns from now? Take Meditate for example: you usually cast it during your opponents end of turn, or if you are desperate for lock components then you may cast it during your main phase. But, never before your draw. Just look at my comments from an earlier post. Since casual Staxs and Stasis decks are some of my favorites, my biggest beef is with when you get to untap it. You focused on the word MUST, I would like to point out the lack of the word NEXT. I always thought of the untapping more as a replacement effect for the turn, than the skipping a turn as a replacement effect for the untapping. Ask anybody who used it for it's supposed "original intent", and they will tell you that they untapped it during their opponent's end of turn (just before their turn started).
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5
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Vintage Community Discussion / General Community Discussion / Re: Power Level Errata: They're removing it!
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on: July 11, 2006, 05:46:38 pm
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It is the most natural because of what the word "must" means. As in, "To untap it, you MUST skip a turn" which I bet a large fraction of people naturally interpret as "the only way to untap it is to skip a turn," which is exactly what its new wording does.
The actual mechanics (using a replacement ability) of implementing that in a non-natural language (again, Magic grammar is closer to programming code than English) are irrelevant as long as they implement the desired effect.
Since casual Staxs and Stasis decks are some of my favorites, my biggest beef is with when you get to untap it. You focused on the word MUST, I would like to point out the lack of the word NEXT. I always thought of the untapping more as a replacement effect for the turn, than the skipping a turn as a replacement effect for the untapping. Ask anybody who used it for it's supposed "original intent", and they will tell you that they untapped it during their opponent's end of turn (just before their turn started).
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6
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Vintage Community Discussion / General Community Discussion / Re: Power Level Errata: They're removing it!
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on: July 11, 2006, 01:22:24 pm
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If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. I would have put this question is the rules forum, but it seemed to better fit in this thread. Since everything happens at the same time in the untap step and you can't cast spells, do the rest of your tapped permanents stay taped and you skip the turn you were just starting? (This matches closer to the end of the opponents turn which is when it was used when it wasn't being used in a combo.) Or, does everything untap and you skip the turn after the turn you were just starting? Either way it is kinda funny that Stasis shuts this down.
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7
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Vintage Community Discussion / General Community Discussion / Re: A very different (and late) view of Time Vault
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on: June 23, 2006, 07:52:19 pm
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gottlieb was very clear that they didn't errata time vault to nerf it. you somehow missed that. I did not miss that. He said stopping the combos was just a side-effect of the return to the original intent. What you call nerfed, he calls original intent. So, let me rephrase something from my last post: Personally I would rather have a nerfed playable card, then the nerfed unplayable card we currently have.
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8
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Vintage Community Discussion / General Community Discussion / Re: A very different (and late) view of Time Vault
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on: June 23, 2006, 11:29:38 am
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my problem is that time vault WAS perfectly fair. In fact, I want time vault to be used with Twiddle. You have tried to nerf the card with your own interpretation. It may have been perfectly fair. But Wizards doesn't see it that way, and they make the rules. Personally I would rather have a nerfed playable card, then the neutered unplayable card we currently have. I guess the difference between you and I is, that I am willing to work within their perspective in order to get a playable version of the card.
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9
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Vintage Community Discussion / General Community Discussion / Re: A very different (and late) view of Time Vault
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on: June 22, 2006, 07:48:46 am
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The only problem I see with your proposed wording is, when exactly does the "If you would take a turn" clause have to be fulfilled. Is it the player immediately before you's end phase? Is it during your untap step? Is it that mystical step between turns when counters can be removed from Wall of Roots? You say it would be logically applied during the end phase, but the card doesn't say that. What happens if I untap the Vault during my own main phase? What if I do it in an emperor game during the opposing emperor's upkeep? Ideally it would occur between your opponent's end phase and your beginning phase. Right as you were beginning to take your turn. But, the current rules don't have a step in between turns. It you waited until your beginning phase (untap or upkeep) you of course would have already started your turn so you can't skip it. According to the current rules, the last possible moment for things to happen before a player starts their turn, is during their opponent's cleanup step. Ugh, I don't think there was anything good about this original post. Loathesome. But, why? I actually thought you would have liked it, well at least by comparison to the current wording. I presented an alternative that does not use counters, it could appease the Wizards Rules Team, and it makes the card at least playable again. Is it really that bad that it does not combo with Twiddle or Flame Fusillade? And if nothing else, it bolsters your argument that there are multiple interpretations of the card. You just interpret it as allowing one to skip turns so that they never get an actual turn. What do you mean by "never get an actual turn"? And by the way, nice gif.
