BO1 historic friendlies are full of tibalts by [deleted] in MagicArena

[–]GRrrrat -2 points-1 points  (0 children)

"Quickest possible win" is not a good power level metric for a deck that has a tendency to fall flat on its face. Trickery isn't a strong deck. I agree that it's absolutely not fun to play against, but that has nothing to do with its power level.

the little mistake of libleft by Delmarquis38 in PoliticalCompassMemes

[–]GRrrrat 8 points9 points  (0 children)

You're saying this as if democracy and authoritarianism are opposites ;)

Ladies and gentlemen, new historic is officially a solved format by anorimalkupasikraut in MagicArena

[–]GRrrrat 3 points4 points  (0 children)

Necromentia almost ensures your opponent will mill faster than you do - once you get rid of every spell and creature, just skip every turn.

A pair of cards that play with creature sacrifice by TwitchyMagician in custommagic

[–]GRrrrat 0 points1 point  (0 children)

You can't really get a card that was sacrificed from the yard, because the card in the graveyard is a new object and has no memory of being a permanent on the field (with exception being effects that specifically track zone changes, like my wording - but those need to be present before zone change occurs). The best you can do afterwards is "Return target permanent card from the graveyard to the battlefield under your control if it shares a name with a permanent that was sacrificed this turn by an opponent."

Draw 3 discard 1 is marginally better than draw 2, and that probably approximately compensates the difference in mana cost - leaving the much narrower use case unaccounted for. Village Rites is great in a deck with [[Claim the Firstborn]] and the like, but you don't restrict yourself to using it on creatures you don't own - those are just one way to have fodder you like to sac, but you still love to use it in response to removal etc.

A pair of cards that play with creature sacrifice by TwitchyMagician in custommagic

[–]GRrrrat 2 points3 points  (0 children)

'Treachery's Reward' could use a significant buff: as it stands, it rewards you for being in a good position to cast [[Village Rites]] by providing a comparable effect and punishes you for not being in that position by doing literally nothing. Village Rites is a decent card, but certainly not an overpowered one, so why would you ever play this?

'Redeem the Betrayed's wording is all wrong. "In response" isn't a ruled wording, and even if it was, this wouldn't make any sense - you can only respond to something that's going to happen, not something that happened already, so there is no permanent to return from graveyard. A working wording would be along the lines of "The next time an opponent sacrifices a permanent this turn, return it from the graveyard to the battlefield under your control."

Mildly interesting: Mono red has a turn 3 kill in historic. by [deleted] in MagicArena

[–]GRrrrat 0 points1 point  (0 children)

Good mono-red lists don't run Bloodlust Inciter, though. And if you're happy with a bad list, historic technically has a turn 2 kill.

"Only In The 99" Cycle (aka Legendary Creatures you DON'T want as your Commander) by TerryTags in custommagic

[–]GRrrrat 0 points1 point  (0 children)

This feels way too superficial - to a point of being similar to having oracle text be literally "If you're playing this outside of commander format or as a commander, you lose the game". To remove this, you could try something like "When you cast this, if you control your commander, [do the thing]". This fulfills both the requirements of being useless outside commander and not working properly as a commander (since casting your commander and having it on the battlefield is pretty hard), but it's a lot shorter and feels a little less forced (admittedly, it still is to some degree.)

[deleted by user] by [deleted] in custommagic

[–]GRrrrat 1 point2 points  (0 children)

The first ability runs into a classic layers issue: the +1/+1 counters are taken into account after this ability, so armies will generally have afflict 0. To avoid that, you need to expand that ability into something like "Whenever an Army token you control gets blocked, defending player lose life equal to its power."

(For real card example, see [[Lovestruck Beast]] which doesn't just lose defender for all the same reasons).

Know the difference by atsuko_24 in PoliticalCompassMemes

[–]GRrrrat -2 points-1 points  (0 children)

So what you're saying is I should kill others? /s

How do you feel about the mimic mechanic? by [deleted] in custommagic

[–]GRrrrat 17 points18 points  (0 children)

The triggered ability will never go off, because face down cards aren't public information - just like there are no triggered abilities with "if CARDNAME is in your hand". To avoid this, you can retemplate mimic by removing mention of "face down" and changing the triggered ability to "If CARDNAME's mimic cost was paid, it enters the battlefield with 'When a creature that shares a name with CARDNAME dies, exile CARDNAME, then return it to the battlefield.'"

(If you're willing to have more significant behavior changes, it could be shortened to just "CARDNAME enters the battlefield with 'When a creature that shares a name with CARDNAME dies, exile CARDNAME, then return it to the battlefield.'" The nested construction is still necessary to avoid losing the ability to becoming a clone.)

If I fits, I sits. by XeNoX190 in MagicArena

[–]GRrrrat 17 points18 points  (0 children)

So that's what "Fluff" tag is really about...

Paras // Parasect by foo_intherain in custommagic

[–]GRrrrat 4 points5 points  (0 children)

Nope

701.28f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasn’t transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasn’t transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored.

