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Archives / Adept Chronicles / Re: Mattblog, for all things Matt
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on: January 12, 2010, 09:22:58 am
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My only hope is that Eldrazi cards are not a completely out of the box concept. As fun as the command zone is, I'm going to get particularly annoyed if Wizards implements type after type of sub permanent and new fields of play that they come from. Eldrazi as a creature-less type is fine, triggered creatures from the command zone is annoying though.
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Eternal Formats / Vintage Adept Q&A / Re: Vintage Adept Q&A #13: Critical Mass
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on: January 11, 2010, 11:42:10 am
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I agree mostly with the sentiment above. In general, I think the value of any card in a given format is an undefined equation of cost versus effect. In vintage more than any other format, we have access to grossly undercosted effects which, when merged together form an elaborate painting of an overall picture. Historically, vintage has highlighted so called "mistakes" of R&D in which a spell is simply too strong period on top of an low mana cost. These spells never see reprint and are seldom remade without an additional  to  added on to the casting cost. Examples of these are Time Walk, Demonic Tutor, Yawgmoth's Will (sort of), etc... I do disagree on the "Inferiority" example of Hurkyl's Recall vs. Rebuild. Both cards have a small unique angle on a same general ability and each has it's one spot in various (or the same decks). To say that one is better than the other is (I believe), variable to the situation in which you draw them in.
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Archives / Adept Chronicles / Re: Six of One, Half Dozen of the Other
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on: January 06, 2010, 01:24:14 am
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I would hazard a guess that it is due to the fact that a given hand with your deck is less unique in a given Legacy deck. That being said, you always seem to remember the most "sick" or unique hands in vintage most vividly.
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Vintage Community Discussion / Card Creation Forum / Re: The Blue Walker
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on: December 28, 2009, 12:43:06 pm
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I was swaying heavily against each player returns a nonland permanent but I'm thinking perhaps I will come up with a new + ability and make the minus ability return a permanent to it's owner's hand, that way it is far less possible to use this ability continuously. The Blue Walker  Planeswalker - Blue Guy +1: ? -1: Each player returns a permanent they control to it's owner's hand. -X: Draw X cards. For the +1 ability nowI am considering: Discard a land, draw 2 cards.
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Vintage Community Discussion / Card Creation Forum / Re: The Blue Walker
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on: December 17, 2009, 04:40:15 pm
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It's exactly a Concentrate if you use it, albeit it has more utility than Concentrate.
The second ability could easily be -2: Return target nonland permanent to it's owner's hand.
As for 4 mana to draw 5 cards, that assumes that you use the first ability, and then this guy does not take any damage. At that point this guy would only be a win-more in such a situation IMO.
As it is, I'll change him in the following ways: First and second ability are +1/-1 respectively, Loyality dropped to 2. Second ability only hits nonland permanents.
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Vintage Community Discussion / Elder Dragon Highlander Forum / [Construction Help Needed] Orzhov Life Combo
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on: December 17, 2009, 04:36:15 pm
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I have been wanting to make a bit more casual of a deck for EDH that does not run blue so I can play in any EDH group. That being said the General I have decided on is Orzhov Ghost Council... I have some cards I know I want to run but I'm a bit concerned because I know I'm likely missing some key things that I should run.
Here is what I know thus far:
Creatures: Baneslayer Angel Exalted Angel Divinity of Pride Gerrard Capashan Felidar Sovereign Deathbringer Liege Angel of Despair Archon of Justice World Queller Braids, Cabal Minion Solemn Simulacrum Eternal Dragon Academy Rector Puppeteer Clique Luminarch Ascension
Kill: Sanquine Bond Beacon of Immortality Test of Endurance Eternity Vessel
Control: Identity Crisis Vindicate Path to Exile Swords to Plowshares Mortify Wrath of God Damnation Hallowed Burial Terashi's Grasp Martial Coup Karmic Justice
Random Good: Debtor's Knell Necropotence Phyrexian Arena Sword of Light and Shadow Umezawa's Jitte Sensei's Divining Top Mind's Eye Well of Lost Dreams Congregate Elspeth Knight Errant
Tutors: Enlightented Tutor Demonic Tutor Vampiric Tutor Idyllic Tutor
Acceleration/Fixing: Mana Crypt Sol Ring Coalition Relic Darksteel Ingot Land Tax
Lands: (Beyond the Snow-covered Lands) Scrying Sheets Wasteland Strip Mine Marsh Flats Godless Shrine Scrubland Flagstones of Trokair Kor Haven
I would love additional help constructing this deck, taking out cards I may be overvaluing as well as getting suggestions on cards I am undervaluing.
