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Eternal Formats / General Strategy Discussion / Re: [SOI] Pieces of the puzzle
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on: February 09, 2016, 10:47:51 am
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In a deck with 24 instant/sorceries, this gets 0 or 1 card 32.7% of the time. With 30, that goes down to 17.6%. That's still a pretty high failure rate. You need 34 instant/sorceries to hit 2 cards 90% of the time. If this gets played, it's because it fills your graveyard effectively, but I doubt it will happen.
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Eternal Formats / General Strategy Discussion / Re: [OGW] Wastes: Barry's Land is REAL?
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on: November 23, 2015, 12:10:59 pm
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The relevant rule for commander mana production is: 903.9. If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that player’s commander, that amount of colorless mana is added to that player’s mana pool instead. If <> is another type of mana, but not another color of mana, it can be produced in any commander deck.
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Eternal Formats / General Strategy Discussion / Re: [OGW] Wastes: Barry's Land is REAL?
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on: November 21, 2015, 02:12:09 am
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I see, I misunderstood your post. So are you suggesting that Devoid mana could be used to pay for the  in Ghostfire? That sounds unlikely to me. I have seen people confused about Ghostfire a few times, which is why I think that templating change was solely for clarity, similar to the recent change from "unblockable" to "can't be blocked". Yeah, exactly that. So you could build a deck of devoid cards and Wastes in the current block and Wastes has some subtle but far reaching applicability beyond the block. You could pay for the abilities on Memnarch with it, cast Ghostfire, crack any spellbomb, activate a filter land with it, etc. This explains a couple other things in my mind: a) Why such a sh**ty mechanic like devoid was a major set mechanic b) Reconciling why the eldrazi like colors so much this time around and are not tied to the one color for their brood like last time c) Why Wastes is being released in the second set of the block, they wanted enough of an environment to support building devoid decks and needed BFZ there first d) Why one would care about Wastes in standard when there are about 10 non-basics that tap for (1) and etb untapped and we have one small set for <> to be the focus of. e) How there can be enough support in the standard format to justify a <> basic land whatever <> means That actually makes a lot of sense and those are good points.
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Eternal Formats / General Strategy Discussion / Re: [OGW] Wastes: Barry's Land is REAL?
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on: November 20, 2015, 03:30:37 pm
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I see, I misunderstood your post. So are you suggesting that Devoid mana could be used to pay for the  in Ghostfire? That sounds unlikely to me. I have seen people confused about Ghostfire a few times, which is why I think that templating change was solely for clarity, similar to the recent change from "unblockable" to "can't be blocked".
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Eternal Formats / General Strategy Discussion / Re: [OGW] Wastes: Barry's Land is REAL?
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on: November 20, 2015, 02:33:06 pm
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So I noticed a templating change in BFZ which is going to lead me to throw another possibility out there. Notice that the reminder and rules text for Devoid is "this card has no color" not "this card is colorless". This is a reversal from previous sets (see Ghostflame).
So we could have:
<> is a new type of mana, Devoid mana. Devoid mana has no color. Change to comp rule 202: Devoid mana may be used to pay for any mana symbol in the cost of an object with no color.
"Has no color" and "colorless" are synonymous, just like "can't be blocked" and "unblockable" (and "can't be destroyed" and "indestructible" before the latter became a keyword). Presumably Wizards changed the wording of the reminder text because of stupid people thinking that Ghostfire was red and colorless.
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Eternal Formats / General Strategy Discussion / Re: Can we answer a Mentor?
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on: November 13, 2015, 08:26:51 pm
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The monk phases in on their turn with "haste" anyway. I think phased out tokens cease to exist as a state based action, but they change the rules more often than Madonna changes her hair so who knows. If they do go away permanently, Equipoise is an interesting card to consider. What's tough is that a lot of this Mentor hate can hurt tokens but don't kill the Mentor itself; they simply turn him into a Seeker of the Way without lifelink, which is still often lethal. Phased tokens are destroyed. Lolno. They cease to exist as a SBA, as brianpk80 said. Anyway, Equipoise and Teferi's Realm are not a great answers to Mentor or Pyro, as they allow the player to get tokens by casting instants and still attack once with the tokens.
