Results 181 to 210 of 1504
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2016-04-04, 05:31 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Lima, Peru
- Gender
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2016-04-04, 08:54 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
So that's a "no" to anyone having read the Lorwyn/Shadowmoor Cycle, huh? :P
In other news, I'm trying to make a summary of the themes/personality of each MtG colour, ignoring actual game mechanics and tailored for non-fans. Concrit would be appreciated
SpoilerWHITE - Law
SpoilerAllies: blue, green
Enemies: black, red
Virtue: Peace
Vice: Tyranny
Associations
Healing
Protection
Denial
Balance
Vigilence
Flight
Characteristic Members
Humans
Soldiers
Angels
Kithkin
Griffons
Kitsune
Spirits
BLUE - Knowledge
SpoilerAllies: white, black
Enemies: red, green
Virtue: Intelligence
Vice: Manipulation
Associations
Theft
Mimicry
Technology
Illusions
Time
Meta-awareness
Counterspelling
Prevention
Characteristic Members
Merfolk
Shapeshifters
Sphinxes
Drakes
Sea creatures
Illusions
Wizards
BLACK - Power
Spoiler
Allies: blue, red
Enemies: green, white
Virtue: Ambition
Vice: Selfishness
Associations
Amorality
Ruthlessness
Sacrifice
Draining
Regeneration
Cost
Characteristic Members
Demons
Undead
Hags
Shades
Rats
Assassins
RED - Emotion
SpoilerAllies: black, green
Enemies: white, blue
Virtue: Passion
Vice: Aggression
Associations
Impulse
Chaos
Adventure
Hedonism
Hatred
Speed
Freedom
Characteristic Members
Goblins
Dragons
Giants
Kobolds
Minotaurs
Orcs
Phoenixes
GREEN - Instinct
SpoilerAllies: red, white
Enemies: blue, black
Virtue: Growth
Vice: Predation
Associations
Feral
Lures
Strength
Expansion
Stealth
Regeneration
Characteristic Members
Elves
Centaurs
Satyrs
Treefolk
Trolls
Fungus
Animals
Druids
Last edited by sonofzeal; 2016-04-04 at 11:32 PM.
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2016-04-04, 09:17 PM (ISO 8601)
- Join Date
- Nov 2005
- Location
- Canada
Re: Magic the Gathering XXII: Where Puns Go to Die
I did okay, 2-1, at my pre-release (only a three round event), despite a frustrating sealed pool. I ended up running a Blue/Green deck, with a focus on Werewolves and Flash spirits, so I could take a turn off to flip the werewolves and still not fall behind. I had a lot of great madness cards that I couldn't run, because I didn't have any decent discard outlets. I was also just disappointed in my rares, nothing super impressive, except for the two Sages of Ancient Lore. That said, I had a fun night.
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2016-04-04, 09:29 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Dancin' away
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
The single most fun feeling is going to be processing my opponent's suspended Ancestral Visions.
i am going to make it through this year
if it kills me
i am going to make it though this year
if it kills me
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2016-04-04, 09:39 PM (ISO 8601)
- Join Date
- Nov 2013
- Gender
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2016-04-05, 01:48 AM (ISO 8601)
- Join Date
- Jan 2006
- Location
- The Middle of Nowhere
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I'm certainly excited for some shake-ups in Modern. Unbanning cards is always exciting, especially cards we haven't seen do a whole lot. Control cards like Sword of the Meek and Ancestral Vision might make a deck which hasn't really been particularly strong before more reasonable; Sword/Thopter combo is still beatable, I think, so we'll see something interesting happen I'm sure.
No one's really talking about it, but restricting Lodestone Golem is really going to shake up Vintage. Shops has been the best deck for a really long time and Lodestone Golem was a really huge part of that strength. With 3 fewer copies, the deck is going to be a lot less able to end games as quickly, which will give some decks enough time to fight back and make for real games.
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2016-04-05, 02:10 AM (ISO 8601)
- Join Date
- Apr 2016
Re: Magic the Gathering XXII: Where Puns Go to Die
Has anyone try hearthstone??
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2016-04-05, 02:20 AM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Carlisle, Englund
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Went 3-2 at prerelease, lost first two matches because I decided to play some terrible u/w flyers deck that just did nothing. I have no idea why I even tried it, I knew it was bad. Switch to a much better B/R aggro deck and won the next 3 matches. This might just be because of match ups or because I'm better when I play "Turn Guys Sideways.dec". Last match was amazing because I won due to Triskaidekaphobia. Twice. Would have probably lost with out it as well.
