The Best and Worst of Magic 2013

SL33TBL1ND

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Nov 9, 2008
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NameIsRobertPaulson said:
SL33TBL1ND said:
NameIsRobertPaulson said:
SL33TBL1ND said:
NameIsRobertPaulson said:
SL33TBL1ND said:
NameIsRobertPaulson said:
SL33TBL1ND said:
NameIsRobertPaulson said:
SL33TBL1ND said:
NameIsRobertPaulson said:
deth2munkies said:
NameIsRobertPaulson said:
deth2munkies said:
As far as top constructed cards in the set, I'd generally hold off evaluation until R2R comes out because a lot of stuff (Liliana, Mutilate, the dual color common creatures) gets insanely better with shocklands.
I really hope the shocks don't come back, and they make an alternative like "Land - Plains Swamp Taps for W or B, comes into play tapped."

By bringing back $20 lands, they widen the standard gap between players with money and players without. Mana fixing should never be expensive, because of how essential it is to the game. You don't need a Planeswalker or Titan to win, you need mana of the appropriate colors.

If they bring back the current Ravnica shock lands, I'm not playing standard till Ravnica 2 rotates. Sorry, I'd rather not spend $80 on lands.
The reason why they're $20 is because they've been out of print for so long. Print them again, the price goes down. That's a VERY GOOD THING for people that want to get into Modern especially. Not to mention that you get more of them as you draft/buy packs.

Look at the M10 lands (Dragonskull Summit, Glacial Fortress, etc.) they're $2 a piece (or so) now and they were $20 when they came out.

Supply and demand, thought it'd be obvious.
Except when something is that important, a single re-print barely changes the price.

Example 1: Primeval Titan. First print stabilized at $30, second at $25, currently at $15 after a THIRD printing.

Example 2: Solemn. First print was $20, second one stayed at $15 until recently.

I expect the prices to go down by $5 at most. That's still $15 per land.
That's actually pretty cheap as far as staple lands go. Try and get your hands on some Wastelands or Duals for that much.
Wasteland was printed way back in the day. Of course its price is high, because of the rarity of the card.
Yeah, and by extension, Shocklands aren't expensive.
The point was that mana-fixing shouldn't be expensive. Rosewater has said as such, because of how necessary it is to gameplay.
And it isn't, unless you're playing Eternal formats. Also, this may be kinda rude, jumping in like this, but with regards to your discussion about Legacy with the other guy, Legacy is really diverse.

Have a look at all of this year's winners for SCG comps. [http://sales.starcitygames.com/deckdatabase/deckshow.php?t%5BT2%5D=3&deck_name%5B%5D=&event_ID=&feedin=&start_date=2012-01-01&end_date=2012-07-15&city=&state=&country=&start=1&finish=1&exp=&p_first=&p_last=&simple_card_name%5B1%5D=&simple_card_name%5B2%5D=&simple_card_name%5B3%5D=&simple_card_name%5B4%5D=&simple_card_name%5B5%5D=&w_perc=0&g_perc=0&r_perc=0&b_perc=0&u_perc=0&a_perc=0&comparison%5B1%5D=%3E%3D&card_qty%5B1%5D=1&card_name%5B1%5D=&comparison%5B2%5D=%3E%3D&card_qty%5B2%5D=1&card_name%5B2%5D=&comparison%5B3%5D=%3E%3D&card_qty%5B3%5D=1&card_name%5B3%5D=&comparison%5B4%5D=%3E%3D&card_qty%5B4%5D=1&card_name%5B4%5D=&comparison%5B5%5D=%3E%3D&card_qty%5B5%5D=1&card_name%5B5%5D=&sb_comparison%5B1%5D=%3E%3D&sb_card_qty%5B1%5D=1&sb_card_name%5B1%5D=&sb_comparison%5B2%5D=%3E%3D&sb_card_qty%5B2%5D=1&sb_card_name%5B2%5D=&card_not%5B1%5D=&card_not%5B2%5D=&card_not%5B3%5D=&card_not%5B4%5D=&card_not%5B5%5D=&order_1=finish&order_2=&limit=25&action=Show+Decks]

They're definitely not dominated by combo decks because of the checks and balances of the formats. There's Force of Will, all of the best removal cards ever printed and tonnes of great hate cards like Tormod's Crypt and Gaddock Teeg. Dredge may win almost every pre-sideboard game it plays, but from there its win ratio goes way down.
3 in 4 decks in the Top 8 of Legacy tournaments this year have been combo. That's a higher percentage than the Caw-Blade decks when Jace the Skull Fucker dominated standard, and that card got banned as a result. The only non-combo deck to place regularly has been Canadian Threshold.
Did you even read that list?

