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Vintage Community Discussion / Card Creation Forum / Re: Dweomer Restoration (blue instant)
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on: August 31, 2005, 07:46:56 pm
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Why not have it just remove your whole graveyardfrom the game? that prevents it from being too good in multiples and hoses most T1 strategies that casn afford UU.
Restoration: Sorcery 2UU Remove your graveyard from the game. Until End of turn, you may play an instant or sorcery card removed this way w/o paying its mana cost. -Slay
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Vintage Community Discussion / Rules Q&A / Re: Phage, Worship, damage?
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on: August 25, 2005, 01:24:57 pm
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"If this effect is applied when you lose life due to unprevented damage. All the damage got dealt (for purposes of triggers), but the player's life total is not reduced by the full amount of the damage. [WotC Rules Team 1998/10/18]"
You lose. -Slay
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6
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Vintage Community Discussion / Card Creation Forum / Re: Fat Rat
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on: August 24, 2005, 05:46:10 pm
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It triggers upon itself, so you only need 2 other rats in play. I think.
A 3BB rat isn't overpowered at all. By the time you get that out, most other decks in any given format(except maybe block) should already have a fairly dominating board position against your rat deck. Tribal rat decks suck to begin with, why not give them some fairly awesome abilities on an overcosted creature? -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Amalthea
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on: August 24, 2005, 08:03:53 am
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First off, dealing zero damage isn't dealing damage.
Secondly, this should remain a Creature - Loved One, because, as you noted, it's a piece of dog poo and therefore we aren't obliged to make it into anythign that could be tribally-based. -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Never Void
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on: August 23, 2005, 05:05:04 pm
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I actually never said that World Enchantments should be short. I said they should be simple. 90% of those names simply describe a place, if in a slightly poetic fashion. World Enchantments don't have to be fancy, and probably should just tell what the plane we're bringing the wizards to is about.
That being said, what about my name? -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Never Void
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on: August 23, 2005, 03:27:10 pm
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Distinct planes don't get fancy names. They get simple names, if elegant. Case in point: The Abyss.
That being said, it also needs a name that distinctly defines it as a specific place. And not just a small place like Prison, but a giant more worldly essence. A name like "tedium" won't cut it.
How about "The End of All Paths"? -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Nightmare Familiar
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on: August 20, 2005, 01:36:19 pm
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It's perfectly fine to have it be a crappy Crucible of Worlds, because a) Nobody gives a damn about recurring Swamps, and b) There shouldn't be any Swamps in the graveyard anyway.
Let's jack up the power.
Sacrifice Nightmare Familiar: Retuarn all Swamps from your graveyard to play. It's a combo, who cares? -Slay
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Eternal Formats / Creative / Re: How do Gifts decks work?
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on: August 16, 2005, 03:41:41 pm
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Okay, someone asked a question and we gave him twelve different answers and an argument. Time to noobify this:
When a Gifts deck gets seven mana and feels confident about its ability to win a counterwar over any threat it casts, it will cast Gifts end of turn for four out of the five cards: Yawgmoth's Will, Tinker, Time Walk, Recoup, Burning Wish. It will attempt to Tinker out a Darksteel Colossus and cast two Time Walks, one fueled by a Yawgmoth's Will or a Recoup. It can also attempt to kill by casting a massive Will in an attempt to cast Burning Wish into Tendrils of Agony for 20+.
This is not always the optimal Gifts pile, and until such a gamestate has occurred, the proper move is to Gifts for whatever four cards would benefit you the most. This can mean tutoring up mana, tutors, card draw, or counterspells, or any combination of the above.
A win by casting Gifts for the four broken cards can occur on turn 3 or turn 23. -Slay
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Vintage Community Discussion / Rules Q&A / Re: Yet Another Aether Vortex question
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on: August 15, 2005, 10:33:03 am
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Yes, they occur. They are put on the stack the moment the card becomes the top card of the library, right before the active player gets priority.
Another interesting tidbit: If you have YAAV, R&D's Secret Lair, Memnarch and Karn in play, and an Alpha counterspell is the top card of your library, you can make the counterspell an artifact and attack with it for 2 damage. I think. -Slay
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Vintage Community Discussion / Card Creation Forum / Blue ability-messer
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on: August 13, 2005, 09:42:59 am
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Blue card U Instant Choose one - You control target activated or triggered ability, or target opponent controls target activated or triggered ability.
I know, it's an instant win with Phage + reanimation. I don't care. It would be pretty neat to steal a fetch. What do you think? -Slay
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Eternal Formats / Creative / Re: Psycho Dragon
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on: July 24, 2005, 09:46:13 pm
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There is no reason why 4 Hellkites should be in here. Either you use Buried Alive to drop Dragons into your yard, in which case you only need one, or you use Bazaar, which means you can just shoot through your deck to find a Hellkite. 1 is all you need, unless you switch to an Intuition build, in which case you need 2. Cut three Hellkites, put in a Squee, an Entomb, and a Vampiric Tutor. -Slay
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Eternal Formats / Miscellaneous / Re: [Premium Article] Fine, Just Ban it Already
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on: July 23, 2005, 10:50:47 am
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Bram's dead on. And Wizards has gone _on the record_ as saying they would rather ban cards than errata them due to power reasons.
I'd like to point out, in the slippery-slope argument, that the modern Vintage community does not know what a world without Yawgmoth's Will would look like. We have the vague idea that Dragon, Fish, Workshop, and Oath would remain, as they don't operate with Will as a main component. But I think most of the community is underestimating the massive metagame shift that would happen if Will was banned. About 50% of the decks you see at a tournament would be dead or significantly altered. All the hate aimed at them would be dead, meaning that decks like Fish would no longer be a good metagame choice due to Chalices not being too effective now. You see where I'm going with this? The metagame would so drastically alter and the Vintage environment would be so less powerful that it is very possible that something like Tinker would rise to the point where it wins games hands-down.
As it is, the metagame is precariously balanced between decks which abuse Will and decks which stop them. But if Will is removed there may be Tinker decks significantly overpowering the decks designed to fight them. I see no reason that we should take such a massive risk if the metagame is as balanced as it is. -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Doubleup Raise Dead
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on: June 25, 2005, 10:46:50 pm
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Could we make the Doubleup cost 1B and have it be an instant? That's not too significant a power level change.
Instant speed is really what makes the card playable. At sorcery speed nearly no one would run this card except for a late game situation. Instant gives at least some form of temp boost in that your opponent doesn't get to respond. -Slay
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Vintage Community Discussion / Card Creation Forum / Re: Some More Basic D'Ups
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on: June 25, 2005, 10:45:25 pm
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The doubleup Dark Banishing seems about right, but the other ones are way too powerful. Move everything +1 Doubleup costs except for the Red one and the Black one, because the Red one is just the right power level to have an effect on Vintage. -Slay
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