"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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2016-04-05, 04:39 AM (ISO 8601)
- Join Date
- Mar 2009
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2016-04-05, 01:00 PM (ISO 8601)
- Join Date
- Mar 2013
- Location
- Land of Desire and Masks
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I have always been a big fan of Magic, ever since I purchased Planeswalker as a kid. However, I rarely got to play the game. Collecting the physical cards is pointless, since the number of Magic players in my county is probably in the single digits. And I dislike Magic Online and its rather high pricing. Instead, I have been playing the various DotP games (I know they are simplified somewhat). However, I have been playing Magic Duels since its release.
I feel the game is unfairly maligned. While the card pool at launch was rather small and weaker computers couldn't run the game, it still feels like the best option for the stingy/poor would-be Magic player. The gold gain is incredibly generous, especially when compared to HS (where gold gain is extremely slow and time-consuming if you are a newcomer and can't put together a competitive deck). Not to mention the fact that boosters give no surplus replicas, guaranteeing an eventual completion of the given set. The small card pool problem was partially alleviated with BFZ, and I am reasonably certain that tomorrow's release of SOI and OtG will marginalise this problem.
In conclusion, Duels had a very rough start. However, the game is in a much better state than it was at launch, imo. Now, if only they could finally combine the IOS and Steam accounts (since I play the game both on my Iphone and PC) and they would start giving out more Red cards in boosters (I swear to Bolas, I have been trying to put together a nice BUR deck since forever, but half of my booster cards are always either White or Green, with a few Black and Blue thrown in, so I ony get Red every fourth pack or so), I would be completely pleased.
Also, I am completely torn between putting together a SOI-based Red/Black vampire deck, or finally building an Eldrazi BUR deck with the addition of Gatewatch cards.
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2016-04-05, 01:17 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
My main criticism of Magic Duels is the deck building.
When using the Deck Wizard, I never did figure out how to manually change the lands. The information is there, but it just arbitrarily refuses to let me DO anything. And since the Deck Wizard isn't too bright when it comes to lands for "splashed" decks, and since land management is such a vital part of doing well in the game, that's a pretty huge oversight.
And as to the custom deck feature... who in Serra's name thought it was a good idea to make a deck-building game with hundreds and hundreds of cards where you can't search by keyword?!? Seriously!!! That's the kiss of death right there, for me. I do NOT want to have to scroll through every card I own when looking for synergies. You can filter by color and rarity, sure, but you can't search for "elf" or "first strike" or "enters the battlefield". It would have been so easy, all the information is right there, but nooooo they had to design it for tablet so everything is push-button or swipe, even on the PC version.
Gah!
...sorry, I may have a bit of pent-up frustration there. Interface and control are the most important things to me in whether I'll enjoy a game or not. I really liked DotP 2014, and I liked the campaign of Magic Origins, but... ugh. Besides the campaign, there's better options out there.
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2016-04-05, 04:08 PM (ISO 8601)
- Join Date
- Nov 2004
- Location
- Norwich, UK
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
For a horrible moment there, I thought you were talking about Prophecy. Prophecy is distinctly not good, and was the specific book I was thinking of when I said they range all the way down to unreadable. There's a few other books with the Keldons in, so imma just say you're talking about Bloodlines.
The Invasion cycle was fun, but struggled with having so much going on with so many different characters. A symptom of that was Greven getting trivially thrown away in his one scene in the entire trilogy after all the character development he'd got in Nemesis . Older fans also disliked Planeshift specifically for unceremoniously killing off Taysir, Daria and Kristina as something of a pruning of the pre-revisionist characters (maybe Szat too, but he'd always had it coming and it was a classic moment of Urza's twisted logic). It didn't bother me at the time because I had no idea who they were or what their significance had been in Magic's early days, but I can sympathise after Time Spiral then did the same thing to make way for Jace & co.
Not only have I not read it, I honestly can't remember anyone's reactions to it - good or bad. Admittedly my interest in Magic was waning at the time though. Apparently Shadowmoor was an anthology of short stories rather than a novel for some reason?Allergy advice: posts may contain traces of sarcasm
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2016-04-05, 06:12 PM (ISO 8601)
- Join Date
- May 2009
Re: Magic the Gathering XXII: Where Puns Go to Die
I didn't care much for Time Streams or Bloodlines, but I adore Planeswalker. Urza's a fascinating character and Xantcha's one of my favorite MtG protagonists. (Admittedly, I haven't read much of the pre-Lorwyn fiction.) I also really like The Brothers' War, which does an excellent job of conveying the mood and atmosphere of the sheer exhaustion of unending, industrialized warfare. The Thran is also pretty good, though mainly for Rebbec and Gix; Yawgmoth's a little too one-note for me as a villain, without the style and amusement of someone like Ob Nixilis.
