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#127 Jul 31 2014 at 7:30 PM Rating: Excellent
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Shame we can't get artwork like this any longer Smiley: frown
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#128 Jul 31 2014 at 9:13 PM Rating: Good
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I like a lot of the full art altered cards.

Figure 123
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#129 Aug 01 2014 at 5:15 AM Rating: Good
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Most of the altered cards I see are just so awfully done, although there are some exceptions like Klug. Cards also quickly get to a point where they're no longer tournament legal (the original art, name and casting cost need to be clearly identifiable for your opponent) so it does pain me a little to see the Alphonse Mucha P9 set he altered as those aren't going to fly in a tournament anymore, for as far as there are any Vintage tournaments anyway.
#130 Aug 06 2014 at 1:19 PM Rating: Good
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Pretty interesting video by ]Clint Cearly on how he makes the art for Magic cards. edit: add a ] to the end of the url to fix it


40 minutes long but worth it.

Edited, Aug 6th 2014 9:22pm by Aethien
#131 Aug 07 2014 at 6:49 PM Rating: Excellent
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From an Ars Technica article about Hearthstone and going first:
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The balancing of fellow collectible card game Magic: The Gathering is perhaps the most instructive example for Hearthstone, though. When the game was first introduced in the '90s, the player going first won about 60 percent of the time, according to a Wizards of the Coast (WotC) R&D study. That number mirrors the 20 percent first-turn advantage Brode says the Hearthstone team observed during alpha testing of its game.

In response to this finding, WotC changed Magic: The Gathering's rules so that the first player doesn't get to draw a card on his or her first turn (note the similarities to Hearthstone's extra card for the second player). After that rule change, WotC did another study where it looked at the effect of winning the opening die roll on a couple of high-level tournaments in 2003 (the winner of the die roll gets to choose whether to go first or draw an extra card by going second). The results, as Director of Magic R&D Randy Buehler put it, "were fascinating":

"In New Orleans, 47 percent of players who won the die roll went on to win the match—47 percent! That means winning the die roll was a bad thing. The only explanation that makes any sense is that going second was actually correct some of the time, but no one knew when to choose 'draw.' In [the Hiroshima tournament], the results were a little less crazy: 53 percent of players who won the die roll went on to win the match."

Magic's balancing efforts are especially interesting in comparison to Hearthstone, which doesn't give either player a choice about whether to go first or second; the game simply assigns both roles randomly. If the game were changed so that one lucky player got to choose the play order each game, perhaps we'd see more strategizing over which role suited specific decks.
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#132 Aug 08 2014 at 3:16 AM Rating: Good
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I don't think it adds a whole lot, Magic players virtually always choose to go first (if they're not playing Manaless Dredge anyway), being 1 mana ahead of your opponent is valuable. It might be slightly different in Hearthstone but I don't see it making a huge difference.
#133 Aug 08 2014 at 6:09 PM Rating: Good
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I'm inclined to say that the active/passive phases of Hearthstone make the tempo issue a little more aggressive.

For instance, going second in Hearthstone on my Mage deck makes certain early combos possible that just aren't without the mana card. For instance, turn 1 Knife Juggler, turn 2 Mirror Image (which gives me a 3/2 minion, two 0/2 minions with taunt, and does 1 random damage to two random targets on turn 2, plus whatever the 3/2 attacks).

That's 5 damage on turn 2. VERY respectable. And it has very commonly cleared the board for me and left me with a strong, early temp advantage.

But it's not possible until turn 3 without going second. So it's actually a tempo loss if you go first, relative to going second, so you'll probably toss out the mirror images on turn one (1 mana crystal), and just be done with it.

That said, if your opponent tossed out something that could take out your knife juggler on turn 1, you're obviously not going to play it. And they have a chance to interrupt it on their turn 2, which happens.
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#134 Aug 08 2014 at 6:48 PM Rating: Good
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It's both at the same point in the game though, right after your opponents second turn. It's not terribly relevant tempo wise because of the coin. Ultimately it comes down to what you're playing and against what kind of deck. In Magic being able to cast a Supreme Verdict after your opponent's 3rd or 4th turn can be the difference between life and death as aggro decks are often capable of turn 4 kills even in Standard and in Modern just about any deck consistently goldfishes turn 4 kills.


The more turns a game has, the less decisive the play or draw difference is, although older formats have "free" spells to counteract the advantage despite the often small number of turns.
#135 Aug 08 2014 at 7:15 PM Rating: Good
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Assuming your opponent doesn't use Millhouse Manastorm (which gives you 0 mana spells the next turn), I think turn 5 is the earliest you can actually win in Hearthstone.

But if you ARE in a Millhouse scenario, a Mage could theoretically win on the second turn.

Turn 1, do nothing, or whatever.
Enemy turn 1, they use coin, they play Millhouse.
Turn 2, Mage casts Pyroblast x2 (20 damage) and Fireball x2 (12 damage) for free.

It's not something that happens, of course, because no one would hold onto Pyroblasts or 2 Fireballs instead of drawing new cards.

