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2012-04-23, 05:27 PM (ISO 8601)
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- Mar 2009
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Which Mikaeus are you talking about? The Lunarch can be played for 2 mana.
if he isnt set into spending money in stuff thats about to rotate, Id suggest picking up a Hold the Line event deck; it has good value and brings in some staple human creatures like a champion of the parish, 2 mirran crusaders and fiend hunters. As for ways to boost your creatures, there is always adaptative automaton, and the cheap enchant that pacifys non-humans and boosts humans.
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2012-04-23, 05:36 PM (ISO 8601)
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- Dec 2008
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- Carlisle, Englund
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
So in my usual attitude of going in to threads and dropping link, there's a live discussion Mark Rosewater and David Humpherys on daily mtg atm
also forum isn't updating correctly.
edit: it is now, I think I have super powers.Last edited by Androgeus; 2012-04-23 at 05:37 PM.
"Three blokes walk into a pub. One of them is a little bit stupid, and the whole scene unfolds with a tedious inevitability." - Bill Bailey
Androgeus' 3 step guide to Doctor Who speculation:
Spoiler- Pick a random character
- State that person is The Rani
- goto 1
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2012-04-23, 05:38 PM (ISO 8601)
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- Jun 2010
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- Lima, Peru
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Sure he can, but then he cant pump anyone without killing himself (which would make him a 2-turn HotP), or gets gut-shotted (as he is an 1/1). You also have to let him lie around for a turn before you can pump your guys, which is why I said he is slow.
Mirran crusaders rotate out this October which makes this a no go. I was thinking about Adaptive automatons, but wasn't sure whether they were a good idea. Bonds of Faith are definitely an option.
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2012-04-23, 05:43 PM (ISO 8601)
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- Mar 2012
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- Florianópolis, SC, Brasil
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
I would likle to add the GCCG site to MtG related sites (gccg.sourceforge.net), an online program with a lot of utilites, like MWS, but with an in-game currency, with which you can actually "buy" cards from other players (and play with your own cards, instead of any card), not to mention crack boosters and play sealed. Works for other games as well.
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2012-04-23, 05:46 PM (ISO 8601)
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- Aug 2009
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- Canada
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Demilich avatar by Smuchmuch. Thank you VERY much!
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Awright, Supagoof, that's just awesome. Thanks!
Spoiler
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2012-04-23, 05:55 PM (ISO 8601)
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- Mar 2009
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
*Takes a look at the list*
Just taking a look at what he'd actually use and what I'm pretty sure I can't get from my cousin or already have that's expendable, I'd essentially be paying 20 bucks for
1 Champion of the Parish
3 Nihil spellbombs
1 Nevermore
4 Celestial purges
4 Oblivion rings.
I'm not spending 20 bucks for that.
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2012-04-23, 06:16 PM (ISO 8601)
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- Jan 2010
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
You'd be surprised how much use you can get out of event decks. A few months ago, I got the Vampire event deck for M12, mostly to pick up a few more Dismembers and Bloodghasts (Can't have too many bloodghasts...) and I'm still using it for parts whenever I'm looking for random cards. Of course, it came with quite a few more useful cards (Mimic Vat, Blade of the Bloodchief, Kalastria Highborn, etc.) that I would want to find from time to time, but its been really nice having them all in the same place when I need to modify my actual vampire deck.
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2012-04-23, 06:50 PM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
I don't understand how Mikaeus is a dead topdeck. You will have to explain that one to me.
Mikaeus is the kind of card that if they don't have an answer to him immediately, you will just run them over with larger creatures. This is the kind of card you want to be playing in a deck that can't play cards with converted mana costs above 3, because it is the kind of card you will need when you want the game to be over.
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2012-04-23, 07:27 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Well, I was interpreting "Blue as a whole" to mean "Blue in general" or "Blue other than a few rare cases" but I suppose that was a misinterpretation on my part. Regardless, I pointed out a Blue card that can destroy artifacts.
Energy Flux still doesn't destroy artifacts.
It isn't an answer to artifacts. It is an answer to specific situations involving artifacts, but it is not, in and of itself, an answer to artifacts in general.
Evidently he's bad enough to be in decks that took 2nd place in a Grand Prix, 2nd place in a Star City Games Invitational, got into the Semifinals of a Star City Games Open, and made it into various other top 8's at large tournaments.
EDIT: Oh, I missed the Star City Games Open and Grand Prix where decks using him got 1st place (granted, one of those decks had him in the sideboard, but it should still count).Last edited by Lord Seth; 2012-04-23 at 07:37 PM.
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2012-04-23, 07:39 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- In the mind.
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Aye, but this is Magic the Gathering; semantics count. A good example would be an artifact creature with a Totem Armor enchantment. Down in the rulings, you can read that sacrifice effects don't trigger the ability. As energy flux causes you to sacrifice artifacts unless you pay the cost, it doesn't count as being destroyed.
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Steam name: memnarch. Same avatar.
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2012-04-24, 01:24 AM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
1) As has been mentioned, no they are not.
