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Magic: the Gathering |OT9| Kaladesh - Cruisin' Down the Street in my 6/4

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red13th

Member
Their inspiration for Energy is Serrated Arrows and charge counters, I doubt they'd make cards that spend energy and don't create them, it would kind of defeat the point.
 

Ashodin

Member
Their inspiration for Energy is Serrated Arrows and charge counters, I doubt they'd make cards that spend energy and don't create them, it would kind of defeat the point.

Right, looking at it I agree.

This might be the nuts equipment but I want to see it made!

wSfjYJv.png


hunh, the art I sourced for this image is from theDURRRRIAN who has done MTG art before, and looks vaguely like an Aetherborn wearing armor. hmmm

 

red13th

Member
Nice art.
Maro (I think) said they want energy costs to be flat, so if a card does something for X energy you don't get another card to do the same effect for X-1 energy. Since Dynavolt Tower bolts for 5 energy I think that ability is a bit too cheap.
 

Yeef

Member
Depending on the rarity, I think we're more likely to see something like this:

Common Equipment 3
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +2/+0.
Equip - {E}{E}

Uncommon Equipment 2
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +1/+1.
Pay {E}: Equipped creature gets +1/+0 and gains trample until end of turn.
Equip - {E}{E}

Rare Equipment 2
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +2/+1.
Pay {E}: Equipped creature gains your choice of first strike, trample, or reach until end of turn.
Equip {E}

Mythic Equipment 3
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage, to a player, you get {E}{E}{E}.
Pay {E}{E}: Equipped creature deals 1 damage to target creature or planeswalker.
Equip - {E}
 

ElyrionX

Member
I agree with kirblar.

You definitely need a base level of intelligence to be a pro in MTG. And the variance inherent in the game does disguise that a lot.
 
I don't think I've ever stopped and thought I was good enough to do jack-shit on any level. I simply don't think all that far ahead in gameplay, so I miss lines.

My problem is that I know that I'm good enough from results to at least take a shot at it, but I don't get enough of a chance to play competitively right now. I know that I'm the best player from my area in central california and at least good enough to compete because I made the top 8 of the last 4 pptqs I went to in northern california. If I look at it objectively I know I've come at least that far.

But I haven't been able to enter a PPTQ for half a year and that was the last time I even entered a sanctioned event including prereleases. I don't even own a competitive MTG deck right now for any format. I sold everything because I just don't have the time to go out and play right now. I got a little salty seeing Bradley Yoo at the Pro Tour because I've had consistently better results than him at the same tournaments but when I was entering one PPTQ a month he was doing two a week. He's a reasonable dude and I don't begrudge him the success or anything, I just wanted to be there.

I think with my schedule and the fact that I'm actually sold out of the game right now it might make more sense to abandon paper altogether and just play limited PPTQs on MTGO even though I can't stand the client.

I just want to have at least one result or one chance at a Pro Tour so I can start submitting the articles I wrote for fun and have a leg to stand on.
 
I wish you lived closer GB, I would totally be your Pro partner

My testing partner was my roommate but he kind of saw GP Oakland as a sort of marker and after he bombed out he abandoned competition entirely. Now he just does occasional drafts with friends, every other month or so.
 

Ashodin

Member
[QUOTE="God's Beard!";220622077]My testing partner was my roommate but he kind of saw GP Oakland as a sort of marker and after he bombed out he abandoned competition entirely. Now he just does occasional drafts with friends, every other month or so.[/QUOTE]

I'm tenacious as fuck, the only obstacle to competition is money. I just need gobs of it and I would fly and go everywhere just to compete.
 
Looking for these cards if anyone has any for trade. The cards marked with ???? are because I may have them somewhere.

For Daretti:
Voltaic Key
Kuldotha Forgemaster
Rings of Brighthearth
Mycosynth Lattice

For Leovold:
Teferi, Mage of Zhalfir
Phage the Untouchable
Chrome Mox
Pact of Negation
Slaughter Pact
Mind Twist
Anvil of Bogardan
Arcane Denial
Dimir Signet
Golgari Signet
Memory Lapse
Simic Signet
Capsize
Day's Undoing
Dictate of Kruphix
Forbid
Jace Beleren
Rites of Flourishing
Temple Bell?????????????????????????????????????
Windfall
Font of Mythos??????????????????????????????????
Helm of Obedience
Teferi's Puzzle Box
Wheel and Deal
Mystic Confluence
Time Reversal
Sunken Ruins
Tolaria West
Underground River
 
are you guys really discussing if pro players are inherently smarter than us lesser people, sort of like the Übermenschen among the masses of lowly Magic players

That's a... pretty uncharitable read of the argument.

