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Posted (edited)

Yeah these rarities have to be temporary placeholders, Thoughtseize being non-mythic and these lands being rare makes no sense.

Should I just change the thread title to

"Arizona Magic the Gathering Thread. Oh and sometimes FGC talk"?

Also does that Rescue from the Underworld card basically give the creatures that come back haste since they come back at the beginning of the upkeep and therefore they actually go through an upkeep phase?

Edited by Chumaralupa
Posted

Well if Thought$eize were a mythic it'd be like $40+ which would kind of defeat the point of reprinting it. I imagine the scrylands were made rare in consideration of limited, even if they are literally guildgates with scry. The lands themselves aren't horrible, it's just seeing them at rare looks pretty gross. But if the format really does slow down enough they could be fun to play. No more 3 color aggro decks derping you out on turn 4.

Posted

Is anyone planning on picking up the new Jojo's game? I want to try that out sometime.

No more 3 color aggro decks derping you out on turn 4.

This... Thank goodness. I hate playing random people and thinking, he who spent the most money on lands has the biggest advantage.

Posted
I hate playing random people and thinking, he who spent the most money on lands has the biggest advantage.

If you have a better manabase then it will generally make your deck run better. A set of shocks, fetches, and duals or fastlands will pretty much guarantee that you get the colors you want when you want/need them. Running fetches and shocks also allows for maindeck silver bullet options. For example, say you're running jund (RBG) and you want to have a single white card like ajani vengeant or maybe to hardcast lingering souls, you can run marsh flats (fetch swamp or plains) and a godless shrine or sacred foundry to hit white if you need it. The theory being that the fetches are like an extra 4 copies of whatever land you want it to grab. That, and the fact that they also thin out your deck, causing you to draw into less land and more business, is why they're so expensive.

Posted

It's just kind of frustrating that I need to spend so much cash on cards that don't actually do anything interesting just to be competitive. I'll get around to it eventually, but for now, I'm OK with getting mana-screwed half the time.

Posted

I think fetchlands add a very interesting layer of options to deckbuilding. With the current lands, you can play just about any combination of colors you want and still have a pretty reliable chance of having the combinations you need every turn. It's very liberating, and you won't know until you've played with it. It's also not as if you NEED fetches and duals. You can just as easily run painlands, fastlands, or filters and still get pretty close while paying a lot less $. It's just a matter of figuring out what combinations of mana costs you need to hit every turn.

Posted
Why are all your suggestions so long and wordy. D:

Because I wasn't being serious.

For some reason I've been under the assumption that summoning sickness gets removed through the upkeep phase. Now that Rescue card seems really bad, not only does your opponent know what you're retrieving but you can't do anything with that card for essentially two turns.

Posted

Ruben, you're not thinking. What if you sac reveillark? then you get so much card advantage that losing a turn of attacking is irrelevant! And you get to attack with the crits returned with reveillark! Also it's an instant, so i guess it's not so bad, for 8 mana you can evoke a mulldrifter then sac it to rescue for value!

Posted

Oh, was it an instant? Either way, I suppose it has some niche uses, but as a general rez spell it's not quite as gdlk as unburial rites.

Posted
AZ TCG not FGC thread.

Im planning on Hosting again Tomorrow night at 8 again.

I plan on stopping by today, but I don't think I'll be staying very late.

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