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Eternal Formats / General Strategy Discussion / Re: Shattering Blow
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on: February 08, 2013, 02:50:11 pm
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I think you cant compare both spells as easily as you do. Hurkyls effects all artifacts of the opponent, which can be huge, to open a window, to execute your final move, while a single removal might change nothing against multiple spheres and wires. And hurkyl is blue.
I agree that there are instances that Hurkyls will out shine Shattering Blow. There are other instances Hurkyls does nothing but buy you a turn (at best).
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2
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Eternal Formats / General Strategy Discussion / Re: Shattering Blow
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on: February 08, 2013, 12:19:46 pm
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I think shattering blow is playable in vintage.As Draven said,it is similar to hurkyl - artifact hate,including tinker golem!
It's playable in monored or red/black (the only colors without answers to enchantments) Blue is better served with sabotage and hurkylls, green with claim/grudge (if red is included), and white has plows for BSC and disenchants for everything else. The problem with monored - I'm hard pressed to see a situation where shattering spree isn't better considering monored certainly runs either goblin welder or stingscourger or both to handle BSC. Spree is uncounterable with chalice (the replicated copies anyway), cheaper against spheres, and can sweep several artifacts in one shot. I suppose the instant factor helps against tangle wire, but at the cost of being uncastable under spheres or locked out at chalice@2, which is a popular play. Spree also can fire through all counters when hitting vault (with enough copies, you even bypass flusterstorm), whereas shattering blow cannot, and is susceptible to spell snare which is gaining popularity. It's not a bad card by any means...it's very powerful. I just think red has better options at the moment when you think of deck construction with the combination of answers (spree/welder/shaman). Also, considering the best shops card to kill with this is golem, lightning bolt or dismember is just as good of an answer. Only testing will tell, but I'm pressed to see what answer card I already run that i would cut for this. I disagree with this not being in a URx deck. I think Shattering Blow is better than Hurkyl's. Against BSC, they are both good. Against shops and key/vault, Hurkyls at best buys you a turn and at worst does nothing. Clearly, there are better cards at doing individual effects than Shattering Blow, Shattering Blow has alot of utility bundled into one instant speed card, and I feel like that is where the strength of the card is. I was running 1-2 Hurkyls main deck in a Grixis key/vault deck, and I think at least one, if not both can easily be replaced with Shattering Blow. Now, I just need an event to test it out at!
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3
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Eternal Formats / General Strategy Discussion / Re: Shattering Blow
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on: February 07, 2013, 03:57:54 pm
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It's interesting in that it acts as both an answer to Blightsteel and as artifact removal against Workshops. I think it's overpriced though, and I think overall Steel Sabotage is better. Or for the decks wanting an effect like this, Leonin Relic-Warder is another option.
I'm not sure I agree with it being overpriced. It is a cross between Disenchant and Revoke Existence. It loses enchantments but gains Red hybrid. Really, the only relevant enchantment in the game is Oath, and Red doesn't have an answer to the enchantment aspect anyway. Good find.
This card should see some definite use in hate bear decks in main deck and/or sideboard. Answering tinker and getting the extra versatility of exiling noncreature artifacts will be handy in those decks. In blue decks, the lack of blue in its casting cost will keep it from widespread use, but could still see some application. Fringe playable.
Like I said in the original post, I think it gives Grixis decks a huge main deck gain. It is a tutorable answer to BSC, Key/Vault and Shop. No card in red has been an answer to all three threats (save Into the Core, but that isn't played anyway.) The fact that it is Red and Instant is certainly useful, but I put this about on par with Revoke Existence. You gain an easier casting cost and speed, but lose the splash hate against Oath. I guess it basically is a strict upgrade on Shatter, but no one uses that anymore anyway. I don't think it's as good as Smelt, generally. Nor as good as Annul or Steel Sabotage. Still, it does work.
In a White deck, it is on par with Revoke, however in a Red deck, it is clear better than Revoke. Again, Red never had an answer to the enchantment, so losing that part over Revoke is a non issue in Red. Again, the power of this card comes from the fact it answers BSC and other artifacts. Up until this point, we either bounced BSC or we destroyed other problematic artifacts. Now Red has a way to permanently deal with both. I plan on playing multiple of this card in my bomberman sideboard. It's really just a slightly better Disenchant, as I've never once used that card to destroy an enchantment. Nothing to write home about, but it's worth noting. Or maybe I'll just play Disenchant anyway, because I like the art better.  In white, I think a combination of Disenchants/Shattering Blow is the way to go. The enchantment destruction is relevant from time to time, but the instant speed artifact removal is the the bulk of its use (however, not against BSC). I think shattering blow is playable in vintage.As Draven said,it is similar to hurkyl - artifact hate,including tinker golem!
