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PostPosted: Mon Jul 04, 2016 8:49 am 
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Why 4 colors?


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PostPosted: Mon Jul 04, 2016 8:51 am 
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cyrus386 wrote:
Why 4 colors?

the B needed to activate its damage ability


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PostPosted: Mon Jul 04, 2016 8:55 am 
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White and colorless for Displacer, Green for the spider and Black for it's ability.

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PostPosted: Mon Jul 04, 2016 8:58 am 
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otrisk wrote:

Should do. I'm guessing this can still be countered itself.


Sure it can be countered.

I think it's highly unlikely we get this, though, because of the game design.
"How many times would you like to activate that?"
"oh, just one. for now." figure out mana selection for just one shot of whatever you're using.
... watch the timer go down. Ability resolves.
timer starts again for the phase. pause it. activate ability again. dialog to ask how many times. watch the timer start for responses again.
repeat. repeat.

Not that I'm saying the developers won't be up to the task, but I'm saying they're trying to make this version of the game play very snappy. This card does not do that in an online game.

Actually, with the auto-resolve option, the programmers may not be up to the task. That's a lot of strange interactions you could get.


I don't think you understand how the card works. It resolves once, and that's it. It exiles everything that is on the stack at the time you cast it. And you don't get to pick and choose, either.

What this does is counter uncounterable stuff, counter abilities including on-cast abilities, and counter multiple spells/abilities in those fringe cases where the opponent puts multiple spells/abilities on the stack instead of resolving them one after the other.


Riiiight... it counters the stack. Not future stuff, not resolved stuff, but the stack.

So I'm pointing out: what's on the stack?

Because of this thing's existence you don't want a lot of stuff on the stack at once. But the game doesn't really lend itself to that.

For example, you don't want to activate Nantuko Husk again while it's first activation is on the stack. Because then the opponent can counter both of them at once with one card. You activate it once, *resolve it*, then activate it again. But that's watching the timer a lot and stopping it a lot - you need the timer to fully tick down for possible responses to each activation, not just to the end result.

Or something like Ember-Eye Wolf where each activation also needs to nitpick the mana selection to not eat up RR when you mean to leave more R for later.

That's what I'm saying. It's a UI issue that in paper play with a human you can address in about half a second, but here need to keep fussing over watching timers. and that's with the developers really concerned with gameplay speed.


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PostPosted: Mon Jul 04, 2016 9:02 am 
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otrisk wrote:

Sure it can be countered.

I think it's highly unlikely we get this, though, because of the game design.
"How many times would you like to activate that?"
"oh, just one. for now." figure out mana selection for just one shot of whatever you're using.
... watch the timer go down. Ability resolves.
timer starts again for the phase. pause it. activate ability again. dialog to ask how many times. watch the timer start for responses again.
repeat. repeat.

Not that I'm saying the developers won't be up to the task, but I'm saying they're trying to make this version of the game play very snappy. This card does not do that in an online game.

Actually, with the auto-resolve option, the programmers may not be up to the task. That's a lot of strange interactions you could get.


I don't think you understand how the card works. It resolves once, and that's it. It exiles everything that is on the stack at the time you cast it. And you don't get to pick and choose, either.

What this does is counter uncounterable stuff, counter abilities including on-cast abilities, and counter multiple spells/abilities in those fringe cases where the opponent puts multiple spells/abilities on the stack instead of resolving them one after the other.


Riiiight... it counters the stack. Not future stuff, not resolved stuff, but the stack.

So I'm pointing out: what's on the stack?

Because of this thing's existence you don't want a lot of stuff on the stack at once. But the game doesn't really lend itself to that.

For example, you don't want to activate Nantuko Husk again while it's first activation is on the stack. Because then the opponent can counter both of them at once with one card. You activate it once, *resolve it*, then activate it again. But that's watching the timer a lot and stopping it a lot - you need the timer to fully tick down for possible responses to each activation, not just to the end result.

Or something like Ember-Eye Wolf where each activation also needs to nitpick the mana selection to not eat up RR when you mean to leave more R for later.

That's what I'm saying. It's a UI issue that in paper play with a human you can address in about half a second, but here need to keep fussing over watching timers. and that's with the developers really concerned with gameplay speed.

It's not that different to paper. Sure paper doesn't have a timer but if this counter turns out good then paper players can also resolve 1 at a time too.

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PostPosted: Mon Jul 04, 2016 9:08 am 
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Riiiight... it counters the stack. Not future stuff, not resolved stuff, but the stack.

So I'm pointing out: what's on the stack?

Because of this thing's existence you don't want a lot of stuff on the stack at once. But the game doesn't really lend itself to that.

For example, you don't want to activate Nantuko Husk again while it's first activation is on the stack. Because then the opponent can counter both of them at once with one card. You activate it once, *resolve it*, then activate it again. But that's watching the timer a lot and stopping it a lot - you need the timer to fully tick down for possible responses to each activation, not just to the end result.

Or something like Ember-Eye Wolf where each activation also needs to nitpick the mana selection to not eat up RR when you mean to leave more R for later.

That's what I'm saying. It's a UI issue that in paper play with a human you can address in about half a second, but here need to keep fussing over watching timers. and that's with the developers really concerned with gameplay speed.

It's not that different to paper. Sure paper doesn't have a timer but if this counter turns out good then paper players can also resolve 1 at a time too.


