Magic The Gathering

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New post because... well dang it MaRo.
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How do you people not know how sleep works???

Okay reading the other half, Map Tokens have to be some sort of tutor to the top of the deck or scry effect, most of the WoE multi color adventures synergize between halves I think.
Yeah, I think that's why the popular bets right now are that it "explores" on a token. (For those who forgot, exploring...
Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.)
 
Yeah, I think that's why the popular bets right now are that it "explores" on a token. (For those who forgot, exploring...
Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.)
I thought...you meant Explore the card not Explore the ability.

If it is explore the ability then I am gonna love it, I think Explore is one of the most underrated mechanics.
 
I thought...you meant Explore the card not Explore the ability.

If it is explore the ability then I am gonna love it, I think Explore is one of the most underrated mechanics.
You know what? That's fair. My bad, man it is easy to get that stuff mixed up.
 
Kind of like "who would bother playing the One Ring"? ;)

Pay 2, get ANY land I want out of my deck? Maybe not important in standard right now, but I can think of a lot of commander decks that would go nuts with a land choice every turn. (Maze's End fun is just the start.)
reprint glacial chasm in modern cowards
 
I assume it is explore-the-keyword themed but how exactly that works is interesting. Is it reveal card draw if land if not discard give a +1/+1 counter to target creature? If so expect it to be sorcery speed only for sure, if it's 1 mana it will be good if it's 2 mana it will probably be terrible in a vacuum. I'm somewhat more interested if it's just 2 mana surveil 1 you can reveal it and draw it if it's a land. Which keeps a lot of the flavor and is more interesting for a wide variety of decks.
 
Speaking of Ixalan spoilers...
View attachment 5361831

WTF is a map token?? Taking all bets now.

Yo dawg, I heard you like game text, so we've filled up this card with so much text, we had to make new cards to have even more text that we can't fit on there with all the text we got!
A map token would be Vito if he was black, otherwise known as Drex.
 
I assume it is explore-the-keyword themed but how exactly that works is interesting. Is it reveal card draw if land if not discard give a +1/+1 counter to target creature? If so expect it to be sorcery speed only for sure, if it's 1 mana it will be good if it's 2 mana it will probably be terrible in a vacuum. I'm somewhat more interested if it's just 2 mana surveil 1 you can reveal it and draw it if it's a land. Which keeps a lot of the flavor and is more interesting for a wide variety of decks.
Explore right now is reveal - if land draw, otherwise +1/+1 and you MAY mill it.

Kind of like a connive only they know what you get.
 
As an outsider coming in, how bad is the current state of the card game?
Bad with no signs of improving: Quality control and balance problems are out of control, cash-in sets based on licensed IPs or limited-run prints of old cards are commonplace, and the new online client (Arena) is arguably play-to-win. It's gotten to the point where playtesting outright misses broken abilities and even instant-win combos. It's not the first time the devs have made mistakes but it's the first time they decided to "fix" the problem by saying "not our problem, this is how the game is supposed to be from here on out" rather than, you know, fixing it. At this point the problem has been ongoing for about seven years.

Unless something drastic happens, like executives being replaced, I don't think things are likely to change either because despite all these issues and player backlash the game is still extremely profitable.

Edit to add: I was describing the competitive scene + events at local game stores. You can still have fun playing casually, just be sure everyone is on the same page when it comes to power level.
 
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and the new online client (Arena) is arguably play-to-win.
I'll push back on that one, it's entirely possible to Free to Play Arena PROVIDED you like playing mono-red aggro or mono-blue tempo in standard OR are a god in limited. Past that it's not even really Pay to Win in the classic sense, just a grind. You'll be matched against people with similar win rates ensuring you either face other people with weird terrible decks filled with commons or just really bad at piloting their meta decks. It's only really an open your wallet situation if you want to play the more expensive meta decks in any given format or play janky decks filled with junk rares (since the value of a junk rare is the same as the value of a good rare in Arena)
 
As an outsider coming in, how bad is the current state of the card game?
With a chill group? Mostly fine. Lots of interesting singles are a quarter. It's not great for card shops, but it's good for players.
If you can't find a chill group, it's one of the worst hobbies to get into.

The constructed (cards from your collection) competitive scene is comprised primarily of people who have zero impulse control and shotgun-fire hundreds down the drain when a new must-include staple is printed every couple of sets. A lot of more seasoned players have realized that Wizards is intent on upsetting established metagames and introducing stupidly designed must-buys into old formats, and have tapped out to make way for new idiots flush with cash who will complain loudly about the price of product as their hands tear open a thousand-dollar case of collector boxes filled with mostly chaff.