To be good at a competitive activity, almost anyone can accomplish it with practice, hard work, and the luck to avoid any particularly debilitating obstacles. To be great at one, you need all that practice, hard work and luck, and you also need to be a statistical outlier in terms of skills to a degree that is not achievable with sheer willpower. That's true about every sport and game with a serious skill ceiling, not just Magic.
 

bigkrev

Member
...I've been staring at this for like ten minutes. How does this work?



Using Blood Funnel as an example

Cast an artifact for 2 less, Mishra and Blood Funnel triggers go on the stack.
Put Mishra on the stack first, Blood Funnel second.
Blood Funnel trigger resolves, let the spell be countered and placed in the Graveyard.
Mishra trigger resolves, search your graveyard for a copy of the card (ie, the one you just placed in your graveyard) and put it onto the battlefield

It's actually kind of sick with possibility storm, which lets you play an artifact, get a free spell with the Storm, and use the Mishra trigger to get back the card you cast
 

alternade

Member
Depending on the rarity, I think we're more likely to see something like this:

Common Equipment 3
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +2/+0.
Equip - {E}{E}

Uncommon Equipment 2
When ~ enters the battlefield, gain {E}{E}.
Equipped creature gets +1/+1.
Pay {E}: Equipped creature gets +1/+0 and gains trample until end of turn.
Equip - {E}{E}

Rare Equipment 2
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +2/+1.
Pay {E}: Equipped creature gains your choice of first strike, trample, or reach until end of turn.
Equip {E}

Mythic Equipment 3
When ~ enters the battlefield, gain {E}{E}{E}.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage, to a player, you get {E}{E}{E}.
Pay {E}{E}: Equipped creature deals 1 damage to target creature or planeswalker.
Equip - {E}

I want a Saheeli's Jitte basically
 

Yeef

Member
...I've been staring at this for like ten minutes. How does this work?
It's not all one combo or anything; they're just cards that work well with Mishra's triggered ability.

  • Nether Void - You don't care about it being countered, because you just put it into play from your graveyard.
  • Possibility Storm - You get to cast another random artifact from your deck whenever you play one form your hand, then search up the one you'd played anyway.
  • Blood Funnel - You pay 2 less for your artifacts. Like with Nether Void, you just let the trigger counter them because you put them into play from the yard anyway.
  • Praetor's Grasp & Thada - You search an opponent's library for artifacts you also have in your deck, so that when you cast them, you get a second copy.
 

Ashodin

Member
Time to build a Queen Marchesa EDH deck for Friday

So, interesting thing I came across:

Equilor said:
The plane was inhabitated by powerful beings, who were seemingly human. It is not known if they were planeswalkers, or just a civilization that developed powerful magic. They claimed that Urza found them only because they allowed him to do so. Supposedly, their magic could conceal the plane. They also had much insight on other planes in the multiverse.

Equilor can be concealed by their inhabitants.
 

Violet_0

Banned
That's a... pretty uncharitable read of the argument.

To be good at a competitive activity, almost anyone can accomplish it with practice, hard work, and the luck to avoid any particularly debilitating obstacles. To be great at one, you need all that practice, hard work and luck, and you also need to be a statistical outlier in terms of skills to a degree that is not achievable with sheer willpower. That's true about every sport and game with a serious skill ceiling, not just Magic.

I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to, because as a fact of nature their tiny insect intellects couldn't possiby comprehend the truly cosmic scale of the calculations in his vast strategical mind and basically they will never amount to anything. Believing yourself to be far more mentally capable than everyone around you is a typical nerd power-fantasy paired with an excessive amount of narcissism
 

El Topo

Member
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to, because as a fact of nature their tiny insect intellects couldn't possiby comprehend the truly cosmic scale of the calculations in his vast strategical mind and basically they will never amount to anything. Believing yourself to be far more mentally capable than everyone around you is a typical nerd power-fantasy paired with an excessive amount of narcissism

