76

(7 replies, posted in Site Discussion)

Eddie wrote:
the_wizard_666 wrote:

TyWoo's advice won't mark them all as being M13 either, he'll have to manually edit them on his inventory page...assuming he cares about the edition of course.

Is there any way to automatically assign the edition ? Manually changing edition for 1000+ cards is a chore.

You could do like I do and use the advanced input to input each card individually.  When you go into the "Add cards" listing, you have three options: You can list individually, you can list in bulk, or the third tab where you list individually with details. Just change the drop-down Edition list, and then change the quantity you're adding.  It's more time consuming than the bulk listing, but less time consuming than changing them after the fact.

77

(6 replies, posted in General Discussion)

I honestly don't see anything worth a whole hell of a lot in there.  A few old cards, but nothing really stand-out.  I could be wrong here, but as a bulk lot I don't see much more than $200 without knowing what exactly is there...and even that's a stretch.  What I would suggest is to fill out an inventory list right here on Deckbox, and say that the whole lot is for sale.  People can then take a look at what's there and look for specifics, as opposed to "trust me, it's a good deal."  I don't doubt that there is $550-worth there, but I doubt that it's worth that much in bulk.  Plus, the video isn't all that clear...list it up, let the buyer know what is all there, and go from there.

78

(1 replies, posted in Site Discussion)

I was wondering about this too.  Although most of the decks I build are around 60-70 cards, I've had decks as high as 80 that were still competitive (and in many cases, they work better because of the high number of cards).  Last I checked, the legal maximum was simply the number of cards you could shuffle unaided, so I don't see why there should be a cap on deck size.

79

(6 replies, posted in Decks and Deckbuilding)

Bonds of Faith may be a better option than Pacifism.  Pacifism will run the risk of being a dead card against decks that either don't have creatures or the creatures are protected from it, while Bonds can be used to boost your own creatures in that situation.  I'd also consider sideboarding a couple more Defy Deaths in case of removal/counterspell-heavy decks.  Other than that, I don't really have many suggestions...I just don't know what's all in the last block to say for sure what it would need.  Looks like it would at least be a competitive deck though.

80

(4 replies, posted in General Discussion)

fistyke wrote:

In a multiplayer game, one of my opponents drops an Eon Hub.  This turned my Sapphire Charms into effective creature removal (no upkeep step = creatures don't phase back in).

Hm, this can't be right. A creature phases back in at the untap step, before a player untaps the permanents. Since upkeep would be after untap, creatures will phase in again.

Oracle text for Sapphire Charm:


Choose one — Target player draws a card at the beginning of the next turn's upkeep; or target creature gains flying until end of turn; or target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

Wow, you're right...I was playing a guy who's been playing since Revised, and he explained that it phased in during the upkeep step.  Guess it'd been so long since he'd seen anyone use phasing that he forgot when it happened.  Since I started around the time of Scourge, I wasn't exactly clear on the step, just that it happened before the main phase, so it was never an issue.  I'll keep this in mind for the next time we play.  Thanks for pointing that out.

81

(6 replies, posted in Site Discussion)

PackardGoose wrote:
the_wizard_666 wrote:

The database displays the most current card info.  If you go onto the card's page and click the edition symbols it will display older versions, but hovering over the name always shows the most recent printing.

So what's the point in agonizing over getting the edition correct for your inventory? If I can choose what edition the card is (sometimes, the same card in different editions) if all it does is display the most recent edition?

When you choose the edition, it shows the edition symbol in your inventory and wishlist.  If you have multiple editions, it shows all those symbols.  I don't know about you, but I have several cards with 5 or 6 different editions represented in my inventory.  I would rather see one image when hovering over the card name than 5 or 6 of them.  Another thing to consider is the difference in the text...typically the more recent versions of a card have the most concise (not to mention Oracle-accurate) wording on the cards.  Take a look at Darkness for example.  You hover over it and it shows the Time Spiral reprint.  Now, go look at the Legends version.  It's an extreme example, but I'd rather see the easiest-to-read version pop up as opposed to the most accurate listing compared to what I own.

