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01-16-2019 , 12:26 PM
I wonder if its worth it to get the new packs or keep going after guilds to build up vault and since I still need a ton of those shocklands
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01-16-2019 , 12:41 PM
I would get the new packs and use the wildcards from every sixth pack for your shocklands.
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01-17-2019 , 07:16 AM
There is nothing more tilting than losing to someone who is making objectively clear mistakes and just being land screwed (especially after getting land screwed twice in a row already) or flooded. Maybe I need to just step away from all games for a while. I tilt way too easily lately...


Got so mad I burned a bunch of rare wildcards on the rare dual lands. Seems to have fixed most of the problem.
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01-17-2019 , 09:26 AM
Quote:
Originally Posted by Lord_Crispen
There is nothing more tilting than losing to someone who is making objectively clear mistakes and just being land screwed (especially after getting land screwed twice in a row already) or flooded. Maybe I need to just step away from all games for a while. I tilt way too easily lately...


Got so mad I burned a bunch of rare wildcards on the rare dual lands. Seems to have fixed most of the problem.
I know the feeling. Take a 30min walk outside, it helps.
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01-17-2019 , 07:34 PM
Lands are either the most genius or the worst part of the game depending on your perspective. It adds clear rng where a good draw goes bad from never drawing another land or flooding, to making a risky keep good due to drawing less blanks than the other player. Honestly I like them for the most part, but I think its a lot better since they introduced a lot of utility lands. It sucks they make the best (read almost required) duals rares. Shrug, Ha$bro gotta pay the bills somehow.
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01-17-2019 , 08:56 PM
Got there :-)

Hydroid Krasis was great.



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01-17-2019 , 10:04 PM
that fun period where im still playing last sets decks because I don't want to craft anything and have it turn out bad in a week
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01-17-2019 , 11:50 PM
Promocode PlayAllegiance for 3 packs of Allegiance
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01-17-2019 , 11:57 PM
Thanks for the Tip!
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01-18-2019 , 12:26 AM
lands are by far the worst part of magic and theres a good reason why every new CCG uses a better resource system. close to 50% of games are a complete waste of time because someone loses without being able to do anything
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01-18-2019 , 12:27 AM
nah
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01-18-2019 , 01:34 AM
https://magic.wizards.com/en/article...ion-2011-05-30

Useful counterpoints by the Magic head designer
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01-18-2019 , 03:03 AM
Quote:
Originally Posted by dkgojackets
that fun period where im still playing last sets decks because I don't want to craft anything and have it turn out bad in a week
With the changes to 5th copy problem crafting new stuff early isn't as punishing though.
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01-18-2019 , 03:05 AM
Quote:
Originally Posted by Krayz
https://magic.wizards.com/en/article...ion-2011-05-30

Useful counterpoints by the Magic head designer
Well whether they like the lands or not, they have to defend the system.
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01-18-2019 , 07:07 AM
Quote:
Originally Posted by Krayz
https://magic.wizards.com/en/article...ion-2011-05-30

Useful counterpoints by the Magic head designer
...
Quote:
"Mana screw is a not-so-fun by-product of a wonderful system. As I show above, I do believe parts of it do good. The parts that don't, though, are merely the necessary evil of a far greater good. No matter how many times I say this, there are always people who don't believe me—and I'm sure if you check this article's forum thread you'll meet some of them—but I believe, as they say, the proof is in the pudding."
I know the article maps out several positives but his closing lines are basically paraphrased by 'Mana screw is a thing, but it's worth it. Just trust me.'

I'm not saying I agree or disagree but that cracked me up a little. Cool article btw. I enjoyed thumbing through it as someone who is pretty newish to actually trying to get into the game as opposed to 'yeah, I played in 10th grade a couple times back in 1995'.
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01-18-2019 , 12:17 PM
Quote:
Originally Posted by Krayz
https://magic.wizards.com/en/article...ion-2011-05-30

Useful counterpoints by the Magic head designer
Some good points, some terrible, and some of the points are just arguing for some sort of mana system in general (otherwise you would play all cards t1!!!) and not why Magic's specifically is good. The article looks like its from 2011, several years before Hearthstone. A hearthstone-like mana system also "controls the flow of the game," "helps the game become more dramatic over time," "helps players make choices," etc. I think magic's mana system has a lot of strong points and allows some really cool and unique mechanics, but completely agree it is also by far the worst and most infuriating part of MTG.
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01-18-2019 , 12:41 PM
I'm going to parrot what I've said before, but wow:tcg had the best mana system. The game didn't have colors. You chose a hero that was one class (like HS), either from horde or alliance. You can only include cards that are of that class and that faction. You can play any card as a land by placing it face-down, but you could also include cards that are lands with upsides (For example: Pay 3, turn face down: draw a card.). So basically you could never get mana screwed, but if you wanted to go all the way to X resources, you had to sacrifice some spells to get that far. At the same time, you could never flood, because the card you draw is either a spell or a land that immediately draws you a card.
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01-18-2019 , 01:46 PM
Yeah, Shadow Era used that same system (basically a direct rip off of WoW TCG) and it seemed to work pretty good.
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01-18-2019 , 01:59 PM
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Originally Posted by krimson
Yeah, Shadow Era used that same system (basically a direct rip off of WoW TCG) and it seemed to work pretty good.
Yeah. On the other hand, it always flabbergasted me that Hex and Eternal copied Mtg's mana system. With it, they are simply strictly worse versions of magic. Without it, they could have been great games.
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01-18-2019 , 03:45 PM
Apparently there is a bug right now and people are getting Mythic WC's in every pack. Doesn't seem to work for me though.
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01-18-2019 , 05:17 PM
Quote:
Originally Posted by Nonfiction
Some good points, some terrible, and some of the points are just arguing for some sort of mana system in general (otherwise you would play all cards t1!!!) and not why Magic's specifically is good. The article looks like its from 2011, several years before Hearthstone. A hearthstone-like mana system also "controls the flow of the game," "helps the game become more dramatic over time," "helps players make choices," etc. I think magic's mana system has a lot of strong points and allows some really cool and unique mechanics, but completely agree it is also by far the worst and most infuriating part of MTG.
i think my favorite bad point is that it lessens complexity since if about half your deck is lands then you only have half as many unique cards to worry about. because making the deck size smaller to compensate for not having lands would be unfathomable
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01-18-2019 , 07:49 PM
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Originally Posted by Regret$
Promocode PlayAllegiance for 3 packs of Allegiance
does this code still work?
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01-19-2019 , 04:39 AM
Quote:
Originally Posted by EQ2ter
does this code still work?
Yes. So does PlayRavnica for 3 packs of Guilds of Ravnica. They are the generic codes that come in bundles of 'real life' Magic to get people to try out Arena and are one-time use per online MTG:A account.
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01-20-2019 , 01:27 AM
Score 3 packs of Ravnica
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01-21-2019 , 04:19 AM
have around 700 mtgo tickets for sale. .85 USD for btc, .90 USD for paypal, EUR wire is cool too
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