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10
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Vintage Community Discussion / General Community Discussion / A very different (and late) view of Time Vault
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on: June 21, 2006, 04:01:52 pm
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I have not played for a while, so I was very surprised when last week I heard that Wizards had neutered Time Vault a couple of months back. So, after reading many of the articles and posts here and at StarCityGames, I decided I wanted to write a letter to Mr. Gottlieb. I actually had a lot of fun writting the letter and the result was very different than I had originally expected. I welcome you to reply with your feedback as well. Dear Mark Gottlieb , Magic Rules Manager:
I was rather surprised when I recently heard about the current errata to Time Vault. In disbelief I read through many articles on your website and other websites to learn more about why the change was made and what other players thought about it.
Like most other players, I disagree with the current errata. Although, I apparently have different reasons for why I disagree as well as what I would recommend. That is why I am writing you this letter. I doubt that much of it is the same stuff you have been reading for the past 2 months. In it I will be covering multiple points. What I believe to be the implied intent of the card. What my recommendation is for its errata. What I think are the problems with the current and older erratas.
First the stuff you already know, the original text in Alpha, Beta, and Unlimited:
Time Vault 2 Mono Artifact Tap to gain an additional turn after the current one. Time Vault doesn’t untap normally during untap phase; to untap it, you must skip a turn. Time Vault begins tapped.
What is the implied intent with regard to untapping? You must skip a turn to untap Time Vault. (In particular, notice the word “must” and the lack of the word “next”.)
What is implied to NOT be intended? You can untap it by other means in order to take free turns. (Again, notice the word “must”.) You can skip future turns to combo it with another ability. (Again, notice the lack of the word “next”.)
When does it imply that you can untap it? When you skip a turn.
For the most part, the stuff I wrote above should match the conclusions you also came to. Where you and I differ is in how to bring the card back to this original intent. The closest translation into modern Magic terms that I can come up with is as follows:
Time Vault 2 Artifact Time Vault comes into play tapped. Time Vault doesn’t untap during your untap step. If you would take a turn, you may instead untap Time Vault. Time Vault can not be untapped by any other spell, ability, or effect. Tap: Take an extra turn after this one.
Since there are no steps prior to the Beginning Phase, the replacement effect on line 3 would logically occur during the cleanup step of the turn just prior to the turn being skipped. (See Comprehensive Rules section 314.3)
Next, let us look at each of the current and other suggested errata:
Time Vault (Current Oracle reading) 2 Artifact Time Vault comes into play tapped. Time Vault doesn’t untap during your untap step. At the beginning of your upkeep, you may untap Time Vault. If you do, put a time counter on it and you skip your next turn. Tap, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability only if there’s a time counter on Time Vault.
Although the time counters effectively deal with the “must” part, it is not intuitive to the reader of the card. The real problem here is with when you untap Time Vault. As previously stated, the implied time to untap Time Vault is when you skip a turn. In other words, just before your Beginning Phase starts. If you untap Time Vault during your upkeep, you are skipping a future turn that is at least 2 steps (Upkeep and Draw), 4 phases (Main, Combat, 2nd Main, and End), and 1 turn away. This is possibly the furthest point away from when it was implied that you would untap Time Vault.
Time Vault (How people were playing it before it got banned.) 2 Artifact Time Vault comes into play tapped. Time Vault doesn't untap during your untap step. Skip your next turn: Untap Time Vault. Tap, Take an extra turn after this one.
This version was banned for a reason. There was no enforcement of the “must”.
Time Vault (after the 2004 errata) 2 Artifact Time Vault comes into play tapped. Time Vault doesn't untap during your untap step. Skip your next turn: Untap Time Vault and put a time counter on it. Tap, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability if only there's a time counter on Time Vault.
Just like the current errata, the counters are a less than ideal enforcement of the “must”. The ability to untap whenever is not ideal, but besides someone using it to skip multiple future turns for a combo kill, only a newbie would skip their next turn at any other time then during their opponent’s End Phase. The obvious problem here was that it could be used to skip future turns to combo it with another ability.
In Summary, the way people were originally playing Time Vault was most definitely broken and deserved to be banned. The 2004 errata gave back to the players a usable card (although not ideal) that was not initially broken. But, it allowed players to skip future turns to combo it with another ability which was not part of the original intent. In an attempt to return to the original intent of the card, the current errata gave players a useless “unfun” neutered card that fixed the skipping of future turns to combo it with another ability, but moved the timing of the untap to the furthest point away from its original intent. The card needs to be fixed again to rectify this last point and make it a useable unbroken card the way it was intended.
Thanks for reading. And please contact me with any feedback.
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Vintage Community Discussion / Casual Forum / 3CB #39 Results and Discussion
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on: September 08, 2004, 12:31:40 pm
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Correction (not that it will matter to the final standings):
Erdrick/Vitual vs. GoblinGame: should have been 6-0 instead 3-3
If Erdrick/Vitual goes 1st: 1st Turn [card]Leveler[/card] wins by Turn 4.
