2009-11-23, 22:07 | Link #41 | ||
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Kinda funny how many cards the combat changes ruined though. From the latest set, Carnage Altar could have been a pretty decent card for limited but because of the rules update is completely unplayable garbage, one of the top 5 worst cards in the entire set. |
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2009-11-23, 22:09 | Link #42 | |
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2009-11-23, 22:28 | Link #43 | |
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All of my decks are theme decks, mainly racial specific decks. I had a elf, goblin, merfolk counterspell and a few play for laugh deck like an artifact and a legendary (even most of the lands are legendary) deck. Needless to say i also had a silver and rebel deck. |
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2009-11-23, 22:44 | Link #44 |
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The rules change isn't as bad as it appears on paper. I totally understand what everyone is saying about it but aside from making a few things weaker it didn't change much. Ill give a quick rundown of my opinions for anyone who cares as i've played a lot since the changes.
1. Mogg fanatic, Ravenous baloth, and Seige gang commander are weaker because of the lack of ability to block and sack with them on the stack obviously. But this is just returning to the way that it was during tempest before they made the last big rules change. Kinda disappointing but when you look at it objectively, no more having your cake and eating it too. 2. Lifelink and deathtouch being static ability's rather than triggered is AMAZING as you can now have your life saved by lifelink rather than dying with a trigger on the stack. No more having to regenerate twice for dying to a deathtouch creature(although aside from troll ascetic regeneration is uncommon). 3. The combat trick that brocko mentioned is pretty much one of the only times the lack of stack combat makes a difference, i have yet to play a game when it mattered. 4. Mana burn.... well mana drain is now even more insane(as if it needed to be) but makes sense when you realize that the newest set was a land and mana themed set, so things like lotus cobra are much stronger because of it. 5. Mulligans at the same time. Speeds up tournament play, overall positive change. 6. Term changes and token ownership, don't really care as i still say removed from game and i 'play' things not 'cast' them. As i said i was pretty concerned with the changes when they first came out but overall i see them to be pretty positive after playing with them so much. tl;dr - changes are overall pretty positive. |
2009-11-23, 22:52 | Link #45 | |
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2009-11-23, 22:53 | Link #46 | |
is this so?
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I have a saproling deck built around Nemata Grove Guardian. If I understand the rule change correctly, I can no longer sacrifice saproling tokens that get blocked. Making a massive saproling suicide attack less damaging.
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Last edited by Liddo-kun; 2009-11-23 at 23:23. |
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2009-11-23, 23:20 | Link #47 |
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Ok yes im glad this was brought up. I put this particular change first because it definitely affects the game the most out of all the changes. But i would argue that this is not necessarily negative.
First off you need to understand that damage didn't always use the stack. Back during tempest and 6th ed, damage was assigned more similarly to how it is now. Now when we look specifically at Mogg fanatic which was printed in tempest, before the rules were changed for the first time, the way that it was being played was not necessarily the way it was meant to be played. Now this isnt to say anything against mogg fanatic, it was an amazing card and definitely one of my favorites but probably more powerful than it was originally intended. Now we can look at other things that were printed after this initial rules change such as the baloth and the tokens that you mentioned which clearly were intended to be used on the stack. Well... unfortunately they just get weaker. I cant really talk around this one because that's just a fact. Definitely the biggest negative with this change(mostly cause baloth was AMAZING =) ). Flavor is another thing to take into consideration. Now im not the biggest zealot of magic lore or w/e but i think that a creature throwing a punch, then killing himself with some ability to do more damage and having the punch still land, doesn't really fit with the whole flavor of the game. Although i wont argue this as much as others i've seen because its not as much what i care about. I feel like i should also say that im not trying to be an ass or tell anyone they are wrong, i probably argued against the changes far harder than anyone here. I was in an angry rage for around 2 weeks when they were announced. But while this is a huge change its not necessarily bad.(also i gotta promote my favorite game =D) |
2009-11-23, 23:27 | Link #48 |
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I'm sorry, but baloth, meant sheer card advantage, you could play green white control, or green red sligh and he would be your turn 4 drop if you were playing blistering firecat, on top of that, baloth was meant to use the stack, hell, ALL morph creatures had this, because once blockers were assigned before damage was calculated well then you would be able to unmorph and net your extra 4 life, or deal an extra 7-5 damage. Morph's entire mechanic is based on the stack. Baloth is just a 4/4, and in magic at least in slower formats like extended, legacy, and some standard blocks a 4/4 with no ability, is like having a 2/2 chump blocker, or a troll aesethic. The point 4/4's don't do much, his ability is what made him good, cabal archon too and thousands of more cards. Plus it destorys synergy between many cards.