The difference from paper is the timer, and I think that's a huge difference.

Not because we, as players, are terrible at using it. But because the developers have made it very clear (in their actions to change hold priority and the explanations that followed that screwup) that they want this game to flow FAST. Having to wait to time out response to each and every stack action is probably not going to be a design they want in place.

Also, what does this do with auto-resolving effects? Say you get many things on the stack at once - maybe at the start of upkeep, maybe many separate "when this deals combat damage" abilities. What type of timing and resolution do we have there?

This one card is a huge user interface problem, and a very nasty one given the limits of the game. They're removing Tithes because the UI of selecting the payment is too crazy. They don't like odd game interaction from the players (which is distinct from cards with complicated effects).


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PostPosted: Mon Jul 04, 2016 9:23 am 
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cyrus386 wrote:
Why 4 colors?
the B needed to activate its damage ability
Honestly, if you're hitting it with displacer, you hardly even need it's activated ability. You just go Might of the Masses or Kytheon's Tactics and token rush the enemy.


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PostPosted: Mon Jul 04, 2016 9:25 am 
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Interesting. A land to protect you against losing great cards from Distended Mindbender or Whispers of Emrakul.


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PostPosted: Mon Jul 04, 2016 9:28 am 
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Interesting.

Broken image seems very good indeed.
Dunno why it is broken, for me anyway, but maybe this works:
Image

It seems kinda meh to me. Sure discarding your stuff is bad but I dunno if I want to be putting it all on top of the deck either. then again it's a may trigger so you can save your best stuff but ditch your terrible things, still feels just OK though.

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PostPosted: Mon Jul 04, 2016 9:33 am 
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Interesting.

Broken image seems very good indeed.
Dunno why it is broken, for me anyway, but maybe this works:
Image

It seems kinda meh to me. Sure discarding your stuff is bad but I dunno if I want to be putting it all on top of the deck either.


With discard being a thing to screw control, I could see myself using this. Although I may throw away a land, I'd really rather have that land early on to secure my casting costs. Outside of that, combo decks losing a valuable piece and nothing much else.

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PostPosted: Mon Jul 04, 2016 9:36 am 
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PostPosted: Mon Jul 04, 2016 9:42 am 
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Spoiler


Is what I would be saying if I liked any of this. So Liliana is basically a shoddy version of her Origins self with more of a focus on Zombie tribal for her ult and a mildly better Jace +1?

Oath is an upgrade to Fleshbag in most cases I guess.

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PostPosted: Mon Jul 04, 2016 9:44 am 
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and once again the deuteragonist is better then the protagonist


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PostPosted: Mon Jul 04, 2016 9:47 am 
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and once again the deuteragonist is better then the protagonist


That means Tamiyo > Lili right?

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PostPosted: Mon Jul 04, 2016 9:47 am 
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White and colorless for Displacer, Green for the spider and Black for it's ability.

Oops. Forgot colorless. Well, the new white blink would still allow the same idea to fit in an Abzan shell, in theory. Whether it'll be worth it or not I guess we'll have to see.


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PostPosted: Mon Jul 04, 2016 9:50 am 
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That's all it takes to beat Emrakul?!?!?!


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PostPosted: Mon Jul 04, 2016 9:51 am 
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The fake version may have been boring but it was still better than this. Such a let down.

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PostPosted: Mon Jul 04, 2016 9:52 am 
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That's all it takes to beat Emrakul?!?!?!


Well her oath is thematic. Emy player controls their turn, casts the oath to kill their own Emy or wait for their opponent to do it the turn after.

Sjokwaave wrote:
The fake version may have been boring but it was still better than this. Such a let down.


I kinda have to agree here.

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PostPosted: Mon Jul 04, 2016 9:54 am 
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Lili looks very similar to flip-Jace with her first two abilities, only with creatures instead of spells. My OTP is still Gideon/Jace though.

She might be decent for midrange-delirium or something. I'm happy because I don't like overpowered walkers that fit into every deck with colors that can support them (Gideon), considering that we still don't have many ways to deal with them in duels.


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PostPosted: Mon Jul 04, 2016 9:55 am 
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Spoiler


Is what I would be saying if I liked any of this. So Liliana is basically a shoddy version of her Origins self with more of a focus on Zombie tribal for her ult and a mildly better Jace +1?

Oath is an upgrade to Fleshbag in most cases I guess.


The thing is, the Oath is worse than Fleshbag in two frequently encountered situations. 1, if you have cheap nonsense to throw away, like either some 1/1 or something with a graveyard trigger (Carrier Thrall?). You lose out on the profit of a 3/1 creature. So basically it's only better if you're triggering the PW ability to profit creatures. and 2, a lot of decks can recycle the Fleshbag many times more easily than recycling an enchantment - you're of course starting out by figuring out how to get the enchantment out of play so you can return it to use it again.

The Oath is great for PW decks. You get a PW and some added defense in front of it. Probably better than Chandra's, if I had to pick one, maybe better than Gideon's in some decks.

Liliana herself... I guess she's generally comparable to flipped ORI Jace. Some combat modifier, some graveyard recycling, some ultimate that takes way too many turns to even consider using. Again, though, she carries a bit of self-protection. Worst case scenario you play her, use the -2, net out a better creature from the graveyard, so I'd probably use her, just maybe not build a deck around zombies for her.


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