If GoblinGame goes 1st: 1st Turn tap [card]Mishras Workshop[/card] for [card]Mana Vault[/card] (2 mana floating does not care about [card]Daze[/card]). 2nd Turn tap [card]Mishras Workshop[/card] and [card]Mana Vault[/card] for [card]Leveler[/card] (1 mana floating does not care about [card]Daze[/card] either). Beat down poor [card]Flying Men[/card] and win by Turn 5.
Wonky, Since many of the cards used in 3CB were cast into my box of worthless cards when I opened them in packs years ago, can you please card popup the decklist in the tournament reports like I did for the cards above? Thank you.
Joe
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Vintage Community Discussion / Casual Forum / 3CB Tournament #38 Results and Discussion
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on: August 17, 2004, 12:04:13 pm
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... Entrant – Deck Name – Deck ... 2. Combo_dude - <3sphere – Mishra’s Workshop, Trinisphere, Steel Golem 3. Kasuras - 73|-| $|-||2,|-3|)|)3|2,|- aka Teh Shredder – Mishra’s Workshop, Trinisphere, Junk Diver ... 5. BlueJay – No Inspiration – Mishra’s Factory, Mox Jet, Addle ... 7. Lockdown – (No Name) – Saprazzan Skerry, Energy Field, Escape Artist ... 13. Erdrick – Level Up – Mishra’s Workshop, Mana Vault, Leveler ...
How to read the table: Match the deck# on the left with the deck # on top. The #s on the right of that deck correspond to how many points that deck received versus the deck on top. (Append as necessary. The first digits are missing to make the table more clear)
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 Total 1| x 6 6 2 2 2 6 3 2 0 3 0 0 0 6 0 6 6 50 2| 0 x 6 4 6 2 6 4 3 3 0 6 3 0 4 4 2 3 56 3| 0 0 x 3 0 2 6 3 3 3 0 6 3 0 4 3 2 3 41 4| 2 1 3 x 2 2 6 6 0 0 0 6 6 3 2 2 6 6 53 5| 2 0 6 2 x 2 6 6 0 3 0 2 6 0 0 1 2 0 38 6| 2 2 2 2 2 x 2 2 2 2 2 2 2 2 2 2 2 2 34 7| 0 0 0 0 0 2 x 6 6 0 0 0 6 2 0 1 2 2 27 8| 3 1 3 0 0 2 0 x 0 6 0 4 0 0 1 0 2 6 28 9| 2 3 3 6 6 2 0 6 x 6 0 0 3 0 0 3 2 6 48 0| 6 3 3 6 3 2 6 0 0 x 3 6 0 6 0 6 2 3 55 1| 3 6 6 6 6 2 6 6 6 3 x 0 3 6 0 3 2 6 70 2| 6 0 0 0 2 2 6 1 6 0 6 x 0 1 1 4 6 0 41 3| 6 3 3 0 0 2 0 6 3 6 3 6 x 0 0 6 2 6 52 4| 6 6 6 3 6 2 2 6 6 0 0 4 6 x 2 6 2 2 65 5| 0 1 1 2 6 2 6 4 6 6 6 4 6 2 x 4 6 6 68 6| 6 1 3 2 4 2 4 6 3 0 3 1 0 0 1 x 4 3 43 7| 0 2 2 0 2 2 2 2 2 2 2 0 2 2 0 1 x 2 25 8| 0 3 3 0 6 2 2 0 0 3 0 6 0 2 0 3 2 x 32
Final Standings:
1: GoblinBoy 70 2: wonkey_donkey 68 3: virtual 65 4: combo_dude 56 5: MoreFling 55 6: r_x_ 53 7: Erdrick 52 ...
Tom, Thank you for running these fun tournaments, but I have a couple corrections for my results. First, Trinisphere only means my Mana Vault costs 3 to cast, but I can still cast Leveler the next Turn! So, I should have beaten Combo_dude and Kasuras each 6-0. Second, Leveler is colorless, what do I care about Addle. So, I also should have beaten BlueJay 6-0. Hold on. I know I put in Sapprazzan COVE, not Skerry, into my submission. That's going to be a bit of work to recalculate everything. I know Skerry doesn't work because of the depletion couters. However, Storage lands do work.
