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7 months ago ::
Nov 13, 2012 - 5:05AM
#11
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Date Joined:
Apr 24, 2005
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It isn't their job to decide what is competitively powerful,
I believe you'll find that the powers that be disagree with you, and they get to write their own job description.
srs rls mgr is srs
"If you're having defense problems I feel bad for you son, I got 99 soldiers but they're just 1/1."
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7 months ago ::
Nov 13, 2012 - 7:19PM
#12
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Date Joined:
Nov 27, 2005
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Echo (Evoke is Echo done right)
I disagree good sir. Well, not so much on the echo part, more power to ya, personally I like paying half price for stuff, but that's just me, but evoke plays considerably differently. Namely in that creatures with echo can be used as chump blockers before you even have to worry about their echo, but there are a few other differences ( One of which is pretty awesome in a deck of mine).
As for my personal list, off the top of my head and in no particular order:
1. Mercenaries. So you crack a pack of Masques and you see rebels. What do they do? They search for progressively more expensive guys and slam em onto the field until you've ramped into Chameleon Colossus . So it'd be cool if they were at war with mercenaries, and therefore the mercenaries mirrored that mechanic, right? Wrong. Rebels can do T1 rebel, T2 rebel T3 Rebel, etc. Mercenaries are like T2 Mercenary, T3 Mercenary, T4... Well, that was dumb. Like, I guess the succinct way of describing them would be they're what a backwards mana curve looks like.
2. Land destruction. Now, before you start, I'm not one of those scrubs who's all like "BAN LD BURBURBURBUR!" But even proponents of it have to admit it feels really bad to play against, for both mechanical and psychological reasons. Psychologically, it's quite frustrating to have a grip full of answers that you know you'll never be able to play, whereas if your grizzly bears are countered or terrored, at least you got to do something. Mechanically, lands are the game's primary resource. So losing your lands not only puts your opponent at an advantage, but hinders your ability to recover (I believe the official term is "slippery slope"). Comparatively, if my grizzly bears are countered, I can still play my nessian courser next turn. On top of that, I can play as many creatures as I can afford. I'm free to slap down 4 memnities and two glint hawks on turn one and be like "Have four doom blades, see if I care." Conversely, you're usually limited to one land a turn. A well built LD deck will be able to average destroying one land a turn. So once they start rolling you better get used to two lands because you will never be getting more.
3. Hexproof. Okay, this one might be some personal bias, but it just feels really derpy to me. Like, one game at the AVR prerelease 2HG we lost to Elgaud Shieldmate and Blessings of Nature . Had they had shroud, it would have been like "Okay, that's annoying, but we can deal with a 3/3 and a 2/3. And if they didn't,I had like 4 answers in my hand ready to shut their buffed creatures down./. But whereas shroud requires you to think and make a decision, hexproof is like "HEY MORON, SLAP AN AURA ON ME AND BEAT FACE!" (The whole "Aura and then Diplomatic Immunity " trick is similarly annoying, but that at least has some level of cleverness in the whole ordering of auras, which granted isn't much, but I'm all about the subtle differences. Like if you have Neurok Stealthsuit and one creature. You could attach it, but that might bite you in the ass later. Conversely, with Frightening Greaves , there's no downside to slapping em on as soon as you can). Hell, mise is short for "Might as well" which is pretty much the definition of hexproof (At least when compared to shroud).
Zammm = Batman. Bronies unite."I'd call you a genius, but I'm in the room." It's my sig in a box
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Everything is better when you read it in Bane's voice.
Your human antics and desire to continue living have moved me. Just kidding. You cannot move me physically or emotionally. Wall humor.
Copy effects work like a photocopy machine: you get a copy of the 'naked' card, NOT of what's on it.
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul:
Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay."
I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board.
Unsurprisingly, that only worked once and only because everyone present thought it was hilarious. 
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol. 
I have the same problem with women.
Is this my new ego sig? Yes it is, other Barry
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And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
I think I'm gonna' start praying to Jesus... That's right, RPJesus, I'm gonna' be praying to you, right now.
O' Jesus
Please continue to make my time here on the forums fun and cause me to chuckle.
Amen.
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic , giving you time to set up your silly combo . Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills 
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
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7 months ago ::
Nov 14, 2012 - 7:00AM
#13
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Date Joined:
Mar 16, 2004
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7 months ago ::
Nov 14, 2012 - 7:32PM
#14
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Hexproof: For the reasons listed above.
Tribal: Because self-licking ice cream cones make me feel bad. (The rules say that Tribal exists because non-creatures can't have creature subtypes unless they have the Tribal type).
Threshold being in the same block as Flashback.