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Vintage Community Discussion / Rules Q&A / Re: Speed of a concession
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on: October 26, 2015, 07:46:04 pm
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"You read the rules. I concede as an instant; time walk is a sorcery. GG."
Well, no, conceding is not done "as an instant" and it has nothing to do with time walk being a sorcery. You can concede at ANY time and the game is over as soon as you say you are conceding.
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Eternal Formats / General Strategy Discussion / Re: [BFZ] New Duals
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on: September 08, 2015, 03:54:51 pm
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I think these duals in standard is the reason they printed Evolving Wilds so much recently. They want every standard player to play 4 of it with these new duals.
Evolving wild only finds basics. Evolving Wilds let you fix your mana while making it more likely that you have 2 basics to play these untapped. That interaction is probably good enough to help support 3 color decks in standard.
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Eternal Formats / General Strategy Discussion / Re: Tasigur, the Golden Fang
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on: January 30, 2015, 01:25:58 am
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I was pointing out that you could get around uncounterable spells by continuing to go off in response, since Tasigur's ability and Ancestral are both instant speed. Since your Ancestral is stuck on the stack under the hypothetical nasty uncounterable spell, you would have to counter it to regrow it again and continue killing them. Of course, that is useless against split second spells, particularly Extirpate, so it's not really a good Plan A.
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Eternal Formats / General Strategy Discussion / Re: Tasigur, the Golden Fang
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on: January 29, 2015, 08:33:06 pm
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Tasigur turns Ancestral Recall into your kill on the spot (no, they're not going to kill tasigur in the middle as they draw their deck. You have literal infinite counterspells). If you have Noxious Revival in your Gifts+Salvagers list, then Noxious Revival+Thought Scour is a kill. Noxious Revival+Swords+Walk is also a kill (kill all of their creatures, take a 100 extra turns, beat them down, reset your library to lands.
The ancestral kill sounds pretty sweet with a single mindbreak trap it doesn't even matter if they are playing uncounterable spells. You can't really reset your library though as he always mills 2. You don't need the mindbreak trap for that. You can just hardcast FOW your own ancestral in response to their spell and keep going off with it on the stack.
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Eternal Formats / General Strategy Discussion / Re: [FRG] - Humble Defector
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on: January 06, 2015, 08:46:44 pm
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Isnt there a card that gives ALL players shroud? Then you never have to pass him as you cant target your opponent? just brainstorming here.
I don't think that card exists. But if it did and you played it, you would not be able to activate Humble Defector.
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Eternal Formats / General Strategy Discussion / Re: C14-Dualcaster Mage
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on: October 27, 2014, 11:06:19 pm
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Note that this guy opens strange sideboard options. To ensure that you can trump Tinker, for example, just run a singleton Duplicant or Nev's Disk or Spine of Ish Shah or Noetic Scales or Ensaring Bridge or whatever. To trump Yawgwill, have ample countermagic in your graveyard. Dualcasting Tinker for Duplicant or Spine won't work - the copy will resolve before the original Tinker. Since that also means they see what you're getting before they search, Noetic Scales and Ensnaring Bridge won't be as effective, and Disk won't work if they have BSC as an option. You know, in case cleverly trumping Tinker was your new hilarious life's goal. I guess you should run your own Tinker/BSC if you are running Dualcaster.
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Vintage Community Discussion / Card Creation Forum / Re: Red land
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on: September 20, 2014, 02:05:25 am
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The cycle was complete in Urza's Saga - black's legendary land was Phyrexian Tower and red's was Shivan Gorge. Phyrexian Tower sees play in Commander and saw fringe play in multiple contructed formats. Shivan Gorge was just terrible. You are right that red remains the only color with no multi-mana land (excluding a few CIPT 5 color cycles). If it got one today, it would probably require discarding cards as a cost. Maybe something like  , Discard a card: Add  {R}.
