The General Magic: The Gathering Thread

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phlip
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Re: The General Magic: The Gathering Thread

Postby phlip » 11 Sep 2013, 19:52

But, again, a lot of the Heroic abilities are power/toughness buffs, and Cipher copies happen after damage... so the set of Heroic creatures that Hidden Strings can combo with is relatively small.

[edit] Actually, looking at the list... there's fewer of these than I thought... there's only a couple of them so far. There's a bunch of "Put a +1/+1 counter on this" ones, most of the white ones, but while those are a bit awkward to be happening after damage, they're not as useless as a one-turn buff.
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Re: The General Magic: The Gathering Thread

Postby korvys » 11 Sep 2013, 19:56

The blue "draw a card" one seems like a perfect fit. Could use it to set up some other combo with tapping/untapping, like Elite Arcanist, and/or untapping that devotion land.
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Re: The General Magic: The Gathering Thread

Postby Utilitarian » 11 Sep 2013, 20:47

Also the blue Frost Breath effect one could work as well, essentially letting your convert the shitty one turn taps of Hidden Strings into superior 2 turn taps.

And yea a lot of the white ones involve +1/+1 counters. I'm perfectly happy adding a counter, attacking, then untapping and adding another counter.

*edit*

Additionally, if I'm not a mistaken, you could get repeatable effects using reoccurring auras like Agoraphobia. Prolly too expensive to be practical though.
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Re: The General Magic: The Gathering Thread

Postby korvys » 11 Sep 2013, 20:55

Maybe, but Krasis Incubation acts as removal, buffing, and triggering Heroic all in one.
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Re: The General Magic: The Gathering Thread

Postby Utilitarian » 11 Sep 2013, 21:03

yea, using it as a buff spell is so expensive though, 7 mana in all, yeesh.

Also this set is kind of weird in that it's got some ultra aggressive cards including THREE one mana 2 power guys, but also super expensive auras and creatures.
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Re: The General Magic: The Gathering Thread

Postby Kapol » 11 Sep 2013, 21:03

Yea, but it's cost makes it a bit unrealistic to play. Plus, the 'removal' means you can't actually use it for buff or heroic.
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Re: The General Magic: The Gathering Thread

Postby korvys » 11 Sep 2013, 22:02

Hey, my combos may not be competitive, but they, uh... I'm not sure what they are.
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Re: The General Magic: The Gathering Thread

Postby Kapol » 11 Sep 2013, 22:18

Fun? :p
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Re: The General Magic: The Gathering Thread

Postby korvys » 11 Sep 2013, 22:36

Yeah!

The other day I attacked with a 50/50 Mystic Druid! And he blocked it with a 2/2... my Gyre Sage deck needs some work...
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Re: The General Magic: The Gathering Thread

Postby Kapol » 11 Sep 2013, 22:52

I remember one time I got 52 54/54 cat tokens out because I ultimate Ajani with a Parallel Lives on the field... and a Trostani. My opponent took it well. Good times...
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Re: The General Magic: The Gathering Thread

Postby phlip » 12 Sep 2013, 00:08

korvys wrote:Hey, my combos may not be competitive, but they, uh... I'm not sure what they are.

I believe the technical term is "Commander".

[edit]
I find it interesting that Triad of Fates sticks fate counters on stuff that is about to be messed with, while Oblivion Stone sticks fate counters on things that are about to survive being messed with... the interaction between the two would be kind of interesting (especially if controlled by different players)...
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Re: The General Magic: The Gathering Thread

Postby AdmiralMemo » 12 Sep 2013, 04:27

I can imagine it going down... "Oh you just stuck a fate counter on my guy so you can mess with him? Well, boom. Now my guy is the only thing that's left on the battlefield."
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Re: The General Magic: The Gathering Thread

Postby Lurkon » 12 Sep 2013, 04:28

You're opponent begins putting fate counters on his permanents. You start blinking his permanents (removing the fate counters).

