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8 months ago ::
Sep 25, 2012 - 3:40AM
#41
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What if I wanted to play a draw-go control deck with big finishers?
You mean "pilot a draw-go control deck with big finishers". I'd hardly consider "make sure my opponent can't do anything" to be playing the game. If Draw-Go is what you want, then you can get much the same experience out of goldfishing; you don't need to bring along an opponent to make miserable.
The reason Draw-Go isn't made viable these days is because the game is played by more than one person. Draw-Go style decks should never have been viable in the first place.
That is your opinion. As much as Magic is about catering to newer players, so it is to keep experienced ones in, and guess what, a lot of competetive good players like to play with and against draw go. I do. It feels truly like a mental battle, baiting them to counter something non-essential and sneaking in what I need to win right after. I'm sorry if I don't enjoy "LOL I MIRACLED BONFIRE BEFORE YOU DID LOLOLOL" type of games that seem to be norm now, but that doesn't mean the archetype I enjoy to play should outright not exist.
If you feel miserable playing against draw-go, it is because you are not good enough, or are not trying hard enough. Simple as.
This is not related to newer versus experienced players though. Even among experienced players, the majority dislikes playing against it. To please both newer and experienced players, Wizards makes sure the archetype doesn't exist. This is unfortunate for the group that does like the playstyle, but Wizards has chosen to appeal to the masses rather than a niche.
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8 months ago ::
Sep 25, 2012 - 3:51AM
#42
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I can't actually think of why it would even be an issue to reference planeswalkers on cards - they're a permanent type that presumably should be able to be destroyed like any other. Also, no mention of the Keyrune cycle in either article. I'm thinking this unfortunately means it won't be completed in Gatecrash either.
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8 months ago ::
Sep 25, 2012 - 4:32AM
#43
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Date Joined:
May 24, 2011
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I can't actually think of why it would even be an issue to reference planeswalkers on cards - they're a permanent type that presumably should be able to be destroyed like any other.
Also, no mention of the Keyrune cycle in either article. I'm thinking this unfortunately means it won't be completed in Gatecrash either.
I would actually be quite shocked if this cycle wasn't completed. Cards where the guilds are explicitly referenced, like the keyrunes, seem much likelier to be completed than something like the uncounterable cycle. Plus, every guild needs its mana fixing, it would be really unfair to leave half of them without.
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8 months ago ::
Sep 25, 2012 - 5:20AM
#44
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It's possible that that cycle comes back in a different form, just like how Vigor Mortis and Steamcore Weird differed in execution. That said, it seems way more likely Gatecrash will have keyrunes. Just because they all have keyrune in the name. "Orzhov doesn't have an uncounterable spell" sounds more plausible than "Orzhov doesn't have a keyrune".
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8 months ago ::
Sep 25, 2012 - 10:06AM
#45
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Date Joined:
Mar 16, 2004
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Since people are worried about it, I'll mention that the "fan kits" for all the guilds (that are downloadable from their " fan pages"), including the Gatecrash guilds, include artwork that seems to be obviously the keyrunes for all ten guilds. for the "fizzle" rule, there are a few cards it breaks wide open, a few that it alters, and a few that it breaks the flavor of. For example, it's just weird to Drain Life from nothing. But Consuming Vapors ... should that work? At the time it resolves, there no creature to be that creature. Adding rules on how you keep track of how to identify "that creature" if it leaves the board, and how to evaluate it's qualities sounds like a bookkeeping pain. Add in good-old characteristic-defining abilities as seen on Tarmogoyf (pretend it' just became the only creature in a graveyard), and you have more issues that need to be clarified.
The "easy" way to go would be a brand new rule setting values of characterisitcs of non-targets to zero. We have similar rules for X costs when tallying up CMC, and for P/T set by characteristic-defining abilities that are impossible to evaluate at any given time. Still, that sounds like a lot of new edge cases to accomplish essentially countering the spell.
I'll note that the rules are already happy to define what happens when there's no specified creature for something like Consuming Vapors . (Basically, you use "zero" or "undefined" everywhere.)
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8 months ago ::
Sep 25, 2012 - 1:17PM
#46
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Date Joined:
Dec 16, 2008
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Dear MaRo,
Get with the times. Dreadbore shouldn't be rare because it mentions a type of card that players might not have. Google exists. If they come across "Planeswalker" on a card, they will just get on thier iPhone, iPad, or iComputer and look it up.
