Arena connections seem to crash out a lot on big attacks. That's kind of annoying given how many go-wide decks they have by default...
I ate an engineer
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
edited May 2018
I found myself kind of missing Land Destruction, then I slapped myself sober.
Would these kinds of spells be good replacements?
Fracture the Land a Bit 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, it has "Whenever this land becomes tapped, if it's a nonbasic land, it deals 3 damage to you. Otherwise, it deals 2 damage to you."
or
Crush the Land But Not Too Much 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, all mana it produces is colorless, and it has "Whenever this land becomes tapped, it deals 1 damage to you."
Dr. Flamingo49 Gilded Disc Perceives the SunRegistered Userregular
edited May 2018
They have this new card type that's perfect for permanent effects like that, they're called Enchantments. :P But yeah they don't seem super broken or anything, they seem . But I say keep the Fracture Counter thing and make them enchantments:
Make The Lands Hurt 2R
Enchantment
When ___ enters the battlefield, put a fracture counter on target land.
Whenever an opponent taps a land with a fracture counter on it for mana, that land deals 3 damage to that opponent.
Make The Lands Dingier 2R
Enchantment
When ___ enters the battlefield, put a fracture counter on target land.
If a land an opponent controls is tapped for mana, it produces (C) instead of any other color.
That way you could make a cycle out of it that's all about enchantments building up on each other.
Dr. Flamingo on
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
I was thinking the opponent would have to have a way to remove counters to deal with it, which is harder than enchantment removal.
Then again, cumulative enchantment damage sounds really interesting, too. Two of those makes up to two lands deal 6 damage per tap, which is pretty yeowch.
I kinda like this avenue. It's red's favorite thing to do (damage) plus pseudo land destruction (since the opponent would have to think veeery hard before tapping his fractured lands, but he can still do so)
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
The 'tap a land, it doesn't untap next turn' mechanic was supposedly their new take on land destruction, for what it's worth.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Can someone help me understand the order of operations on Najeela?
Since you activate it during combat and it untaps all attacking creatures does that just mean they complete their attack and then you untap them to attack again?
As someone not as well versed in the rules it sounds really weird that it activates during combat and untaps them during combat as if it would stop their attack but I imagine that doesn't make sense.
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
They're untapped, but they're still attacking. The act of untapping during combat does not automatically take a creature out of combat - it would have to be explicitly stated in the card, like Gustcloak Harrier.
They're untapped, but they're still attacking. The act of untapping during combat does not automatically take a creature out of combat - it would have to be explicitly stated in the card, like Gustcloak Harrier.
Ohhh yea that makes perfect sense now.
That's what I needed to read to have it all come together in my brain.
Thanks.
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Dr. Flamingo49 Gilded Disc Perceives the SunRegistered Userregular
Untapping an attacking creature doesn't remove it from combat, so the attack will continue as normal, but with untapped creatures. I imagine the reason they worded it as "Untap your attacking creatures" and make you do it during combat is so that it doesn't untap the mana dorks you aren't attacking with. Which makes it not quite as easy to go infinite.
As for the fracture counter thing, you could even branch out to other colors for different effects, if you ignore the fact that "fracturing a land" only flavorfully fits in red or green. But you could have a white one that makes you gain life, a blue one that mills, a black one that forces discard (bump the cost up on that one).
The issue is that it'd be hard to fit too many into a single set. You'd have room for like, a single cycle and/or a handful of red cards. Because a set where a third of the cards are dedicated to taxing the opponent's mana sources sounds miserable to draft. Which is almost a shame because there's so much potential for complexity:
"Put a fracture counter on up to two target lands."
"Put a fracture counter on each land target opponent controls."
"Whenever an opponent taps a land with two or more fracture counters..."
"Whenever an opponent taps a land with a fracture counter, ____ for each fracture counter on that land."
"This creature is unblockable as long as it's attacking a player who controls a land with a fracture counter."
I found myself kind of missing Land Destruction, then I slapped myself sober.
Would these kinds of spells be good replacements?
Fracture the Land a Bit 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, it has "Whenever this land becomes tapped, if it's a nonbasic land, it deals 3 damage to you. Otherwise, it deals 2 damage to you."
or
Crush the Land But Not Too Much 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, all mana it produces is colorless, and it has "Whenever this land becomes tapped, it deals 1 damage to you."
