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Higuy
February 14th, 2013, 03:53 PM
Hey, does anyone else here play MTG? A few friends of mine play it and have been getting me into it recently. It's pretty fun.

Patrickssj6
February 15th, 2013, 05:08 AM
Probably 8 years now. I play occasionally with my room mate.

Amit
February 18th, 2013, 08:19 PM
Only 2013 on PC. Game is bugged as fuck.

n00b1n8R
February 20th, 2013, 08:22 PM
how did they manage to bug a fucking card game?

Amit
February 21st, 2013, 01:10 AM
Dude, you wouldn't even believe it if I told you.

Higuy
February 21st, 2013, 06:17 AM
Never played the online version due to that reason, all I heard was it was really buggy.

Amit
February 24th, 2013, 05:02 PM
Online, Offline, it's buggy both ways. Just watch, I'll record a 30 minute session soon and upload it to youtube. I guarantee you at least 2 matches I attempt will either be bugged by the AI or just pausing to counter.

PopeAK49
February 27th, 2013, 10:10 PM
I have quite a bit of cards from 8 years ago. The set I can remember is M10/Core editions.

If you want my cards Higuy, I will send them to you. I think I have a card that is worth $20. It's called "Glimpse the Unthinkable".

Anyways, I have three decks and a book with foils and rares. If you want them then PM me or something.

Anyone can PM me about the cards, but Higuy gets first priority for wanting them or not.

Rook
March 3rd, 2013, 07:56 AM
Only 2013 on PC. Game is bugged as fuck.
I've 2012 but the game was fine and actually fun. That's coming from someone who has no experience with the physical cards.

Patrickssj6
March 3rd, 2013, 11:32 AM
2012 was not that buggy. gg for going backwards apparantly xD

Zeph
March 3rd, 2013, 12:33 PM
I have no idea how this game is still going. Either way, I do understand how it continues to make money. They've changed the rules so many times now, my decks from when I was in middle school (about fifteen years ago) just flat out don't work anymore. Apparently mana burn isn't a thing anymore and protection from sources are completely different now. They've apparently retooled card distribution so a card's value in game is in parity with whether it is common, uncommon, or rare. Back then, uncommon/rare just meant that the card was printed at a far lower rate. Now it seems that the deck with the most silver/gold icons in it wins.

What generations are they on now? Last I really bought from was VI and the last I really remember seeing was X.

DarkHalo003
March 3rd, 2013, 12:38 PM
I have a lot of friends that play this. That said, I'd rather play 10 games of SC2 and lose than play one game of Magic. In fact, I'm positive I'd finish those 10 games before finishing even that one.

Patrickssj6
March 3rd, 2013, 12:52 PM
I have no idea how this game is still going. Either way, I do understand how it continues to make money. They've changed the rules so many times now, my decks from when I was in middle school (about fifteen years ago) just flat out don't work anymore. Apparently mana burn isn't a thing anymore and protection from sources are completely different now. They've apparently retooled card distribution so a card's value in game is in parity with whether it is common, uncommon, or rare. Back then, uncommon/rare just meant that the card was printed at a far lower rate. Now it seems that the deck with the most silver/gold icons in it wins.

What generations are they on now? Last I really bought from was VI and the last I really remember seeing was X.

Yes mana burn was removed but most of the game has not changed that much. They introduced Planeswalkers which are just downright awesome. I think that was the biggest game mechanic addition/change there was.

Zeph
March 3rd, 2013, 02:06 PM
How does loyalty work? Do the abilities update the counters per turn? Some of that stuff seems stupidly OP and more abusive than my strongest mana burn deck while at the same time seems to have a turn by turn guarantee of playing like my blue 'oh you wanted to play a card this turn' deck. One of them sends a third of a full deck to the graveyard in one turn.

Patrickssj6
March 3rd, 2013, 02:25 PM
Yes, Jace is pretty good :P but at 60 Euros a card you prob won't see it in many decks.

You can activate one abbility once per turn like a socery. The loyalty counters the Planeswalker comes into play are on the bottom right corner. Depending on the abillity used, you either increase or decrease the amount of loyalty counters (you need a certain amount of loyalty counters to use the minus abilities). Your opponent can remove loyalty counters by attacking the planeswalker with a creature. Depending on its power, it decreases the amount of loyalty counters. Before the attack phase, your opponent has to declare which creatures attack the planeswalker and which attack you. Your creatures can then either protect you or your planeswalker. 0 loyalty counters means death, legend rule does apply as well, furthermore they can be targeted by anything with "target player".

They might seem OP at first, but they integrate really quite nicely. I don't understand how your mana burn deck works?

Ryx
March 3rd, 2013, 03:07 PM
I have a shitton dating mostly from Alara and Shadowmoor, I quit playing due to moving on and not liking Mirrodin returns. Started around the original Mirrodin though. One of the last drafts I played in got me a holo Primeval Titan, I keep forgetting to sell that as it's worth quite a bit, or was at the time.

Zeph is right, the Mythic cards made the game into a Gold/Red moshpit and most other creatures are useless. Another contribooting factor to why I quit.

Zeph
March 3rd, 2013, 06:00 PM
I don't understand how your mana burn deck works?

There were a couple of different ways to go about it. The overall idea was to be able and constantly deal ever growing amounts of damage, preferably to target player, per turn.
More direct burn decks were literally burn decks with red X amounts of damage.

I don't recall ever seeing a black mana burn deck. Black was pretty direct in just outright skull fucking your opponents to death.

White mana burn decks pretty much relied on locking down things that a target player had on the field with debuffs while providing them with more mana than they could spend.