82

(6 replies, posted in Site Discussion)

The database displays the most current card info.  If you go onto the card's page and click the edition symbols it will display older versions, but hovering over the name always shows the most recent printing.

83

(6 replies, posted in Decks and Deckbuilding)

I'll be honest, I never thought about Whipflare.  However, when all it takes is paying into Kamahl once to save my board, I'm not terribly worried.  I'm also not worried about using my creatures to create mana...that's why Vernal Bloom is there.  The Llanowar Elves are there for early-game mana, before I can get the Thawing Glaciers to go off two or three times per turn (or more if things go my way).  And with Omnath, Locus of Mana keeping unspent mana in my mana pool, once he's in play I'll simply build up an insane mana pool to the point that I can pay into Kamahl a few times without even having to tap anything for it.  I'm kind of glad TyWoo suggested Omnath, because even though it doesn't suit the Druid theme, it works well with the ones I have in there.  At this point, I think the strategy is sound...already have it in my head how everything will ideally play out, it's just a question of what needs to be done to streamline it to keep everything flowing in order for everything to work the way I envision.

EDIT: Now, Wrath of God worries me a bit, but I'm not sure what can help with that...short of a Feldon's Cane or two to get everything back as needed. Too tired to think right now, maybe later I'll come up with something tongue

84

(6 replies, posted in Decks and Deckbuilding)

Sully's got this one...the mana would basically be going into Kamahl for both his primary and secondary abilities.  Anyway, some interesting suggestions, so I've done a touch of tinkering to the deck...

IN:
Cavern of Souls x2
Omnath, Locus of Mana x2
Privileged Position x2
Well of Knowledge x2

OUT:
Argothian Elder x2
Early Harvest x1
Elvish Pioneer x1
Forest x2
Thousand-Year Elixer x2

CONSIDERATIONS:
Autumn's Veil
Elvish Archdruid
Fog
Gravity Well

OTHER:
Crucible of Worlds + Zuran Orb as a way to survive land destruction...possible sideboard.
Call of the Wild + more Gaea's Blessing - Kind of against this for no other reason than my friend running a similar deck...I feel that if I do this, the deck essentially becomes the same deck he's running, which I just plain don't like doing.  It would free up space in the deck though, as I would be able to go down to one of each Legendary card...as it is, if Kamahl is countered, I'd want a backup to play, but if CttW puts a Blessing into my graveyard, that risk is more or less negated. 

Anyway, going down to one of each Legendary creature and putting in three Archdruids would provide a serious boon, but since two of them I would consider integral to winning, the risk of not getting them outweighs the potential benefits.  Fog would help for defense in general, but once my creatures are coming out in force I don't really see a need...playtesting would be the only way to tell if it's worth adding or not.  Autumn's Veil and Gravity Well are both being considered for sideboard cards.  I feel their use is far too limited to keep them in the main deck. 

I'm still wondering about an alternate win in case I don't get Kamahl, Fist of Krosa in play though.  Since it's the effect I'm going for anyway, perhaps Overrun would have a place?  I also would like to drop down to 60-ish for consistency, but I'm having trouble deciding what I should drop...there's just too much there that should be there.

85

(2 replies, posted in Trading Post)

If you're willing to trade with a Canadian, I have a 5th Edition Lord of Atlantis and three Darksteel Aether Vials that I'd be willing to part with.  I took a quick peek at your trade list, and although the only thing you have that I'm currently looking for is a playset of Reverberates, there were a few cards I'd be interested in acquiring to bring it up to fair value, but since your profile says you won't trade outside your country, I figured I should ask first before working out a trade.