Too strong? Unplayable jank?
These are probably too strong and honestly just, not fun to play against. That said, I ran Burning Earth like the entire time it was available during rav/theros standard because it was just good enough to punish specific decks. I'd say Fracture is too strong and Crush is closer to a more reasonable rate.
Yeah, the format is fucking aggressive, do not take slow cards unless they are insane.
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astrobstrdSo full of mercy...Registered Userregular
It kind of bums me out that they don't just always have some variation of cube going. It literally costs them nothing and scratches a very particular itch for me to play stuff over standard power level on a reasonable budget.
It kind of bums me out that they don't just always have some variation of cube going. It literally costs them nothing and scratches a very particular itch for me to play stuff over standard power level on a reasonable budget.
I think it's a limited time thing because a) it increases participation while it's up, because it's something special going on, b) a permanent cube would cannibalize some of the entrants of the (I assume more profitable) regular set drafts, and c) to concentrate the audiences of both; if they spread themselves too thin then the drafts will take longer to fire while they wait for enough people to sign up.
It's like how printing a paper Cube product would probably be very popular among players but wouldn't be worth the loss of pack sales from everyone doing a bunch of free drafts forever; good for players, bad for business. MTGO cubes only work because they're transient and phantom; if WotC could print phantom paper cards I'm sure they'd make a ton of cubes.
Dogbone33I bleed Red and Gold!State of ConfusionRegistered Userregular
Holy fuck just had an epic draft on arena. Ended up in B/G negative counters. With one spider and one scarab enchant. Started 0-2 and thought I was toast. Rattled off 7 straight wins. With two of those wins coming after I stabilized at 4 life. What a rush.
Play Diablo 3 RoS with me. PSN-Dogbone19
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PiptheFairFrequently not in boats.Registered Userregular
It kind of bums me out that they don't just always have some variation of cube going. It literally costs them nothing and scratches a very particular itch for me to play stuff over standard power level on a reasonable budget.
I think it's a limited time thing because a) it increases participation while it's up, because it's something special going on, b) a permanent cube would cannibalize some of the entrants of the (I assume more profitable) regular set drafts, and c) to concentrate the audiences of both; if they spread themselves too thin then the drafts will take longer to fire while they wait for enough people to sign up.
It's like how printing a paper Cube product would probably be very popular among players but wouldn't be worth the loss of pack sales from everyone doing a bunch of free drafts forever; good for players, bad for business. MTGO cubes only work because they're transient and phantom; if WotC could print phantom paper cards I'm sure they'd make a ton of cubes.
yeah but wizards makes horrible decisions fairly regularly
WOTC can print phantom paper cards. They could print a purple-bordered 400 card cube with non-tournament-legal card backs for less than a buck and sell them for $20.
WOTC can print phantom paper cards. They could print a purple-bordered 400 card cube with non-tournament-legal card backs for less than a buck and sell them for $20.
That would still let people draft them over and over for free after the initial purchase.
If I had to guess, they decided not to do it because not enough people realize that you can't Equip to your teammate's creatures
This seems like a smart decision but still incorrect.
TBF in order to make playing limited with this set work without all of the additional packs 2HG required that something had to go. Obviously all of the jank and sideboard-nonsense was tossed but if removing the equipment lowered the overall complexity I think it was the right move.
Also they needed to leave something on the table (besides allied-color partners with) for Battlebond 2. :P
WOTC can print phantom paper cards. They could print a purple-bordered 400 card cube with non-tournament-legal card backs for less than a buck and sell them for $20.
That would still let people draft them over and over for free after the initial purchase.
Print them with novelty ink that disappears upon prolonged exposure to air
Uncommon cube on MODO is a pretty fun format? I played against 3 very different decks and had a ton of fun with my first one. I went G/W aggro because there are a ton of quality critters and enchantments in those colors at uncommon.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Oh damn, does this mean he gets to punch me in the arm?
Humor can be dissected as a frog can, but dies in the process.
Did a few HoD drafts this weekend, cause that format was my jam last summer too. Did fairly well, got to 7 on one with B/W zombies. Netted enough Wildcards to make a ridiculous U/G deck that uses Tatyova and Explore to do hilarious things. Playing Bounty of the Luxa on subsequent turns gets out of control really damn fast.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
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Would these kinds of spells be good replacements?