Blue mana burn decks were kinda the same, but I dont remember ever finding enough blue stuff to make a deck. I think the idea I had going for it was to force target players to tap lands while sending their hand to graveyard.

Green was the epitome of mana generation. On top of there being creatures that would generate twice their casting value per turn in mana, there were so many cards that controlled the entire board in terms of what would become tapped and untapped. I recall one card that would allow you to untap all cards in your control on other players turns. You could go all out on offense, tapping creatures to generate mana, hurricane for X damage, then be back with a full board on defense. By the time you added in any artifacts to reduce casting costs, you generate far more mana and deal far greater amounts of damage.

The true mana burn decks were combinations of cards that managed to force a target player to tap all their lands for a mana pool. When their turn began, their lands would become untapped. An enchantment and/or artifact in that combination would prevent them from dealing any damage that turn by preventing attacks and/or allowing only one spell to be cast that turn. That player is put in a position where playing lands would generate mana they may not be able to spend and subsequently lose life by having a mana pool left over at the end of their turn. It got even better if you could force them to tap their land again after they were forced untapped to double up the mana pool.

Kinda mana burn, kinda not, are the, usually, two card combos that are capable of generating an unlimited amount of mana per turn. You usually see one of those cards in the combo banned in competitive play though, so it didn't matter too much.

Assuming they only had a minimal five lands on the board, that would be a minimum of 10 mana without a boost. Have an enchantment that causes things to generate twice as much mana? That puts it up to 20 mana in the pool. Four of those doubling enchantments in the best case? 80 mana. Yeah, it relies on getting a combo out, but unless they have plenty of cards that can spend X amount of mana then they're going down pretty quick.

Patrickssj6
March 3rd, 2013, 06:36 PM
The true mana burn decks were combinations of cards that managed to force a target player to tap all their lands for a mana pool. When their turn began, their lands would become untapped. An enchantment and/or artifact in that combination would prevent them from dealing any damage that turn by preventing attacks and/or allowing only one spell to be cast that turn. That player is put in a position where playing lands would generate mana they may not be able to spend and subsequently lose life by having a mana pool left over at the end of their turn. It got even better if you could force them to tap their land again after they were forced untapped to double up the mana pool.

I have never seen a card which could force the opponent to tap a land and add that mana to his pool. Forcing an opponent to tap a permanent does not automatically activate its tapping ability.

n00b1n8R
March 3rd, 2013, 06:40 PM
They've changed the rules so many times now, my decks from when I was in middle school (about fifteen years ago) just flat out don't work anymore. Apparently mana burn isn't a thing anymore and protection from sources are completely different now. They've apparently retooled card distribution so a card's value in game is in parity with whether it is common, uncommon, or rare. Back then, uncommon/rare just meant that the card was printed at a far lower rate. Now it seems that the deck with the most silver/gold icons in it wins.

The rules get updated but its mostly just the fine details which are streamlined. Removing mana burn doesn't matter because seriously who ever gets mana burned lol. Rarity has always been a function of how good a card is but its irrelevent in competetive magic anyway.

Zeph
March 4th, 2013, 03:02 AM
I have never seen a card which could force the opponent to tap a land and add that mana to his pool. Forcing an opponent to tap a permanent does not automatically activate its tapping ability.
Rules when I played had lands with a ability of tap: add mana type to your mana pool. It didn't matter who caused the tap. There were many cards designed to allow you to control a player's actions for a turn and they were made for this kind of purpose.
Keep in mind that back around the time of Antiquities and well through Urza's Destiny and beyond, the internet was still a new thing and 56k the above average norm for internet speed.
The entire rule set back then came alongside a 40-60 card expansion pack and fit in a little booklet the size of a card about 20 pages thick that also contained a step by step guide on how to play, info on the expansion set, and some information about WotC as well.

It was nowhere near as detailed as something like this: http://wiki.mtgsalvation.com/article/Comprehensive_Rules


The rules get updated but its mostly just the fine details which are streamlined. Removing mana burn doesn't matter because seriously who ever gets mana burned lol. Rarity has always been a function of how good a card is but its irrelevent in competetive magic anyway.
Somewhere around 96-98, one of the decks used in semi finals for world championships used mana burn.

Patrickssj6
March 4th, 2013, 06:25 AM
I play since Darksteel and mana burn has been very very rare since then. Usually just caused by effects which give you double the mana or more mana than necessary. The rule was obsolete. Sucks for you because your deck is build around that but any newer deck would not even feel the difference ^^

Higuy
March 4th, 2013, 03:09 PM
I've been getting into modern latley. Alot of the sets from a few years ago are alot more intresting and fun to build around then the ones out now... I built myself a nice modern exalted deck using stuff from the Shards block and Zendikar block. Works rather well and can kill on turn four. Also uses some cards from Future Sight...

Amit
March 11th, 2013, 03:53 AM
Fuck Jace.

Patrickssj6
March 11th, 2013, 06:18 AM
White/Blue/Green-Exalted/Angel/Supreme Verdict Deck (Just a nice balanced deck)
Red-Elemental/Shooting Deck (Loose a friend on turn 5, "deal double damage" + "lava axe" = 1 card, 10 direct dmg)
Black-Specter/Discard Deck (Loose another friend, discard cards, drawing carts costs you life)
Red/Black-Vampire/Curse Deck (Spamming curses after turn 2, "all enemy creatures -1/-1", "only play one spell per turn")
Green/Blue-Eldrazi Deck (Emrakul on turn 2 or 3 anywhere in the deck)