Magic players are so brilliant and cunning that only a handful showed up to the Modern PT with a completely busted Eldrazi deck. Alternatively look at the Loot/Don't Loot debate.
Don't get me wrong, no one is doubting that a certain level of intelligence is required (e.g. regarding playing, drafting, deck building, meta), but it's not Chess or Go.
 

ironmang

Member
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to, because as a fact of nature their tiny insect intellects couldn't possiby comprehend the truly cosmic scale of the calculations in his vast strategical mind and basically they will never amount to anything. Believing yourself to be far more mentally capable than everyone around you is a typical nerd power-fantasy paired with an excessive amount of narcissism

Ya that's kind of how I read what Sperling said. His reaction isn't to question their preparation but to assume they're just not smart enough to be successful. We're not at the point where thousands of players are on teams and have serious playtesting groups and only the brightest players can have consistent success.
 

Firemind

Member
Ya that's kind of how I read what Sperling said. His reaction isn't to question their preparation but to assume they're just not smart enough to be successful. We're not at the point where thousands of players are on teams and have serious playtesting groups and only the brightest players can have consistent success.
It's not Sperling who said it.
 

ElyrionX

Member
Since Modern has no Tier 1 hard control deck, I am thinking of getting into Legacy with Miracles. Good or bad idea?

And when will we see a Flusterstorm reprint?
 

ironmang

Member
It's not Sperling who said it.

Oh didn't see that. Still applies to whoever the pro is.

Since Modern has no Tier 1 hard control deck, I am thinking of getting into Legacy with Miracles. Good or bad idea?

And when will we see a Flusterstorm reprint?

I think getting into legacy in general is a bad idea. :p

Miracles is a great deck though. Just make sure you spend a lot of time on the mirror since it's common and is pretty brutal to whoever is less prepared. Plus you need to be comfortable in order to make quicker decisions and avoid draws.
 

Xis

Member
Whaaat?

Standard rotation back to once per year, effective immediately.
BFZ will be standard-legal until next fall.

http://magic.wizards.com/en/articles/archive/news/revisiting-standard-rotation-2016-10-19

Edit: Reason given is that frequent rotation causes problems for more casual players.

Edit 2: Fall blocks will now be more important than spring blocks, since they will linger in Standard longer. It's not really a nerf to spring blocks, just a buff to fall blocks.
Fall big set = legal for 24 months (same as old days)
Winter small set = legal for 21 months (same as old days)
Spring big set = legal for 18 months (same as new days)
Summer small set = legal for 15 months (same as new days)
 

Xis

Member
People don't like to see their cards losing a good chunk of their value too often. What a shocker.

Yeah, but it's only extending the legal period for the Fall / Winter sets; Spring / Summer sets aren't gaining any time with this change.

Edit: Because of the change, my preference would be for new settings to launch in the fall (so they are legal longer), and 'return to' blocks to launch in the spring.

They are also going to have to reduce complexity. They talked about this when they first went to twice-a-year rotations. With four blocks in standard, they had to simplify things a bit, when they dialed it back to three blocks in standard, they could make the sets a bit more complex.

Edit 2: This must have been a huge problem for them; we are just now starting the first real three-block standard. BFZ -> AER would have been the first full implementation; they are changing everything around again before their last change is fully complete.

Edit 3: "The solution we have come to is a simple one—we're going to return to a once-yearly rotation cycle, where Standard rotates a year's worth of sets (in this case, two blocks) with the second large set of the year (what many in the Northern Hemisphere call the fall set)." - The phrasing here implies that we won't always get two blocks per year. This leaves the door open for something like the Lorwyn/Shadowmoor megablock.
 

aidan

Hugo Award Winning Author and Editor
Amonkhet block wouldn't have been designed with the intention of being in Standard alongside BFZ block—could that potentially lead to awkwardness during those extra six month?
 
Standard rotation died for Collected Company's sins.

I can attest that tournament attendance was dropping, but it was because Collected Company was the thing to play competitively for too long. You either had a playset and could play or you didn't.

Changing standard rotation won't change developments ability to make mistakes.
 
I mean, the argument here is that he couldn't teach others how to become better players even if he wanted to

Nobody can teach you or any other randomly-selected person to play like LSV or Finkel even given infinite time. The article's pretty bad but it's not wrong there: most people who decide to grind out competitively in MTGO have a flat zero percent chance of being successful, because the space for success is so small that it's occupied completely by people who are hard-working and talented and lucky.