Here are my matchups: ... Erdric (6-0) - Too slow for energy field ... Well, If Lockdown uses the Skerry, he drops the Energy Field on his turn 2 and I lose to him 0-6 as shown. But if he used the Cove, like he meant to, he can't drop the Energy Field until his turn 4. Since I can kill him on my Turn 3, whether he goes first or not, I would beat him 6-0. So I should have had 64 points, or 70 if Lockdown's deck is changed. That would put me in 4th or a tie for 1st. Thank you again for running these fun tournaments. Joe
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Eternal Formats / Miscellaneous / Crucible.dec
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on: May 27, 2004, 04:08:57 pm
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Here, instead of just listing cards to add to this deck let me present a decklist.
Ug CoW (Combo/Control)
Land (24) 1 [card]Strip Mine[/card] 4 [card]Wasteland[/card] 4 [card]Mishras Factory[/card] 4 [card]Tropical Island[/card] 4 [card]Island[/card] 2 [card]Flooded Strand[/card] 2 [card]Polluted Delta[/card] 2 [card]City of Traitors[/card] 1 [card]Library of Alexandria[/card]
Blue (24) 4 [card]Force of Will[/card] 4 [card]Mana Drain[/card] 4 [card]Brainstorm[/card] 4 [card]Accumulated Knowledge[/card] 4 [card]Intuition[/card] 1 [card]Ancestral Recall[/card] 1 [card]Time Walk[/card] 1 [card]Tinker[/card] 1 [card]Chain of Vapor[/card]
Green (5) 3 [card]Exploration[/card] 1 [card]Fastbond[/card] 1 [card]Crop Rotation[/card]
Artifact (7) 4 [card]Crucible of Worlds[/card] 3 [card]Null Rod[/card]
Between the CoW/Strip Combo and the Null Rods the opponent should not be able to cast much of anything.
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Eternal Formats / Miscellaneous / Crucible.dec
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on: May 27, 2004, 08:10:02 am
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This deck really wants to be Ug. It should be based on the concepts presented in Control Slavery, Landstill, and Extended's TurboLand.
I would pull the Workshops, the Tangle Wires, and all the Black. I would including such cards as: [card]Force of Will[/card]: to protect the Combo. [card]Mana Drain[/card]: to protect the Combo and help cast your spells. [card]Intuition[/card]: to get the combo. [card]Tinker[/card]: for the CoW. [card]Sol Ring[/card]: for colorless mana.
Other possible cards to include: [card]Accumulated Knowledge[/card]: as a draw engine (and it's good with Intuition). [card]City of Traitors[/card]: for colorless mana. [card]Fastbond[/card]: to get lands into play faster. [card]Exploration[/card]: to get lands into play faster.
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Eternal Formats / Miscellaneous / Scattered metagame
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on: May 14, 2004, 11:56:56 pm
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Here is the post: http://www.themanadrain.com/forums/viewtopic.php?t=17151Here is the article: http://www.starcitygames.com/php/news/expandnews.php?Article=7240Here is the quote: Type One is having a little trouble demonstrating the theory of Constructed that only a few decks are really viable at a given time. It's rare to find a segment of Magic history where a competitive Constructed metagame was close to as scattered as this, and I for one think this is a phenomenon indicating that people are playing bad decks for personal reasons. (Or worse, reasons of under-playtesting.) I would agree that people are playing bad decks for personal reasons, but probably not for the reasons you are thinking. I would say that many people are playing the best deck they can play. Which also means, many people are not playing good decks because the can't. And this is because they don't own the cards needed to make the good decks. (I know there are also many people playing bad decks and liking it, but I want to concentrate on those who would be playing good decks if they could.) What are the reasons they don't own the cards? 1. No Proxies. (I know, reason number one and I already break topic, but this is why it matters that they don't own the cards.) I PMed Dr. Sylvan and asked him how many proxies were permitted at each of the 9 tournaments featured in his article. I don't have definite information for most of them, but in general the European tournaments have zero proxies, and Washington DC was definitely a no-proxies event. The most obvious cure to this is to have all the tournament organizers read Steve Menendian's article on proxies: http://www.starcitygames.com/php/news/expandnews.php?Article=71492. Price and Availability. This is two fold. First, good decks are popular. This leads to the cards in those decks to become harder to find and their prices increase. Two perfect examples are Bazaar of Baghdad and Mishra's Workshop. These cards have doubled in price in just the past 6 months. Second, Type 1 is becoming more popular. This leads to many of the staple cards in the environment to become even harder to find and even more expensive. Two examples of this would be the staple Black Lotus, which has also doubling in price, and the fact that I can't seem to find a simple card like Null Rod even for sale. (I am sure there are other even better examples, but I was just at http://www.trollandtoad.com looking for Null Rods. And finding none, I decided to use them as one of my examples.) Both parts have their greatest impact on the newer and poorer players (this does not imply that they are bad players). If they can't find or pay for the cards, it makes it hard to own them. The result being, the Budget Forum, where cheaper decks are being designed to try and compete with the Tier 1. 3. Influx of new cards. Let me regress, I think many people (like myself) find Type 1 attractive because they can play with all the cards they already own and slowly add cards from the newer sets. The hope of this is that the cost to maintain their habit will be low. The problem being, that the recent sets have had so many meta defining cards that it has been very hard to keep up. The people that fall into this category have been playing for a while, but now have girlfriends, wives, or even families. This effectively makes them poor in both time and money. Which in turn, makes them slow to react to the large changes in the meta (again, not implying that they are bad players). The result being many of the only slightly tweaked former Tier 1 decks remaining in the meta. Simply put, if you can't make the good decks, you can't play the good decks. Proxies are probably the best cure. Until then, people will try to make the best deck with the cards they have. NOTE: Please don't complain that Type 2 has the same problems, because it does not. How many Type 2 events with proxies can you find.