Orzhova Witness Restarting Quotes Block
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Disregard women acquire chase rares.
There are a lot of dudes for whom this is not optional.
How;s a 2 drop 1/2, Flying broken? What am I missing?
You're missing it because *turns Storm Crows sideways* all your base are belong to Chuck Norris and every other overused meme ever.
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8 months ago ::
Sep 25, 2012 - 2:18PM
#47
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Date Joined:
Jul 10, 2010
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Since people are worried about it, I'll mention that the "fan kits" for all the guilds (that are downloadable from their "fan pages"), including the Gatecrash guilds, include artwork that seems to be obviously the keyrunes for all ten guilds.
for the "fizzle" rule, there are a few cards it breaks wide open, a few that it alters, and a few that it breaks the flavor of. For example, it's just weird to Drain Life from nothing. But Consuming Vapors ... should that work? At the time it resolves, there no creature to be that creature. Adding rules on how you keep track of how to identify "that creature" if it leaves the board, and how to evaluate it's qualities sounds like a bookkeeping pain. Add in good-old characteristic-defining abilities as seen on Tarmogoyf (pretend it' just became the only creature in a graveyard), and you have more issues that need to be clarified.
The "easy" way to go would be a brand new rule setting values of characterisitcs of non-targets to zero. We have similar rules for X costs when tallying up CMC, and for P/T set by characteristic-defining abilities that are impossible to evaluate at any given time. Still, that sounds like a lot of new edge cases to accomplish essentially countering the spell.
I'll note that the rules are already happy to define what happens when there's no specified creature for something like Consuming Vapors . (Basically, you use "zero" or "undefined" everywhere.)
The issue is not "there already is/would have to be a rule". The issue is in the total number of rules, and in how necessary it is to teach them.
If you can get rid of one rule only by creating 10 more to clarify on weird, narrow interactions, it is probably not a good idea. At the same time, if the interactions are so narrow that players essentially never need to know them -- that is, they amount to errata of individual cards -- it mitigates things a bit. Once the problem card falls out of a format, or even the current metagame, you don't need to remember its quirks. That's very dangerous, of course, because you build up a body of "unwritten" text for certain cards -- for example, the way Gifts Ungiven really says "search for up to four cards" -- but it's an option.
So you have to consider both the rules as a whole -- where, all else being equal, it's better to only make players read 200 pages instead of 250 -- and the rules you actually need to teach a format's new players to get them functional in that format. In both these cases "when in doubt, counter" is a cleaner rule than trying to generalize from multi-target to single-target spells.
Alternatively, if you really want to make things simple and consistent, try countering a spell whenever ANY of its targets become invalid. That would be really easy to learn and remember, and be very simple and general... it's just that nobody actually wants to play that kind of game, so they never mention that option.
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8 months ago ::
Sep 25, 2012 - 8:06PM
#48
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Date Joined:
Sep 18, 2005
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What if I wanted to play a draw-go control deck with big finishers?
You mean "pilot a draw-go control deck with big finishers". I'd hardly consider "make sure my opponent can't do anything" to be playing the game. If Draw-Go is what you want, then you can get much the same experience out of goldfishing; you don't need to bring along an opponent to make miserable.
The reason Draw-Go isn't made viable these days is because the game is played by more than one person. Draw-Go style decks should never have been viable in the first place.
That is your opinion. As much as Magic is about catering to newer players, so it is to keep experienced ones in, and guess what, a lot of competetive good players like to play with and against draw go. I do. It feels truly like a mental battle, baiting them to counter something non-essential and sneaking in what I need to win right after. I'm sorry if I don't enjoy "LOL I MIRACLED BONFIRE BEFORE YOU DID LOLOLOL" type of games that seem to be norm now, but that doesn't mean the archetype I enjoy to play should outright not exist.
If you feel miserable playing against draw-go, it is because you are not good enough, or are not trying hard enough. Simple as.
