Warren Ockrassa wrote:
>Jim Sharkey wrote:
>>Spikey?
>Yes, Spikelike. Even one of those things is a pain. Having more 
>than one would be a very Spike thing to do.

That wasn't my question.  I haven't heard the expression "Spike" 
before, and I'm not sure what it means.  And since Legacy Weapon is 
a legendary Artifact anyway, having more than one just increases 
your chances of drawing it.  It doesn't change the circumstances of 
the game, especially since it's reusable if you have the mana to do 
it.  of course, *having* the BRGWU to use it consistently is another 
story entirely...

>Mmm, until you got burned from every game. "Remove from game" is 
>not the most popular play format here; there are several folks who 
>rely heavily on graveyard recursion.

So...people should just let them use that recursion with impunity?  
It's not like graveyard recursion isn't frustrating to go up against.

>> Have you ever played "Mental Magic?"
>Er, ah, um, not in public?

Hehehe.  No, it's where you take a buttload of janky cards, pile 
them together, and everyone draws from that one deck.  You play 
cards face down to represent lands, and you can get any color you 
want from each one.  When you play cards, you can call the cards you 
play *anything* that matches the played cards casting cost.  That is,
a Flying Men can be used as an Ancestral Recall, or a Scathe Zombie 
can be used as Yawgmoth's Will.  The only caveat is that you can't 
name a card that's been named already.  Essentially, the new card in
Unhinged called "Richard Garfield, PhD" is a card that lets you play
mental Magic with your own deck.  It's a lot of fun.

>>Why the blue hate?  Just the annoyingness of spell counters, or 
>>at?
>It doesn't take any skill at all to pack a deck with blue bounce 
>cards.

I disagree.  It takes an *enormous* amount of skill to play control 
properly.  I watch fledgling Blue mages makes the most boneheaded 
errors because they don't know "when to hold 'em."  It's easy to 
beat someone who's careless with his counters.  I will allow, 
though, that really *good* Blue players can get annoying.  :)

>I mentioned earlier having a Serra Avatar/warhammer combo that I 
>took apart. I won, yeah, but my opponents were not in the game, 
>and that's a shabby way to play and a shabby experience for them. 

Maybe.  but aren't you doing them a disservice by taking it easy on
them?  For my part, I would *want* to play it until I could figure
out ways to beat it.  Playing against superior opposition is the only
way to get better.

I think I should caveat this statement, though: Among friends, it's 
different.  I have one set of Magic lovers who play killer, highly-
tuned decks that are built for tournaments (Goblin Welder & 
Mindslaver, Four Color Control, Charbelcher/Mana Severance, etc.) 
and I have one set who play crazy 8-card combo Johnny decks.  So I 
play different decks with those guys.  So I guess I see your point; 
if things are intended to be friendly, you need to design decks for 
that environ.

Do you worry, though, that the younger players are going to be in for
serious culture shock if they play outside your group?

>And I dang sure don't need to win in three plays, as I've heard 
>some boast.

I can appreciate that.  If you're not in a tournament, it's pointless
to play that way.

>(It is childishly satisfying to watch someone like that carefully 
>develop a dozen little schemes, get ready to launch, and then pop a 
>Pernicious Deed on 'em.)

It's their own fault for letting it resolve anyway.  If you're going 
to try and be the big dog, you better be prepared.  ;-)

>>Kamigawa has a lot of graveyard tricks, but it seems they learned 
>>a little something from Odyssey and Kamigawa has a bunch of anti-
>>graveyard cards.
>I must have missed those, unless you mean the red nasties that talk 
>about "remove from game instead" -- I've seen a lot of soulshift, 
>which is kinda groovy.

Yes, there's some red removal.  There's also a new white removal 
instant, not as good as StP, called Retribution.  Then there's the 
Samurai of the Pale Curtain, who causes all permanents that go to the
graveyard to be removed instead while she's in play.

>>Urza's Saga brought us echo, which is a cool ability.  But it's my
>>understanding that a lot of people considered it overpowered.
>Depends how much mana you've got out. ;)

LOL!!  but when you've got Tolarian Academy, is that really a 
problem?  :)

>>I think Stabwhiskers the Odious and Nighteyes the Desecrator are 
>>the nastiest flippers, though the Bodukan Gardener is a cool, 
>>especially if you're a Timmy.  :)
>Haven't seen those yet. This is a pretty rural area, alas.

Stabswhiskers makes the opponent discard.  Then, if the opponent has 
no cards, he flips and becomes a 3/3 walking Rack.  Nighteyes removes
cards in the opponent's graveyard.  If it empties the graveyard, it 
becomes a 4/2 that can put creatures into play from any graveyard 
for 4B.  Finally, the Gardener lets you put lands into play.  If you
have ten or more lands, he flips to a 3/3 that can put an elemental
token creature into play for 4GG.  This token's power and toughness 
equal the number of lands you have in play when you create it.
Pretty crazy.  O_o

Oh, and if you couldn't tell, I'm really enjoying this discussion. :)

Jim
WotC stole my wallet Maru

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