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  1. - Top - End - #511
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    All I want is a reasonably castable card with the text "Exile target colorless creature." Why can't we just have answers to the Eldrazi? If you're going to terrorize standard with them, give us ways to deal with them.
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  3. - Top - End - #513
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by tgva8889 View Post
    All I want is a reasonably castable card with the text "Exile target colorless creature." Why can't we just have answers to the Eldrazi? If you're going to terrorize standard with them, give us ways to deal with them.
    They could reprint Topple. Its not exactly what you wanted but its pretty solid against the Eldrazi.
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  4. - Top - End - #514
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Hello again. I was just thinking of a lot of things about MtG again. Decided to just try and improve my Prosh deck again instead of going for standard. But I remembered something I have been wondering about. Primarily Green villains. I guess Garruck counts, but there is a good amount of black to him. A few cycles exist with an evil green member. Maybe the Green Big Diety thing from Kamigawa as well as Vorcinclex, but he isn't very smart. Anyone else you can think of? In MtG and beyond.

    Also, do you think Marston, the main villain from Quigley Down Under, could qualify? He is a very racist wealthy land owner from Australia is in the middle of a conflict with the Aborigines. One of his quotes is, "Some men are born in the wrong century. I think I was born on the wrong continent." So any thoughts?

  5. - Top - End - #515
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Grytorm View Post
    One of his quotes is, "Some men are born in the wrong century. I think I was born on the wrong continent." So any thoughts?
    He should move.

    Also yes, Garruk can be very Black. In fact both Apex Predator and the Veil-Cursed are Black, as is some Gurruk-titled sorcery whose name escapes me. It destroys creatures and Plansewalkers.

    A timing question, as I build my EDH deck. Let's say I use some sac-and-destroy card, like Attrition, while I have a sac-punisher in play (such as Dictate of Erebos). Is the order:
    1. I announce the use of Attrtion and pay its costs,both mana and creature
    2. Dictate triggers, causing all other players to sac a creature
    3. I select the target creature for Attrition to destroy


    If not, what is the specific ordering? My thinking is that there's a chance that I would need to target the creature to be destroyed first, allowing that opponent to select the same creature to feed to Dictate.
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  6. - Top - End - #516
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Occasional Sage View Post
    ...

    A timing question, as I build my EDH deck. Let's say I use some sac-and-destroy card, like Attrition, while I have a sac-punisher in play (such as Dictate of Erebos). Is the order:
    1. I announce the use of Attrtion and pay its costs,both mana and creature
    2. Dictate triggers, causing all other players to sac a creature
    3. I select the target creature for Attrition to destroy


    If not, what is the specific ordering? My thinking is that there's a chance that I would need to target the creature to be destroyed first, allowing that opponent to select the same creature to feed to Dictate.
    targets are chosen when an ability is put onto the stack.
    and you cannot put an ability that requires a target on the stack without a target.

    hope that helps.
    Last edited by unseenmage; 2016-06-28 at 11:52 PM.

  7. - Top - End - #517
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Occasional Sage View Post
    He should move.

    Also yes, Garruk can be very Black. In fact both Apex Predator and the Veil-Cursed are Black, as is some Gurruk-titled sorcery whose name escapes me. It destroys creatures and Plansewalkers.
    In Garruk's Wake. 7BB Destroy all creatures and planeswalkers you don't control.
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  8. - Top - End - #518
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Occasional Sage View Post
    A timing question, as I build my EDH deck. Let's say I use some sac-and-destroy card, like Attrition, while I have a sac-punisher in play (such as Dictate of Erebos). Is the order:
    1. I announce the use of Attrtion and pay its costs,both mana and creature
    2. Dictate triggers, causing all other players to sac a creature
    3. I select the target creature for Attrition to destroy
    Correct order:
    1. Announce use of Attrition. Select target for ability, pay all costs, put ability on the stack.
    2. Dictate triggers and its ability is immediately put on the stack above Attrition's.
    3. Each player then has the chance to respond, starting with you.
    4. Assuming no player does, Dictate's ability resolves and each opponent sacrifices a creature they control.
    5. See step 3.
    6. Attrition's ability resolves and destroys the target nonblack creature.


