Re: Unreleased and New Card Discussion
Posted: Thu Oct 06, 2022 7:16 pm
I'm sticking with my stance that the only positive here is that they're providing high resolution images we can be used to make our own proxies.
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I mean, I certainly wouldn't want to feel pressured to optimize, regardless of the source. Maybe you, like me, aren't interested in optimization so much as creativity and coolness factor? I mean, I happily proxy stuff like Illusionary Mask for my 5c Morph deck, not because it's particularly powerful, but because it's on theme and very amusing. I wouldn't even dream of doing the same for a Mana Crypt, though, just because as something approaching "staple" level I find it incredibly boring. Got into this briefly on the Community Deckbuilding Project 3.0 thread when I said nay to Arcane Signet, but using generically good cards just because they're in some sense best in class is something I actively dislike, and I go out of my way to avoid cards like that because I think the game is better when we treat them as though they're not compulsory -- and sometimes as though they didn't exist at all.Hawk wrote: ↑1 year agoSheldon reaffirming that these proxies aren't legal in Commander by default is oddly comforting to me? Like I've been really wracked with whether or not this release means I should just go nutso buying proxies or making my own now to play an "optimal" deck without spending anymore - for some reason I can't explain that feels wrong to me and I don't know why.
I like building off the beaten path, but I don't necessarily see that much of a point to standing on principle when it comes to basic building blocks like mana production. Sure, arcane signet is best in slot and sees a ton of play, but is the game really more interesting if you use Fractured Powerstone instead? If the plan of the deck wants 2 mana ramp, I say just use the best in slot. Spend more effort making the deck unique in terms of the core of how it functions, not just running off-meta cards.Jemolk wrote: ↑1 year agoI mean, I certainly wouldn't want to feel pressured to optimize, regardless of the source. Maybe you, like me, aren't interested in optimization so much as creativity and coolness factor? I mean, I happily proxy stuff like Illusionary Mask for my 5c Morph deck, not because it's particularly powerful, but because it's on theme and very amusing. I wouldn't even dream of doing the same for a Mana Crypt, though, just because as something approaching "staple" level I find it incredibly boring. Got into this briefly on the Community Deckbuilding Project 3.0 thread when I said nay to Arcane Signet, but using generically good cards just because they're in some sense best in class is something I actively dislike, and I go out of my way to avoid cards like that because I think the game is better when we treat them as though they're not compulsory -- and sometimes as though they didn't exist at all.
Barring a rules change, they will go to the appropriate zone for the effect removing the larger meld creature. So if something destroys Urza, Planeswalker, then The Mightstone and Weakstone will go to your graveyard while Urza, Lord Protector will go to the command zone if you want. Notably, Phyrexian Dragon Engine already has innate reanimation from Unearth, and WU has plenty of ways to bring artifacts back from the graveyard. So it's really "only" exile effects that will stop you from doing the meld thing multiple times.benjameenbear wrote: ↑1 year agoHey, can someone explain what happens to the melded cards for Urza and Mishra if the melded permanent dies or leaves play? Does the critical meld piece get exiled for good? Because if so, I think the secondary meld piece should be allowed to go to the Command zone so you're transforming of your Mishra or Urza isn't a one trick thing…
I want that Elspeth...
https://www.wargamer.com/magic-the-gath ... t-calendarkirkusjones wrote: ↑1 year agoIs there a list of the cards somewhere? Or is it just "this may have won a tournament, enjoy your squadron hawk"?
Ok, cool. Thanks for clarifying!Wallycaine wrote: ↑1 year agoBarring a rules change, they will go to the appropriate zone for the effect removing the larger meld creature. So if something destroys Urza, Planeswalker, then The Mightstone and Weakstone will go to your graveyard while Urza, Lord Protector will go to the command zone if you want. Notably, Phyrexian Dragon Engine already has innate reanimation from Unearth, and WU has plenty of ways to bring artifacts back from the graveyard. So it's really "only" exile effects that will stop you from doing the meld thing multiple times.benjameenbear wrote: ↑1 year agoHey, can someone explain what happens to the melded cards for Urza and Mishra if the melded permanent dies or leaves play? Does the critical meld piece get exiled for good? Because if so, I think the secondary meld piece should be allowed to go to the Command zone so you're transforming of your Mishra or Urza isn't a one trick thing…
Maro talked on tumblr about Push Your Luck (b), but the basic jist is that it was a victim of the Eternal/Acorn change being made late in development. When designing the set, they thought everything was going to be silver bordered anyways, so they put Pink Teddy Bear tokens as the prize in homage to Water Gun Balloon Game. By the time they decided to do the Eternal/Acorn thing, the art and frame had already been comissioned for the token as Pink. Since things can't be colors other than the 5 magic colors, that meant that unless they changed the token, it was destined for Acorn land. And the other token options were either significantly weaker (Squirrels), significantly more powerful (anything with flying), or morally reprehensible (Winning employees as a prize is... bad). So as to not throw their drafting testing out the window at a late stage, they just went with keeping it acorn, even though an equivalent card could be made that would be eternal legal.DirkGently wrote: ↑1 year agoThe Most Dangerous Gamer
Power: F
Interestingness: F
He's B/B for un-commander, but of all the non-acorn attractions only ONE has a prize, and afaik there's not even a way to reuse it once it's sacrificed. Especially irritating since there's no reason they couldn't have made more non-acorn prizes. Push Your Luck (a) has no good reason to be acorn, and you could easily revise stuff like Guess Your Fate (b) to be non-acorn. Hell, even Scavenger Hunt (a) could be done easily, just make it like "mv=5, an artifact creature, a green sorcery" and then you see if you have a hit in the top 5 cards or something. Instead we've got a non-acorn, cool-looking commander that does nothing unless you're playing acorn. Even then, a lot of the prize attractions involve either near-impossible luck or *shudder* outside-the-game players, so %$#% that.
It is currently ambiguous in the comprehensive rules. The existing meld pairs are all colorless on their rear sides, so the color identity remains the same.Dragonlover wrote: ↑1 year agoCan we run Phyrexian Dragon Engine in a mono-red deck, or is that one an 'unknown, wait for the rules article'?
Dragonlover