As I've been inventorying my current collection, I have been making note of any card that piques my interest.  Today I got bored and decided to come up with a deck to build, but since a few of the cards are pricy, I wanted to get some feedback on it before I go out and drop the cash to buy what I'm missing, in case I end up cutting a few of them.  Anyway, it's mono-green, and I'd like to keep it that way (been a while since I've run a mono-green deck), but I'm not sure if I'm overlooking something here.  Oh, and the deck needs a name...haven't come up with one yet...

http://deckbox.org/sets/213352

I didn't go out intending to make this a Druid deck...I was originally planning the massive mana ramp to lead to large beasts instead...but I decided that since I've never seen a deck with more than a couple druids in it, I figured I'd go the tribal route just to keep things interesting.  A few things worry me though...

- lack of defense, especially flying defense
- land hate
- counter magic

Also, I would like to trim it to 60 cards to keep it more consistent (not averse to running it as a 70 card deck, but if something really doesn't need to be there, why keep it there), and possibly add a sideboard to it.

Yeah, it's a much better strategy than I had first assumed.  Good call!

imsully2 wrote:
the_wizard_666 wrote:
imsully2 wrote:

All of the above-mentioned cards are great ideas, alot of really good mill cards are both blue and black so thats something to consider along with the fact that it usually takes more turns to mill someone than to do 20 damage so it's good to have control notably creature removal, which is why I almost never do a milling deck without black if you go for black Nephalia Drownyard is also pretty sweet on any turn that you draw a land or something. You should also get something to exile cards in graveyards at instant speed, the 3 legendary Eldrazi, (Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, and Ulamog, the Infinite Gyre) even with one of them in a graveyard completely shuts down milling strategies but because of tricky stuff you can exile it before it's graveyard ability goes off and therefore it doesn't get shuffled back in

Actually, you can't do that.  The ability triggers as soon as it's in the graveyard.  Since neither player will get priority before the effect resolves, the Eldrazi are not valid targets for removal at any time.  That would be a situation that would require an alternate win condition.

The ability goes on the stack and priority is passed, that's how the Goryo's Vengance card works to reanimate the titans. There are tons of modern reanimators that use that combo so as long as it's instant speed it works.

Hmm...just dug it up in the official rules...I stand corrected.  However, the shuffling will still occur.  You can remove it from the game, but the ability will still be on the stack, so the graveyard will still shuffle into the library.  It just won't protect them forever.

imsully2 wrote:

All of the above-mentioned cards are great ideas, alot of really good mill cards are both blue and black so thats something to consider along with the fact that it usually takes more turns to mill someone than to do 20 damage so it's good to have control notably creature removal, which is why I almost never do a milling deck without black if you go for black Nephalia Drownyard is also pretty sweet on any turn that you draw a land or something. You should also get something to exile cards in graveyards at instant speed, the 3 legendary Eldrazi, (Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, and Ulamog, the Infinite Gyre) even with one of them in a graveyard completely shuts down milling strategies but because of tricky stuff you can exile it before it's graveyard ability goes off and therefore it doesn't get shuffled back in

Actually, you can't do that.  The ability triggers as soon as it's in the graveyard.  Since neither player will get priority before the effect resolves, the Eldrazi are not valid targets for removal at any time.  That would be a situation that would require an alternate win condition.

90

(3 replies, posted in Site Discussion)

Same.  It's definitely off.

91

(10 replies, posted in General Discussion)

I just realized something...if you have Lich and Ali from Cairo in play, and someone decides to, say, Disenchant the Lich, you could save yourself from dying if you play Boomerang followed by Shock (or cards with the same effect).  Since the Shock would resolve first, you would take two damage, triggering Ali's ability and putting your life total at 1 (although this would still cost you a couple permanents).  Then Boomerang resolves, sending Lich back to your hand.  Finally, the Disenchant resolves, but there's no valid target anymore.  What this does is both prevent you from dying as a state based effect when Lich leaves play (since you have a life total above zero) AND prevents Lich from killing you by going to the graveyard (because it went to your hand instead).  This would serve no real viable purpose in an actual match (it wouldn't be feasible to run Lich in a multicolor deck because of the colored mana requirement, unless you have a workaround), but if this scenario actually went off it would definitely be amusing!  Oh, and the spells would need to be played in that sequence...if you play Boomerang after Shock, it resolves before Shock, which would kill you as soon as Lich left play.  Just an amusing, albeit pointless, thought tongue

92

(2 replies, posted in Site Discussion)

Maybe not as a card, but if the trade system had a freeform addition box that could be used.  That would work for cash offers or for items not supported by the system (cards for CCGs that aren't included, or cards for video games, or something like that. in addition to cards for cash).