    So yes, your opponent can just sacrifice whatever you targeted with Attrition.
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  9. - Top - End - #519
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by tgva8889 View Post
    All I want is a reasonably castable card with the text "Exile target colorless creature." Why can't we just have answers to the Eldrazi? If you're going to terrorize standard with them, give us ways to deal with them.
    Protection From Colorless would be nice.

    ETA: Hm, shoot. I can live with that (even if my creatures can't!), but it's less than ideal.
    Last edited by Occasional Sage; 2016-06-29 at 12:13 AM.
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  10. - Top - End - #520
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Grytorm View Post
    Hello again. I was just thinking of a lot of things about MtG again. Decided to just try and improve my Prosh deck again instead of going for standard. But I remembered something I have been wondering about. Primarily Green villains. I guess Garruck counts, but there is a good amount of black to him. A few cycles exist with an evil green member. Maybe the Green Big Diety thing from Kamigawa as well as Vorcinclex, but he isn't very smart. Anyone else you can think of? In MtG and beyond.

    Also, do you think Marston, the main villain from Quigley Down Under, could qualify? He is a very racist wealthy land owner from Australia is in the middle of a conflict with the Aborigines. One of his quotes is, "Some men are born in the wrong century. I think I was born on the wrong continent." So any thoughts?
    Off the top of my head: I'd peg Unalaq and Zaheer from Legend of Korra as flavors of green. Unalaq is green/black, while Zaheer is green/red.
    Shere Khan from The Jungle Book would probably be monogreen.
    The villain from Zootopia can be argued to be green.
    The example that Maro always gives is Poison Ivy.

    Haven't watched Quigley Down Under, but from what limited info I can gather, Marston sounds pretty black.

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  11. - Top - End - #521
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Yeah, but the Marston guy I mentioned is a bit of a jerk.

    The other thing I was thinking about was an article I reread. And I don't think I have mentioned that here before so I might as well share it. Link

    I really like that idea and would love if they did something like that. Notably I disagree with him on the GU conflict and the GB conflict. I feel that the first one should be Djinn vs Giants with Giants moved to Green. I like that because it emphasizes the intelligent aspect of Green and would give a good place for Wizards to stick Reach. Red and White have had significantly more Giants, but Green has had some very good ones including Primeval Titan and Arbor Colossus. For BG on the other hand I think it should be Hydras vs Gorgons. Parallel serpentine forms and a contrast between empowering the self and destroying others.

  12. - Top - End - #522
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by tgva8889 View Post
    All I want is a reasonably castable card with the text "Exile target colorless creature." Why can't we just have answers to the Eldrazi? If you're going to terrorize standard with them, give us ways to deal with them.
    Cause eldrazi are C'thulu Horors and they shouldn't have removal targeted at them cause HP Lovecraft blah blah balh.

  13. - Top - End - #523
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Grytorm View Post
    Hello again. I was just thinking of a lot of things about MtG again. Decided to just try and improve my Prosh deck again instead of going for standard. But I remembered something I have been wondering about. Primarily Green villains. I guess Garruck counts, but there is a good amount of black to him. A few cycles exist with an evil green member. Maybe the Green Big Diety thing from Kamigawa as well as Vorcinclex, but he isn't very smart. Anyone else you can think of? In MtG and beyond.
    I've seen one or two portrayals of Saxton Hale as a villain, and he's about as Green as they come. Also, you have Nature in all those disaster movies, Raven from Snow Crash, and plenty of bit-part villains like Leshen from The Witcher 3.
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  14. - Top - End - #524
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  15. - Top - End - #525
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by ryuplaneswalker View Post
    Cause eldrazi are C'thulu Horors and they shouldn't have removal targeted at them cause HP Lovecraft blah blah balh.
    Why not, we already blew them up with all the mana from an entire plane, despite the fact that we established three near gods couldn't figure out a way to destroy the Eldrazi in a worthwhile way. All I want is a reasonable way to deal with cards that got lands banned in Modern and are now terrorizing Legacy and Vintage.
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  16. - Top - End - #526
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by tgva8889 View Post
    Why not, we already blew them up with all the mana from an entire plane, despite the fact that we established three near gods couldn't figure out a way to destroy the Eldrazi in a worthwhile way. All I want is a reasonable way to deal with cards that got lands banned in Modern and are now terrorizing Legacy and Vintage.
    \

