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1  Vintage Community Discussion / Casual Forum / Re: [Vintage Casual] False Medicine on: July 12, 2006, 02:09:47 pm
Why not add white for beacon of immortality?
2  Vintage Community Discussion / Casual Forum / Re: Multiplayer Tendrils on: June 21, 2006, 04:43:40 pm
I have a multiplayer storm deck (multiplayer is just about all I play). Mixing in cadaverous bloom helps me out alot, especially when it combines with necro or bargain.
3  Eternal Formats / Creative / Re: [Single Card Discussion] Rakdos Guildmage in Dragon on: May 06, 2006, 10:25:52 am
If your looking at guildmages, why not the orzhov guildmage? You're already using black, to animate the dragon, so having infinite black mana is more likely.
4  Vintage Community Discussion / Card Creation Forum / Re: "Lose" cycle on: April 28, 2006, 06:04:33 pm
Okay, how about this: the black one is an auto-include, and is strictly better than Ancestral Recall. Yes there are scenarios where you're at less than 10 life. You know what causes that? Yawgmoth's Bargain and Channel. If you resolve either of those two cards, you win the game.
The green one is solid but not spectacular; the effect isn't good enough for the drawback.
The blue one is fine, but uninspiring.
The red one is pretty poor, especially since it's competing with a lot of effects at the same level. Also, it should be "You win all flips."
The black one: Yeah, right.
The white one is especially random, why does it not empty their mana pool? And not blocking effects are very red, not white.
Urza: Never ever. Especially since you had to tack on a lot of useless effects (life gain, making wurms) in order to get all 5 colors.

The mechanic is fairly uninspiring, it can only be degenerate or worthless, and that sort of effects go against the flavor of UGW.

Concerning the black one, would an additional cost of "Discard your hand, then remove your graveyard from the game:" be better? This way a combo deck would have a far tougher time abusing Will.

The green one. Would it be better as a 7/7, 8/8?

I know the red one is poorer in power level then the rest, however this hasn't stopped cycles from being printed before (the Kamigawa dragons as an example....or for that matter the Exodus Oaths).

The white one I had trouble with, which is why its rather random. The reason the mana pool didn't empty was because I was trying to make it so that an opponent would have to use the element of suprise (i.e. with a card in hand) in order to stop the opponent's attack. The flavor of the white one was supposed to be somewhat of a large-scale well-planned thought out attack in which soldiers invade using the attacking army uses all its resources to take out the opponent's resources. Put another way it should resemble the magic equivalent of D-day.

Urza: The critiques on this one are pretty good. I'll drop this one.
5  Vintage Community Discussion / Card Creation Forum / "Lose" cycle on: April 21, 2006, 11:19:19 pm
I like the Final Fortune concept, so I attempted to make one of each color. Here it goes:

Life for Knowledge
U
Instant
Draw 3 cards
At the end of any turn you lose the game

Life Elemental
G
Trample, Haste
Cannot be the target of spells or abilities
If this comes into play, at the end of any turn you lose the game
5/5

Life for Luck
R
Instant
Until end of turn, all coin flips land on heads
At the end of any turn, you lose the game

Life for Power
Instant
B
Pay 10 life:
Add BBB to your mana pool
Draw 4 cards
At the end of any turn, you lose the game

Life for Glory
W
Instant
Remove all of your opponent's noncreature permanents from the game
Until end of turn, opponent's mana pool does not empty
At the end of any turn, you lose the game

Urza, Master of All or Nothing
BURGW
Cannot be the target of spells or abilities
R: Do 2 damage to target creature or player
B: Search your library for a card and put it into your hand, you lose 2 life
W: Gain 5 life
U: Draw a card
G: Put a 3/3 Wurm Elemental token with trample and haste into play
If Urza comes into play, at the end of any turn you lose the game
4/4

Comments? Templating issues?



6  Vintage Community Discussion / Casual Forum / Re: Door to Nothingness - Casual Unpowered Vintage on: March 22, 2006, 08:18:57 pm
I have a casual deck that relies on some of the fun artifacts. Best colored artifact mana.....Vedalken engineer!
7  Vintage Community Discussion / Rules Q&A / Question about V's Shapeshifter on: January 05, 2006, 09:54:47 pm
i would like to know if the following works.

Suppose I am attacking with a Volrath's Shapeshifter and a Pit Spawn is on top of my graveyard. If my opponent decides to block it, and his creature gets removed from the game during the first strike phase of combat, could i then discard a Phage so that the "Phage" deals damage to my opponent during the regular damage phase of combat or would the Shapeshifter be considered blocked either way?
8  Vintage Community Discussion / Rules Q&A / Question about end phase on: November 10, 2005, 10:56:28 pm
I got out of magic during the Urza block and made my return in the Mirrodin block. Back then, when someone said "I'm done," it was common (and still is), to say "Before your turn is over....." and then declare an effect. The way it worked at the time I left (or at least what I was taught at the nearest card store) was that if an opponent wanted to play anything in such a manner, it gave the "done" player a chance to still have a turn. This meant they could play sorceries, declare an attack, etc... after all effects resolved.

I just read an actual "turn structure" chart at a competing site. According to the chart, at the end turn phase there is actually a time set aside to throw stuff on the stack. Does this mean it is no longer possible to play sorceries, declare and attack, etc....

Second question for fun. If it is no longer possible to take such actions, was it ever possible or was I taught wrong (10 years ago)?
9  Vintage Community Discussion / Casual Forum / Re: 3CB Tournament #65 Results and Discussion on: October 29, 2005, 09:54:12 pm
Doh! That's right, the opponent can choose to not do anything......
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