I agree with your agreement. 
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Eternal Formats / General Strategy Discussion / Shattering Blow
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on: January 31, 2013, 02:12:05 pm
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 I'm surprised this card hasn't been discussed yet. I see this as being a solid replacement of Hurkyl's Recall in Grixis. Being that it is an answer to both Key/Vault and MUD as well as an answer to Blightsteel makes it maindeck worthy. Although Bouncing Blightsteel has always been something you can do, Hurkyl's is far weaker against Key/Vault and MUD, typically only buying you a turn (if you are lucky). Shattering Blow is something that can stop those plays dead in the water. Instant speed plus Exile makes this card a work horse.
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6
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Eternal Formats / General Strategy Discussion / Distant Memories
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on: January 28, 2011, 03:09:31 pm
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I am surprised this one hasn't gotten it's own thread yet: Distant Memories  Sorcery Search your library for a card, exile it, then shuffle your library. An opponent may have you put that card into your hand. If no player does, you draw three cards.  When played along side wishes, it seems like a win/win.
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7
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Eternal Formats / General Strategy Discussion / Re: Blightsteel Colossus
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on: January 28, 2011, 12:31:48 pm
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I think the main reason of the DSC downfall is the restricting of Thirst and Brainstorm. Having DSC stuck in your hand with no way to get ride of it is super annoying. At least with Sphynx and Inkwell, if they get caught up in your hand, they can be pitched to FoW. BSC is going to suffer from the same drawback that once it is in your hand, it is there for (almost) good.
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8
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Eternal Formats / General Strategy Discussion / Re: Blightsteel Colossus
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on: January 27, 2011, 11:45:27 am
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No other creature in Magic literally ends the game, no matter what the situation, when it is not blocked. It is a one-turn clock. That is enormous, and I suspect you are underestimating how important that is. Every other Tinker bot you mentioned might as well read: "Let your opponent untap once or twice more and draw three to five more cards and try to find a way out." Blightsteel says "come up with an answer before I attack or it's game over." Emrakul does this too, largely, but Emrakul can't be Tinkered.
You are too picky about Vintage Mustard and how to cut it, apparently.
Phage disagrees with you. I have to agree... this 'bot is pretty busted. Lots of answers for him, sure. But you need that answer, *right now*
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9
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Eternal Formats / Creative / Re: Furture Sight Spoiled - Bridge from Below
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on: April 19, 2007, 03:03:45 pm
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More politely you don't ever cast the card from your hand. The casting Cost is basically a joke that you would never use.
Okay, I caught it... I missed the part in the middle. Thank you. RTFC.
No offense.
Read the F--- Card? You may have meant "no offense" however, it was still quite rude.
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11
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Eternal Formats / Creative / Re: Future Sight blue pact?
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on: April 18, 2007, 05:01:23 pm
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I actually feel our discussion on this thread is going to ruin everything that was in mind when the poster started it. I feel we are just going to run in circles over what our opinions are and end up with no way to resolve anything for the time being. I feel that when posters try to use big vocabularies in their posts it makes readers feel more confused and frustrated more than anything else. Unfortunately, literature in the real world doesn't cater to people who require words to be dissected into the most rudimenatary concepts. How about asking for clarification about a word or concept that doesn't seem clear to you, instead of suggesting that it is inappropriate for someone to use "big vocabulary" for the sake of brevity and clarity? I have a friend who wanted to be a writer in College but he always received bad grades when he submitted his work. The reason was because instead of writing in a way where a reader could enjoy his stories, he wrote as if he read the Dictionary all day long. It made reading his work more of a chore than something that would supposedly be enjoyable and recreational. Sometimes, in my opinion, that can be the case when reading or posting in these forums. It can be rather intimidating. Just because it is intimidating to someone who does not understand, that does not make it inappropriate or ineffective communication. Our target audience is not pre-school kids and we're not writing children's books. My professor put this note at the top of every one of his tests and exams: "Loquaciousness is larceny.". He would actually dock you marks if it took you a paragraph to communicate what could be conveyed in one sentence. Check out your local reputable newspaper. The