Stoneblade
Rock
Aggro Loam
Junk
Maverick
Dredge
RUG Delver
Elves
Sneak and Show
RUG Delver
Sneak and Show
Reanimator
RUG Delver
Goblins
Stoneblade
Lands
Merfolk
RUG Delver
RUG Delver
UR Delver
Punishing Maverick
Burn
Burn
Dredge
UR Delver
Welder MUD
Punishing Maverick
UR Delver
Aggro Loam
Stoneblade
Blouses
Storm
Punishing Maverick
RUG Delver
RUG Delver
NO Bant
UW Control

That's all 38 comp winning decks from this year's SCG tournaments, only 12 of which are combo decks (Storm, Stoneblade, Welder, Dredge, Reanimator, Sneak and Show, Lands and Elves). What the hell are you talking about? Legacy has been really diverse lately. Legacy pro-players have been talking about how good the format is for a while now. Just yesterday Drew Levin put up this [http://www.starcitygames.com/magic/legacy/24462-M13-Overview-And-The-State-Of-Legacy.html] article. If you don't have a sub to SCG, that's fine, his evaluation of the format is in the free section of the article.
Those are just the #1 finishers. Check the rest of the Top 8. Delver became such a huge hit because it's easy aggression while keeping counters up, something badly needed because of the combo decks. It was extreme compensation.
Ok, I set the search to look at the top eight. Out of the first 100 decks I read, about 55 or so were not combo decks, these were all placed 1st-3rd. There's another 195 decks to go through, but I think that's a pretty good indication.

EDIT: Around 53 on the second 100 decks weren't combo. Definitely not 3/4 combo. Will check the remaining 95.

EDIT: About 49 of the last 95 decks weren't combo. Keep in mind that both this and my previous two numbers are counting any deckname I don't recognise as combo, so there's probably even more fair decks than in the numbers I've given.
Tcgplayer's stats go by calender year for some reason, but even if they're wrong, that's still around 45% of decks are combo. When almost half your decks are combo, it makes up a large portion of the format.
The only reason that's true is because Eternal formats are pretty much the only formats where competitive combo decks are even possible. When you have the powerful creatures of recent sets, and powerful spells of older sets, they come together to make some great decks. And with all those aforementioned checks and balances of the Legacy format, it' prevents any one deck type from taking over.
 

Tonimata

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Jul 21, 2008
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I'm having to play my workmate's goblin deck, and Krenko, mob leader, combined with the usual two or thre Goblin chieftains he usually puts into play, is giving me NIGHTMARES
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
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NameIsRobertPaulson said:
RedEyesBlackGamer said:
TheGuy(wantstobe) said:
Encaen said:
TheGuy(wantstobe) said:
That's a fair point. I suppose [mtg_card=Rewind] does seem a more fitting replacement for [mtg_card=Cancel] than [mtg_card=Mana Leak], though I really hate to see only conditional counters at 2 mana. Bring back [mtg_card=Counterspell]!
Cannot agree with bringing back Counterspell enough. I miss the ole UU "Nope".
Me too. Unfortunately, Wizards hates countermagic and will never allow an unconditional two mana counter to be reprinted again. Apparently, it scares away and frustrates new players.
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ld/191
One of the problems is that Mana Leak is simply a much more powerful card than we would be comfortable printing under modern development rules. Similar to why the Swords are so powerful-their costs were locked in before people really understood how to price Equipment-Mana Leak is a relic of a bygone era.
That is right. Mana Leak is overpowered. *holds back a laugh*
Snappy is primarily flashing back Ponder, Vapor Snag, or Gitaxian Probe, anyway. The article is kind of a fail all round. Sure, Mana Leak is more splashable than Counterspell, but it is utterly useless in the late game. Counterspell? No such draw back. So going by that article, the days of the two mana counterspell are over.
2 mana counters will still exist, just utilizing whatever block mechanic blue has this time (Stoic Rebuttal). Plus we keep Negate and its sister Remove Soul so counter has options.