Limited formats (cards opened on the fly from a limited pool of booster packs, IE draft and sealed) have become fairly hit-and-miss, with most of them being solved -a few days- after release thanks to people who do nothing but draft every waking hour on arena, which means that they become extremely formulaic and repetitive very quickly. I am not a fan of the current set's limited formats, in which several color pairs are complete misfires and the strongest decks essentially mean you can't goof around against competent players in any way.

With a chill group, there's an endless amount to tinker and have fun with. But barring that, you're talking about a game with maybe 100 viable cards in any given format where the name of the game is autistically throwing hundreds to thousands on every must-have staple in order to have games play out in the exact same four or five ways.
 
As an outsider coming in, how bad is the current state of the card game?
It's alright, but as @Rich Evans Ayypologist said you need to find a good store or group to hang out with. The basic system of the game is still solid, even if a lot of random shit is busted. Some of the new Commander precons are pretty fun from what I can see, and sane people will be able to agree on the power level of their decks so it's not just rushing into combo piles every game, unless that's what you're all looking for.
 
As an outsider coming in, how bad is the current state of the card game?
There are fifty different keywords to mean the same thing except for the new hot card WoTC wants to sell like some desperate bid to make another black lotus.
Also all the artists are fags, the lore makers are fags, and the consumerbase are fags.

Also WoTC apparently thinks a good "balance" for cards is adding 1CMC(essentially meaning it takes an extra turn to play it) to a card and calling it a day - again. I'm sure jump-start'ing adventure cards will end well for their Game of Thrones meets Aesop's/Grimm's Fables bullshit.
 
There are fifty different keywords to mean the same thing except for the new hot card WoTC wants to sell like some desperate bid to make another black lotus.
Also all the artists are fags, the lore makers are fags, and the consumerbase are fags.

Also WoTC apparently thinks a good "balance" for cards is adding 1CMC(essentially meaning it takes an extra turn to play it) to a card and calling it a day - again. I'm sure jump-start'ing adventure cards will end well for their Game of Thrones meets Aesop's/Grimm's Fables bullshit.
Lotus and the Mox were only good because they had utility for nothing. That 1CMC matters a lot more than you think in that context. I would recommend you try out shandlar on the PC. Build a blue red fireball time-twister(Which didn't deserve to be banned) deck. To see how broken they were.

As for adventures, adding a 1CMC or two to the cost of the permeant and other spell is fine. Offsets card advantage and puts you behind a player willing to ditch card advantage for speed or early game control.

The gay shit you are 1000% correct about though.
 
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As for adventures, adding a 1CMC or two to the cost of the permeant and other spell is fine. Offsets card advantage and puts you behind a player willing to ditch card advantage for speed or early game control.
The issue is that you can tell they just blanketly added 1 CMC to shit to try and justify turning a spell into an adventure. Which, as jump-start can attest to. Is a retarded mindset.

No one's going to use a 3CMC Stormchaser without Haste just to have a 1dmg shock attached to it for example. And I'm trying.
 
The issue is that you can tell they just blanketly added 1 CMC to shit to try and justify turning a spell into an adventure. Which, as jump-start can attest to. Is a retarded mindset.

No one's going to use a 3CMC Stormchaser without Haste just to have a 1dmg shock attached to it for example. And I'm trying.
That's because it's an uncommon creature balanced for draft in an archetype that objectively sucks ass outside of swiftspear in standard. If Balmor, Electrostatic, Thermo-Static, Delver, Third Path, Monastery Mentor and Kessig Flame Breather couldn't make the deck work a 3 drop 2/2 with flying and prowess has no chance. Standard's protection and combat tricks are good, but it's card draw is ass for prowess and you die to all the same tech as mono red which most decks are already main decking against. On the plus side prowess style decks might be viable next set because Ojer makes the "ping 1 on instant/sorcery" cards absolute hyper cancer instead of just pauper all-stars.
 
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If Balmor, Electrostatic, Thermo-Static, Delver, Third Path, Monastery Mentor and Kessig Flame Breather couldn't make the deck work a 3 drop 2/2 with flying and prowess has no chance
You forgot Haughty Djinn and Tolarian Terror. Cards made to specifically enable the deck. I think the main killer of that archetype was the lack of decent blue and red flashback in the innistrad block. A few cantrips to use with Otherworldly Gaze might have actually fixed the deck.
 
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