columnists aren't trying to dumb down their work. They are striving to be clear, yet concise. If it is a struggle for you to get through an article or a post by a Vintage Adept or a Vintage columnist, then perhaps it is better that you stick to reading articles of other formats, because nobody is going to spoonfeed you here. A little willingness to learn is not a lot to ask for. I disagree with this as a publisher, TheManaDrain isn't an Academia or a scientific journal, where the use of a specific sub-set of words regarding the subject can be understood because the readers were educated, trained and worked in the field, it's an internet forum where people from teenagers, college students and lingering adolescents gather to discuss a game, a game that hasn't even had the amount of people or time behind it as Chess or Poker to become a real science. Actually, I find that pretty insulting. I can't speak on behalf of the Vintage community, but most of the people on my team are professional adults. We've all transitioned from college students playing a game to adults who enjoy a periodic hobby much as other adults enjoy other hobbies (such as golfing, etc). We are not lingering adolescents. We have good paying jobs with girlfriends, wives, and even families. Think of myself, Kevin Cron, Mike Bomholt, Steve O'Connell, Roland Chang, Matthieu Durand, etc. My problem with binary has less to do with its ambiguity than its sweep. In my view, it assumes what it concludes. Peter set up this term as a point of difference for the purposes of applying it to demarcate that point of difference. It ignores the complex reality of the situation by simplifying in a far too simplistic manner. It's a false dichotomy that I don't think describes objective reality. I think it helps Peter organize and think about vintage magic. But ultimately, I don’t think its accurate. Peter sets up many such false dichotomies. For instance, he describes Gifts and Long as the best decks and suggests, or at least strongly implies, that people play other decks when they shouldn’t. He also categorizes Gifts and Long as flexible and other decks as binary. The binary term also aggregates a host of variables: mulligan rates, resilience, consistency, and power. Decks aren’t static. I’ve seen Gifts hands that fold to Null Rod and Long hands that fold to Force of Will. How is that any less binary than Ichorid losing because it didn’t get Bazaar? Peter might answer because those things happen less frequently. I would contest that assertion. Ultimately, I think that his lens for examining decks does not hold up to close scrutiny and can be sharply contested. I think it may serve the practical purpose of helping him select decks that seem to have better tournament performances. But I wouldn’t attribute any special inherent value to that fact that correlates to his descriptor. It’s more a matter of historical contingency than objective reality. I could elaborate on why this is the case, but I’m not sure it’s relevant to this thread. I will say, however, that his snap judgment of Pact of Negation merely reaffirms my view that Peter, while a smart guy that I respect, suffers somewhat from a failure of imagination. I mentioned that Steve said the blue Pact was fundamentally broken and you responded with, "What does that even mean?". I am sure you knew what he meant when you asked that question. I am just hoping in the future when Vintage Adepts, Full members, etc create threads on these forums they realize that sometimes using less is more. I felt that this was a fair question. Stating that something is "fundamentally broken" in a format whose top decks use an overwhelming number of spells that can be characterized as such isn't very insightful. Did Steve mean that the spell is merely playable, or will it turn vintage on its ear? Furthermore, is there some difference between "broken" and "fundamentally broken"? Or is the word "fundamental" inserted there to make it sound more impressive? I find it a little puzzling that you would have issue with an uncommon term, while the use of an arguably overused term whose meaning is ambiguous slips through without comment. In part I was reacting to your comment. You stated that you thought the card wouldn't see play. I think it will see play. My comment was offered to support that contention. I think the answer to whether it turns vintage on its ear or not will depend upon historical contingency rather than inevitable progress. It certainly has the potential to do so. My guess is that it will not. At least not in the near term. And even if it does, again, your question begs the question what is meant by "turning vintage on its ear." Are we talking Mind's Desire or ETW? I do believe it will see a decent measure of play. It will also find a home in Legacy and extended. Steve, it sounds like all those bucks you packed into law school is paying off  Very amusing, thank you... Now to the issue of the pact, it is probably going to be a card that helps you "win more". Meaning, the only time this card will be used is when you are going to win anyway. (I use "only" very loosely, there are "always" exceptions.) Maybe a team like MeanDeck will make a suicide combo deck (kinda like Doomsday) where you force through that win on turn one or two or you lose. I personally don't like that kind of gamble, however, that sort of aggression does have it's advantages. Finally, if I am reading the card correctly, it has a zero casting cost when it is being played, so does Chalice (x=0) cut this off too? That kind of works against that mad dash to the finish line if chalice not noly shuts off your mana base but also your protection.
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Eternal Formats / Creative / Re: Future Sight blue pact?