Mana Leak is so powerful because it basically holds your opponent 3 turns back. The opponent cannot safely utilize their strategy until the game is over. And that, to Wizards R&D, is unfun. Snapcaster still grabs Mana Leak on a fairly regular basis in Delver decks. U/W/B control or solar flare decks will even take it a step further, recurring Snapcaster with Sun Titan, giving the Leak flashback just in case the combat phase goes sour for the attacking Titan.
I meant the unconditional two mana counter spell. And Mana Leak isn't what is powerful. Turn 1 or 2 flying Wild Nacatl and Mr. Snappy are the powerful cards. Most Delver lists nowadays haven gone down to 2 or fewer Mana Leaks. It isn't even used that much anymore (in the competitive scene. FNMs see plenty of them). And that second scenario doesn't happen often either. Looping Phantasmal Image with the Titan is their number one play and bringing back Dead Weight in combat is usually their combat trick. This would be different if Mana Leak was a 4 of in most decks and was all over the place. It isn't. It sees play in limited numbers in decks that run Blue. No one not running Blue splashes just to be able to play it. I don't see how it is oppressing the game in any manner.
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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Paragon Fury said:
Souplex said:
@Encaen: Your criminal hatred of artifacts has been cemented by this article.
The worst of 2013 was that it brought few worthwhile artifacts to the table while taking the Scars block out of standard.
If memory serves, Scars will be legal until October/November, when RtR comes out, just like the set before Scars was legal until Innistrad. Wizards tneds to keeps 2 "themed" blocks in Standard at all times, otherwise the card pool after the Magic 20XX release would be ridiculously shallow.
My mistake. I could have sworn standard was simply the last three blocks.
Still doesn't address the lack of artifact love.
I'm hoping they revamp Boros to be equipment heavy with a bunch of "When this creature is equipped, it gets ____".
 

jimbob123432

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NameIsRobertPaulson said:
jimbob123432 said:
As an older fan, I'm getting a little sick and tired of the rampant powercreep in Magic today (see Thundermaw Hellkite) and it's making the game not fun to play any more (to see more of my opinion on powercreep, read this [http://magiccardaday.blogspot.ca/2012/06/powercreep.html]). But, looking at it from a Standard-only perspective, it's pretty balanced.
Never bought the "Power-Creep" argument.

Then----Now
Counterspell----Mana Leak
Swords to Plowshares----Condemn
Wrath of God----Day of Judgement/Terminus
Hymn to Tourach---Mind Rot
Lightning Bolt----Pillar of Flame
Strip Mine----Ghost Quarter
Vendetta----Murder
Winding Canyons----Alchemist's Refuge

Every card on the left is a far superior version to the one on the right. Some areas change to make them more compatible with the format. Power creep has been going both ways, a sign of game balance.
I think there are a lot more powerful cards today then there are back in the good old days. Preyseizer Dragon, Thundermaw Dragon, Yeva, Planeswalkers in general... Plus, no one can say with a straight face that Infect was not a broken, stupidly overpowered mechanic that almost broke the game. And I don't mean in the "it gave poison counters" sense, Marsh Viper was doing that long before Infect; I mean that it gave stupid amounts of poison counters and there are no way to deal with them. Finally, by definition, powercreep cannot "go both ways" since the older sets are not progressing. WoTC may be making weaker and weaker commons and uncommons, but the rares are mythic keep getting stronger and going almost unchecked.

I remember back in the day (I know I sound really old right now) when the CMC formula for a creature was roughly Power + (1 x # of abilities). But now it's all over the place. Just because you print some pretty bad cards doesn't make up for the fact that everything else is broken.

P.S. How is Vendetta better then Murder? Sure it's cheaper, but you have the potential to lose a lot of life (I've seen green players cause that spell to massively backfire a few times) and it can't affect black creatures. Murder is one of the few kill cards with no drawback or limitation (the others being Death's Caress, Fissure, Gloomlace, Lava Flow, Mortify, Public Execution, Putrefy, Sorin (Lord of Innistrad), Spread the Sickness, Terminate, and Wrecking Ball). Sure there are a few of them (11), but most either cost 5+ or are multicolour, whereas Murder is 3 and wholly black.
 

saregos

the undying
Jul 7, 2009
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Initial thoughts for Worldfire:
Oblivion ring (or Journey to Nowhere) out a Hellfire Mongrel (my personal favorite...). Kills each opponent on their upkeep. Tims are also good against single opponents.
Use Vedalken Orrery to cast it in response to your choice of any damaging spell or ability (likewise, any of the methods to "cheat" it out as an instant work as well)
Eye of the Storm is another option for that same purpose.

Suspend, as mentioned, has potential.

I'm sure there are other methods here. I suspect a combo deck built around any of these and the "cheat" cards capable of casting it before 9 mana could be at least slightly functional.