The Shadowmoor anthology's pretty neat, IMO. I haven't read any of the other Lorwyn books.Last edited by IthilanorStPete; 2016-04-05 at 06:18 PM.
ithilanor on Steam.
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2016-04-05, 06:49 PM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
As someone who has completed both sets I feel the need to add some additional points.
1. The Turn around on new sets is WAY TOO LONG. now SoI looks like they have taken it into consideration and are improving upon it, however we have gone months and months with just Ori/BFZ
2. The Deckbuilder needs lots of work
3. There are cards missing from the sets, that are in the game. Blighted Woodland exists in the code but it was not in the BFZ packs, Noyan Dar is outright missing ect.
4. The way the collections are limited destroys the gameplay, there are times where your opponent draws a gigantic bomb (Gideon, Flip Jace) and you just can't do anything.
5. 2 Headed Giant is broken as crap.
6. Lack of alternative play modes really hurts the game, Archenemy and Planechase were great in the previous Duels of the Planeswalker games, and it is sad that they have not been included, and a big mode that is missing is Multiplayer Free For All and Commander modes, especially since Commander is a very popular format among causal players.
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2016-04-06, 01:49 AM (ISO 8601)
- Join Date
- Jan 2006
- Location
- The Middle of Nowhere
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I don't think Magic Duels has enough cards to play Commander.
I didn't read the Eventide book, I heard it wasn't very good. Which is a shame, because I liked Lorwyn. Morningtide was...not good. The Shadowmoor Anthology was kind of okay, I thought it was interesting but it didn't seem to have anything to do with any of the other books, or at least not enough to be interesting if you wanted to just get on with the story.
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2016-04-06, 06:29 AM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Eh Once Oath and SoI are in there there should be, not a whole lot of variation in the decks will be possible, however if they tossed in a Ravinca Guild legendary for each Guild you could see some variant builds.
Edit : So..I am doing the Oath of the Gatewatch plot in Magic Duels and
They, put, PRISIM ARRAY into a deck against eldrazi.
PRISIM ARRAY, so I can pay one of each color to Scry to find NO WIN CONDITIONS BECAUSE YOU WASTED TWO SPOTS ON PRISIM ARRAY.Last edited by ryuplaneswalker; 2016-04-07 at 05:15 AM.
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2016-04-07, 06:00 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Which do you think would be better for Odriccing double strike in Boros, Arashin Foremost or Champion of Iroas?
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-07, 10:14 PM (ISO 8601)
- Join Date
- Mar 2013
- Location
- Elsewhere
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Foremost, most likely. As it stands, with no other warriors on the field, one is just as good as the the other, and it's all upside from there for the Arashin.
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2016-04-08, 07:42 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
That's a timely answer, as I somehow managed to pick up three more Odrics today. One in a booster box, one in a draft and the third in prizes. I must make a deck.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-08, 05:05 PM (ISO 8601)
- Join Date
- Mar 2010
- Location
- Arizona
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
So, Duels patch out today. Added SoI cards and storyline (any maybe Oath stuff too, though I may have just missed when that got patched in, haven't played in a while). Anyone else check it out?
Spoiler: Story StuffNot much we didn't already know. Has Jace's trip to Lilliana, then Markov Manor, then the Drownyard. Doesn't go too far past that, but tells us where Jace and Taimyo finally meet and how their confrontation with Avacyn goes down. I appreciated the user interface non-spoiler of having the last mission only show up once the one before it was done, to avoid telling us that Avacyn was kinda going to beat Jace and Taimyo.
All in all, not a great deal of extra information, but we've got the story up through Avacyn's unmaking now, so that's not nothing.
Spoiler: Mechanics StuffFirstly, I love the Jace/Taimyo clue deck you get to play in the storyline. Exactly the kind of deck I want to build in Duels once I have enough SoI cards.