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Vintage Community Discussion / Type 4 / Re: M15
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on: June 27, 2014, 08:45:44 pm
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Soul of Innistrad 4BB Creature - Avatar Deathtouch 3BB: Return up to three target creature cards from your graveyard to your hand. 3BB, Exile Soul of Innistrad from your graveyard: Return up to three target creature cards from your graveyard to your hand. 6/6
Soul of New Phyrexia 6 Artifact Creature - Avatar Trample 5: Permanents you control gain indestructible until end of turn. 5, Exile Soul of New Phyrexia from your graveyard: Permanents you control gain indestructible until end of turn. 6/6 Powerful ways to refill your hand or protect your permanents that work to an extent from the graveyard. The other Souls are broken, but these are pretty interesting. Avacyn, Guardian Angel 2WWW Legendary Creature - Angel Flying, vigilance 1W: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice. 5WW: Prevent all damage that would be dealt to target player this turn by sources of the color of your choice. 5/4 Fatty that protects you and your other creatures from damage. Boring, but probably decent. Mercurial Pretender 4U Creature - Shapeshifter You may have Mercurial Pretender enter the battlefield as a copy of any creature you control except it gains "2UU: Return this creature to its owner's hand." Yet another Clone with a nice upside. Better than Sakashima, if you're playing him. Genesis Hydra XGG Creature - Plant Hydra When you cast Genesis Hydra, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost X or less from among them onto the battlefield. Then shuffle the rest into your library. Genesis Hydra enters the battlefield with X +1/+1 counters on it. The arbitrarily large non-evasive creature is probably not a huge deal, but the uncounterable battlefield tutor is the interesting part. Probably too broken, but could fit in for some people.
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Eternal Formats / General Strategy Discussion / Re: Courser of Kruphix
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on: January 27, 2014, 08:18:38 pm
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I don't follow. Say your library has two lands in a row as your main. Phase starts. Whichever dork you have, you can get one land on top into play. Then you draw the second land during your next draw step.
Say you have one land on top, then a biz spell. Same thing: you get the land into play and your next draw step gives you biz.
You stopped too soon - if you have a business spell followed by a land on top of your deck, Courser will let you draw the spell on your next draw step, while Seer will mill the spell and you will draw the land next turn. It would certainly be fun to play this guy in a GushBond engine, but a 1GG spell that sometimes does nothing doesn't impress me too much.
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Eternal Formats / General Strategy Discussion / Re: Waste Not
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on: September 30, 2013, 02:11:53 pm
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They don't immediately resolve, but when Miracle will be on the stack, you'll already have a bunch of Waste Not triggers from the first Reforge the Soul.
So this is as I understand it, and correct me if I mess up.
1. Cast Reforge the Soul, you both discard cards 2. A few Waste Not triggers go on the stack depending on what your opponent discarded (you choose the order for the triggers) 3. You draw your first card, which is Reforge the Soul, and pay the miracle cost, it goes on the stack on top of the Waste Not triggers. 4. Your opponent draws 7 cards and you draw your remaining 6. 5. The second Reforge the Soul resolves, you each discard your hand, 7 more Waste Not triggers go on the stack (unless opponent plays instants) 6. You each draw 7. 7. The second batch of Waste Not resolve in the order you choose. 8. The first batch of Waste Not resolves in the order you chose at step 2.
Did I get that right?
Actually, no. Miracle is a triggered ability that allows you to cast the spell for its miracle cost. And triggers don't go on the stack until after a spell finishes resolving. So it looks more like: 1. Cast Reforge the Soul, you both discard cards 2. A few Waste Not triggers trigger depending on what your opponent discarded 3. You draw your first card, which is Reforge the Soul. The Miracle ability triggers4. Your opponent draws 7 cards and you draw your remaining 6. Reforge leaves the stack. 5. You put the Miracle ability and a bunch of Waste Not triggers on the stack in whatever order you like. You choose to put the Miracle ability on top of the stack. 6. The Miracle ability resolves. Assuming the second Reforge is still in your hand, you pay the Miracle cost, and the second Reforge is put on the stack. 7. The second Reforge the Soul resolves, you each discard your hand, 7 more Waste Not triggers trigger (unless opponent plays instants) 8. You each draw 7 and the second Reforge leaves the stack 9. You stack the second batch of Waste Not triggers in any order you like, on top of the first batch. 10. The second batch of Waste Not resolve in the order you chose. 11. The first batch of Waste Not resolves in the order you chose at step 2.