I don't disagree, it's a bad card... at best, it's unfun. At worst, it gets you killed.
 

deth2munkies

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vxicepickxv said:
deth2munkies said:
vxicepickxv said:
deth2munkies said:
Shimian Specter is a 2/2 flier for 4 that comes out after/same time as and doesn't get past the following:

Flipped Delver
Lingering Souls tokens
Midnight Haunting tokens
Fettergeist
Talrand's Invocation tokens
Dungeon Geists
Falkenrath Aristocrat
Olivia Voldaren

And the HUGE one: Restoration Angel

And that's just stuff that's actually played in Standard. There's a ton of other, looser cards (though I'm stretching it with Fettergeist, I really want him to be good) that block him too. Not to mention he does nothing for 4 mana when he comes into play AND you have to be playing decently heavy black.

He also dies to all the flying hate that people side against Delver (Corrosive Gale, Crushing Vines, Plummet, etc).

Not a fan.

At my prerelease, the combination of Courtly Provocateur and Liliana's Shade made a functional Death Wind every turn, which I was very happy to exploit. Opened 3 mediocre white rares and no playable commons/uncommons so ended up running a no rare deck that had no chance against bombs like Sublime Archangel and planeswalkers unless I drew really well (and I didn't).

As far as top constructed cards in the set, I'd generally hold off evaluation until R2R comes out because a lot of stuff (Liliana, Mutilate, the dual color common creatures) gets insanely better with shocklands.
I can see why you're not a fan, but black did get a very good card against most of those. You're already playing heavy black, so except for the Aristocrat, you have murder. For him, tragic slip. If you also run green, Rancor will help you kill them without card loss.
If you do that, you're forced into Black/Green, which isn't a good combination by itself, it needs a 3rd color (conventionally, Red) to stick together. Then you run into mana base problems.

Plus, the upside of cramming 4 Specters and 4 Rancors into a deck vs cards that are good on their own (read: not Specter) just isn't good enough. Sure, you get to see their hand and MAYBE get a decent card out of it, but here's the deal: an aggressive deck is beating you down hard enough on board that playing a 2/2 you aren't blocking with on T4 means you're going dangerously low on top of the fact that they've already played out enough threats that maybe getting rid of one in the hand does nothing, and a control deck has 50 different ways to kill or block your specter. So if you get the nut draw Specter into Rancor + Murder against a control deck that didn't draw removal and doesn't draw removal off of its draw spells in response, didn't counter the specter or the murder, doesn't flash in Restoration Angel, and now has less than 4 toughness worth of flying in play...sure, I guess it's pretty sweet.

You're better off just playing Memoricide, it's the same mana and does the same damn thing without requiring you to actually get in with an overcosted, tiny flier.
You do raise several good points with that, but if you're playing the Specter, you're probably playing a control based deck. Between[mtg_card=Tragic Slip], [mtg_card=Murder], [mtg_card=crippling blight], and [mtg_card=Death Wind] most of those creatures shouldn't be a problem.
OK, I'm not even going to go into the rarity of the situation where you actually draw the exact removal spells you need to deal with the exact threats that the other opponent plays, on top of drawing the specter at a relevant time (before the hand has been played out) AND getting him in for damage.

I'm just gonna say 2 things:

1) It's a "win more" card. Win more cards are ALWAYS, ALWAYS traps.

If you're playing standard and have a 2/2 flier for 4 that can hit them, that means you're winning the game already. It doesn't ever end the game by hitting them, it just puts you marginally farther ahead than you would be (because you're removing something that can't deal with a 2/2 flier for 4). Instead of putting crap like that in a deck, put stuff that wins you the damn game. Grave Titan (pre-rotation), Mutilate, Liliana, Consume Spirit (or any variant thereof)...those are the cards you really want. Even things like Olivia Voldaren will be better (note that all of these bar Consume Spirit are turn 4 plays). There's no room for that card in Mono black, Jund, or Black Green.

2) Memoricide is just flat out better in every deck that would ever want this effect. It hits cards that aren't in their hand, and you can name anything. Even so, most decks DON'T want that effect because outside of sideboard against combo decks (like Solar Flare) it's a WIN MORE card.
 