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on: April 17, 2007, 02:49:16 pm
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Does the opponent have an obligation to remind about the pact trigger They must remind you if you 'forget' to pay the trigger. You can choose not too or be unable too, but you can't forget. Let's play this example out: They pact counter a spell during your turn. You end the turn. You watch them untap (enough mana to pay the pact mana). You see them reaching for their deck to draw the card for the turn. You are getting excited because if they do not pay the pact mana, you win the game. What do you do? Do you say "STOP! There is an upkeep trigger"? Or do you let them draw the card and lose the game? (I know this is almost the same argument as the Mana Drain trigger.)
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Eternal Formats / Creative / Re: Future Sight blue pact?
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on: April 17, 2007, 01:33:34 pm
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Even in the example above, the combo player is not sunk. You could use the BBB floating to search for Black Lotus. Now it puts you behind, because like you said, your opponent gets a free timewalk - and you waste a tutor + lotus simply to not loose the game.
So it was obviously not great. And if they counter the Grim or the lotus, then you do loose.
Another interesting option is to run a maindeck stifle. This way you could Grim for Stifle or Trickbind. This way you convert the 3UU to U, or 1U uncounterable. Not terribly bad.
At the last Myriad, an interesting point about these pact cards was raised (I think by Ray). Throught mtg history, there have always been choices to make durring your upkeep. Those cards are almost always "may" abilies, that have a built in punishment if you "Forget" to pay and draw a card. Kataki clears your artifacts, Oath does nothing, Grunt Dies, Echo creature dies ... etc. The most difficult upkeep card to judge to date is confidant. It can be tough on how to judge what happens with a missed confidant - and if the game state is too unrepreable then warnings leading to game losses could occur. And lets not pretend that this "only happens to bad players." At this same myriad event, in round 2 Andy Probasco forgot to pay his grunt before he drew his card. Like a true veteran he just sac'ed and said "oops." These pact cards have an "Auto-loose" penalty built right in. So even if you have the mana up, if you draw a card ... are you really going to say "oops, lets go to game 2."
I think my response is there is no question of clear intent to opt "not to loose." Let's take kataki as an example. Obviously seeing your next card can influence what you pay for and choose not to pay for, and perhapse what mana you spend to pay for things. Even with Grunt, knowing that your top card is or ist not recoup or yawg will change how you pay for your Grunt or if you pay at all. In this case, its hard to argue that knowing the top card of your library will ... influence your decission to loose the game before you even draw said card.
On the flip side, if you attack me for lethal damage, and I don't block effeciently (and then clearly say "These are my blockers"). I can't use this Intent not to loose plea here.
Don't forget about the Mana Drain trigger argument. Like when players burn becasue they forgot about the mana. Does the opponant have an obligation to remind the player about the mana trigger. Does the opponant have an obligation to remind about the pact trigger? Ick, I think you are right Harlequin, this cycle is a total rules mess...
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Eternal Formats / Miscellaneous / Re: Force of Will vs. Black Lotus
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on: April 11, 2007, 03:44:39 pm
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Following these two guidelines has led me to my current 'policy' when it comes to Forcing. While I probably Force Lotus more than is usual, I rarely regret it; hands are kept on the strength of the best card in the game.
You kind of just brought up the question I was going to ask. How many sub-par hands are kept on the back of Lotus? How many of the hands would be wrecked it the Lotus is countered? Maybe another equally important question, how many times is Lotus Duressed away first turn? This is slightly different, because you get access to their entire hand, but it is still a good question.
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Eternal Formats / Miscellaneous / Re: [Single Card Discussion] Delay
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on: April 11, 2007, 03:37:05 pm
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I don't think this card is better than the alternatives, however, this does win counter wars. Great, your Mana Drain, FoW etc has suspend. In 3 upkeeps it resolves, great, way to go... However, in general, I would rather play with Leak or Rune Snag... [Edit] MoxLotus, looks like I beat you by about 40 seconds 
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Vintage Community Discussion / Card Creation Forum / Re: White Storm Hoser
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on: April 04, 2007, 11:16:56 pm
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Your card is elegant in its simplicity and possibly even versatility. By all means if you're happy with it, go for it. But for my money I could never bring myself to play it as a storm hoser because it still suffers from the 'Stifle' flaw. I tried to avoid that with my version by making it virtually uncounterable and cyclable. Isn't Orim's Chant already a white storm hoser superior to yours?