Much more conceivable is a 3 turn win with a Mage, using their Sorcerer's Apprentice and Mana Wyrm cards. But, again, that requires some SERIOUS luck with draws in terms of your own and requiring that the enemy can't clear your wyrm. Though you can still wreak some serious havok if you draw an apprentice and a bunch of spells at the start.
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#136 Aug 09 2014 at 1:40 AM Rating: Good
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The problem for Hearthstone is that if a mage has the millhouse and burn spells, they just win. Because of interaction at instant speed Magic has a really cool balance where the faster decks are the more fragile they tend to get, there are a couple decks in Legacy that can reliably win on turn 1 but they're uncommon and rarely do well because they're so fragile. If a single Force Of Will defeats you your opponents will just mulligan aggressively to find it in games 2 and 3.

Edited, Aug 9th 2014 9:40am by Aethien
#137 Aug 09 2014 at 11:40 AM Rating: Good
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Well the effect of Millhouse is on your ENEMY, so the opposing player has to play it.

Millhouse - 2 mana - 4/4 - battlecry: Enemy spells cost 0 mana next turn.

In terms of attack/defense, he's extremely strong for that mana level. Without the battlecry, he'd give you easy field dominance. Because there's literally no way (I can think of) to clear him with 2 or 3 mana, alone. He'd essentially be guaranteed to survive at least one enemy turn. Two, depending on if you went first/second.

So the counterbalance is that enemy spells cost no mana the next turn. That gives your opponent a chance to clear him IF they have spells they can combo together or combo with a minion you already have out.

But even if you never have an attack phase with him as a result of that, he's still a really solid card. Your opponent will generally need to use at least 2 cards to clear him (reducing the size of their hand) or burn a card that they could have used later (like fireball, which does 6 damage).

But, thing is, spell-heavy draws are typically something you end up with by accident in most decks, because early on you want to be playing minions, not burning spells. So Millhouse has a solid chance of surviving to wreck even more havok.

The battlecry effect can definitely be a really big boon to your enemy. But it's also an effect they might have no good chance of exploiting. It's a gamble, but you stand to win from it.

The case of your enemy insta-winning because of it is incredibly unlikely. It would take 2 pyroblasts and 2 fireballs to make that happen. Pyroblast is 10 mana for 10 damage, and NO ONE is going to keep that in their drawing hand if they can avoid it, so the chances of you getting hit with it are already reduced. 2 is incredibly unlikely, unless the RNG god really hated whoever had Millhouse in their deck.

Same with Fireball. MAYBE you'd keep 1. But it's a 4-mana spell, and a 4-mana spell you typically hold of on using on turn 4 if you can avoid it, because it can clear much scarier minions than most things available on turn 4. So you won't keep 2.

It's possible for this to happen, sure. But "possible" in the sense of it being INCREDIBLY unlikely.

Like, your deck is 30 cards. So that's a 1/30 (opponent draws Millhouse) * (your draw chances) 1/30 * 1/29 * 1/28 * 1/27 = 5.06801273e-8 = .00000005068

And it's actually lower, because we didn't consider the chances of drawing pyros or fireballs initially against the chance of discarding them (thereby completing removing the chance of the insta victory).

It COULD happen. But it's really, really, really unlikely.

So, yeah, Millhouse comes with the risk of getting a Pyro to the face. But that's the gamble you take in placing a really strong minion on the board that early. And Pyro is still just 10 damage. They might shoot to your face, and they might clear Millhouse. Ideally, they shoot to the face, so you still have Millhouse, because who cares? You have less health but a HUGE tempo advantage so early. If they clear Millhouse, oh well. It's pretty much the one way you didn't end up with a temp advantage by playing him. And that's partly because Pyros are already a high-risk card to have in your deck, since you can't use them until 10 mana.
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#138 Aug 09 2014 at 11:47 AM Rating: Excellent
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idiggory the Fussy wrote:
So, yeah, Millhouse comes with the risk of getting a Pyro to the face. But that's the gamble you take in placing a really strong minion on the board that early. And Pyro is still just 10 damage. They might shoot to your face, and they might clear Millhouse. Ideally, they shoot to the face, so you still have Millhouse, because who cares? You have less health but a HUGE tempo advantage so early. If they clear Millhouse, oh well. It's pretty much the one way you didn't end up with a temp advantage by playing him. And that's partly because Pyros are already a high-risk card to have in your deck, since you can't use them until 10 mana.


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#139 Aug 09 2014 at 12:29 PM Rating: Good
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Shaowstrike the Shady wrote:
idiggory the Fussy wrote:
So, yeah, Millhouse comes with the risk of getting a Pyro to the face. But that's the gamble you take in placing a really strong minion on the board that early. And Pyro is still just 10 damage. They might shoot to your face, and they might clear Millhouse. Ideally, they shoot to the face, so you still have Millhouse, because who cares? You have less health but a HUGE tempo advantage so early. If they clear Millhouse, oh well. It's pretty much the one way you didn't end up with a temp advantage by playing him. And that's partly because Pyros are already a high-risk card to have in your deck, since you can't use them until 10 mana.