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Vintage Community Discussion / Card Creation Forum / The Blue Walker
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on: December 17, 2009, 02:29:34 pm
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With all this talk of Jace I thought I had some pretty neat ideas for a fairly balanced yet strong Planeswalker in the color blue... The Blue Walker  Planeswalker - Blue Guy +2: Each player returns a permanent they control to it's owner's hand. -2: Return target permanent to it's owner's hand. -X: Draw X cards. 3 The Blue Walker  Planeswalker - Blue Guy +1: ? -1: Each player returns a permanent they control to it's owner's hand. -X: Draw X cards. 3 I feel this is fairly costed and very competitive at the same time... The ultimate is realistic as opposed to most when it comes to tournament play and it isn't just library manipulation constantly.
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Eternal Formats / Vintage Adept Q&A / Re: Vintage Adept Q&A #8: Psychological Warfare
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on: November 12, 2009, 09:17:22 pm
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What is interesting is you can play Clique and more often than not my opponent will reveal their hand (keep in mind I have no designated a target on the stack nor has my opponent even specified the Clique's resolution. I could then respond with something along the lines of "Do you mind if I write down your hand?" followed by "Alright does Clique resolve? I'm going to target myself!"
Nothing illegal has necessarily occurred here Be careful with that. It's fine to look quickly at their hand, but not immediately correcting them runs very close to Fraud. This hypothetical situation has never completely occurred, I have seen several hands only to choose myself but I've never had the audacity to actually right down all their cards. There is also a difference between psyching an opponent and performing a "dick move".
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Eternal Formats / Vintage Adept Q&A / Re: Vintage Adept Q&A #8: Psychological Warfare
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on: November 12, 2009, 03:23:34 pm
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Assumed plays seems like a huge part of the psychological game. A good example is Vendillion Clique. There have been several times when I really need to get rid of a junk card and have considered Cliquing myself (whether this is the right play or not is beyond this conversation). What is interesting is you can play Clique and more often than not my opponent will reveal their hand (keep in mind I have no designated a target on the stack nor has my opponent even specified the Clique's resolution. I could then respond with something along the lines of "Do you mind if I write down your hand?" followed by "Alright does Clique resolve? I'm going to target myself!"
Nothing illegal has necessarily occurred here but the assumptions your opponents make about plays can sometimes be excellent ways to capitalize on the psychological game. There is nothing that says your opponent can't reveal their hand and you can't notate what you see. There is not any point where I misinterpreted the game state, I simply was very careful about my choice in words... A very strong weapon in the MTG players arsenal.
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Vintage Community Discussion / Card Creation Forum / Re: Creature Nullrod
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on: November 12, 2009, 10:53:27 am
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I think there is a point when taking an old card in it's exactness and giving it legs is pretty much lame. Sure some of those cards are good, but overall very uninteresting and just downright disappointing to think about. Secondly, why do you assume that the only use for my card is as a Tezz hate card?
I want this to be a cheap efficient card that is playable, it dies to creature removal... great! I think creatures should die to creature removal. It dies to current creature removal run by decks you want to hate, GOOD! It is perfectly fine that it does not open any new doors for any decks, it does however cause a more difficult situation should you say have this and a Null Rod out and your opponent has to win this turn. Does he have the answers he needs? Making the cards diverse in type, not diverse from what is out there now as far as weaknesses is what counts; it is more difficult for an opponent to find answers for both hate cards as opposed to one, that is the benefit of such a card.