Somnia, the Evanescent Plane -- A 3-set Block
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Theora, A World of Modern Science
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Build Around This
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7 months ago ::
Nov 15, 2012 - 11:09AM
#15
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Date Joined:
Oct 12, 2010
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Tribal: Because self-licking ice cream cones make me feel bad. (The rules say that Tribal exists because non-creatures can't have creature subtypes unless they have the Tribal type).
Funny, Plummet and reach make me feel the same way, but I have a more colorful way of putting it.
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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7 months ago ::
Nov 15, 2012 - 2:01PM
#16
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Date Joined:
Dec 10, 2010
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Sorry I never defined "feel bad". I mean cards/mechanics that make people not want to play anymore because they're so frustrating. Personally I'd have to say: Counterspells: Nothing sucks quite as bad as casting a really cool spell only to see it go down in flames. It's not that Cancel is overpowered. It's that casting through spammed counterspells isn't fun. Land Destruction/Mana Screw/Mana cost increases: It feels bad for the same reason as counterspells, a player doesnt get to play. It's just a different reason. Fateseal actually.... Same reason. Restricting a players ability to play makes for a bad game. I think this may be pretty telling about what I prefer. I don't mind responses to cards. I dislike being unable to play with the deck I'm using. That said, those 3 things are in a much better place than they were originally, largely because the cost has increased. Still, I like to see abilities that are more reactionary replace these.
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6 months ago ::
Nov 21, 2012 - 5:45PM
#17
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Date Joined:
Jan 24, 2011
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1: Infect. There's never been a more unfair keyword in the history of Magic. Your opponent starts at 10 life and can't gain life? Totally balanced. I don't even think R&D playtested that mechanic.
2: Tribal sets/blocks that aren't named Onslaught. Ever since they finished Onslaught, it's like Wizards just gave up on making tribal mechanics fun or interesting. It's "easy mode" for the designers to say "Let's make a set where creature types matter" then come up with a tribe for each color with generic abilities and (usually) overpowered lords. R&D's job shouldn't be to decide what decks people will play. They should be designing good gameplay instead..
3: Planeswalkers. Given how boring they are in general and how little design space they have (they're really just enchantments but better), it seems like they didn't put much thought into them at all. There are at least 3 things I would change about them to make them more fun to use. There also feel really clunky and make no sense within the lore of the game.
Rules Advisor Please autocard: [c ]Disenchant[/c ] = Disenchant .
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6 months ago ::
Nov 22, 2012 - 8:09PM
#18
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Date Joined:
Jan 23, 2007
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Threshold being in the same block as Flashback.
I loved the tension this created. It was one of the things that really drew me into Magic.
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6 months ago ::
Nov 23, 2012 - 9:46AM
#19
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Date Joined:
Oct 12, 2010
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2: Tribal sets/blocks that aren't named Onslaught. Ever since they finished Onslaught, it's like Wizards just gave up on making tribal mechanics fun or interesting. It's "easy mode" for the designers to say "Let's make a set where creature types matter" then come up with a tribe for each color with generic abilities and (usually) overpowered lords. R&D's job shouldn't be to decide what decks people will play. They should be designing good gameplay instead.
I don't know. Innistrad made the tribes have a mechanical identity.
Humans: Artifact love (as much as I hate putting it in green), standard weenie stuff. Werewolves: DFCs. It's a bad mechanic and has been bad since Stone Rain stopped being printed, but every werewolf has the same transformation conditions (until AVR). Vampires: +1/+1 counters, lifelink Zombies: Graveyard shenanigans. Blue zombies either mill you or require exiling from the graveyard (which feels very "feel bad"), while black ones come back easily. Spirits, I don't get. AFAICT, it's just flying.
Before that, Lorwyn at least had the usual "sacrifice a goblin", evoke on elementals, and treefolk having greater toughness than power and generally being vanilla.
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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6 months ago ::
Nov 25, 2012 - 7:38AM
#20
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Date Joined:
Apr 28, 2008
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1: Infect. There's never been a more unfair keyword in the history of Magic. Your opponent starts at 10 life and can't gain life? Totally balanced. I don't even think R&D playtested that mechanic.
Annihilator: There's never been a more unfair keyword in the history of Magic. Your creatures decimate your opponent's board state every time they attack?......"window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />
3: Planeswalkers. Given how boring they are in general and how little design space they have (they're really just enchantments but better), it seems like they didn't put much thought into them at all. There are at least 3 things I would change about them to make them more fun to use. There also feel really clunky and make no sense within the lore of the game.
Planeswalker are strictly worse than enchantments. They are more mechanically limited, and more vulnerable, apart from enchantments having existed longer, thus having more interactions based on card type.
Can't say I have a lot of opinions on feelbad mechanics. Wotc is chopping most of them anyway, so it would more be me asking for some of them back. I'd like to chop Regeneration and Protection for something that people understand, I suppose?
Everything Mown does is elegant.

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