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Eternal Formats / Miscellaneous / Restricted in June
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on: May 14, 2004, 04:00:54 pm
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Should we expect any changes for Type 1 when Wizards announces the changes to the Banned & Restricted lists on June 1st? With Dr. Sylvan's article showing that the top 2 most used cards in the format are Force of Will and Brainstorm, is there any chance these cards might get restricted? If so, what else might have to be done to keep the balance of Type 1 safe? If not, what keeps these cards safe?
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18
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Eternal Formats / Miscellaneous / Re: Psychic Vortex ?
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on: May 14, 2004, 12:42:32 pm
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Why is this card not played? That is pretty easy, it is 4cc and you don't get to draw the first card until the next turn. That means it is too expensive and too slow. Also, about the disadvantages, land destruction sucks and blue does not like having an empty hand during the opponents turn. I doubt this would even be good in casual.
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Eternal Formats / Creative / Abbreviations and Acronyms
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on: May 13, 2004, 04:10:49 pm
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I thought I would add all the sets. Core Sets (In Order)- AL = Alpha
- BE = Beta
- UL = Unlimited
- RV = Revised
- 4E = 4th Edition
- 5E = 5th Edition
- 6E = 6th Edition
- 7E = 7th Edition
- 8E = 8th Edition
[/list:u]
Expansion Sets (In Order)- AN = Arabian Nights
- AQ = Antiquities
- LG = Legends
- DK = The Dark
- FE = Fallen Empires
[/list:u] Ice Age Block
- IA = Ice Age
- HL = Homelands
- AI = Alliances
[/list:u] Mirage Block
- MI = Mirage
- VI = Visions
- WL = Weatherlight
[/list:u] Rath Cycle Block
- TE = Tempest
- ST = Stronghold
- EX = Exodus
[/list:u] Urza Block
- US = Urza's Saga
- UY = Urza's Legacy
- UD = Urza's Destiny
[/list:u] Masques Block
- MM = Mercadian Masques
- NE = Nemesis
- PY = Prophecy
[/list:u] Invasion Block
- IN = Invasion
- PS = Planeshift
- AP = Apocalypse
[/list:u] Odyssey Block
- OD = Odyssey
- TO = Torment
- JD = Judgment
[/list:u] Onslaught Block
- ON = Onslaught
- LE = Legions
- SC = Scourge
[/list:u] Mirrodin Block
- MD = Mirrodin
- DS = Darksteel
- 5D = Fifth Dawn
[/list:u] Champions Block
- CHK = Champions of Kamigawa
[/list:u]
Other Sets- BD = Beatdown
- BR = Battle Royal
- CE = Collector's Edition
- CH = Chronicles
- PT = Portal
- P2 = Portal: Second Age
- P3 = Portal: Three Kingdoms
- ST = Starter
- S2 = Starter 2000
- UG = Unglued
- PR = Promotional
[/list:u]
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20
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Eternal Formats / Creative / Abbreviations and Acronyms
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on: May 12, 2004, 01:55:16 pm
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Every once in a while, while reading through a post, I run into some abbreviation or acronym that I can't remember what it is suppose to be. So, I thought I would post a thread that tried to help others. I have listed many of the abbreviations and acronyms that I have run into and what they are suppose to be. I have intentionally left out partial names that only have one option (ex. Fact = Fact or Fiction and Rector = Academy Rector). I have also separated them into sections for hopefully greater ease of use. Cards - AK = [card]Accumulated Knowledge[/card]
- BEB = [card]Blue Elemental Blast[/card]
- BoP = [card]Birds of Paradise[/card]
- B2B = [card]Back to Basics[/card]
- CoB = [card]City of Brass[/card]
- CoP = [card]Circle of Protection[/card]
- CotV = [card]Chalice of the Void[/card]
- DA = [card]Deep Analysis[/card]
- ESG = [card]Elvish Spirit Guide[/card]
- F/I = [card]Fire / Ice[/card]
- FoF = [card]Fact or Fiction[/card]
- FoW = [card]Force of Will[/card]
- FTK = [card]Flametongue Kavu[/card]