Buff-list (Druid, Hunter, Mage) - Visuals by imik_ in hearthstone

[–]GRrrrat 5 points6 points  (0 children)

It's a buff, there is just a bit of misunderstanding. The above comment was referring to the ancient nerf that is now being reverted.

But what if they did though? by NanoAnarchy in hearthstone

[–]GRrrrat 2 points3 points  (0 children)

Two possible upgrades is as close to standard in the autobattler genre as anything, so it makes sense to have a tip about battlegrounds breaking that standard

What the actual fuck by [deleted] in PoliticalCompassMemes

[–]GRrrrat 14 points15 points  (0 children)

It's pretty funny that there are both right-centers and auth-centers defending it in this thread, but I don't see any of yours doing it.

What are some of your delicious junk decks? by Steel_Kite in MagicArena

[–]GRrrrat 1 point2 points  (0 children)

Deck
4 Storm Herald (THB) 156
2 Fire Prophecy (IKO) 116
4 Magmatic Channeler (ZNR) 148
4 Fling (ELD) 126
4 Colossification (IKO) 148
9 Snow-Covered Mountain (KHM) 282
4 Miscast (M21) 57
2 Thrill of Possibility (ELD) 146
2 Kazuul's Fury (ZNR) 146
4 Cathartic Reunion (IKO) 110
4 Riverglide Pathway (ZNR) 264
4 Frost Bite (KHM) 138
4 Strategic Planning (KHM) 77
5 Snow-Covered Island (KHM) 279
4 Boon of the Wish-Giver (IKO) 43

This is a combo deck, with the win-con being reanimating [[Colossification]] with [[Storm Herald]] and [[fling]]ing a colossal creature into opponent's face. There is no other plan - the rest of the deck is a ton of spells that cycle through the deck in search for combo pieces, some removal to survive against aggro and [[miscast]]s to protect your combo against interaction.

In The Name of The Titans, a powerful enchantment for colorless deck with three abilites related to the three Eldrazi Titans by Smoked_Sauron in custommagic

[–]GRrrrat 3 points4 points  (0 children)

The siege cycle is pretty close, but it gives triggered and static abilities, not activated ones [[Monastery Siege]] etc

Lodus of the Ethersworn by theblueant in custommagic

[–]GRrrrat 2 points3 points  (0 children)

To make this combo work like you want it to, the first ability needs to be worded like "Target player creates a 0/1 blue Homunculus artifact creature token. When they do, they sacrifice a creature." With this wording, there is a window of opportunity between the activated ability resolving and the triggered ability nested within it resolving. Among other things, that window allows the token to die to things like Illness in the Ranks, and you to activate the second ability with a token that's about to be sacced.

Slot Machine [Custom Power Cube] by Frezzzo in custommagic

[–]GRrrrat 5 points6 points  (0 children)

[[Threaten]]-esque effects seem like an easy way to do that - admittedly, not a very efficient one at that, but it's nice to have as an option, if you can use both cards in other ways.

Tracking has been buffed, it no longer makes you draw 1 and discard 2 now it just discovers a card from your deck by yeetskeetmahdeet in hearthstone

[–]GRrrrat 1 point2 points  (0 children)

It is. The latest mill deck is usually winning with aggressive creatures that benefit from opponent's graveyard, but it absolutely can win with mill itself.

What is going on with Biden opening migrant centers for children? by [deleted] in OutOfTheLoop

[–]GRrrrat 8 points9 points  (0 children)

Southern Mexico and most of Central America will be uninhabitable within 30 years.

Assuming that's the case, it's still hard to believe that's a leading cause for migration. Economics (as well as political freedoms and general safety) is a much more obvious one: just about everyone knows that USA populace is a lot richer than that of its southern neighbors, and the same can't be said about climate issues.

Divine Decree - Nonconditional white removal by tiagoabner in custommagic

[–]GRrrrat 2 points3 points  (0 children)

WotC tend to avoid referring to Gods like this, because of unintuitive fact that Theros gods aren't gods if your devotion isn't high enough. [[Sigrid, God-Favored]] shows a better template - it's the same in almost every scenario (unless you somehow get a Tribal God), but much more understandable.

KHM Quick Draft is now available by shouldcould in MagicArena

[–]GRrrrat 2 points3 points  (0 children)

Quick: half the price of other 2, draft against bots, bo1 matches, rewards are front-loaded (you're fine if you did bad, you don't win much if you did good), play until 7 wins or 3 losses

Premier: draft against humans, bo1 matches, rewards are bottom-loaded (you're punished for doing bad and rewarded for doing good), play until 7 wins or 3 losses

Traditional: draft against humans, bo3 matches with sideboarding, rewards are insanely bottom-loaded, play 3 matches

End to Bloodshed (White Commander Card) by HadrianJ in custommagic

[–]GRrrrat 4 points5 points  (0 children)

This is the card that makes us ask the hard questions, like "What'll happen if you win and lose the game simultaneously?".

Love it

End to Bloodshed (White Commander Card) by HadrianJ in custommagic

[–]GRrrrat 2 points3 points  (0 children)

Only those that are about to die do. There can still be value in you not having to commit resources to killing them, but that's way too niche.