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Win. Smiley: nodSmiley: lolSmiley: nod
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#140 Aug 09 2014 at 1:23 PM Rating: Excellent
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Came in 4th at 2015 Game Day. Didn't deserve to Smiley: laugh

Threw my deck together last night just because I decided I needed a change and didn't actually play/test it until the first round at the tournament.
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#141 Aug 09 2014 at 1:40 PM Rating: Good
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You were missing the best Constellation card in Eidolon of Blossoms, Sylvan Caryatids also help you cast the 3 colour stuff.


Also Pharika, because Pharika is awesome (and the snakes she makes are enchantments).
#142 Aug 09 2014 at 1:44 PM Rating: Excellent
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Nah, I was happy (and surprised).
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#143 Aug 09 2014 at 1:53 PM Rating: Good
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Junkstars is a pretty cool deck though.
#144 Aug 17 2014 at 5:20 PM Rating: Excellent
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Do you actually play tournaments? What do you use to transport your cards in?

I've just been using a small cardboard mailing box that perfectly fits three deck boxes (the kind you get with a fat pack). But it doesn't fit sleeved decks as well. Started looking for ideas and saw a cool small wooden box on eBay that I unfortunately lost the auction on but it made me start looking at vintage small camera cases. Some of the smaller leather "suitcase" type ones (vs the purse/satchel types) would be pretty swanky for just a couple decks and some dice. My kid has one of these in black but I was thinking something more like this or this (in hopefully better condition).

Trying to find something large enough to be useful but not so large as to (a) be obnoxious and (b) have all my stuff just rattling around inside. One guy has some big ass wooden box that's every bit of 15"x12"x15" that looks cool but is frankly way overboard in my opinion. At the same time, A little leather box that only holds a single deck sort of defeats the point of owning a box.

Edited, Aug 17th 2014 6:28pm by Jophiel
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#145 Aug 17 2014 at 5:31 PM Rating: Good
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That's fancy stuff.

I just used these to carry my cards around in high school. Stored my decks inside the small boxes that the 60 card packs came in, they fit inside the cardboard boxes. I didn't use sleeves so I can't tell you how well they fit.
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#146 Aug 17 2014 at 5:41 PM Rating: Excellent
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I never used to use sleeves but the other week I borrowed some cards from my kid while he was away for the weekend and felt obligated to sleeve the deck and protect his cards. I should really be doing so anyway since I own enough cards in the $5-$25 range to make it prudent. But sleeved decks don't fit into the cardboard boxes.

I don't mind the idea of dropping $30ish on a unique bag/case that I like owning.
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#147 Aug 17 2014 at 11:57 PM Rating: Good
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Jophiel wrote:
Do you actually play tournaments? What do you use to transport your cards in?
The basic ultra pro Deckboxes thrown in a bag, if it's anything larger than an in store/FNM type deal don't take anything but what's absolutely necessary because of stealing. They're only 3 bucks or so anyway so I've got a bunch, never saw a need to get anything more fancy as they do exactly what's needed and nothing else.

#148 Aug 18 2014 at 7:36 AM Rating: Excellent
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Yeah, I don't bring much but I'd like enough space for two sleeved decks, sideboards, dice/counters and whatever extra cards I win/buy that night. And something compact and secure enough that it doesn't take up much space on the table and is easy to carry and keep and eye on. Though I've never heard of any theft problems at my FNM haunt and usually toss my stuff to my kid if using the restroom.

As for "fancy", I guess the same reason why I own multiple shirts in different styles and more than one pair of shoes. 'Cause it looks nice and I like it.

This is in the lead although it's over my mental budget with shipping. It'd be a good size for two decks side by side, with sideboards and some space on the end for my dice/counter bag. Then space on top for extra packs/sleeves. I'd have to make some dividers for the interior but that's no big deal. Accursed shipping through Smiley: mad
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#149 Aug 18 2014 at 11:33 AM Rating: Good
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Stealing isn't an issue in stores usually but GP's and other larger events, especially Legacy or Vintage are a huge magnet for thieves, hundreds or thousands of people carrying thousands of dollars in cards and the vast majority is concentrating hard on things other than their bag.

And I'm not the person to talk to for fancying up decks or fancy deckboxes, I don't even like foils at all.

Edited, Aug 18th 2014 7:34pm by Aethien
#150 Aug 18 2014 at 11:46 AM Rating: Excellent
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Well, you're just no help at all then Smiley: laugh

Tooling around the Googles, I've seen people with cases to carry like fourteen Commander decks with them at once. I can't even imagine lugging something like that around. Gotta admire the time some of them took (the self built things) sort of like I admire slick case mods even if I'd never put the effort in myself.
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#151 Aug 18 2014 at 1:08 PM Rating: Good
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Hey, you've got these in like, 2 dozen different colours. What more do you need?
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