- LDV = [card]Lim-Duls Vault[/card]
- LED = [card]Lions Eye Diamond[/card]
- LoA = [card]Library of Alexandria[/card] (not [card]Lord of Atlantis[/card])
- Mis-D = [card]Misdirection[/card]
- Mox Monkey = [card]Gorilla Shaman[/card]
- REB = [card]Red Elemental Blast[/card]
- SGC = [card]Siege-Gang Commander[/card]
- SoLoMoxen = [card]Sol Ring[/card], [card]Black Lotus[/card], [card]Mox Emerald[/card], [card]Mox Pearl[/card], [card]Mox Ruby[/card], [card]Mox Sapphire[/card], and [card]Mox Jet[/card]
- SotF = [card]Survival of the Fittest[/card]
- StP = [card]Swords to Plowshares[/card]
- Superman = [card]Morphling[/card]
- TFK = [card]Thirst for Knowledge[/card]
- Tog = [card]Psychatog[/card]
- 3sphere = [card]Trinisphere[/card]
- WGD = [card]Worldgorger Dragon[/card]
[/list:u]
Decks
- BFD = Big Fat Deck
- EBA = Eon Blue Apocalypse
- FCG = Food Chain Goblins
- GPR = Green Power Ranger
- GAT = Grow a Tog
- RAT = Rectal Agony Trix
- Sui = Suicide (usually Black)
- TNT = Tools 'n Tubbies
- TPS = The Perfect Storm
- WTF = Worse Than Fish
[/list:u]
Concepts
- C = Color (ex. 4c=Four color)
- CC = Casting Cost (ex. 4cc=Four casting cost)
- CIP = Come Into Play
- EOT = End of Turn
- ID = Intentional Draw
- LD = Land Destruction
- MD = Main Deck
- SB = Sideboard
- Xx = Primary colors are capitalized, splash colors are lowercase (ex. Ur=Primarily Blue with a splash of Red)
[/list:u]
Others
- 3CB = Three Card Blind
- SCG = StarCityGames
- TMD = TheManaDrain
[/list:u]
Feel free to post replies with additional abbreviations and acronyms or just PM me and I will edit them into my post (for less thread congestion). Also, if any corrections are needed PM me and will make them. Thanks.
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21
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Vintage Community Discussion / Casual Forum / Old School Goblins
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on: May 10, 2004, 08:34:47 am
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While we are reminiscing, my first deck used a [card]Greed[/card]/[card]Mirror Universe[/card] combo. (It also packed a [card]Pestilence[/card]/[card]Cemetery Gate[/card] combo.) Oh the days, when you didn't die until end of phase. sigh
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22
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Eternal Formats / Creative / Time to pop a boner for Staff of Domination
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on: May 06, 2004, 10:14:16 pm
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You don't need 4 Staffs or Vaults since multiples are not helpful. Actually, you DO need the 4-of's because the deck needs consistent draws on the first turn. Lacking a draw engine like Brainstorm/AK/Ancestral/TFK or Grafted Skullcap/Mind's Eye you need to run multiples. I am sorry I disagree with you. But, as previously discussed, Staff is probably best as a mid-game card. And Vaults, along with their possible instant win with Loadstone, are there to help the lock keep going. Neither card needs to be in your opening hand. Also, nearly all the recent wMUD and MUD decklists I have seen only run 3 Grafted Skullcap/Mind's Eye. But, this will best be decided through actual playtesting. In my opinion, the cards you want 4 of are those that would be good to drop first turn or those that are good in multiples (Metalworker, Loadstone Myr, Tangle Wire, Chalice of the Void, and Trinisphere). The cards you want 3 of are those that don't fit the above requirement but, have potential by themselves or are good counter bait (Staff of Domination, Static Orb, Crucible of Worlds). And really, you may be able to drop down to just 2 of Lightning Greaves and Time Vault. (I have played a Loadstone wMUD deck for a while and no one has ever countered the Time Vault.) These 2 additional deductions could make room for the Lotus and maybe a second Karn. Staff does not untap a creature that can't be targeted. Greaves is a no-no. This helps to support by above statement about lowering Lightning Greaves to a 2 of. But hopefully, in that situation, you will have another creature in play so you can just Equip it back and forth.