2) As has been mentioned, Energy Flux doesn't even cause them to really be "destroyed," the opponent does by choosing not to pay.
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2012-04-24, 01:53 AM (ISO 8601)
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- Apr 2008
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
From a strict rules perspective, no. But I saw nowhere in the post that I was responding to that indicated that such a thing was the case. Though worth pointing out that forcing a sacrifice is actually better than a regular "destroy" effect (unless Sigarda's in play, I suppose), as it bypasses a card being indestructible.
2) As has been mentioned, Energy Flux doesn't even cause them to really be "destroyed," the opponent does by choosing not to pay.
However, even ignoring Energy Flux, there is Disruption Aura, or if you want one that actually provides targeted destruction (or Tinker, if you want to do it to yourself), which is what you seemed to be demanding, then there's Arcum Dagsson.
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2012-04-24, 02:32 AM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Actually, because rather than random as Fiery Gambit is, it is a choice your opponent makes, it is more accurate to say that it is like Browbeat not being a card draw spell, because when they don't want it to be it deals 5 to them instead. The fact is that it isn't a direct destruction of an artifact.
Since Disruption Aura is the same kind of effect as Energy Flux, I'm not sure it applies, either. Arcum Dagsson does do this, though, as it ensures destruction rather than just making the opposite more inconvenient.
I don't necessarily want targeted destruction, I just want certain destruction (barring one of the many effects in Magic that one could play in addition to whatever is being destroyed to prevent it).
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2012-04-24, 06:32 AM (ISO 8601)
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- Jun 2010
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- Lima, Peru
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Seriously? The white Mikey? I could maybe see him work in some tokens variant or another, but in humans? :S. Sorry, but a guy that requires you to tap out to be effective, with no protection and no evasion, that also requires a large board presence to be relevant and has no inmediate effect on the board state seems bad to me. Say you are recovering from a sweeper, you topdeck hero, you got a threat that will incrementally wear them down, you topdeck geist and they better have another sweeper or they`ll be chump blocking for a while and taking 4 through the air. You top-deck mikey, and without another creature he gets chumped all day long, dies to any removal, and even with another creature has to sit there for a whole turn doing nothing. Or you tap out and it gets vapor snag'd for lulz.
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2012-04-24, 12:56 PM (ISO 8601)
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- Dec 2007
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- California, USA
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
If you're out of cards and top-decking Mikaeus on an empty board, this almost certainly means two things: He's going to be rather large, and you're playing against control. Therefore he will put a fast clock on your opponent and he is unlikely to be chumped much, since control decks don't have a glut of chumpers. And while he is slow, he pumps the whole team, regardless of if he is removed. Don't think about him as an HotP, he is much more like Gavony Township. He works in Humans because he pumps whatever blue creatures you're running, from Delver to Snapcaster. Obviously there are differences, but he is still powerful and as a 1 or 2 of, makes sense.
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2012-04-24, 05:10 PM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Comparing Mikaeus to Hero of Bladehold puts Mikaeus in a bad light because it isn't Hero. The cards are entirely different. Mikaeus provides a modal threat, something that's useful early or useful late, that forces your opponent to answer it or have to face much larger creatures. Geist is also a poor comparison because it is an entirely different card. Geist and Hero are both "this game is over" cards, cards that you play in order to make the game end immediately. Mikaeus is not that card.
Mikaeus is good because it plays many roles. It doesn't end the game as well as Hero of Bladehold does, but unlike Hero you can play Mikaeus on turn 2 and force them to have removal for him. Mikaeus does excel in more aggressive matchups, where you can let your team go over the top of theirs by making your team much larger. It does not excel in matchups where you want them to just be dead, because as you've pointed out, Mikaeus is not very good at that.
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2012-04-24, 06:53 PM (ISO 8601)
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- Jun 2010
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
except that in the current meta it forces you to overcommit and eat a DoJ to the face (since unlike the cards it is not, it needs more cards to work and cant do much on its own).
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2012-04-24, 07:36 PM (ISO 8601)
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- Jan 2006
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Not really. For one, you can play around Day of Judgment by just not overcommiting. I will admit that Mikaeus isn't very good in a control matchup, but he's fine. Mikaeus is very good against the decks that don't have Day of Judgment, which are more numerous than the decks that do. You aren't playing him because he beats control decks. That's what Hero of Bladehold is for.
I'm failing to see how a card being bad against Day of Judgment makes the card necessarily bad in the format. Not everyone plays Day of Judgment. Not everyone even plays wrath effects. Mikaeus is very good against, say, other Humans decks and is powerful against aggressive decks, as he forces them to have removal or get overwhelmed by larger creatures.
Mikeaus does need more cards to work, but so does Honor of the Pure. That doesn't necessitate it being bad. And unlike Honor of the Pure, if you draw Mikaeus when the board is empty at least you have a creature on the table. And by the way, Honor of the Pure is the best card in the Humans deck.
