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Top-decker
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Top-decker
Should have made it Leyline of Miraculous Misfortune... add the starting hand onto the battlefield thing.. Miracle looks so stupid.
Phasing, fading, and suspend should all be in the new block.
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TCG Legend
 Originally Posted by timtom178
Miraculous Misfortune  
Enchantment
Miracle: 
If a spell was cast using a miracle ability mana cost, counter that spell.
" No more lucky draw bull****."
Whenever...
or this one will counter nothing.
Why blue? Please do not try to fit blue in every card…
Why black? Adding life loss doesn’t make any spell black…
404.1. A triggered ability begins with the word "when," "whenever," or "at."
419.1a Effects that use the word "instead" are replacement effects.
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Power Player
A card that will never do its job, because it's even more conditional and dependent on variance than miracles already are, and therefore is totally unplayable.
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Top 8 Master
Pfft, Miracle isn't about "lucky draws".
It's about topdecking skills - SKILL man SKILL!
“I'm the non-technical, right-brained, intuitive creative guy so I felt it only fair to explain my terminology...” – Mark Rosewater
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Top-decker
 Originally Posted by keldon
Whenever...
or this one will counter nothing.
Yeah, i was in too much of a rush to actually think about anything other than that I don't like miracle.. as for miracle being all about top decking/manipulation.
There is nothing skill related in dropping a Delver of Secrets out first turn having temporal mastery luckily sitting on the top of your deck for your second turn.. both flipping delver and allowing you attack with a 3/2 flying twice and having 3 mana out before your opponent potentially takes a second turn. And while this is just one instance when luck practically dictates the winner of the game, I feel like there will end up being many things similar. I am just afraid.
Phasing, fading, and suspend should all be in the new block.
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Power Player
 Originally Posted by timtom178
There is nothing skill related in [variance]
A. Duh. That's why it's called variance. It's a large part of the game, if you hadn't noticed.
B. That doesn't mean that the game doesn't have skill.
While we're talking about insane hypothetical topdecks...
Any color deck can Mental Misstep the delver even on turn 0, or Gut Shut it before it transforms; and if you're on the play and blue, you could counter the Time Walk.
Luck happens. Sometimes you mull your first two hands for having one or 0 lands, and get stuck with a five-card hand with 1 land on the play. It happens. Shuffle and deal, and build your deck to maximize the variance in your favor.
Really, I don't think my problem is with Miracle, it's with reprinting Time Walk.
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Power Player
Also, I'm just going to point out that you can't play Temporal Mastery on your second turn unless you played birds your first turn. If you played Delver, you'd only have one land on the field, so wouldn't be able to pay the miracle cost. That said, I honestly don't mind miracle as a mechanic. It's swingy, fun, and probably not going to matter TOO much. That said, I also don't like Time Walk, especially in older formats which I generally play in. D:
And as someone said before, the spell really isnt going to do too much. It stops the miracle cost for cards, but not only can they still play it for the normal casting cost, but the likelihood of the card even mattering is miniscule.
Rules advisor: 11/1/11
 Originally Posted by Sinders
listen to fallen.
<winky smiley face>
Standard: U/G "Dredge"
Legacy: Dream Halls
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Power Player
1. This is just horribly narrow and hateful.
2. The miracle spells AREN'T THAT GOOD. Even Temporal Mastery is hugely overrated right now. Yes, it will be nuts in older formats with Brainstorm and Jace...where everything is nuts. But in Standard and Modern it will be fine because it takes a lot more work to make it work consistently. The reality is that in a format like standard about half the time you see the card it will be stuck in your hand. Think about it, if it is in your top 8-9 cards it is a dead card. You can't cast it out of your opener and you can't cast it on either of the first two turns. Now you can certainly build around it, playing looter spells or ramp to either discard it or hardcast it...but that doesn't make it too good.
Even when you draw the Mastery naturally on turn 3 it won't be all that broken unless you just have an ideal start. Sure, if you play creatures on both your first two turns then hit it on the third they could be in trouble. But if you get a slower start then it will play like a better explore. It is simply a very high variance tool. In a deck like Standard Delver, that doesn't build around it, it will probably play something like this:
40-50% of the time = dead in hand
20-30% = good
20-30% = great
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Top 8 Master
at that point, why not just counter spells cast via alternate costs
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