That is your opinion. As much as Magic is about keeping experienced players, so it is to appeal to the largest audience, and guess what, some obscure niches like shoving needles into people's eyes and having needles shoved into their own eyes. At least I assume out of the 6 billion people on earth some people do. It feels like a truly sado-masochistic glee, knowing they're aiming for your pupil then suddenly shifting your line of sight so they hit the cornea instead. I'm sorry if you enjoy the "I WON BY INTERACTING WITH VARIOUS BOARD STATES LOLOLOL" that seem to be all too common these days, but that doesn't mean cards which let people shove needles into people's eyes shouldn't exist.
If you feel miserable having needles shoved into your eyes, it's because you just don't understand what fun is. Simple as that.
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8 months ago ::
Sep 25, 2012 - 10:53PM
#49
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Date Joined:
Jan 13, 2012
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What if I wanted to play a draw-go control deck with big finishers?
You mean "pilot a draw-go control deck with big finishers". I'd hardly consider "make sure my opponent can't do anything" to be playing the game. If Draw-Go is what you want, then you can get much the same experience out of goldfishing; you don't need to bring along an opponent to make miserable.
The reason Draw-Go isn't made viable these days is because the game is played by more than one person. Draw-Go style decks should never have been viable in the first place.
That is your opinion. As much as Magic is about catering to newer players, so it is to keep experienced ones in, and guess what, a lot of competetive good players like to play with and against draw go. I do. It feels truly like a mental battle, baiting them to counter something non-essential and sneaking in what I need to win right after. I'm sorry if I don't enjoy "LOL I MIRACLED BONFIRE BEFORE YOU DID LOLOLOL" type of games that seem to be norm now, but that doesn't mean the archetype I enjoy to play should outright not exist.
If you feel miserable playing against draw-go, it is because you are not good enough, or are not trying hard enough. Simple as.
That is your opinion. As much as Magic is about keeping experienced players, so it is to appeal to the largest audience, and guess what, some obscure niches like shoving needles into people's eyes and having needles shoved into their own eyes. At least I assume out of the 6 billion people on earth some people do. It feels like a truly sado-masochistic glee, knowing they're aiming for your pupil then suddenly shifting your line of sight so they hit the cornea instead. I'm sorry if you enjoy the "I WON BY INTERACTING WITH VARIOUS BOARD STATES LOLOLOL" that seem to be all too common these days, but that doesn't mean cards which let people shove needles into people's eyes shouldn't exist.
If you feel miserable having needles shoved into your eyes, it's because you just don't understand what fun is. Simple as that.
This one of the shittiest posts I have ever read. Felt like having needles shoved into my eyes.
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Okay, here is the clincher. I've been waiting to say this.
The "cam girl" this was inspired by was just a girl from a social networking website, Stickam. Her name was TinyTerror and she was just a regular girl who was on her webcam, totally unrelated to any type of adult content.
I hope you all feel really smart now. 
This is like someone coming into class with a bloody nose and everyone's like "Jeez what happened to you" and they're like "I ran into a wall" and everyone laughs at them for being an idiot but then at the end of the class they say "HAHA JUST KIDDING I PUNCHED MYSELF IN THE FACE!!!!!! TALK ABOUT OWNED HAHAHAHAHA"
I really enjoy imagining this from Kevin's perspective. Because in Kevin's world, Rosewater actually reads everything he types. Mark is sitting there right now, reading this, and thinking "The greatest trick the devil ever pulled. . ." Or some such. He chuckles low, then clicks on "The Best Of KEVINSET" and says "Yes, this'll do just fine. A busty lady with banding who deals direct damage to Zones!? Why this will be the star of my next set, and no one will ever believe you Kevin." Then he closes his Macbook, so his servant may move it out of the way, while another servant puts a Fetal Richard Garfield Clone lathered in Steak Sauce in front of him. Then Mark Feasts.
Sorin walked into the chamber where his newly wed bride, Vampy, awaited. A beam of moonlight illuminated his brilliant silver hair as he strode with confidence towards the bed. His shirtless body showcased his powerful abdominal muscles and he was wearing jeans with holes in the knees.
I wish more girls play magic cards... 
Have you considered assassinating Kevin?
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8 months ago ::
Sep 26, 2012 - 1:14PM
#50
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Date Joined:
Sep 29, 2010
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If you feel miserable playing against draw-go, it is because you are not good enough, or are not trying hard enough. Simple as.
Erik Lauer must be the worst Magic player ever.
 Goblin Artisans a Magic: the Gathering design blog
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