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10-08-2010 , 04:30 PM
Are there equal amounts of each mythic? I mean I've opened 7 grave titans to 0 baneslayer but got about 3 of most others, just random?
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10-08-2010 , 05:23 PM
there is the same amount, just by virtue of the rarity the long run is so long that you'll have a hard time getting to it.

in my case, I think I had seen something like 600 packs of m11 before I saw a grave titan.
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10-08-2010 , 10:24 PM
a few things based on the last few posts:

all mythics are equal. I've only popped like 10 m11 packs and got 2 sun titan, 1 frost, and 1 baneslayer, I even asked if they increased the mythic frequency.

can't compare skullclamp to jace, skullclamp was banned fairly quickly in con compared to other banned cards (also they quickly realized how broken it was it was in a pre-con ffs. jace would never be in a precon. do they even make precon decks anymore?). jace has no chance of being banned. I only play online so I have no idea what scars is like, but I hope it's solid. mirrodin was one of my fav blocks.

I personally hate all these other con formats (namely legacy, and obv t1, but i am looking forward to the new ext rules). I wish they would have stuck to ext and block for the constructed pt's/qs as well as limited and kept standard to reg > nats > worlds.

I also completely hate the mythic concept. A non t1 staple cost 20 bux at most. now they are 50-100 bucks for std or t2.

ALSO Why don't more people play the 4 pack sealed swiss queues?? Such a good value. It's swiss and cost 0 tix. 3 wins gets u 5 packs (+whatever u open) and 2 gets u 3 which is usually break even. soooo much more value then the 6pack daily events or a draft

Last edited by giarcfrost; 10-08-2010 at 10:27 PM. Reason: i was kinda drunk so my transitions aren't the best
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10-08-2010 , 10:54 PM
I love the swiss drafts. I haven't seen the 4 pack sealed qs because I rarely play online. They do sound like a good deal. Any type of swiss is the nuts imo.

(I'm actually running a swiss Scars FNM draft right now)
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10-08-2010 , 10:58 PM
If Jace will make people crack boxes trying to find copies, then it is probably working out OK for wotc.
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10-08-2010 , 11:33 PM
Well obviously it works out for Wizards.
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10-09-2010 , 12:32 PM
Quote:
Originally Posted by giarcfrost

can't compare skullclamp to jace, skullclamp was banned fairly quickly in con compared to other banned cards (also they quickly realized how broken it was it was in a pre-con ffs. jace would never be in a precon. do they even make precon decks anymore?). jace has no chance of being banned.
I only brought up clamp as a card that was ridiculously played, to speculate on its mythic price.
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10-09-2010 , 06:25 PM
Quote:
Originally Posted by ianlippert
if mythics are such a barrier why is magic so popular nowadays? Is it mostly just people playing limited or is constructed attendance up too?
I just started playing again and may or may not play standard any time soon and it mostly depends on whether or not I like a deck I can build for <$500.

Not a huge deal to me though as long as I can find a draft once a week at a local store. I'd rather play limited anyway and I'm pretty happy with the scars draft format.

Seems to favor people actually drafting a deck as opposed to opening good cards or just picking the best cards(most of the good cards aren't good if you don't draft around them).
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10-09-2010 , 09:44 PM
Hello everyone im back xD

Gotta few tickets looking for stars or ftp reply !
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10-09-2010 , 10:58 PM
man the guy that won our states was god awful

playing valakut ramp but on multiple occasions searched out 2forest with a harrow/cultivate(not to get back to 2, but #3/4 or #4/5) not casting naturalize on w. leyline with 2valakut and a primeval titan in play

I played mono-g ramp couldn't draw into top8 and had to play mono-r, he had goblin guide both games and well you win about 2% of those games
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10-11-2010 , 04:14 PM
Quote:
Originally Posted by ImsaKidd
I only brought up clamp as a card that was ridiculously played, to speculate on its mythic price.
He's not even right. Skullclamp was legal for like 5 months, wasn't memory jar banned before it was even released basically? Also someone mentioned Jitte earlier but that card would have run a lot more than it did if it wasn't in the rats precon which put a ceiling on the possible value.
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10-11-2010 , 05:51 PM
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Originally Posted by da_fume
He's not even right. Skullclamp was legal for like 5 months, wasn't memory jar banned before it was even released basically? Also someone mentioned Jitte earlier but that card would have run a lot more than it did if it wasn't in the rats precon which put a ceiling on the possible value.
There was I think two weeks of PTQs and JSSs where it was legal since the new list didn't come out in time, but yea it was practically banned as soon as the spoiler was released.

edit: $100 standard cards? I remember back in my day people were PISSED about cursed scroll being $25
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10-11-2010 , 05:56 PM
I T8'd a PTQ where it was six Jar decks and two fish decks in the T8. None of the Jar decks won, obviously.
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10-11-2010 , 06:58 PM
So I don't know if anyone else on here is doing it, but I'm into Round 2 of the Grand Designer 2 search.

If anyone has ideas for mechanics, flavor, or pretty much anything else, I could really use the help.

Thanks.
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10-11-2010 , 07:13 PM
I am a genius when it comes to new cards imo. What's the contest about?
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10-11-2010 , 07:35 PM
Quote:
Originally Posted by TomVeil
I am a genius when it comes to new cards imo. What's the contest about?
Basically, I need to design a block, so I need to come up with a cool story and support it with good mechanics and card designs.
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10-11-2010 , 07:55 PM
Oh I've made sets before. That's pretty sweet. A whole block is crazy though.
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10-11-2010 , 07:57 PM
I'd do something along the lines of a setting in which planeswalkers could jump to, but something in the plane causes them to lose their "spark", so they couldn't jump away.
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10-11-2010 , 09:11 PM
Interesting. Do they become regular creatures in this setting? Perhaps there could be some sort of phasing mechanic tied to the attempts to move between planes.