Interesting, I think, that Triad of Fates can only effect creatures that are not himself. So the oblivion stone guy can place counters on his non-creatures without fear.
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Re: The General Magic: The Gathering Thread

Postby Jenelmo » 12 Sep 2013, 06:42

They like to use counters that feel like they fit the card that uses them, in standard there are all of these different counters that only one card uses:
Muster, filibuster,despair,blaze,study,slime,pressure,eyeball,hatchling,phylactery, wish, petrification and then there are Charge counters which a lot of cards uses

This is not a new thing as magic in its first few years had these counters:
Doom, Death, Storage, Pupa, Polyp, Rust, Wind, Cube, Energy, Fuse, Tide, Pressure, Dream, Sleep, Pin, Charge

And as you see some are repeats like Pressure and Charge, because the name fits and not because it would create some weird interaction with a 10 year old card, thats just a bonus
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Re: The General Magic: The Gathering Thread

Postby phlip » 12 Sep 2013, 07:07

Well, Charge counters aren't just a name they've reused, there's some actual enablers for those... but I agree with you that that it's probably not designed specifically for its interactions with Oblivion Stone, mostly just reusing "fate counters" for the name. Doesn't stop those interesting interactions from existing, though.
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Re: The General Magic: The Gathering Thread

Postby Utilitarian » 12 Sep 2013, 08:37

Might be interesting with Illusionist's Bracers or some way to reliably untap them.
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Re: The General Magic: The Gathering Thread

Postby Utilitarian » 12 Sep 2013, 11:00

Anyone else get the impression that Pyxis of Pandemonium could end up being really powerful in conjunction with all these scry effects? Into the Wilds also comes to mind. Look at the top card of your library, if it's land, you put it into play, if it's not, you decide whether you want to draw it or not, if yes, draw, if no, Pyxis it away. Also lets you know which cards you've exiled with the Pyxis
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Re: The General Magic: The Gathering Thread

Postby Lemegeton » 12 Sep 2013, 13:06

yeah thats nice. i think scry could be quite powerful. the scry lands in particular will help a card like domri hit on his plus 1. i.e. scry away non creature cards.
will also be nice with erebos so you know what you are drawing with his ability.

i am really excited to start playing around with it.
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Re: The General Magic: The Gathering Thread

Postby Kapol » 12 Sep 2013, 13:10

Lemegeton wrote:yeah thats nice. i think scry could be quite powerful. the scry lands in particular will help a card like domri hit on his plus 1. i.e. scry away non creature cards.
will also be nice with erebos so you know what you are drawing with his ability.

i am really excited to start playing around with it.


I know I use Domri as a way to filter creatures to make sure I hit my land drops, since it's not uncommon to stall out on 3 lands. So Scry wouldn't help with that for a deck like mine. The scry lands aren't bad. But they're very slow, and have to compete with shocks in the format. Controls decks will likely use them. But aggro-heavy decks that really want Domri to hit creatures likely shouldn't.
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Re: The General Magic: The Gathering Thread

Postby Lemegeton » 13 Sep 2013, 00:37

yeah i am still not sure if i will run the scry lands. will need to do some testing once the full set is spoiled
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Re: The General Magic: The Gathering Thread

Postby Kapol » 13 Sep 2013, 00:42

I think I'm going to run 6~ with my 12 shocks. Likely replacing the tap lands I have in the deck right now. Just because I'm more mid-rangey.
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Re: The General Magic: The Gathering Thread

Postby Jenelmo » 13 Sep 2013, 02:01

Lemegeton wrote:yeah i am still not sure if i will run the scry lands. will need to do some testing once the full set is spoiled

We will have the full set officially spoiled on Monday so you can begin soon
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Re: The General Magic: The Gathering Thread

Postby Lurkon » 13 Sep 2013, 09:53

Fade Into Antiquity. I've been waiting for that. God removal.
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Re: The General Magic: The Gathering Thread

Postby Lord Hosk » 13 Sep 2013, 12:00

I wouldn't normally post these things but I was particularly proud of todays Nummy gif.

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Re: The General Magic: The Gathering Thread

Postby AdmiralMemo » 13 Sep 2013, 12:38

Vastwood Hydra isn't BAD, though... The fact that this one is better makes it more usable, but still... This one's for a good entrance, but Vastwood's for a longer game, with staying power for your creatures.
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