So many DnT players in this thread and no mention of Aether Vial.
People expect to be able to respond to anything their opponent does in magic, that's just how the game generally works, I do this, you do that in response. It's a little counter-intuitive for players that the 'I do this' is the Vial activation and not the creature entering the battlefield.
I've had people insist that if they destroy the Vial with something while the ability is on the stack, you can either can't put anything in, or only a CMC zero creature. Both are wrong and I painstakingly explain that to them, but most don't listen and just insist they "know."
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Yeah it's one of those things that requires a deep knowledge of the rules actually, because that argument is believable (sure, there are 0 counters on Aether Vial...) but the trigger actually uses last known information since there actually is no Aether Vial. Another DnT player actually convinced me that was true for a while before I figured out he was full of it.
I personally love humility until it involves another card and the word "layers" comes up - then I hate the card.
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
not really played but Teferi's Realm is my favourite, is fun and makes games quite challenging with SDT, I decided to not to play it due to all the potential grvs
1, works different than printed (tokens)
2, works different than you might think (upon resolution)
3, involves phasing
4, world enchantment
I still don't understand how chains of mephistopheles works![]()
You forgot the bit about replacing draws, i.e. Dredge, in that flowsheet.
That is a cool graphic. But the real fun with Chains of Meph starts when there are two of them on the battlefield at the same time. Because it is a replacement effect, you would think that extra copies are useless. But that is not at all how it actually works.
Absolutely unintuitive.
EDIT: As a "fun" exercise, try to imagine the sequence of events as you enter your draw step with two Chains of Mephistopheles and two Anvil of Bogardan with, say one card in your hand.
"Anyone who is capable of getting themselves made President should on no account be allowed to do the job."
"Politicians are like diapers. They should be changed often and for the same reason."
"Governing is too important to be left to people as silly as politicians."
"Politicians were mostly people who'd had too little morals and ethics to stay lawyers."
The interaction with Blood Scrivener is also non-trival.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
I've had Chains out online against a blue mage. They cast Brainstorm and then scooped once it finished resolving.
On the flip side, I've had a D&T player cast Spirit of the Labyrinth, and then I let my Sylvan Library continue to trigger automatically. Not a good idea for me. (For those who don't know, when online this will cause you to draw 1 card during your draw step, and pay life to keep it).
The fringiest of fringe, but a few years back at one of the monthlies at Jupiter Games, my buddy had someone play Winter's Chill against him. It took him a few readings of the card to properly determine just what the hell was going on. It's not all that complicated (the oracle text helps) but it was definitely a pain in the ass.
The grass is maintained precisely how I want it. Damn those children, damn them all. Also bitter about tapped creatures dealing damage. Mogg Fanatic, Yavimaya Elder... there's always a place for you in my home.
2nd on the Vial activations. So often have to think about all the possibilities (mainly revoker) and act before the creature comes into play.
Fox beat me to it, but the dredge mechanic itself. As a manaless pilot, so many people complain about the order i place cards into the yard being different than the order they came off the top of the library. For mana pilots, this doesn't matter. Well, the cards are going to the yard simultaneously, so it's my right to arrange them since my deck cares about order. Dredge ≠ draw.
And for lulz, cause as a nice guy I lost to myself- Runed Halo. A player on D&T cast this with me on Belcher. He named goblin token, which is incorrect since it's not a card, so I allowed him to name another card, which probably was sporting, but bad for business. He ends up winning, c'est le vie. (It was a while ago, but tammit67 was a table over, and just had this, "he's such a dumb-dumb" look on his face in regards to me. I chalk it up to him rather playing Belcher next round and hence a bye, rather than D&T and having to exert effort.)
QFT. I found the example given by the OP utterly despicable. How much of a sad loser need one be to try, let alone find it even remotely satisfying, to win this way ?
Trying to abuse the fact that the physicality of the game forces players to use shortcuts most of the time wrt formal rules to keep it enjoyable (unless anyone here on turn 1 on the play does declare untap step, upkeep step, passing of priorities, draw step, passing priorites, then precombat main phase, before actually playing a land ?) is just sad and miserable.
Glad you won that game & match Finn.
Haha, similar thing here too. I started playing in middle school (I'd say 1995-1996), then basically stopped from 1997 until the end of 2001 and a few rules had changed already. Then I stopped (again) in ~2005-6 and just got back (again) now.
Since my last time, apparently now :
- damage on the stack is no more. RIP, Mogg Fanatic !
- combat works differently (you choose the order blocking creatures will receive damage, before you used to choose the entire distribution of damage)
- legends rule has changed... once again !
- you scry 1 after mulliganing
And I hope I haven't missed anything else major (I know a lot of minor stuff has changed too, eg additonial lands per turn, but who cares about that, really)
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