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Vintage Community Discussion / General Community Discussion / Re: I need help w/ placing TEXT on BLANK Magic cards.
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on: November 11, 2005, 04:28:12 pm
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If the cards are glossy, this might not work, but you could give it a shot:
Make a Word document or .PSD with the right size, and print it in black and white on a pice of paper. Photoshop will automatically center your picture when it prints.
Print one copy in black and white. Cut it out of the paper using a hobby knife. Affix a blank card to the back of the paper so that it lines up with the way you want the text to be printed; masking tape works well for this. Then put the paper and card back into the printer, and print the file again. It will be printed on the card in the exact same position.
If the finish on the card screws with the ink, you may have to remove it (with nail polish remover or acetone; acetone is better and will not dampen your card the way watered-down remover will).
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2
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Vintage Community Discussion / General Community Discussion / Re: MWS/Appr Horror Stories
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on: November 11, 2005, 03:32:47 pm
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He has Tog, I have Balancing Tings.
*_RaStA_* plays Fact or Fiction from Hand War plays Seedtime from Hand <*_RaStA_*> Ok War puts Seedtime to Graveyard from Play
*fof resolves.*
It is now turn 19 (*_RaStA_*) *_RaStA_* untaps his/her permanents *_RaStA_* draws a card <War> Wait! *_RaStA_* plays Polluted Delta from Hand <*_RaStA_*> wath? <War> i have a seedtime turn <*_RaStA_*> lool <*_RaStA_*> look <*_RaStA_*> u play seedtime <*_RaStA_*> at end of turn <War> then i take an extra one <*_RaStA_*> end of turn its like the beggining of mine turn <War> no <War> it is not <*_RaStA_*> yes <*_RaStA_*> man <*_RaStA_*> read the rules <War> it's the last part of my turn <*_RaStA_*> come on <War> so then i take an extra turn <*_RaStA_*> but not now <War> yes now <*_RaStA_*> because the text say <*_RaStA_*> after this one <War> take an extra turn after this one <*_RaStA_*> u over your trun <War> so then mine ends <War> and my extra turn starts <*_RaStA_*> the is my turn <*_RaStA_*> no <*_RaStA_*> nooob <War> are you kidding me? <*_RaStA_*> no <*_RaStA_*> read the lures man <*_RaStA_*> do u know <*_RaStA_*> ? <*_RaStA_*> there are rules in magic <*_RaStA_*> maybe u dont know thath <*_RaStA_*> come on <*_RaStA_*> ask a judge <War> it says i take another turn <War> thats the point <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noobnoob <*_RaStA_*> noobnoobnoob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noobnoobnoobnoobnoobnoobnoobn oob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> noob <*_RaStA_*> v <*_RaStA_*> noob <*_RaStA_*> noob <System> Player Lost
I tried.
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Eternal Formats / Creative / Re: Dark Blast Tog
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on: November 01, 2005, 10:18:01 pm
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If you tutor for the Will, wouldn't it be better if you had just played good cards to find Will with to begin with? Then you don't have to wait to stock your yard -- the draw and search that found it in the first place will be enough to win.
Dredging Will into the yard is obviously awful, but wouldn't you have Recoup? Or is it easier to just play Gifts at that point?
Bazaar + Life seems like some good to me, though. But the difficulty here, it seems to me, is finding viable disruption so that you opponent doesn't just win before all the pieces fall into place for you.
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Eternal Formats / Creative / Re: Single Card Discussion:Telling Time
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on: October 24, 2005, 08:24:22 pm
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Did you read my post? How about IN storm decks... I don't really see Vintage combo being willing to drop another 2UU or 3UBB to cast a second kill spell when simply casting the first should be enough. I've never wanted to see Tendrils #2 in my hand (if I even run it). Could be worthwhile in Legacy, though - it turns Brain Freeze into an instant-speed almost-Tendrils.
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Eternal Formats / Miscellaneous / Re: Exploring 5C Oath with Ravnica
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on: October 23, 2005, 09:17:36 am
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I'm concerned over the lack of Mana Drain. Why would you want to cut it? Its exclusion leads you to be entirely reliant on Force of Will for countermagic.
Suppression Field might be a viable inclusion, but your set of fetchlands is put at risk by including them. Balance seems very weak in this deck -- you want them to have creatures, remember? On top of that, it will probably only cause you to discard, as you have very few cards that want to be on the board immediately.
Considering a switch from Thirst for Knowledge to Compulsive Research, I can't support that in any way. The loss of instant speed (and therefore the ability to search for or bluff countermagic on an opponent's turn) is a critical blow to a control deck -- which I believe is the premise you should be operating under.
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Vintage Community Discussion / Rules Q&A / Chalice of the Void and Tinker
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on: October 22, 2005, 04:29:59 pm
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I was watching one game in which a stax player had completely locked his opponent out of the game (Crucible/Strip, Trinishpere, 3x Sphere of Resistance, and Chalice of the Voids set to 0, 1, 2, and 3 -- and the other player was playing combo). This was during game 3 of the top table's match, and the stax player was simply unable to find a win condition. Finally, he topdecked Tinker, played it -- and Chalice of the Void on 3 promptly countered it.