Fracture the Land a Bit 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, it has "Whenever this land becomes tapped, if it's a nonbasic land, it deals 3 damage to you. Otherwise, it deals 2 damage to you."
or
Crush the Land But Not Too Much 2R
Sorcery
Put a fracture counter on target land. As long as it has a fracture counter, all mana it produces is colorless, and it has "Whenever this land becomes tapped, it deals 1 damage to you."
Too strong? Unplayable jank?
Make The Lands Hurt 2R
Enchantment
When ___ enters the battlefield, put a fracture counter on target land.
Whenever an opponent taps a land with a fracture counter on it for mana, that land deals 3 damage to that opponent.
Make The Lands Dingier 2R
Enchantment
When ___ enters the battlefield, put a fracture counter on target land.
If a land an opponent controls is tapped for mana, it produces (C) instead of any other color.
That way you could make a cycle out of it that's all about enchantments building up on each other.
Then again, cumulative enchantment damage sounds really interesting, too. Two of those makes up to two lands deal 6 damage per tap, which is pretty yeowch.
I kinda like this avenue. It's red's favorite thing to do (damage) plus pseudo land destruction (since the opponent would have to think veeery hard before tapping his fractured lands, but he can still do so)
Since you activate it during combat and it untaps all attacking creatures does that just mean they complete their attack and then you untap them to attack again?
As someone not as well versed in the rules it sounds really weird that it activates during combat and untaps them during combat as if it would stop their attack but I imagine that doesn't make sense.
Ohhh yea that makes perfect sense now.
That's what I needed to read to have it all come together in my brain.
Thanks.
As for the fracture counter thing, you could even branch out to other colors for different effects, if you ignore the fact that "fracturing a land" only flavorfully fits in red or green. But you could have a white one that makes you gain life, a blue one that mills, a black one that forces discard (bump the cost up on that one).
The issue is that it'd be hard to fit too many into a single set. You'd have room for like, a single cycle and/or a handful of red cards. Because a set where a third of the cards are dedicated to taxing the opponent's mana sources sounds miserable to draft. Which is almost a shame because there's so much potential for complexity:
"Put a fracture counter on up to two target lands."
"Put a fracture counter on each land target opponent controls."
"Whenever an opponent taps a land with two or more fracture counters..."
"Whenever an opponent taps a land with a fracture counter, ____ for each fracture counter on that land."
"This creature is unblockable as long as it's attacking a player who controls a land with a fracture counter."
These are probably too strong and honestly just, not fun to play against. That said, I ran Burning Earth like the entire time it was available during rav/theros standard because it was just good enough to punish specific decks. I'd say Fracture is too strong and Crush is closer to a more reasonable rate.
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there is, in fact, no equipment in the set
that seems like a weird decision for a set all about gladiatorial games
This seems like a smart decision but still incorrect.
I think it's a limited time thing because a) it increases participation while it's up, because it's something special going on, b) a permanent cube would cannibalize some of the entrants of the (I assume more profitable) regular set drafts, and c) to concentrate the audiences of both; if they spread themselves too thin then the drafts will take longer to fire while they wait for enough people to sign up.
It's like how printing a paper Cube product would probably be very popular among players but wouldn't be worth the loss of pack sales from everyone doing a bunch of free drafts forever; good for players, bad for business. MTGO cubes only work because they're transient and phantom; if WotC could print phantom paper cards I'm sure they'd make a ton of cubes.
Play Fanduel. One Day Fantasy Leagues use my referral
Be my friend on Magic Online! Dogbone19 is me.
yeah but wizards makes horrible decisions fairly regularly
I just ended a game by Painful Lessoning an opponent off a topdeck to finish his last 2 HP.
That feels like cosmic level BM.
That would still let people draft them over and over for free after the initial purchase.
TBF in order to make playing limited with this set work without all of the additional packs 2HG required that something had to go. Obviously all of the jank and sideboard-nonsense was tossed but if removing the equipment lowered the overall complexity I think it was the right move.
Also they needed to leave something on the table (besides allied-color partners with) for Battlebond 2. :P
Print them with novelty ink that disappears upon prolonged exposure to air
I mean he's a flyer with 2 power, he was gonna do the equivalent of that anyway.
The card, for reference. http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433278
Gonna have no issues doing the battlebond pre release.
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