I can't think of a single scenario where a 3/3 flyer is bad. Why haven't they banned Razor Hippogriff yet?
For my confessions, they burned me with fire/
And found I was for endurance made
Hint: Resources are finite and opportunity costs exist.
For my confessions, they burned me with fire/
And found I was for endurance made
Another blue-based walker?
And I doubt that she'll be playable. 5 mana is too much, especially for so-so effects, even with a strong ultimate.
The only planeswalker that see actual play either
a) cost 3 mana (and Jace gets overshadowed by his brother JMS) or
b) cost 4 mana and have good abilities (e.g. JMS, Elspeth).
All other walkers are borderline playable at best.
Meanwhile, still waiting for a playable red walker. Is it really THAT hard to design a playable one?
Planeswalkers are stupid. I'd rather they focus the abilities closer together so that they resemble an actual card and not a shopping list of desired abilities, and avoid at all costs making a Planeswalker able to both protect itself and be a kill condition.
This makes it hard to make one playable in Legacy. Eh. Don't care. I'd rather they stop ruining Cube first. Besides, tighten up the concepts and it'd be easier to make the 2/3cc stuff. Liliana of the Veil was actually a pretty good example. Basically only good in Pox.
For my confessions, they burned me with fire/
And found I was for endurance made
Please tell me what the opportunity cost of an extra turn is. Dont respond with 'you could have run threats instead', because by that logic people would be running 200 card decks in competitive magic, filled with threats.
Also, exactly how are you losing resources when you cast a time walk, other then smokestack scenarios? Resources are finite, yes. The last time i naturally decked myself in competitive , non-dredge magic must be 1997or something. That and cumulative upkeep are literally the only situations where your crappy logic applies. The millions of interactions that benefit from time walk surely outweigh your crappy rebuttal against time walk.
The storm mechanic, while storming, also doesnt really benefit from an extra turn. But even in storm based decks, having an extra turn is good because it allows you to set up. Miracle walk can only beplayed for its miracle cost when you draw it as the first card, this means you cast it and decide not to storm this turn but the next turn. The only time its bad is when you are drawing more than 1 card a turn and the first card isnt miracle walk. That said, you replied to someone that stated an extra turn has no downside, which is still true barring the above mentioned exceptions.
In an interesting note, one of my earliest memories of deckbuilding was when I tried to build a banding deck with Ornithopters and Woolly Mammoths and my brother and I got into a big argument over whether it could work and he complained that it was stupid to have elephants riding on ornithopters. Then we found out banding doesn't work that way, except now I guess it does or something.
This wasn't really relevant, but given your posting history I figured you would relate to that.
For my confessions, they burned me with fire/
And found I was for endurance made
By itself? Nothing. As soon as they print a zero mana artifact that sacs to give you an extra turn, you should run four of them in every deck.
I would love you to try and diagram what you think this logical argument is that leads you to such conclusions.Dont respond with 'you could have run threats instead', because by that logic people would be running 200 card decks in competitive magic, filled with threats.
If you say something is crappy enough times maybe it will turn into an actual argument, and people will all say, "Wow, look at that bruizar, he sure is contributing actual arguments to the discussion."Also, exactly how are you losing resources when you cast a time stretch, other then smokestack scenarios? Resources are finite, yes. The last time i naturally decked myself in competitive , non-dredge magic must be 1997or something. That and cumulative upkeep are literally the only situations where your crappy logic applies. The millions of interactions that benefit from time stretch surely outweigh your crappy rebuttal against time stretch
PS I have subtly edited your post in my reply, see if you can spot the difference. Think of it as a game, although not like Magic or something you're terrible at.
For my confessions, they burned me with fire/
And found I was for endurance made
Of course not, but there are drawbacks in playing this particular card. You need to play basically uncastable cards that are only good when on top of your deck. You will take extra mulligans because of that. Also, the power of Time Walk comes from being able to use it when it actually matters and gives you benefit of breaking the symmetry, like when you're racing or looking for answers. You lose all that when you HAVE to cast it when you draw it, no matter if you have board position to take advantage of or not.
Miracle mechanic kind of explains why they eventually wanted to ban Mystical Tutor. Tutor would make these really unfair, unlike Brainstorm, which just makes them playable in general.
Some of my friends sell records,
some of my friends sell drugs.
Hey bruizar I wrote this in the other thread, but since you're still saying silly things I thought maybe you hadn't read it. If there's any thing in there that confuses you I'll be happy to simplify it. I'm just trying to help the conversation along so you can maybe improve your understanding of the game a bit.
For my confessions, they burned me with fire/
And found I was for endurance made
First set in a while I'm considering buying a couple boxes of (missed out on Worldwake, kicked myself a bit). I'm seeing some Legacy playables (vexing devil, temporal mastery, crater hoof behemoth (in elves), demonic taskmaster begs for some black stompy strategies, griselbrand might be good enough for reanimator, sigarda is a fucking SICK GSZ target, etc).
Even the cards I'm not personally interested in seem like good "trade fodder fares" for the most part, and it seems like the set will have some impact on Standard (which I don't play so I'll just trade that shit). Anyone else think this set might be a pretty good investment in terms of gaining value?
Bless your heart, we must consider Blue/White Tempo's strategy and win percentages in an entirely different deck thread. -4eak
I'd suggest running a hypergeometric distribution to calculate the odds of drawing a miracle walk and having it in hour opening hand. That will reveal what the optimal number of miraclE walks is. Your argument about having to play it direcy when you draw it is pretty much silly. Early game it cycles, qbsolutely 0 loss heree (accelerste into a relevant board/land drops), later, it becomes randomly broken allowing you to do things like bounce 2 creatures With jace and attack for lethalz
Koth is legit worse than 2/3 of the Chandras.
For my confessions, they burned me with fire/
And found I was for endurance made
They have yet to spoil the second walker in the set, so it potentially could be. The sets that tend to keep their value have either a really high % of money mythics (see New Phyrexia) or have a number of really playable rares and uncommons that you can open and trade.
No, in Legacy. I mean I wouldn't play any of them really, but I guess it's a difference of speed. Koth is pretty much only good on offense, which is kind of a joke in Legacy because he costs four mana. The two cheaper Chandras aren't fantastic but would win you some games in mid-rangey decks with red due to their superior utility.
For my confessions, they burned me with fire/
And found I was for endurance made
What's so silly about that? There's a huge difference in playing Time walk when you have 2 lands on board comparing to having a Batterskull or Jace on board. That's where real Time Walk shines. You can use it when you really need it. What I tried to say is that casting Time Walk as soon as you have the chance is usually (if ever) not optimal.
Also, regarding statistics, by the time you have 2 lands in play there's basically a 50% chance (49,85% to be precise) that you have already naturally drawn a copy if you play it as a 4-of. On the draw it's even higher. Of course, for example in blade control 4 is most likely a wrong number.
I'm sure some Jace-oriented control deck will find a way to play a few copies, but that's quite different to falling of the sky or ruining the format or something like that. There could even be Turbofogish deck emerging, but the format has so many tools to handle these kind of cards that it's not even funny.
Some of my friends sell records,
some of my friends sell drugs.
big links in sigs are obnoxious -PR
Don't disrespect my dojo dude...
Sweep the leg!
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