Related abilities could be like:

-Phasing things in/out
-Alternate way to play a card - comes into play 'phased'? (think morph)
-Triggered abilities when phasing in/out (color-appropriate abilities)
-Each 'planeswalker' has powerful phase related abilities
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10-11-2010 , 09:29 PM
Quote:
Originally Posted by Benholio
Interesting. Do they become regular creatures in this setting? Perhaps there could be some sort of phasing mechanic tied to the attempts to move between planes.
Probably, yes. I can't really see an entire block with even 20 planeswalkers. But if you turn them into regular creatures, you can have a lot of the old "favorites", along with new future planeswalkers (like Nicol Bolas)

Quote:
Related abilities could be like:

-Phasing things in/out
-Alternate way to play a card - comes into play 'phased'? (think morph)
-Triggered abilities when phasing in/out (color-appropriate abilities)
-Each 'planeswalker' has powerful phase related abilities
All of these sound like they have potential. I would stay away from the actual phasing ability, but it would be easy enough to set up some sort of similar ability. (Remove X from the game until your next turn)
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10-11-2010 , 09:32 PM
Question for you guys-this hand came up last round of states, playing for 9th place(most likely)

Game 1, playing the ww Quest deck. My opening 7:
Mox Opal
Memnite
Ornithopter
Glint Hawk
Kor Skyfisher
Kor Outiftter
Trusty Machte

Unknown Opponent, we're both X-2 with the best tiebreakers, but probably playing for 9th. Keep or mull?
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10-11-2010 , 09:37 PM
You could do something with alternate realities.

Like:
Big Set: Huge asteroid is coming, omg what do we do?
Set 2: Asteroid hits
Set 3: Blow up asteroid, but shards fly into another planet.


Would probably work best with some kind of war, maybe show what happens when each side wins? Kinda like how there is 2 "tribes" in SoM, then you would design block 2 if mirrans were victorious, and block 3 if phyrexia was victorious.
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10-11-2010 , 09:37 PM
**** IT.

DO IT LIVE
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10-11-2010 , 10:02 PM
Quote:
Originally Posted by klinkman
Question for you guys-this hand came up last round of states, playing for 9th place(most likely)

Game 1, playing the ww Quest deck. My opening 7:
Mox Opal
Memnite
Ornithopter
Glint Hawk
Kor Skyfisher
Kor Outiftter
Trusty Machte

Unknown Opponent, we're both X-2 with the best tiebreakers, but probably playing for 9th. Keep or mull?
oh man how do you now live the dream; snap keep
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10-11-2010 , 11:18 PM
Quote:
Originally Posted by Benholio
Interesting. Do they become regular creatures in this setting? Perhaps there could be some sort of phasing mechanic tied to the attempts to move between planes.

Related abilities could be like:

-Phasing things in/out
-Alternate way to play a card - comes into play 'phased'? (think morph)
-Triggered abilities when phasing in/out (color-appropriate abilities)
-Each 'planeswalker' has powerful phase related abilities
I haven't given Planeswalkers too much thought yet, but it seems like a cool idea. I'm not entirely sure of how to support it mechanically though.

Quote:
Originally Posted by TomVeil
Probably, yes. I can't really see an entire block with even 20 planeswalkers. But if you turn them into regular creatures, you can have a lot of the old "favorites", along with new future planeswalkers (like Nicol Bolas)

All of these sound like they have potential. I would stay away from the actual phasing ability, but it would be easy enough to set up some sort of similar ability. (Remove X from the game until your next turn)
What if you made a keyword like:

Teleport X: Exile this card until the end of the turn. It returns to the battlefield untapped.

It seems appropriate for blue or white, but could probably be given to each color if it had a more general name.

The idea I've had so far consists of a Magic renaissance, where each color has this huge movement to support mono-colored themes. This would also introduce Shapeshifting color cards, as I'll explain in a minute. The story line for this would be:


Set 1: Heavy mono-colored themes.

Some type of event leads to a huge renaissance in which each color returns to doing what it knows and loves. This set would reward mono-colored cards. Mechanics include:

Tradition – At the end of each turn, if you played a spell that shares a color with this card this turn, put one counter on this card.
At the end of each of your turns, if you did not play a spell that shares a color with this card, remove one counter from this card.

Colorshift- When you cast this spell, this card’s color is treated as the mana spent on it as long as it remains on the battlefield. At all other times, S is treated as colorless or any combination of colors.


This would also introduce a Plainswalker for each color.

Set 2: Downfall

While the first set focused on the flourishing of each color, this set represents the dark side of each color. White turns to fascism. Green, seeing nature as the ideal form of growth, seeks to destroy all non-plant life. I'd still need to figure out the shifts for blue, black, and red, who would flourish in this chaotic environment.

I have this mechanic, though I don't know what color it belongs to, what it should be called, if it should be a keyword, or if it should be used at all.

Whenever damage would be dealt to a creature you control, prevent that damage and deal one point of damage to you for each point of damage prevented in this way.

Set: Colorshifters

In response to this chaos, the Shapeshifters of the planet respond in different ways. Some seek to restore good to the plane (like White), while other colors wish to keep the plane on this downward spiral (like Black).

I have some cards made for the first set, but only a few after that. Does this storyline work, or is it too generic/difficult to build on?

I'm also open to any other suggestions, as I can use them in whatever plane I end up building, assuming I advance to the next round of the competition.
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