Collection — Sensei’s Divining Top
Alterist — Gus Schade
unbelievable. best alters on tumblr, hands down
"Going to kill everyone for the sake of order, no biggie!"
I really dig that Nevinyrral was a Black mage, who used his magic and the Disk as an act of spite and greed, but that the Magi who studied his works and became zealots are White. It’s a really tidy example of how White’s self-righteousness becomes wholly destructive.
crypsys asked: I'd ask Matt Tabak, but this is an original design so he can't look at it. I made a green/black Instant that reads "If a +1/+1 counter would be placed on a creature this turn, instead put a -1/-1 counter on that creature. / If a -1/-1 counter would be placed on a creature this turn, instead put a +1/+1 counter on that creature." As it stands, I think the card actually does nothing, since it has two abilities that replace each other. If they were the same line of text, would that change things?
My reading of this is that the two abilities would ultimately have no effect. Say you tried to put a +1/+1 counter on something with Battlegrowth. That event would get replaced by the first replacement effect, which would try to put -1/-1 counter on the creature, only to have the modified event get replaced by the second replacement effect, putting a +1/+1 counter on the creature instead.
If an effect would try to put a -1/-1 counter on a creature (with Scar, for example), the same thing would happen in reverse and you’d still end up putting a -1/-1 counter on the creature.
Unfortunately, there isn’t an elegant way to combine the two. The best way I can think of to do what you want is with activated abilities that set up delayed replacement effects, such as:
0: The next time a +1/+1 counter would be put on target creature this turn, put a -1/-1 counter on it instead.
0: The next time a -1/-1 counter would be put on target creature this turn, put a +1/+1 counter on it instead.
Of course, since the activations are at-will, they essentially work the same as something like this:
If an effect would put a +1/+1 or -1/-1 counter on a creature, instead choose one — Put a +1/+1 counter on that creature; or put a -1/-1 counter on that creature.
Honestly, the most elegant thing might be to only use one half of the ability rather than try to make the card do both.
There actually is a pretty easy way to combine the two. Make it a single ability. “Choose target creature. This turn, if a +1/+1 counter would be placed on it, place a -1/-1 counter on it instead. If a -1/-1 counter would be placed on it, place a +1/+1 counter on it instead.”
Because each replacement effect can only apply to a given event once, it won’t contradict itself if it is all packaged into one ability.
StarCity is doing that thing again where they write articles about how good a card is going to be(which is funny since it hasn’t even been released or played with yet in a tournament setting) and then justifying their price increase for that card with an article, that their people wrote, to increase sales. Please tell me I’m not the only one who sees this?
Do you think they’re wrong? Everyone has their opinions on which cards they think will be good, and you’re upset because people who have better opinions than most are sharing theirs AND providing whole articles explaining why?
This doesn’t work. Phytohydra’s ability is a replacement effect (see the “instead”), so Spiteful Shadows won’t trigger ever. The shield is still pretty sick with him, though.
I just found out how to make an infinitely big Phytohydra. I didn’t think of it until I started looking at my black common cards for a new edh deck. Spiteful shadows and pariah’s shield on Phytohydra and either you or Phytohydra be dealt damage and it because infinitely big!
"always sunny is a show that no one should be forced to watch. it’s too potentially triggering. it’s utterly understandable that it wouldn’t be worth viewing for plenty of people. episodes feat. blackface emphasize what racist fuckbags the gang are but that doesn’t mean poc don’t have the right to…
Brainstorm is awful if you can’t shuffle your deck — with fetch lands or something, as others have said. Ponder is probably the next best option, but Preordain can also do some work.
So I’ve been messing around with a Mill deck that I’ve had for a while. The main problem I’m adjusting for is Drawspeed. Right now, I’m running 4X Brainstorms, but I’m almost thinking Ponder might work out better.
So I pose you all the question of which is better: Ponder, Brainstorm, or another 1-mana draw spell that I’m forgetting?
I am so, SO sick of hearing about True-Name Nemesis at this point.
I’m also pretty pissed off at competitive Legacy players buying four copies of Mind Seize for the Nemeses and then *throwing the rest of the deck away*, making it impossible for Commander players (you know, the target demographic…
If it were a 12/12 Leviathan for 14, we’d be looking at a much different card. Firstly, one that wouldn’t be dominating legacy — there are better creatures to cheat in for low numbers, and people are prepared to deal with those. Secondly, it would be much more relevant for Commander — a 3/1 WITHOUT protection from me is going unblocked for ten turns, its protections are pretty irrelevant. What happened is they made a mechanic (protection from one chosen player) that was interesting for Commander, and stuck it on a competitively-costed card so that it could be played in Legacy. Those are the complaints against True-Name. It was definitely designed in part with Legacy in mind.
I wanted to do this banned card thing more often, but had to take some breaks due to life and judging. Anyway, dipping into Modern again for Umezawa’s Jitte.
I mean, you point out some of the cute things that can go on with this card, but you miss that it’s a complete powerhouse on its own, without any first strikers or doubling season.
In an aggressive matchup, Jitte is literally unbeatable. Any creature you play can trade with of theirs, AND use the two counters to kill another creature. Or, you can keep a relevant creature alive through any number of combats. And to top it off, the lifegain stops any reach a red-based aggressive deck might have.
In midrange or control matchups, the +2/+2 mode lets your creatures dominate the redzone (they can’t block for fear of pump, but then you just get even more counters on the Jitte). It puts an insane clock on control players (+4/+4 for 2 to play 2 to equip? That alone is crazy good), and since the Jitte gets the counters rather than the equipped creature, a Wrath leaves a huge amount of potential power on board that can be enabled by something as irrelevant as a 1/1. That’s not to mention its ability to kill tech creatures in many matchups (Dark Confidant, Thalia, and their ilk are more than dead before they hit the table).
Jitte is a force of oppressive power, necessitating a 4-of in any deck that happens to play a creature or three.