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Vintage Community Discussion / General Community Discussion / Re: Rumors/Previews/mtg.com articles
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on: October 27, 2009, 09:48:02 am
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Normally I do not bother posting here, nor do I think trademarks are usually news worthy, but for a format as vintage, no set names have ever sounded more relevant. According to Guinea Pig on MTGsalvation.com, the following names have been trademarked by Wizards of the Coast: (I will say in advance that the first thing that came to mind were planechase cards but these really don't sound like planes or parts of them)
Mirrodin Pure Scars of Mirrodin New Phyrexia
Discuss.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: "Teneb Rock"
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on: October 22, 2009, 02:26:21 pm
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My current consideration is:
-1 Cemetery Reaper -1 Plow Under -1 Wood Elves
+1 Demonic Tutor +1 Vampiric Tutor +1 Phyrexian Arena
I think I can afford to lose Wood Elves as an accelerant if it meant I picked up a tutor which could at worse case grab me the land I needed to ensure I was not missing land drops. Plow Under like I said was "just alright" but I'm fairly certain tutoring or drawing into a strictly better answer would be just better. We'll see if and when these changes come to pass.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: "Teneb Rock"
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on: October 22, 2009, 01:38:26 pm
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I have intentionally chosen not to include Painter's Servant with my Iona combo, it is an instant lock but I really don't care that much to do it. Often my Tooth and Nail wins the game anyways with Angel of Despair/Sundering Titan/Woodfall Primus or a variety of other neat stuff. I guess I really don't feel compelled to put in the hard lock cause it seems pretty cheese and I fairly consistently control the board as is. I'm aware that isn't a very compelling argument but I will say Painter's Servant occurred to me and I have no urge to run it.
I'm also not sweating graveyards too much, I have plenty of affects that capitalize on other peoples graveyard and a graveyard removal card if I really need it (Identity Crisis) so I don't feel I need to replace Reaper with Wretch necessarily as much as just anything better.
The tutors, as I've stated feel like they would push me over the top to critical mass or at least make me a target. A lot of people play with the tutors in my area and generally either are forced to 'win' on the spot or die trying. I'm still quite tempted to run them but have to mull over it a little bit longer.
Phyrexian Arena is a strong card that I am considering, as I've said, I just need to get a nice black bordered one when I get a chance.
Myojin, now there is a card that really didn't occur to me too much. The question at this point is what I would want to remove for it, Divinity seems possible because it's a pretty vanilla 8/8, Fetters also seems possible... I will say that Luminarch Ascension is much to strong to get cut, Similarly I think Chord of Calling, although expensive can be particularly amazing; giving you the answer on someones end step. Plow Under is just alright but has definitely come through for me a few times.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: "Teneb Rock"
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on: October 22, 2009, 10:48:31 am
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STE has been awesome and it is only on the borderline of getting removed. It just doesn't feel as powerful as an affect as I identify with EDH. Double star is identical to start except it has to be replaced by a similar affect, it means nothing else than that.
I do not run disk because it takes a turn, and that is the only reason. There is a lot of removal, whether it is just in my meta or in all metas, but either way, disk gets blown up quite often. I would rather just not expose myself to that weakness since I'm rather content with my board control. On top of this simple point, I like being able to control when I blow up enchantments so I can keep a hold of things like Debtor's Knell or Survival through a board reset.