    Actually the one near god figured it out in a worthwhile way from the start..he was just..well an elder dragon and never told anyone else.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die


  18. - Top - End - #528
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by firedaemon33 View Post
    Quote Originally Posted by firedaemon33 View Post
    I already like this version about fifty times better, though.
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    Quote Originally Posted by Sith_Happens View Post
    I already like this version about fifty times better, though.
    To be fair, you're right, these are better than Wolfir...But that's not really a super high bar, now is it?

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    So far I am very satisfied with the direction of Eldritch Moon. The way they implemented the Eldrazi in BFZ block fell kinda flat, but EMN is doing it right.

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  21. - Top - End - #531
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I mean, I like they way that they're implementing Eldrazi. I just don't like that it comes at the expense of Werewolves, especially after the whole Wolfir fiasco.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by firedaemon33 View Post
    I mean, I like they way that they're implementing Eldrazi. I just don't like that it comes at the expense of Werewolves, especially after the whole Wolfir fiasco.
    How's it "at their expense?" They still have the Werewolf subtype and they still transform, those are both of the important parts. Heck, the real problem with werewolves has always been that their "normal" transformation mechanic is a giant pile of suck, so in that way this is actually an improvement.
    Last edited by Sith_Happens; 2016-06-29 at 10:04 PM.
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    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  23. - Top - End - #533
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    This is better than the Wolfir, because at least these cards have the werewolf subtype so they're still werewolves for cards that care, rather than wolves. I actually quite like the Werewolf transform mechanic. It does play extremely well in my experience, and really sells the feel of werewolves. A lot of the transform cards haven't felt as flavorful as some of the previous ones in my opinion.
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  24. - Top - End - #534
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I actually quite like the Werewolf transform mechanic.
    Just because you enjoy something doesn't mean it isn't terrible, playing Werewolves is effectively handing your opponent a free Arcane Lab that doesn't affect them. Outside of the Eldrazi the biggest disappointment I have with Innistrad 2 is that werewolves as a mechanic were not fixed to not actively harm you for playing them.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by ryuplaneswalker View Post
    Just because you enjoy something doesn't mean it isn't terrible, playing Werewolves is effectively handing your opponent a free Arcane Lab that doesn't affect them. Outside of the Eldrazi the biggest disappointment I have with Innistrad 2 is that werewolves as a mechanic were not fixed to not actively harm you for playing them.
    I'm sorry you're dealing with a downside for playing with 3-mana 5/5s and 2-mana 4/4s with incredible tribal buffs on the attack. You'll just have to deal with original Innistrad's Immerwolf, Mondronen Shaman, and Huntmaster of the Fells to punish opponents for trying to flip your creatures back.
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  26. - Top - End - #536
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    The new offering card seems like it can be fun as a jund or rakdos combo. Add in immortal coil and or demonic pact and you have control cards which are good themselves, and with the new donate card win you the game.
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I wish there were more cards with a "when X dies, do Y" effect in this set (admittedly...there still could be) -- would be quite interesting alongside Offering.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    So from today's cards

    Lupine Prototype: Awesome. Also, potentially playable in Modern Affinity?

    Eldritch Evolution: Everyone is going to try and break this card.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I do think Lupine Prototype is going to fit into affinity. I just don't know where.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Fable Wright View Post
    I'm sorry you're dealing with having to play a bunch of overcosted vanilla creatures that might turn into better creatures a few turns later and might even stay that way long enough to be useful.
    Fixed that for you. Yes, there are werewolves with decent front sides, but those are the exception rather than the rule.

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    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

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