It's funny to me that I see people talking about how more people have access to teams and whatnot now, because that's actually resulted in the tactically strong players being more consistently at the top -- people who punt a lot can't coast on having a better deck when so many different people are all going through the same testing/brewing process to come with well-tuned decklists.

This is a good thing.

Making your Standard cards only legal for 18 months instead of 24 months was not good for players.

Still not sure how I feel about this overall. Upsides: much better for most players to have cards legal for two years, and for cards to rotate out on a less frequent basis even as they continue to rotate in at the same speed. Gives sets the opportunity to play with an even wider variety of different blocks within Standard.

Downsides: we just switched to all-Standard for top level competition and now that metagame is going to stop shaking up nearly as much, which could put us back in year-long-deck misery scenarios. They originally claimed that the three-block Standard was chosen because they'd have to make all the sets simpler and weaker if it was four blocks, which is deeply uninspiring. This fucks up the new MTGO redemption policy even more. I'm also concerned that they're (by Aaron's direct admission) spending the last months of Amonkhet block development tweaking it around this change rather than, like, doing the actual thing they're supposed to do with their time.
 

Angry Grimace

Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
Standard rotation died for Collected Company's sins.

I can attest that tournament attendance was dropping, but it was because Collected Company was the thing to play competitively for too long. You either had a playset and could play or you didn't.

Changing standard rotation won't change developments ability to make mistakes.
Collected Company might have drawn a ban if it had 2 years.

Nobody can teach you or any other randomly-selected person to play like LSV or Finkel even given infinite time. The article's pretty bad but it's not wrong there: most people who decide to grind out competitively in MTGO have a flat zero percent chance of being successful, because the space for success is so small that it's occupied completely by people who are hard-working and talented and lucky.

It's funny to me that I see people talking about how more people have access to teams and whatnot now, because that's actually resulted in the tactically strong players being more consistently at the top -- people who punt a lot can't coast on having a better deck when so many different people are all going through the same testing/brewing process to come with well-tuned decklists.



Still not sure how I feel about this overall. Upsides: much better for most players to have cards legal for two years, and for cards to rotate out on a less frequent basis even as they continue to rotate in at the same speed. Gives sets the opportunity to play with an even wider variety of different blocks within Standard.

Downsides: we just switched to all-Standard for top level competition and now that metagame is going to stop shaking up nearly as much, which could put us back in year-long-deck misery scenarios. They originally claimed that the three-block Standard was chosen because they'd have to make all the sets simpler and weaker if it was four blocks, which is deeply uninspiring. This fucks up the new MTGO redemption policy even more. I'm also concerned that they're (by Aaron's direct admission) spending the last months of Amonkhet block development tweaking it around this change rather than, like, doing the actual thing they're supposed to do with their time.

I think this is just one of those things where the reception simply doesn't matter. Standard is the bread-and-butter of making people's cards worth anything and they were probably killing it.
 
Wow, this is pretty big. I'm looking forward to MaRo giving more details about this later today and this week. In fact, the fact that MaRo isn't explaining this in a devoted article is raising red flags for me. Hopefully this doesn't mean Amonkhet is a BFZ style mess due to reacting to this change.

As mentioned, this also creates an imbalance between the importance of the fall and spring sets. I think they'll figure out how to manage it, but I hope they do it quickly.
 

Angry Grimace

Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
Wow, this is pretty big. I'm looking forward to MaRo giving more details about this later today and this week. In fact, the fact that MaRo isn't explaining this is a devoted article is raising red flags for me. Hopefully this doesn't mean Amonkhet is a BFZ style mess due to reacting to this change.

As mentioned, this also creates an imbalance between the importance of the fall and spring sets. I think they'll figure out how to manage it, but I hope they do it quickly.

This sounds like its a top-level decision based on the actual amount of money its costing Wizards as opposed to anything that has to do with design philosophy.
 

Angry Grimace

Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
Obviously this was a flavor-based decision to make Emrakul, Ulamog and Kozilek rotate simultaneously.
 
Collected Company might have drawn a ban if it had 2 years.

My conclusion here is that being more proactive about standard bans in general will accomplish their goal better than any rotation change will. Development mistakes won't stop happening and having them around for longer will help nothing. The advantage of the 18 month rotation was to allow mistakes to go away faster, among other things.
 
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