93

(3 replies, posted in Trading Post)

The key to Legacy is deck speed.  The longer it takes to get the deck rolling, the harder it will be to win.  You don't really need expensive cards to have a successful deck though, you just need the cards to work well together.  Your best bet is to look at the money cards that you already own and see how well they'd work in a Legacy build.  If you can make them work, then keep them (any card you don't have to chase down is a plus), but if they're not really good outside of Standard, I'd say trade them for cards that are.  Also, don't discount modern dual lands.  Badlands is awesome if you're running a deck that cares about the number of Swamps or Mountains in your deck, because it counts as both, but if you only need it for the choice of mana, then Dragonskull Summit is a far cheaper way to do the exact same thing.

A simple Dark Banishing would be mean...although I would lose everything I didn't tap to save, you would end up with the same problem when I banish your Gaea's Cradle.  Since all lands are creatures (as per Living Plane), it makes the Cradle a legal target.  Also, if I were building a hate deck against this combo, I'd make sure to have Eon Hub in the deck and ways to get it out early so I don't have to worry about the problem later.  Land destruction would be a key focus as well in order to blow up your combo before it becomes an issue.  Oh, and let's not forget Evil Presence, which would make any part of the combo into a simple basic land instead.  Also, slapping a Dark Banishing on a Panoptic Mirror would allow me to kill The Tabernacle at Pendrell Vale duing my upkeep, although it probably wouldn't help (I'm pretty sure the effect would still trigger before it was removed, although it would prevent it from happening again...still, I'd probably banish the Cradle first to cause you to lose things too). I like the combo though...it's nasty, but tricky enough to get in play that it's not unfair.  One thing I'd do, just in case of an Eon Hub or any other way that your opponent would find to survive...play Fervor.  If your creatures have haste, then your land is still useful on your turn, so while your opponent is struggling to find a way to survive, you can drag on long enough to beat him down without suffering the disadvantage provided by the Living Plane.  Of course, it's probably an unnecessary precaution, but one that maybe is worth considering.

95

(10 replies, posted in General Discussion)

According to Gatherer, Ali from Cairo doesn't prevent the damage from occurring, it just reduces the life loss.  So you would still have to sacrifice the cards.  Also, Lich only alters your life total when it comes into play, and Ali's ability is a replacement effect, so correct me if I'm wrong, but wouldn't your life total become 1 if you took damage?  It would have no functional bearing on, well, anything, but if a Platinum Angel was in play and Lich were to be Disenchanted or something, you wouldn't have to worry about the Angel getting bounced afterward and having 0 life.

What you would need to combine with Lich to get the effect you desire would be something that prevents you from taking damage.  Something like, say, imprinting Safe Passage on a Panoptic Mirror would prevent damage dealt on your turn.  Cards like Empty City Ruse would prevent them from attacking you, and a simple Circle of Protection: Red would prevent most direct damage effects, and you could sideboard any other pertinent Circles in case of other decks if you need.

Honestly, I think Lich would work much better with white in general.  Something lie Healing Salve would become Ancestral Recall, and white has enough damage prevention in it to keep you from having to sacrifice anything.  Plus since you'd be running black as well, I'm sure you could come across some interesting ways to keep permanents in play so you can sacrifice them in case you can't prevent damage for one reason or another.

By the way, thanks for posting this...it kind of generated a deck idea...probably wouldn't be a good deck, but it would be fun to play in casual games...now to see if I can refine the idea...