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Vintage Community Discussion / Card Creation Forum / Re: Discussion: Theoretical Answers to Time Vault
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on: November 08, 2009, 03:30:39 pm
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I'm supporting narrower, more focused time vault hate with limited applications in other formats and vs Time Walk:
Time Trap UUU3 Instant Split Second If an opponent has taken three or more consecutive turns at any point during this game, you may pay U instead of the CMC. The next time an opponent takes two consecutive turns, they loose the game. U: return this card to your hand. Play this ability only if this card is in the Exile zone or the Graveyard and only during the upkeep of an extra turn taken by an opponent.
This is a somewhat interesting and potentially flavourful card. It does not make Vault auto-loose, but it is more powerful hate than anything that currently exists. It is immune to duress/thoughseize, extract, and counterspells. It has some potential applications in standard if anyone can ever make a Time Seive deck that isn't at least partial Jank. It can win you the game vs Time Walk, but only at a very high mana cost. It's not broken, and doesn't nerf any of the other combo archetypes. It's also not silly and not impossible for the vault player to win through, but close enough that it woudl put a huge dent in the archetype.
If this were printed, nobody would ever play time vault combo. The previous sentence is false.
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Vintage Community Discussion / Type 4 / Re: [Type 4] Most degenerated cards
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on: September 17, 2009, 12:17:02 pm
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Skyshroud Elf aka Skyshroud Money Launderer has been pretty broken under the rule that "not using your Type 4 mana doesn't count as your spell for the turn." Maybe what I should really do is post my stack in the stickied thread?
I don't understand the loophole down here ? You can only spend your Type 4 mana to play one spell each turn, but you can spend your Type 4 mana on Skyshroud's second ability, allowing you to play any number of red/white/artifact spells for "free". Doubling Cube falls under the same rule, except that it only gives you infinite mana for one phase per round.
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Vintage Community Discussion / Type 4 / Re: [Type 4] Zendikar
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on: September 05, 2009, 08:22:36 am
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Mindbreak Trap is a cool counterspell, but it will very rarely be more than a Dissipate. Play it, but realize that exiling spells (rather than countering) and the alternate cost will rarely matter.
Electropotence already exists - it's called Pandemonium, and nobody plays it.
Kalitas is a good upgrade. We've been happy with Visara, and he's better.
Sorin Markov is not such a good planeswalker. His ultimate takes two turns of basically doing nothing to charge up, and it will almost never survive long enough to activate. His minus ability is hurt badly by being sorcery speed.
I don't see any of the cards spoiled so far as having a real impact on type 4.
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Vintage Community Discussion / Casual Forum / Re: Power artifact/Grim monolith - Playing every spell in magic!
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on: July 19, 2009, 11:11:46 am
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To everyone trying to make the combo more "simple".....Well you're not making it more simple, you're merely replacing parts.
Reiterate is functionally the same as djinn illuminatus in this deck....when you're playing the djinn and the death wish you're going to need and have infinite mana of any color anyway.
I was thinking of Djinn of Wishes, so I thought you were trying to do something more complicated. Yeah, the (right) Djinn is good enough. A small snag: you'll need Vedalken Orrery for sure, or you won't be able to play all five Epic spells. I recommend doing them last!
You'll have Orrery, since you're playing every spell. The Epics wil have to be your last spells, of course. You'll have a harder time playing some cards like Jabari's Influence, but you're playing Mindslaver and Hunted Dragon, so it's okay. You're also playing Festival, so you'll probably have to give your opponent multiple (slaved) turns. I wonder if there is a sequence of play that involves playing (and resolving) every spell in Magic, without risking losing. You would have to handle things like (Nefarious) Lich and Forbidden Crypt, but Opalescence + Humble + Platinum Angel is useful... I don't know.
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