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2012-04-24, 11:21 PM (ISO 8601)
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- Jun 2010
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- Lima, Peru
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Well, I defer to the more expert deck designers if it has indeed been included in winning lists (a link would be nice), but in testing the UW build of humans doesnt need him; he doesnt shore up any weakness of the deck or advances any of its game plans. If you already have a large board presence, you will probably win regardless, if you dont, mikaeus wont save you. The match up to consider isnt control, is everything.
Vs. zombies, he gets edicted or doombladed, unlike a crusader (prot) or geist (hexproof).
Vs. R/G he gets gutshotted if you drop him early, or shocked, or red-sun zenith'd or ignored by pumped inkmoth nexuses, while chumped by elves and birds without doing much of anything.
Vs. Tokens how big your creatures are doesnt matter once vault is online, and they have far more creatures to chump you with. Or he eats a tragic slip.
Vs. Esper, elesh or wurmcoil wreck him bad.
Vs. Delver, he eats a vapor snag before he can even be relevant. That is, assuming they even let you resolve it, considering you arent likely to keep mana up for a leak if you want to make him big.
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2012-04-24, 11:26 PM (ISO 8601)
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- Mar 2009
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2012-04-24, 11:34 PM (ISO 8601)
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- Jun 2010
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- Lima, Peru
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2012-04-25, 01:09 AM (ISO 8601)
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- Apr 2008
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
All right, here you go. Technically I was slightly wrong to say he won 2nd place with that deck; the Invitational involves both Legacy and Standard (quick explanation: There are three sections. The first section involves 4 Legacy and 4 Standard games, and the top 64 people move onto the second section. The section section again involves 4 Legacy and 4 Standard games, and the top 8 from that move onto the final section. The final section is just the usual Top 8 business, although only with Legacy decks), so it was with both the Legacy deck and the aforementioned Standard deck that got him second place. Still, from what I can tell, it was one of the strongest performing Standard decks in the Invitational.
Another one is here. This deck achieved second place in the Grand Prix in Turin (Modern format).
There were some other ones, but I'm sticking to only the biggest tournaments and ignoring anything before Dark Ascension came out.
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2012-04-25, 02:43 AM (ISO 8601)
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- Dec 2008
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
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2012-04-25, 08:59 AM (ISO 8601)
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- Jun 2010
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- Denmark
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Spoiler
Lands: 22
12xSwamp
2xGhost quarter
4xDarkslick shores
4xDrowned catacomb
Creatures:24
4xGravecrawler
4xDiregraf ghoul
4xPhantasmal image
4xDiregraf captain
2xCemetery reaper
4xGeralf's messenger
Sorceries:4
2xMoan of the unhallowed
2xGhoulcaller's chant
Instants:8
4xGo for the throat
4xTragic slip
Artifacts:2
2xMortarpod
That is 58
Sideboard:15
4xDoom blade
3xSever the bloodline
4xNihil Spellbomb
4xGeth's Verdict
I got 2 slots left, what shall i run?
Royal assassin
Evil twin
Skinrender
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2012-04-25, 10:46 AM (ISO 8601)
- Join Date
- Jun 2008
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
5e Homebrew: Death Knight (Class), Kensai (Monk Subclass)Excellent avatar by Elder Tsofu.
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2012-04-25, 12:21 PM (ISO 8601)
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- Aug 2009
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Why is it most people don't like to see new drawback mechanics on new cards?
Demilich avatar by Smuchmuch. Thank you VERY much!
Old Extended Signature, last updated in 2012
Awright, Supagoof, that's just awesome. Thanks!
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2012-04-25, 12:38 PM (ISO 8601)
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- Jul 2008
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- Broken Damaged Worthless
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2012-04-25, 01:51 PM (ISO 8601)
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- Aug 2009
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Oh, I had made some cards in Salvation, and they featured a keyword that made it so that you couldn't play it the turn you played a land, and could not play a land the turn you played it. Like Rock Jockey, except they were giant turtles and golems, and otherwise "Tectonic".
Most of the advice I got is simply "I don't like drawback mechanics" and "Drawbacks are bad design".
*shrug*Demilich avatar by Smuchmuch. Thank you VERY much!
Old Extended Signature, last updated in 2012
Awright, Supagoof, that's just awesome. Thanks!
Spoiler
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2012-04-25, 02:02 PM (ISO 8601)
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- May 2009
Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
Because mechanics that are strictly drawback usually aren't fun, especially when you're interfering with a basic mechanic of the game. By and large, people like playing lands and casting their spells; your mechanic interferes with that. It's the kind of thing you might put on a couple of cards, not a keyword.
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2012-04-25, 03:51 PM (ISO 8601)
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- Jan 2010
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Re: Magic: The Gathering XIII: What A Horrible Night To Have An Enchantment- Curse
I disagree. Zombies has an aggressive curve, and bogging it down with excess land can be a bad idea. While one more swamp might be okay, I personally would rather run more Cemetary Reapers and/or Fume Spitters. One-shot instant enabler for tragic slip, a way to deal with early drops without a Tragic Slip, and an additional Undying on a Geralf's Messenger is really good.