Seems like they included quite a few improvements in this patch. Among them were moving the stack off the center of the screen (thank goodness), adding a minimize feature to prompts so you can see the board state before deciding, and having instants no longer hold priority on your turn (if all you can cast are instants it starts the timer immediately each phase, so you can decide to pause or just let it run). Also added some nice highlighting to cards to tell you when special effects are in play (surge, instants vs. sorceries, etc).
Also, my personal favorite feature (though the least impactful), they added a progress bar in the store to tell you what % of a set you have unlocked thus far. Really nice for tracking if you're going for full unlocks like I am (though I've got Oath and SoI now to grind, and I still haven't finished BfZ!).
Overall it's a much nicer game to play now. If they could just get around to adding some proper deckbuilding search functionality and add in some real alternate game modes (two headed doesn't count since you can't earn points off it) I'd call it the best duels thus far.
EDIT: Also, almost forgot, they added new skill challenges and apparently re-enabled all the old ones, so lots of gold available for very little investment (10-15 gold per challenge, and there are now 25).Last edited by Binks; 2016-04-08 at 05:58 PM.
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2016-04-08, 07:12 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
First attempt at Odriccing it up: Some Kind of Tactical Genius!
Apparently white doesn't get lifelink below cmc 4. This makes the bishop very sad. I'm thinking the cloak that gives trample, haste and vigilance might be handy too - I don't have any source of trample. Thoughts?Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-09, 12:50 AM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
1) What format is that? Standard?
2) I think Odric is inherently under-utilized in mono-white, and you'd be better off in two colors (or possibly one color plus Eldrazi).
3) You look like you're just asking to be blown out by a sweeper.
4) Aven Skirmisher and War Oracle look suspicious.The gnomes once had many mines, but now they have gnome ore.
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2016-04-09, 01:25 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
1) Yes. TappedOut shows the format in the tags below the title.
2) I originally wanted to go Boros, but there were very few red humans with good keywords and Anafenza, Lieutenant, Always Watching and Foremost all have double white requirements.
3) Weenie decks do have problems with board wipes. The anthems and counters can get several creatures out of Languish range, though, and I very rarely see other board wipes. Maybe Descend Upon The Sinful will be a problem, maybe not.
4) Skrimisher is a warrior with a good keyword, its tiny body doesn't worry me too much. Oracle was for a source of lifelink, but that might not be necessary. I could drop them for Harvest Hands and maybe Haunted Cloaks.Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-09, 01:52 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Denmark
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-04-09, 01:59 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Floating in the void
Re: Magic the Gathering XXII: Where Puns Go to Die
How do people here feel about proxies as part of a deck? What about an entire deck of proxies?
Avatar of Furude Setsuna, by Telasi.Originally Posted by Akagi
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2016-04-09, 04:24 PM (ISO 8601)
- Join Date
- Jul 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
In a casual setting they shouldn't be a problem, but it entirely depends on who you're playing with and thus anyone you're not playing with answering that question is entirely moot.
Personally, myself and my girlfriend proxy quite to play as we currently have no disposable income with which to assemble new decks.Fantastic avatar by Akrim.elf.
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2016-04-09, 07:07 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
I think I'll drop captain along with war oracle. Lieutenant is a two-drop first strike source and a pseudo-anthem, I definitely want it. I can't get delirium so topplegeist loses its biggest upside. Are there any one drops you'd recommend? The only good one I can see is Dragon Hunter. I'd also like another two Anafenzas, but at the moment it looks like dragonslayer will be filling out the two drops.
Edit: I do nothing but build decks. My Orzhov Allies deck, now renamed Interludes and Nocturnes, seems good but overly variable. I'm thinking some amount of Read the Bones would be helpful, probably swapping them out for Vampire Envoys. I'm thinking two, but maybe I should go for a full playset?Last edited by Dhavaer; 2016-04-10 at 06:52 AM.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-10, 05:19 PM (ISO 8601)
- Join Date
- Nov 2005
- Location
- Canada
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2016-04-10, 06:22 PM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I realize that is a valid use for the card, like..Aligned Hedron Network would still do that job better.
Also, the deck didn't have a win con at all..I ended up winning by getting really lucky and getting a Woodland Wanderer up to 10/10 before it got Titan's Presence'd...and using it as a big threat to keep my opponent from attacking while my Vampire slowly drained lifepoints away.
god that deck needs a wincon badly.
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2016-04-11, 06:42 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
How many planeswalkers do you need before Oath of Gideon becomes worthwhile? I'm thinking of having 2x Gideon, 1x Sorin, 1x Ob in my allies deck.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist