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Don’t get me wrong though, hard counter spells in non-blue are pretty good, but I think I would rather run Imp's Mischief (or Ricochet Trap if the meta was heavier on blue.) Neither one has that satisfying gotcha effect of casting something for free when you’re tapped out, but paying a set 2 mana cost (or 1 mana cost if you only care about stopping counterspells) I find to be a lot more reliable than a conditional 0 mana cost even if that condition is easy to meet.
July 7, 2020 4:45 a.m.
@Flooremoji, Please reread my card. It says whenever the card is cast from hand do you exile it. A card being cast from exile wouldn’t retrigger it as the exiled card isn’t being cast from the hand at that point.
July 1, 2020 4:23 a.m.
Whenever you cast an instant or sorcery from your hand that would deal damage to an opponent exile that spell with two time counters on it. It gains suspend.
If an instant or sorcery you control would deal damage to an opponent, double the damage it deals instead.
June 30, 2020 7:49 a.m.
1.) Maximum hand size is increased to 8.
2.) Whenever you play your first land on your turn, draw a card.
3.) You may use a second or third color if your commander’s color identity has less than three colors. For each extra color London mulligan that many cards from your starting hand.
5.) All instances of “fear” and “intimidate” are errata’d and replaced with skulk.
6.) Enchant creature auras can enchant equipment. Equipping a creature also provides the aura’s effects. You must also pay the mana cost of each aura in addition to the equip cost to equip a creature.
I’m serious about rules 3 and 4. The rest aren’t meant to be taken too seriously.
June 27, 2020 5:11 a.m.
Every card is a dream someone had to think up. Hours spent on producing artwork. Hours spent adjusting it to play with other cards. We put ourselves on those cards trying to exemplify the best of what our minds have to offer, yet we are human. The ideas used to build a community are capable of destroying it. We would not be here if it were not for the cards themselves and by the same nature cards printed in the past can bring us a part like in the original Mirrodin block.
People were not offended when the broken cards of Mirrodin block were printed, they were offended by how they eventually gripped the community. There is emotion when playing this game. It's not by what games were won or lost, but how it felt to play those games. Is it not for the sake of entertainment for why we play these games?
We remove people from tournaments because they ruin the entertainment of the game. We cancel artists because they ruin the entertainment of the game. And its all a trade-off. If you're the player/artist who is banned or a fan of that player/artist your entertainment is ruined. If your Mirrodin block deck gets banned your entertainment is ruined. Policies and the politics behind them are in place to say who is allowed to have fun and who isn't, because never can it be both ways.
If enough people were offended at MTG as a whole Wizards of the Coast has every right to shut down this game for the sake of avoiding alienation of its other products. Could that happen anyway sometime down the road regardless of these bannings? Perhaps. Could that happen if these cards were not to be banned in the first place? Equally so.
But what we can all agree on was these cards don't seem as harmless as when they were first printed and you know based on the climate of public opinion these cards are only ever going to age more like milk over time. Perhaps its better to make this change now rather than wait for it to become a larger problem that needs even more drastic measures. Mirrodin block makes a good example of how drastic measures often get made if appropriate action is made not soon enough. If you could see a future where not having these cards banned eventually lead up to this game getting cancelled, card shops/walmart refusing to sell Magic products, convention centers refusing to provide themselves to tournaments, and the common masses would sneer at you for playing the game openly, would all of this be worth it for keeping the cards unbanned to you?
Sure this is all hypothetical, but suffice it to say I can't see a way making this move to ban these cards could also cause the same thing to happen. Card shops and Walmart aren't protesting the ban as they still sell products. Convention centers still hold tournaments. The common masses see you no differently. The risk of banning these cards would be if the consumer got so enraged they quit playing the game entirely and MTG would go under that way. This change has not and is not occurring at all.
Could more bans come in the future? Maybe, but we're not there right now and maybe when that time comes those bannings will be more justifiable for the political climate we may find ourselves then. The point is policies are set to determine which people can be entertained and the cards themselves are what determines whether the community grows or shrinks. We don't know what may have come leaving those cards unbanned, but given how non-severe the consequences of this banning has been I'd say this was the compromise we needed for 2020.
If this ban makes you unhappy I'd suggest finding other like-minded people and consult each other on some common standards. As of right now this banning isn't enough to make you not want to play the game anymore. I'd suggest making a list of what bans could off-set a majority of you to quit the game entirely. If its concrete in writing for all to see I'm sure it would be much easier to make compromises that everyone can get along by in the following years.
June 26, 2020 3:18 a.m.
@DuTogira, that's the rules interaction I'm referring to.
Creating a token can exile the original Fiend Hunter/Faceless Butcher, before the original can exile a creature if you stack the triggers correctly. This causes the leave the battlefield effect to come first and then the original exile trigger can resolve. This means the exiled creature is lost forever.
And because this happens you can exile a creature every turn if you're in or .
June 20, 2020 6:07 p.m.
You have the enchantment out naming the creature type corresponding to the creature of your choice.
You then cast the creature and get an ETB from the creature and an ETB from the enchantment you can order however you want. Have the enchantment ETB resolve first and the creature ETB resolve second targeting a problematic creature you want to remove.
You'll first create a token of the creature which has its own ETB that's put on the stack above the original creature's ETB. The token creature will target and exile the original creature. This causes the "Leave the Battlefield" trigger of the original creature to resolve first before its ETB can resolve meaning the targeted problematic creature gets permanently exiled.
But not only that, but when the end step comes around the token gets exiled by the red enchantment's effect causing the original creature to return back to the battlefield which means you can keep repeating this process on every end step.
But there's even more, if your opponents run out of creatures you can exile instead you can target your own creatures with the exile effect, but this time you always have the original creature's ETB resolve first before the enchantment's ETB, which means when the token's ETB exiles the original creature, the creature the original creature was exiling will return to the battlefield effectively creating a flicker effect meaning you can also choose to trigger any of your other creature's ETB's every end step as well.
So basically every end step you can either permanently exile an opponent's creature OR retrigger any ETB of any of your own creatures that you want for free.
And well, if you add a sac-outlet like Goblin Bombardment or Phyrexian Altar you now have infinite "exile target creature," "infinite ETB's of any of your creatures" and your choice of infinite damage or mana or whatever depending on your sac outlet.
Even without a sac outlet, the token creature you create makes a recurring chump blocker that will also create the same end step effect whenever it dies to combat as well meaning you can potentially double the output of this effect if your opponent's attack you along with having the added bonus of acquiring an undying chump blocker.
I just want to point out this card synergy is busted. Is anyone else using this?
June 20, 2020 4:09 p.m.
Commander / EDH
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Commander / EDH
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|Playing since||Return to Ravnica|
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