Kross

World Breaker
Sep 27, 2004
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Souplex said:
@Encaen: Your criminal hatred of artifacts has been cemented by this article.
That's because Urza made all the best artifacts. The rest are just silly toys. :D
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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Kross said:
Souplex said:
@Encaen: Your criminal hatred of artifacts has been cemented by this article.
That's because Urza made all the best artifacts. The rest are just silly toys. :D
But Urza made no equipment.
Equipments are the best artifacts.
*Snuggles Argentum Armor and set of Swords of X/Y*
 

jimbob123432

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Souplex said:
]But Urza made no equipment.
Equipments are the best artifacts.
*Snuggles Argentum Armor and set of Swords of X/Y*
Ahem - Caltrops, Cathodion, Chimeric Staff, Citanul Flute, Crawlspace, Crystal Chimes, Defense Grid, Iron Maiden, Jhoira's Toolbox, Junk Diver, Karn, Lifeline, Lotus Blossom, Metalworker, Mishra's Helix, Quicksilver Amulet, Thran Dynamo, Thran Golen, Thran Lens, Thran Turbine, Urza's Incubator, Voltaic Key, Wheel of Torture, Whetstone, and Worn Powerstone.

Not saying Equipments are bad, but they aren't the best artifacts (in my opinion at least).
 

fanklok

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Jul 17, 2009
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jimbob123432 said:
There used to be other words here.
Back in the ol' days when Wizards either didn't know what they where doing or only had a tenuous grasp of designing things and they severely over valued creatures and under valued spells which lead to broken spells and poor creature quality. Now as time has gone on they've toned down the power of spells and made creatures better it's not power creep just a paradigm shift in the game.

And infect was no where near breaking the game. Infect only has a small handful of efficiently costed creatures spread across all five colors and all of the ones that are even remotely playable are extremely fragile meaning most decks that play against them are going to gain tempo advantage by trading their one drop for infects three drop.
 

Megacherv

Kinect Development Sucks...
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*sigh*

I don't like Core that much. There's nothing I need and I have to put up with people moaning that there's nothing good or interesting or etc. and I have to remind them 'Because it's Core'. I know we have to obviously keep up with it because rotation and stuff, and there are some interesting cards, but I can't get excited because it's just Core.

RTR on the other hand...has anyone seen the new images? Shit looks intense!
 

jimbob123432

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fanklok said:
jimbob123432 said:
There used to be other words here.
Back in the ol' days when Wizards either didn't know what they where doing or only had a tenuous grasp of designing things and they severely over valued creatures and under valued spells which lead to broken spells and poor creature quality. Now as time has gone on they've toned down the power of spells and made creatures better it's not power creep just a paradigm shift in the game.

And infect was no where near breaking the game. Infect only has a small handful of efficiently costed creatures spread across all five colors and all of the ones that are even remotely playable are extremely fragile meaning most decks that play against them are going to gain tempo advantage by trading their one drop for infects three drop.
Could you kindly explain how Grafted Exoskeleton didn't break the game? Or Skithryx, the Blight Dragon? How about the fact that there is no way to get rid of poison counters except by using a card from Homelands ? Infect makes the game unplayable because it's just not fun unless you're running a specific counter-Infect deck, and as a casual player, I don't want to be forced into a position where I can't play more than 3 turns because someone else is playing Infect.
 

fanklok

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jimbob123432 said:
fanklok said:
jimbob123432 said:
There used to be other words here.
Back in the ol' days when Wizards either didn't know what they where doing or only had a tenuous grasp of designing things and they severely over valued creatures and under valued spells which lead to broken spells and poor creature quality. Now as time has gone on they've toned down the power of spells and made creatures better it's not power creep just a paradigm shift in the game.

And infect was no where near breaking the game. Infect only has a small handful of efficiently costed creatures spread across all five colors and all of the ones that are even remotely playable are extremely fragile meaning most decks that play against them are going to gain tempo advantage by trading their one drop for infects three drop.
Could you kindly explain how Grafted Exoskeleton didn't break the game? Or Skithryx, the Blight Dragon? How about the fact that there is no way to get rid of poison counters except by using a card from Homelands ? Infect makes the game unplayable because it's just not fun unless you're running a specific counter-Infect deck, and as a casual player, I don't want to be forced into a position where I can't play more than 3 turns because someone else is playing Infect.
Because Grafted Exoskeleton is a four cost equipment with a severe drawback that doesn't immediately affect the board when it's played, it's just an expensive two for one. Skithiryx didn't pass the [mtg_card=Dismember] test and at that point in the game the infect creatures are going to be easily out classed by the noninfect that Skythiryx has to win the game the turn it's played or run as defense. Leeches is bad for the same reason Pulse of the Fields is bad, they don't actually do anything. If you look at competitive decks across any format you'll notice a lack of life gain unless it comes attached to cards that actually win like Batterskull or Scavenging Ooze.