*edit* Sorry, changed "damage dealt" to "life lost" because, well, the damage is still dealt.

96

(4 replies, posted in General Discussion)

I was just thinking about a few of my wins (and losses) over the years, and realized that some of the most memorable games I've played came down to a move that was either very situational or was just something that came completely out of left field (either by luck or design).  Just figured it'd be neat to share a few of the good ones and see what others have had happen to them.  So here's a few:

Running my blue/artifact Affinity deck against my buddy's blue Doppelganger deck, I managed to get so many free creatures that he simply could not deal with it all and he was screwed on the next turn.  After a few minutes trying to find an out, he cast Braingeyser and targeted me.  He had exactly enough mana to force me to draw the remainder of my library, causing me to lose the game during my draw phase.

Opponent had a Platinum Angel in play and got a bit cocky, allowing me to deliver lethal damage to him.  I then proceeded to cast Sapphire Charm to cause the Angel to phase out.

Opponent has Ink-Treader Nephilim in play.  I have two Blood Artists in play.  Total number of creatures is 11.  I cast Terminate on the Nephilim, causing him to lose 22 life and me to gain it.

In a multiplayer game, one of my opponents drops an Eon Hub.  This turned my Sapphire Charms into effective creature removal (no upkeep step = creatures don't phase back in).

Opponent uses an infinite mana loop to draw and cast/discard around 3/4 of his library trying to find his win combo.  Knowing he's running Force of Will, I hold on to my Counterspell until he has no cards in hand. They cast Time Spiral, which I counter, which pretty much sealed his fate.

First turn, my play.  Swamp + Dark Ritual + Entomb on Nicol Bolas + Shallow Grave = Opponent has no hand, nothing in play, and only 13 life.  If only I could get a few more Entombs in that deck...

Anyway, it's almost 5 am, so I'm done for the moment...let's see what we get here smile

97

(7 replies, posted in Site Discussion)

TyWoo's advice won't mark them all as being M13 either, he'll have to manually edit them on his inventory page...assuming he cares about the edition of course.

98

(11 replies, posted in Site Discussion)

One thing I think needs to be added in the trade system...when you go onto a person's profile page, it shows what cards each party has on the other party's wish list.  This is a great feature, but if I list a foil card on my wanted list, and they have a non-foil version, the card still shows up.  I can live with this, but at the very least is there a way to show that they have at least one foil on this list without actually having to call up their full trade list?  If not, there probably should be.

99

(2 replies, posted in Decks and Deckbuilding)

TyWooOneTime wrote:

Looks pretty solid, but I don't see where Aether Vial is really necessary given that the top of your mana curve is at four.

I would assume that it's ability can trigger at instant-speed, so he could technically play a creature for free during his opponent's turn, likely right after attackers are declared.  Now, if he drops, say, a Sower of Temptation with it, he can effectively steal an attacker and turn it into a blocker.  Plus, it won't have summoning sickness on his turn.  And even if he uses it on his own turn to get a creature out, he's keeping mana free for other purposes instead of just dropping a creature.

Anyway, I would switch Mana Leak out in favor of Rune Snag, as it's pretty much the same thing but gets better the more often it gets used.  Also, I think the deck would be better served with more counters than splashing white for a single card.  If you're that concerned about creature removal, look into spells like Boomerang or Unsummon.  I would go with Boomerang myself, since it is the more versatile card, but either suits your needs.  Don't like the creature, just return it to the player's hand and then counter it the next time they play it.  I also like Cryptic Command, but it may not suit this deck.  I just personally love cards that let you choose their effect.

There may be better suggestions, but I'll leave it here for now.  Gives you something to mull over smile

100

(2 replies, posted in General Discussion)

I think it'd be more likely to be seen in "Site Suggestions and Feedback" instead of here, at least by people who can do something about it.  I also noticed the Cold Snap theme decks aren't included either.  Basically been keeping a list as I've been inventorying my cards so I can add them later if (or when) they get added into the database.