Magic The Gathering

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I just don't understand where the blue comes from in this card. Green and Red I see because it's goyf plus one turn cast only. Ward is on everything now.
The below rate P/T :story:

Serious guess:
Red = modify pure card draw to impulse draw
Green = cares about permanents
Blue = card draw
 
Loot, key to everything looks like a retarded cousin of Gnar( from league of legends). I heard it's also the last child of the formari( race of ancient giants) too, so I'm hoping we go full circle and when Loot gets mad he has a rage mode. Just want it to be blatantly obvious WotC is completely creatively bankrupt.
 
Why can't they just do another secret lair where they print puppies and kitties on lands and must-have cards, or attractive borderless anime?
For a trading card game I've been a little surprised they don't seem to churn out as many alt. art versions of popular cards as I would. To me, that would be the money printer. I've said many times IRL that I would pay a good penny just to buy booster packs of guaranteed foil lands and dual lands and mana rocks- which everyone needs for their decks, especially in Commander. It would be guaranteed actual value in my hands, compared to buying packs of cards where I maybe only want a few cards out of the set for my decks or whatever. Not rarity value, but "I will actually use this card" value.

If they made a blind box style pack where they only sold 1-7 cards, and it was just a random holofoil mana rock portrayed as a cute animal, so you had to buy a shit load to get a full set or the ones you want, I would drop a lot of money on that. Especially because I'm sure I could gift away the others: who wouldn't want a pretty arcane signet?

To me, the only reason not to proxy cards is if they have enough aesthetic appeal as actual physical cards. And the generic high-fantasy realism style is way too muddled, low-contrast, not to mention full of weird SJW shit (black Aragorn) and censorship (no real guns) to be aesthetic imo. 1712370544251.png
 
I watched the LRR ppr (already a mistake), and didn’t get past the opening of the sealed pool before I closed the video having been struck with the realization that this is going to be a very polarizing limited experience and I shouldn’t bother trying to get an idea for it before going into it. With the double extra set stapled onto the main list, it doesn’t feel like you can actually prepare for limited like you used to, and your pool will either have nothing but gas rares and mythics or a garbled pile of nothing even more so than before. I’m fine with WOTC doing away with a booster type, but I think this set more so than MKM will highlight how underthought out play boosters were/are. Good luck to any fellow PR gamers, may you open a mana drain.
 
Been really enjoying the game since getting back into it, but man, I am bad at deck building. Maybe it's because I'm coming from Dragon Ball Super which is mostly very archetype heavy, but it seems building heavily around your commander and their specific abilities doesn't work so well most of the time since it makes the whole thing very fragile. Or I'm just bad. Just as likely.
 
Been really enjoying the game since getting back into it, but man, I am bad at deck building. Maybe it's because I'm coming from Dragon Ball Super which is mostly very archetype heavy, but it seems building heavily around your commander and their specific abilities doesn't work so well most of the time since it makes the whole thing very fragile. Or I'm just bad. Just as likely.
Nah, archetype decks get mogged by toolbox decks in mtg. There's way too many good options to not put the same staples in every deck. You'd have more fun playing at a lower power level. Cedh commander is just the same hundred cards with players betting on who gets what card in the best possible in order to infinite combo.

I stepped away from magic to play DBS for a few months and had an absolute blast. Inspired me to come back to magic, playing low power archetype decks and having fun again.
 
building heavily around your commander and their specific abilities doesn't work so well most of the time
Depends on the commander. Not all commanders are fit for hyperfocusing on their thing. For example, Thrasios and Tasigur are just engines for when you get infinite mana. Daretti and Krenko are value engines for their decks. Derrevi, Uriil and Skulbriar usually require focusing the deck on their thing.
 
Nah, archetype decks get mogged by toolbox decks in mtg. There's way too many good options to not put the same staples in every deck. You'd have more fun playing at a lower power level. Cedh commander is just the same hundred cards with players betting on who gets what card in the best possible in order to infinite combo.

I stepped away from magic to play DBS for a few months and had an absolute blast. Inspired me to come back to magic, playing low power archetype decks and having fun again.
I love DBS. Our group used to play a lot, but Bandai has been fucking with core rules lately to get nudge people into Fusion World by making some of the mechanics the same. All it's done is fuck up the balance and kill the consistency of some lower power but fun decks that relied on the old mulligan rules. Ending up killing a lot of interest in my local group and MtG took over. Toolbox decks in DBS were also boring and overpowered, it's why Golden Frieza ate the banhammer.

The constant infinite combo stuff in edh is also annoying. I understand they're kind of necessary, but they're just no fun.

Considering making a snow deck with Jorn. I know snow isn't great, but it's a cool theme and you can throw in some generic bombs with his ability. Hoping I'll be able to flash in OG
Jin-Gitaxias during combat with him early game for some serious salt.
 
Considering making a snow deck with Jorn. I know snow isn't great, but it's a cool theme and you can throw in some generic bombs with his ability. Hoping I'll be able to flash in OG
Jin-Gitaxias during combat with him early game for some serious salt.
The main thing to keep in mind when you build a deck around the commander is to make sure that you’ve got a full suite of protection to accompany your gimmick. With Jorn’s colors, you’ve got plenty of options, things like Tamiyo’s Safekeeping, Tyvar’s Stand, Blossoming defense… should make for a fun time.
 
Really depends on your deck. I have a rainbow dragon bomb deck with Ur-Dragon and I've won more games without casting him. Likewise a casual food deck with Greta. If you keep your options diverse toolboxy - then the commander can be more like gravy/grease helping speed the machine along but not super fragile. It just kind of depends on what and how you want to do stuff.

And stock some protection because even if it's not for your commander, you'll probably have something on board worth saving.
 
I love DBS. Our group used to play a lot, but Bandai has been fucking with core rules lately to get nudge people into Fusion World by making some of the mechanics the same. All it's done is fuck up the balance and kill the consistency of some lower power but fun decks that relied on the old mulligan rules. Ending up killing a lot of interest in my local group and MtG took over. Toolbox decks in DBS were also boring and overpowered, it's why Golden Frieza ate the banhammer.

The constant infinite combo stuff in edh is also annoying. I understand they're kind of necessary, but they're just no fun.

Considering making a snow deck with Jorn. I know snow isn't great, but it's a cool theme and you can throw in some generic bombs with his ability. Hoping I'll be able to flash in OG
Jin-Gitaxias during combat with him early game for some serious salt.
If you want to avoid infinite combos, you should not play EDH. Magic's other formats are in a pretty good spot right now. Lots of good magic to be had outside of EDH.

Also, how are you planning to make Jin-Gitaxias a snow permanent? Jorn's backside says "snow permanent". And if you play a spell you still have to pay its mana cost.
 
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