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2 years ago  ::  Jul 05, 2011 - 6:36PM #1
KrymsinViking
Date Joined: Mar 30, 2011
Posts: 517
Hey I'm just speculating what will be the big money grab cards out of M12. The obvious ones are the Mythics Titans/Planeswalkers especially the 3 new PW. But I'm more interested in the more secret ones. think Grand Abolisher will be big. Just wondering what the forums thoughts are on the matter.  
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2 years ago  ::  Jul 05, 2011 - 7:51PM #2
GeoleVyi
Date Joined: Jan 18, 2011
Posts: 807

Jul 5, 2011 -- 6:36PM, KrymsinViking wrote:

Hey I'm just speculating what will be the big money grab cards out of M12. The obvious ones are the Mythics Titans/Planeswalkers especially the 3 new PW. But I'm more interested in the more secret ones. think Grand Abolisher will be big. Just wondering what the forums thoughts are on the matter.  




The new illusion tribe, for people who love blue aggro.

The new all-tribal golem.

The green spider lord w/ accompanying enchantment, for green control.

And the red reprints, of course.

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2 years ago  ::  Jul 05, 2011 - 8:12PM #3
Samot
Date Joined: Sep 12, 2008
Posts: 1,957
I'd like to think the tribal construct lord is going to be a money card because it's very popular and I got my preorder for 4 bucks a piece (which I think is fair even if it doesn't blow up), but it is popular with the casual crowd. The tourney crowd is the group that actually drives the price of cards up.

Jace's Archivist is one I expect to see hold a good price for a while. 
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2 years ago  ::  Jul 05, 2011 - 8:22PM #4
XIII13Thirteen
Date Joined: Aug 14, 2009
Posts: 1,487
I think the 3 new walkers will be the "money" cards in the set. Even with moderate playability on some of them. Reasons? ...

Mythic rarity matters when it comes to price especially in a large set with many reprints. Reprints will curb the amount players purchase. There are many that own the rares of this set and will opt instead to buy singles.

Walkers are still iconic and will demand copies to all the player archetypes.

The walkers are better than many give them credit for. They always are. I remember when people were complaining about the "jank" that was Ajani Vengeant and how it sucked to have him as a prerelease card. Back in the Jund meta people talked about how crappy Jace TMS was. It took just before the rotation of Shards for him to see play.

My particular pick for playable is Chandra, the Firebrand. That card has way too much potential. Development built something in the upcoming sets with her in mind, I can just see it. Jace and Garruk will see play as well, but it is hard for me to imagine them as 4 ofs. In that I think their prices will be controllable.

Of the rares, I think Visions from Beyond, Solemn Simulacrum, and the Changling Lord guy will be hot items for early trades.
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2 years ago  ::  Jul 05, 2011 - 8:54PM #5
JackCade
Date Joined: Jun 18, 2009
Posts: 133
Chandra, the Firebrand
Chandra's pheonix
Garruck, Primal Hunter

And possible surprises that I plan on using could be: Angelic Destiny and uncommon Swiftfoot Boots.

I see a deadly green deck that I will be using with Garruck's Legion as well so that should be decent.
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2 years ago  ::  Jul 05, 2011 - 8:55PM #6
bholdr_mage
Date Joined: Sep 6, 2005
Posts: 799

Jul 5, 2011 -- 8:22PM, XIII13Thirteen wrote:

I think the 3 new walkers will be the "money" cards in the set. Even with moderate playability on some of them. Reasons? ...

Mythic rarity matters when it comes to price especially in a large set with many reprints. Reprints will curb the amount players purchase. There are many that own the rares of this set and will opt instead to buy singles.

Walkers are still iconic and will demand copies to all the player archetypes.

The walkers are better than many give them credit for. They always are. I remember when people were complaining about the "jank" that was Ajani Vengeant and how it sucked to have him as a prerelease card. Back in the Jund meta people talked about how crappy Jace TMS was. It took just before the rotation of Shards for him to see play.

My particular pick for playable is Chandra, the Firebrand. That card has way too much potential. Development built something in the upcoming sets with her in mind, I can just see it. Jace and Garruk will see play as well, but it is hard for me to imagine them as 4 ofs. In that I think their prices will be controllable.

Of the rares, I think Visions from Beyond, Solemn Simulacrum, and the Changling Lord guy will be hot items for early trades.




Chandra is splashable.  Her second ability is cool in the right situation.  She's just so vulnerable.  The best walkers (especially the two that you list, which I rate the best walkers ever) could protect themselves.  Red's defense is a good offense.  Her splashability makes her spectacular, not much else.  Reiterate and Reverberate didn't see much play.  She can ping 1 toughness creatures but that's about it.

Jace 3.0 stinks.  Is he a bomb in limited?  No doubt.  3 turn kill after he hits. (mill 10 3 times, draw 7, draw three+ turns = dead)  As long as Emrakul and Kozilek are around, a 1 of will stomp Jace's win con.  Sure there's ways around it, but mill has 52 cards to consider (1st draw +7 opening hand) in comparison to the other ways to kill in standard (10 poison, 20 life).  When they rotate, GY shenanigans with flashback can ruin Jace 3.0's day.  Oh yeah; he can't protect himself at all.  Chandra can at least ping critters.  He's better than Beleren for sure, but does Beleren's 3 CC > Jace 3.0 5 CC?  We'll see.

Garruk is the best of the 3 in my opinion.  Option #3 to stop stalls, option 1 and two to build an army.  Not better than Garruk Wildspeaker.  The option to untap 2 lands and protect himself first turn he hits play is versitality.  He's cheaper to cast and easier to run with 2 colors.

Now I might be guessing high, but I think that Hydra is going to be $$$ and the next Tarmogoyf .  He's one more mana to get out and beat, but this guy's going to tear the meta up.  Time will tell....

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2 years ago  ::  Jul 05, 2011 - 9:52PM #7
Angry_Toy_Poodle
Date Joined: Jan 11, 2008
Posts: 1,176
time reversal i think that you draw 7 cards plus you reset graveyards is pretty friggen huge in the next year...

...boom goes the dynamite
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2 years ago  ::  Jul 05, 2011 - 9:53PM #8
JohnnyComeLately
Date Joined: Oct 25, 2008
Posts: 2,636
Grim Lavamancer will probably hold some value until INN.

Visions of Beyond might be overvalued at first but it's hard to tell if it will really be good.

I think Jace isn't very good, but I feel like he might get a price boost due to people who blindly want to buy up many copies as possible, just in case he's good. In fact, I'm worried that all planeswalkers from now on will be more expensive as singles, because people will hoard them in case they turn out to be broken.
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2 years ago  ::  Jul 05, 2011 - 11:37PM #9
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
Gary and Jace....

....gary n' jace....
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When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is.

One-Shot Mill spells are something you should avoid. You can toss tome scour s at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour , you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral . Try to find more permanent styles of milling, like memory erosion , hedron crab , and curse of the bloody tome , so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements.

Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes . You can mill more than 24 before turn 5...which you can then cast the echoes.

If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt . The problem is that there is no mill card that can do that...except hedron crab , over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome , are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy.

There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 x post to pay for X on sands of delirium or for ambassador laquatus . Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment[/c], it is easier to ramp in multiplayer, allowing for big X spells, like mind grind , to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it . There are always new strategies coming out with each new set, so check gatherer for any new mill cards that you find to be the most fun for you!

Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!

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2 years ago  ::  Jul 05, 2011 - 11:52PM #10
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
Chandra 3.0
Jace 3.0
Angelic Destiny
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Budget Duals and Fetches in Multiplayer
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~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
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