Although I agree with you, it has been argued that the Discard clause, which has been seen on other white cards is too clunky. However, what this does have over Orim's Chant, is this is used after they go "all in." That may be the only advantage it has.
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Vintage Community Discussion / Card Creation Forum / Re: Off-color Elemental Blasts
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on: April 03, 2007, 04:03:55 pm
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As far as the 4 blasts go... they actually are in line with the originals.
Please tell me you know there was magic before Ice Age  Alpha actually had the "orginal" blasts. Ice Age had a bunch of functional reprints (yeah, I know REB and Pyroblasts are not exactly the same, but they are close enough for the discussion.)
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Vintage Community Discussion / Card Creation Forum / Re: Off-color Elemental Blasts
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on: April 03, 2007, 02:49:00 pm
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Corpse Splicer 1BB Creature -- Zombie Wizard 2/1 BB, T: Exchange target creature an opponent controls for target creature card in that player's graveyard. Play this only when you could play a sorcery. The undead's birthcry drowned out the wailing of its dying donor. Black Elemental Blast  Instant Counter target white spell or destroy target white permanent. White Elemental Blast  Instant Counter target black spell or destroy target black permanent. --- Dark Elemental Blast  Instant Counter target white spell or destroy target white permanent. Holy Elemental Blast  Instant Counter target black spell or destroy target black permanent. I have yet to come up with flavor text but I think it would interesting if Wizards were to print these since they color shifted a few spells in the last set. I have no problem with these. For flavor reasons, I would like to see them remain "Black" and "White" verse Dark and Holy, just to keep with the orginal Red and Blue.
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Vintage Community Discussion / Card Creation Forum / Re: White Storm Hoser
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on: April 02, 2007, 12:43:24 pm
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Uncommon or rare, depending on how ridiculous it proves in Limited.
Hmm, I was thinking common or uncommon. I don't think it is good enough to be a rare. Life gain tends to not be a very good stratagy. Traditionally, beating your opponant is a far better stratagy then life gain. I don't think this card would that good in limited. I honsetly can't see someone gaining more than 6 life off this puppy in limited.
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Vintage Community Discussion / Card Creation Forum / Re: White Storm Hoser
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on: April 02, 2007, 10:16:11 am
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I think you should keep it simple. You don't need to get clever with anti-discard clauses and the like, all you need is W for gain 2 life with Storm. That does what you need it to do without junking up the card with unnecessary text.
I think I like this idea... Rarity ideas?
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Vintage Community Discussion / Card Creation Forum / White Storm Hoser
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on: March 29, 2007, 01:58:27 pm
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I accidentally came up with this idea on the other thread about a Vintage set, however, the more I thought about it, the more I liked it. Refreshing Glimmer  Instant Gain 2 life. Storm If a spell or ability controlled by an opponant casues you to discard this, gain 2 life instead. This causes the storm player to actually run some protection (Stifle) themselves, thus diluting their threats. This could perhaps even slow them down by a turn or so. The discard effect is an obvious and blatent attack on Duress, which I am okay with. Current Wording
Refreshing Glimmer  Instant Gain 2 life. Storm
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Vintage Community Discussion / General Community Discussion / Re: Ancient Archive - The Eternal Format Only Set
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on: March 29, 2007, 01:32:40 pm
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OMG... I wasn't actually suggesting THOSE cards. Simply the theory that it would not be difficult to come up with cards that could turn the tables on fully powered decks. If that wasn't clear, it should be now. edit: It's kind of the "If you build it, they will come" mentality. There are so many people that play Magic, that don't play Vintage. For the most part, they don't play because it's expensive to enter, and Wizards doesn't support it. The set of people that don't play because it's "not fun" exists as well. If Wizards DID produce this set, that would count as supporting it. The cost of entry would absolutely crash as well, assuming (which I am!) that the set allows for multiple Tier 1 viabilities to new entrants into Vintage. Being able to compete with fully powered decks would be exciting; defeating Mr. Power 9 with a small priced deck has its own satisfaction, i.e. fun, for people that weren't interested in T1 before. Those are three roadblocks to full viability, and all have been manadrained... Err, countered.  