My question is this: If he had sacrificed the Chalice with 3 counters (to pay Tinker's additional cost), would the Tinker have resolved? Or had Chalice's ability already been triggered at that point?
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Eternal Formats / Creative / Re: Dark Blast Tog
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on: October 22, 2005, 04:14:50 pm
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How would Dredging be any more efficient or reliable than using Oath to dump your library or Gifts-ing for a Will setup? Don't get me wrong, I love the idea (in fact, I have several decks that heavily incorporate it), but for Type 1, it doesn't seem like a mechanic that skips your draw (and can usually be used only once per turn) could be a reliable basis for a deck.
However, I can definitely see Dredge, and Darkblast in particular, being key support cards: They kill welders, kill Orchard tokens, and do a Squee-like recurrence under Possessed Portal. It fills your graveyard (for Welder or Will). I don't have any thought-out decklists that use any of these interactions, but someone might, or they could be developed.
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Eternal Formats / Miscellaneous / Re: Gifts with Flame-Vault
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on: October 22, 2005, 10:14:51 am
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I was down to 7 and my opponent cast it, it resolved and he tapped 7 permanents and killed me. So he tapped four mana sources and seven other permanents to kill you. I think it's worth noting that Belcher would have done the job with that much mana available, and, if you're interested in efficiency, so would have Searing Flesh. It may do the job, but you can do it better and more reliably another way. Another small point is the increased usefulness of Tinker where Belcher is involved. Rather than a mana loss, you end up with a mana gain.
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Eternal Formats / Miscellaneous / Re: Black Fish
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on: October 21, 2005, 02:59:39 pm
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Firstly, I feel that Mishra's Factory would be a logical inclusion to the deck, especially in the face of concerns over excess mana or Pyroclasm. On top of that, Nantuko Shades seem like a logical compliment, as they are less of a liability than Negator (both in the face of opposing creatures and direct damage) and sit at the 2-spot for your Vial. Concerning Darkblast, Wretch can remove it, and as mentioned, Samurai cannot. I have seen Green played as a splash -- I'm fairly certain that you do not want to be using Deed with so many small creatures and Vial present. It only offers Mongrel, Rootwalla, and Root Maze where other colors offer FoW/B2b, Swords/Kataki/Kismet, or Mox Monkey/REB.
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Eternal Formats / Miscellaneous / Re: Gifts with Flame-Vault
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on: October 21, 2005, 02:38:00 pm
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I've been testing the kill more and love how easy it is to just win with the flame-vault kill. There are games where a second turn mand drain has been all the mana I need to go off. Fusillade + Vault costs a total of 5R, as you well know. Assuming you play a third mana source on your turn three, you will have had to drain into three additional mana. I definitely appreciate the ability of these two cards to win immediately, but consider this: if you had Severance/Belcher in your hand, you would have only had to invest the same six mana to play both and guarantee a win on the next turn. Additionally, you would not have had to (a) play a Volcanic Island, meaning that your Wasteland vulnerability is lower should you fail, and (b) had you only held one of the two cards in your hand, you would be able to still play it off Drain mana and see some impact on the game state. In no way do I think that FlameVault is a strictly worse option, but the benefits offered by the Belcher kill seem to be more relevant more of the time. The three-mana difference, although substantial over the course of one turn, is covered in a single untap phase with Belcher, and does not justify the drawbacks in my mind.
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Eternal Formats / Miscellaneous / Re: Gifts with Flame-Vault
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on: October 19, 2005, 10:03:53 pm
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However, part of the beauty of the Belcher/Severence list was its ability to win by casting just one of the combo pieces after both players had expended all of their gas or had just fought a counter war over an important spell. Let's face it: hardcasting Belcher is a fairly fast clock even without Severence, and forces the opponent to either waste time dealing with it while you build up a hand to combo them out, or it makes them race what is usually about a 3-5 turn clock. In my experience, this has been absolutely correct. I've seen several games in which Belcher alone has won through damage without Severance -- and perhaps almost as importantly, played one in which Severance had been pitched to Force of Will. Had Rob not been holding the Severance, he would have had to pitch a much better spell (or been unable to?), and without Belcher, he would not have been able to kill me in response to a lethal spell (either Tendrils or YawgWill, I don't remember). That said, I also have to agree with the obvious statement that Vault/Fusillade is "cheaper" -- but keep in mind that with Welder on the table, Fusillade actually becomes more expensive and less useful in other situations (Cross's situation as well as Rob's Force). And, of course, Vault is useless when it is not winning. If it makes a difference, Time Vault also has no other practical application in Vintage and is quite expensive. Urza's Contact Lenses would be a strangely suitable replacement. Oh, the irony.
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