All I can say about you losing in three turns is learn to build better decks, casual doesn't mean underpowered it means uncompetitive.
 

jimbob123432

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fanklok said:
Because Grafted Exoskeleton is a four cost equipment with a severe drawback that doesn't immediately affect the board when it's played, it's just an expensive two for one. Skithiryx didn't pass the [mtg_card=Dismember] test and at that point in the game the infect creatures are going to be easily out classed by the noninfect that Skythiryx has to win the game the turn it's played or run as defense. Leeches is bad for the same reason Pulse of the Fields is bad, they don't actually do anything. If you look at competitive decks across any format you'll notice a lack of life gain unless it comes attached to cards that actually win like Batterskull or Scavenging Ooze.

All I can say about you losing in three turns is learn to build better decks, casual doesn't mean underpowered it means uncompetitive.
I resent the fact that you think I have terrible decks because they get killed in 3 turns by Infect decks. My decks can hold their own against other Standard tournament decks. I'm not saying it's because I lose that I'm pissed off about Infect, it's how I lose. It's so infuriating to not be able to even attempt to recover after you've been knocked down. With Leeches at least, it is possible to get back up (my best friend's lifegain deck produces around 40 life a turn when it gets going, so 9 life is nothing). Poison counters were designed to be a very rare alternate win condition, not the main one. Rather than just repeat myself ad nauseum, I invite you to read my more fully-explained opinion here [http://magiccardaday.blogspot.ca/2012/07/infect.html]. That's not a shameless plug for my site either; I just don't want to repeat myself if I don't need to.
 

Blackbird71

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Draconalis said:
Someone above mentioned that the new lands should be Land - color/color comes into play tapped.

I can actually get behind that if they count as basic land types. Basic Land - C/C Comes into play Tapped seems fairly reasonable to me.

You can fetch for them with plenty of effects, and it still sets you back a turn if you play them from hand... so it seems kind balanced for standard.

Anyone disagree?
You do realize the problem with this, don't you? The rules of the game limit you to four of any card in your deck with the exception of basic lands. If you give these hypotheical dual lands the "Basic" type, not only can you fetch them with a number of effects, but you could build an entire landbase of nothing but duals. Not only would this be grossly overpowered, but it would also multiply the demand for those lands so much that the price would skyrocket. The conseuqences are many and varied; and none of them good.

No, the only "Basic" lands Magic will have are the standard five and their snow-covered variants, with the remote possibility of some future variation similar to snow covered lands. Basic duals would just be far too powerful.
 

Draconalis

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Sep 11, 2008
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Blackbird71 said:
You do realize the problem with this, don't you? The rules of the game limit you to four of any card in your deck with the exception of basic lands.
I didn't until my friend pointed it out to me last night. I was thinking the old school no downside dual lands were considered basic swamp/mountain, rather than non basic swamp/mountain. I only found out last night I was wrong.
 

Megacherv

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jimbob123432 said:
fanklok said:
jimbob123432 said:
There used to be other words here.
Back in the ol' days when Wizards either didn't know what they where doing or only had a tenuous grasp of designing things and they severely over valued creatures and under valued spells which lead to broken spells and poor creature quality. Now as time has gone on they've toned down the power of spells and made creatures better it's not power creep just a paradigm shift in the game.

And infect was no where near breaking the game. Infect only has a small handful of efficiently costed creatures spread across all five colors and all of the ones that are even remotely playable are extremely fragile meaning most decks that play against them are going to gain tempo advantage by trading their one drop for infects three drop.
Could you kindly explain how Grafted Exoskeleton didn't break the game? Or Skithryx, the Blight Dragon? How about the fact that there is no way to get rid of poison counters except by using a card from Homelands ? Infect makes the game unplayable because it's just not fun unless you're running a specific counter-Infect deck, and as a casual player, I don't want to be forced into a position where I can't play more than 3 turns because someone else is playing Infect.
Who the fuck uses Grafted Exoskeleton?

Infect is normally an Aggro deck, which means that if you go against it you side in your anti-aggro tech, maybe some artifact removal for Livewire Lash/Lashwrithe. If it's mono-black, it's usually a more controlling deck so you seriously have to work around the control, but in general it's just a strong deck. Infect's not that broken, otherwise Delver wouldn't be topping the meta right now.