Think outside the box for a moment. Don't focus on the cards I threw out there, as they weren't meant to represent concrete ideas, just the theory. Don't think about a set that makes equivalent cards to what we have now, as that would (as previously suggested) tank the collectibility. As mentioned, a 3R Wheel of Fortune does NOT make anyone want to buy 'Ancient Archive'. Think about a set that allows someone with limited funds to enter the Vintage scene with punitive answers to Lotus, Will, A. Recall etc., and defeat those decks using the new cards (whatever they might be). I think that would be exciting. Thanks for reading! I think the issue with an all Vintage playable set is even in Alpha (most powerful set ever made, oops) had Laces. You can't make a set of all playable cards. You will always have Laces and One With Nothings. The other issue I have is there are plenty of cheap answers to the powerful cards (fast mana, Will etc.) Namely Chalice and Crypt. The problem with those stratagies is there are always random rogue decks. I can very easily throw together a deck that will absolutly destroy decks like gifts and Long (Chalice, Rod, Crypt, Leyline etc), however, the first fish deck it run's into blows it out of the water. I don't know. I don't mean to trash the idea, I just don't see it it working mechanically. Plus like someone else said I think, either the whole set is completly un playable becasue Wizards doesn't want to make more "mistakes" or the entire set is ridiculous. Just for fun, I tried to come up with a card that would be riduclous in Vintage: U Instant Target player can not draw cards this turn, for every card they would draw, draw a card. Split Second W Instant Gain 2 Life Storm If a spell or ability controlled by an opponant causes you to discard this, gain 2 life instead. This would be on the power level (I think) of cards that would have to make it into the set. I actually think the white one wouldn't be too bad right now. It may just push people over the edge to EtW and stop using ToA all together.
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Vintage Community Discussion / Card Creation Forum / Re: Artifact Creature Cycle
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on: March 28, 2007, 05:11:05 pm
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Like I said, it would be in a Mirridon type world where there are alot of artifacts. The idea is you have a bunch of small creature that form into a large creature. I really don't want it to be "Volron" even though that is what inpired it.
Think the Kaldra cycle, each piece is useful on it's own, but get the whole set out, it gets fun. Thanks for the input though.
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Vintage Community Discussion / Card Creation Forum / Artifact Creature Cycle
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on: March 28, 2007, 02:19:08 pm
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This is my first attempt at card creation, but I had a really neat idea. First of all, a few points. 1. This cycle of cards are not for a tournament. This is a set of fun cards that I think alot of players would enjoy playing with. 2. It would belong in a Mirridon block-esqu set. 3. I feel this is what Darksteel Colossus should have been. 4. Please excuse the obvious reference to the old cartoon. If you have a better idea for creature type, I am all about that. White Lion  Artifact Creature-- Cat Vigilance 2/2 Blue Lion  Artifact Creature-- Cat Flying 2/2 Green Lion  Artifact Creature-- Cat Trample 2/2 Red Lion  Artifact Creature-- Cat Haste 2/2 Black Lion  Artifact Creature-- Cat Indestructible Sacrifice Black Lion, White Lion, Blue Lion, Red Lion and Green Lion: Put a legendary 10/10 colorless Avatar creature token with vigilance, flying, haste, trample and indestructible into play. 2/2 PS: Sorry about the cycle Bram, I know they annoy you. Current Wording
White Lion  Artifact Creature-- Cat Vigilance 2/2
Blue Lion  Artifact Creature-- Cat Flying 2/2
Green Lion  Artifact Creature-- Cat Trample 2/2
Red Lion  Artifact Creature-- Cat Haste 2/2
Black Lion  Artifact Creature-- Cat Indestructible Sacrifice Black Lion, White Lion, Blue Lion, Red Lion and Green Lion: Put a legendary 10/10 colorless Avatar creature token with vigilance, flying, haste, trample and indestructible into play. 2/2
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Eternal Formats / Creative / Re: A deckbuilding experiment
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on: March 23, 2007, 10:34:04 pm
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2. If I understand correctly, the theory behind the original Long.dec was that you have more broken cards than your opponent, therefore have a better chance of winning. This of course is merely theoretical. It obviously depends on what build you are using and which deck you are against, but in general, this is taking that philosophy to the extreme.
This actually made the most sense to me... If you have a deck with all of the most broken cards (ie, restricted) will you do better then your opponant? That is actually the hypothesis I was looking for, and with that I tell you, let me know how it turns out. Now it seems interesting to me.
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Eternal Formats / Creative / Re: A deckbuilding experiment
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on: March 23, 2007, 01:53:25 pm
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Usually when you have an "experiment," you have a hypothesis, or, what you are trying to prove (or dis-prove). What is the hypothesis in your experiment. I am not sure what you are hoping to accomplish. What information do we garner from building a deck of 50%+ restricted cards?
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