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2009-11-23, 23:33 | Link #49 | |
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2009-11-23, 23:37 | Link #50 | |
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2009-11-23, 23:43 | Link #51 | |
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2009-11-23, 23:49 | Link #52 | |
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2009-11-23, 23:52 | Link #53 | |
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2009-11-23, 23:57 | Link #55 |
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The fairies deck im familiar with doesnt run any cards that sac, but i can believe there were some versions out there that did. But as powerful as Fae was, i can say im glad its gone from its dominating seat. Hopefully will diversify the metagame up a bit once the other sets of Zendikar come out. They printed 2 cards (volcanic fallout and great sable stag) basically specifically to beat it and it still didnt really care lol.
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2009-11-24, 00:02 | Link #56 |
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b/g tarmogoyf/Garuk stompped most aggro based faeries, just be cause tarmogoyf gets soo big even with all their card disruption. I wish control was actually viable, I might even think about coming back, because man the days when I palyed mbc, u/w c, mono blue control, mind's desire, gbr land control, those were the days.
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2009-11-24, 00:07 | Link #57 |
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I love control and alot due to that blue is by far my favorite color! Last extended PTQ i played in i played Minds Desire storm and DAMN it was so much fun. Last metagame i played the mostly blue centered 5 color control and blue white control with revillark. I am also quite saddened by the lack of control(and blue) in the current meta but im trying out aggro because its something i havent done it in awhile. Jund is my deck of choice and while its pretty good, I can honestly say that im pretty tired of hearing about it and i mostly play it cause i had almost all of the cards already lol. If your interested in a pretty cool take on MBC you might check out the vampires deck that is around. The traditional version of it isnt so much control as it is aggro but i really think that a good discard/control version could be viable. Though not nearly as crazy as the MBC of the old days =P
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2009-11-24, 00:15 | Link #58 |
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oh man... ramping up to a five card sludge after a board wipe pretty much demolishes aggro. actuallly during onslaught b/w control was a very tough match up for u/w, because you would have to keep mana open for the mindsludge, or cabal therapies or cabal intergators or that 4 mana black bomb, good times good times, I also remember playin broodstar affinity against u/w, if you couldn't kill em before they akroma's venganced you, you were done. I think the only real good aggro in the past 10 years would have to be onslaught goblins, because of seige gang commander and arc slogger which really made late game viable, if you resolved arc slogger, you could basically just use it to trade off a wrath of god and stock pile your had with gobs, and sack lands really help u thin your deck, and on top of that from the side board you got sulfurous vortex which pretty much shut down exalted angel, goblins were definitely the best deck to beat, and i guess thats why they won worlds.
Oh yea... SKULL CLAMP.... shutter, that card was disgusting, it made jitte look balanced LOL, it pretty much turned any aggro deck into a deck that could also generate mad mad card advantage. Those where the days. |
2009-11-24, 00:25 | Link #59 |
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Oh yeah, onslaught was an amazing block. For all the bad wrap that mirrodin gets it really wasnt that bad. We can attribute the crappyness of that metagame to one card, ravager. I think that affinity was insane enough with broodstar without introducing that card. I actually had a friend who played broodstar affinity in a tournament so people would drop their meddling mages naming ravager and it was a giant screw you. I loved watching that happen almost every game. But yeah onslaught goblins and the mono white control with eternal dragon(hell yeah!) and exalted angel were amazing. Astral slide was one of my favorite decks to play in that era though. Doing silly stuff with moving their creatures in and out of the game, oh so much fun. Also yes, not to mention skullclamp... ugh, a dark day for magic R&D indeed lol.
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2009-11-24, 08:06 | Link #60 | |
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Despite Zendikar draft being one of the most aggressive formats ever with creatures that are impossible to block and terrible at blocking, I have to say I do still enjoy it. My favorite cards are Welkin Tern and Seismic Shudder. The Tern because he's completely insane yet a lot of people underrate him and say blue is bad in draft. If they don't deal with him fast he will deal a ton of damage and if they do, oh well, your opponent just blew his removal on a 2 mana creature. Seismic Shudder is funny in that "pros" consider it either bad or just a useful sideboard card. In a format with TONS of 1 toughness creatures that are considered some of the best cards I fail to see how this is anything less than completely awesome. It can even kill allies like Oran-Rief Survivalist and Kazandu Blademaster with their comes into play (I will never say "enters the battlefield", ever) triggers on the stack. I've never gotten less than a 2 for 1 with this card and I will maindeck it every time I get it. |
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