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24
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Eternal Formats / Creative / Time to pop a boner for Staff of Domination
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on: May 06, 2004, 04:36:56 pm
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Here is my 2 cents:
-1 Staff of Domination -1 Time Vault -4 Defense Grid -4 Smokestack -5 Extra Slots -3 Rishadan Port
+4 Chalice of the Void +4 Trinisphere +3 Static Orb +3 Crucible of Worlds +3 City of Traitors +1 Karn, Silver Golem
Reasons: You don't need 4 Staffs or Vaults since multiples are not helpful. Trinisphere works better for you than Defense Grid. Static Orb has better synergy with Lodestone than Smokestack. I see City of Traitors being better than Port. Crucible of Worlds goes well with the City of Traitors and Stripmine/Wasteland. Karn is an alternate win.
I hope this helps.
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25
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Vintage Community Discussion / Community Introductions / Introduce Yourself
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on: April 30, 2004, 09:41:35 am
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My name is Joe Carroll, is am 27, and I own a house in Berrien Springs, MI (Just North of South Bend, IN). I have a Mechanical Engineering degree from Georgia Tech. I am an Engineer for Bosch Robotics. I am happily married to my beautiful wife and we have 2 beautiful daughters. I started playing MTG at Dragon*Con during the Summer of 1994. Legends had just been released. I now play MTG at the Comic Connection in Niles, MI and Fantasy Games in South Bend, IN. I am currently looking for 1x heavily played unlimited Lotus (I have a signed LoA, a Bazaar, and/or cash for trade).
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26
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Eternal Formats / Miscellaneous / [Deck] WelderMUD - Can it be viable again?
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on: April 30, 2004, 09:17:45 am
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My concern is that the Portal looks great, but at 8 mana, it would almost have to be Welded in, and WelderMUD doesn't have the discard method, unless you move to R/U, but then you are at the Slaver or 7/10 engine again. Wheel of Fortune and Memory Jar are the only ways to discard the Portal to weld it back into play. Thoughts? I am not sure, is [card]Gamble[/card] a viable option? It provides search to an extent, which is missing with the absence of blue. It also can discard, but not very reliably unless Gamble was the only card in your hand when you cast it. (I would not recommend using it to search for the Goblin Welder.)
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27
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Eternal Formats / Miscellaneous / [Deck] WelderMUD - Can it be viable again?
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on: April 27, 2004, 09:25:55 pm
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I saw that earlier there was debate between using Triskelion, Razormane Masticore, or Flametounge Kavu to kill opposing welders. I would like add the possibility of using [card]Duplicant[/card]. It is basically an expensive StP that can be welded.
If for a moment, you look back at the Stax/wMUD discussions before Workshop Slavery showed up, you can find some interesting things.
First, just a few months ago, everybody and their brother was moving from the red/blue/brown Stax builds to the more consistent red/brown Stax builds. And they were putting down anyone who still wanted to play their red/blue/brown build. A few months later, everybody is adding blue back in. Funny.
Second, if go even further back, you will find where Meditate was added to the red/blue/brown Stax. Meditate was added as a superior replacement to [card]Time Vault[/card]. With no blue in the build, why not add Time Vault back in. When the Smokestack and Tangle Wire are on the table, skip a turn. Use the turn later to re-build the lock.
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28
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Eternal Formats / Miscellaneous / [Deck] Deadbolt: Aggro prison
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on: April 24, 2004, 10:31:20 pm
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As it stands out, the testing results are inconclusive, but I hope I can pull off some more testing within the next two weeks What were the results of your testing? I recently posted a brief report about a local tournament where I played my current build of Deadbolt. [Report] South Bend T1 at Fantasy Games I have been very pleased with how it has been playing and have never made the mistake of giving an opponent multiple turns from the Time Vault. // Deadbolt (But, I like to call it "Light Lode") // Mana 7 [card]Mountain[/card] 4 [card]Mishras Workshop[/card] 4 [card]Wasteland[/card] 1 [card]Strip Mine[/card] 1 [card]Tolarian Academy[/card] 1 [card]Mana Crypt[/card] 1 [card]Mana Vault[/card] 1 [card]Sol Ring[/card] 1 [card]Mox Emerald[/card] 1 [card]Mox Jet[/card] 1 [card]Mox Pearl[/card] 1 [card]Mox Ruby[/card] 1 [card]Mox Sapphire[/card] // Creatures 4 [card]Goblin Welder[/card] 4 [card]Lodestone Myr[/card] 4 [card]Metalworker[/card] 2 [card]Solemn Simulacrum[/card] // Artifacts 4 [card]Sphere of Resistance[/card] 4 [card]Tangle Wire[/card] 3 [card]Lightning Greaves[/card] 3 [card]Minds Eye[/card] 3 [card]Static Orb[/card] 2 [card]Time Vault[/card] 1 [card]Memory Jar[/card] 1 [card]Mindslaver[/card] // Sideboard 4 [card]Pyroblast[/card] 3 [card]Rack and Ruin[/card] 2 [card]Defense Grid[/card] 2 [card]Tormods Crypt[/card] 2 [card]Trinisphere[/card] 1 [card]Karn, Silver Golem[/card] 1 [card]Mindslaver[/card] Certain Main Deck Card Decisions: Black Lotus (or lack thereof): I don't own one and we don't play with proxies. Chalice of Void (or lack thereof): I am the unluckiest man alive when it comes to this card. No matter what I set it to, that is all I draw. I lost more games with it than without. Solemn Simulacrum: Great with the Goblin Welder and against Aggro. I have never wished they were something else. Lightning Greaves: Helped me to win countless games the turn before I would have lost. Time Vault: I have never had it countered. I un-tap it when the Tangle Wire has 4 counters and tap it when the Tangle Wire has 2 or less counters. Helps rebuild the lock while trying to draw into the win. Mindslaver: Because it scares the piss out of everyone. Certain Sideboard Card Decisions: Defense Grid: A must counter for counter decks. Karn, Silver Golem: Necessary for the mirror. Please reply with any comments, since I would like to see this topic continue.
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29
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Eternal Formats / Miscellaneous / [Report] South Bend T1 at Fantasy Games
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on: April 16, 2004, 09:56:49 pm
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Anyways I saw ur tourney post in the open forum and just wanted to know some info about ur store before my friends and I make the trip out since the website wasn't to informative. 1. How many people do u guys usually get for T1 2. how often does the store have T1 tournies 3. what kind of prizes does the store give out 4. what kind of cards does the store have in stock(T1 wise) 5. the size of the store 6. Are proxies allowed 7. what kind of decks do people usually play. [list=1] - 8 is the lowest we have ever had. I think the highest may have been around 24. The average would be around 16.
- They usually run on the second Saturday of the month. On the website they don't add the next month's events to the calendar until about the third week of the current month. There may not be a normal T1 in May due to the T1 at http://www.gameconsouthbend.com May 29th.
- Usually it is store credit ($10 x number of player). 50% to first, 25% to second, and 12.5% to third and fourth. They have also held T1s for a $100 cash prize for first.
- The occasional power card plus a decent selection.
- The back room usually has seating for around 48.
- No proxies.
- wMUD, Suicide, Landstill, Dragon, Keeper, Mask, Sligh, and GAT. Have not seen much Dragon or Mask recently.
[/list:o]
Who shows up? Rodney and all the cool people don't play T1 as far as I know... I don't know if I know Rodney and yes, there are more people there that play T2 than T1. But, most of the T2 only players are kids who don't even have a driver's license yet and I would not necessarily call them cool. The usual T1 players are Josh H., the other Josh H., the other Josh H.'s little brother, Jay S., Chris B., the other Chris, the other Chris's little brother, Steve W., Tony V., and sometimes Dave C., Will C. and a whole list of other people I can't remember right now.
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30
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Eternal Formats / Miscellaneous / [Report] South Bend T1 at Fantasy Games
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on: April 12, 2004, 10:40:16 pm
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About once a month there is a $10 Type 1 tournament at Fantasy Games in South Bend, Indiana ( http://www.fantasygames-southbend.com). This past Saturday we had a measly 8 players sign up. (I think 7 of the 8 players were running power.) I am writing this tournament report to hopefully get more people to show up. I was not taking notes so, this will be brief. I was playing a wMUD variant similar to Pago's Deadbolt using Loadstone Myrs. Round 1 of 3: I play against Chris B. playing Scepter Keeper. Game 1: I only see one land (a mountain) all game and have the joy of taking 10 points of damage from my Mana Vault. I sideboard in REBs and 2 Defense Grids. Game 2: I mulligan down to 6 cards that includes both defense grids. He FoW the first, the second resolves. I win a few turns later. Game 3: He drains a Sphere on my turn 1 to tap out and cast a Morphling on his turn 2. I REB it and win a few turns later. Match 1-0-0 (Game 2-1-0) Round 2 of 3: I played against a different Chris playing mono-black control. Game 1: Nothing special, my Loadstone grows faster than his Shade. I win. Game 2: He strips my Workshop after I play a Sphere. I draw no more land, I lose. Game 3: 2x Sphere + 1x 3sphere = 1x win. Match 2-0-0 (Game 4-2-0) Round 3 of 3: I ID with Josh H. playing classic wMUD. Tiebreakers put me 2nd. The top 4, we decide to split for $20 store credit each. I know it sounds uneventful, but now you can come and join us. If you actually care to know any more, please reply with questions.
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