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Vintage Community Discussion / Elder Dragon Highlander Forum / "Teneb Rock"
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on: October 22, 2009, 01:26:30 am
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When I last posted in these forums I was but a naive newbie to EDH. Unable to really find a general or a deck that was to my liking, I first tried to be cute with a deck focusing on producing a large amount of tokens; which were then used to do explosive sacrifice affects. This strategy quickly fell through as I learned what other decks in my area looked and played like. I was unable to ever develop a sufficient amount of tokens to do anything "fun" without developing a high amount of my opponent's attention. Frustrated by my first failing deck, I immediately took out 70% of the cards I had originally picked up, proxied out a newly brainstormed deck and jumped into the fray. Several incarnations later, my new favorite deck has been butting heads with the best of them. Although it does not always win, my deck is usually a prime contender and contains a large amount of subtlety along with the finishing power and early game control to be a strong contender in my local metagame. I present for your consideration: Teneb, the Harvester Creature: Solemn Simulacrum Puppeteer Clique Genesis Academy Rector Sakura-Tribe Elder** Yavimaya Elder Wood Elves** Krosan Tusker Cemetary Reaper* Angel of Despair Woodfall Primus Mystic Enforcer Eternal Witness Adarkar Valkyrie Iona, Shield of Emeria Duplicant Sundering Titan Reya Dawnbringer Divinity of Pride Ink-Eyes, Servant of Oni World Queller Yosei, the Morning Star Spiritmonger
Sorcery: Restock Primal Command Tooth and Nail Crime/Punishment Hymn of Rebirth Identity Crisis Kodama's Reach Plow Under Vindicate Maelstrom Pulse Austere Command Hallowed Burial Day of Judgment Damnation Wrath of God
Instant: Chord of Calling Path to Exile Condemn** Swords to Plowshares Putrefy Mortify
Artifact: Mana Crypt Sol Ring Coalition Relic Darksteel Ingot Oblivion Stone Crucible of Worlds Mind's Eye
Planeswalker: Garruk Wildspeaker
Enchantment: Survival of the Fittest Sylvan Library Pernicious Deed Luminarch Ascension Oblivion Ring Faith's Fetters* Debtor's Knell
Land: Savannah Scrubland Bayou Overgrown Tomb Temple Garden Godless Shrine Horizon Canopy Krosan Verge Verdant Catacombs Marsh Flats Windswept Heath Urborg, Tomb of Yawgmoth Maze of Ith Kor Haven Wasteland Strip Mine Swamp x8 Plains x7 Forest x9
The deck is quite simple: I utilize a slew of control cards (from spot removal to board clear) along with a chunk of mana-ramping to keep myself safe and in contention. Once I am in a position where I have the mana to play the big guns, I can create several strong situations, from control locks via crucible, or Survival of the Fittest recursive tricks (with Knell, Reya, or Teneb), or simply capitalize on weakened opponents a variety of two-for-one affects. This deck plays very much to my style and is tuned to be of the same approximate power level as other decks in my meta. if I find myself underpowered, I can add in cards such as Vampiric Tutor and Demonic Tutor down the road to give me an equal footing to the other top decks. However, for now, my deck is on the level and I choose to only run so many tutors for this reason. Cards starred (*) are marked as such because they are waiting to be cut, for more powerful cards I either haven't picked up yet or because I haven't found a replacement yet. Cards double starred (**) are marked to be removed if I can find a more efficient affect of the same genre (spot removal for spot removal, accel for accel, etc). Cards I'm Intending on Fitting In:Sorin Markov Regrowth Phyrexian Arena Knight of the Reliquary
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Vintage Community Discussion / Card Creation Forum / Re: Creature Nullrod
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on: October 14, 2009, 10:37:32 am
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This card in general wants to be able to hit all artifacts that it can, so I would rather not make a non-mana producing clause in it. @thorme: I'm sorry to be arguementative I just don't think that the tap clause does what I want the card to do nor is particularly fair. Lastly, the other bodes I had for this card included a 2/1 for  but I think I'm much happier not being forced to play BOTH those colors. Would it be fair to make this guy a 2/1 in his current state? Anusien thinks so, I'd like a general consensus before altering it. Note: In my brainstorming I actually considered making him this:  R/G R/G Creature - Ape Shaman On Crack Whenever a player activates or triggers an artifact's ability, that player sacrifices that artifact. 2/2
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Vintage Community Discussion / Card Creation Forum / Re: Creature Nullrod
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on: October 13, 2009, 12:37:57 am
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Your version is ridiculously more powerful as an anti aggro shop device and makes Tangle Wire ridiculous... Furthermore my ability does not limit non-tapping artifacts to only using their ability once...
Activate Karn to make my Smokestack a creature. Monkey-sac goes on the stack. In response, activate Karn to make Sphere of Resistance a creature. Monkey-sac goes on the stack. Etc.. Etc....
I have yet to see a compelling reason why my version is overpowered. As a 1/1 it dies to every bit of creature removal, meaning Darkblast is going to eat this guy up, it's harder to remove a null rod than a 1/1. This also has massive color restrictions in vintage where this creature is neither black nor blue (making him only good in a creature deck, where count sideboarding in the form of creature hate is already a should-be).
Edit: I'm just waiting for a comment about monkey-sac.
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