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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 6:58 am 

Joined: 2012-Mar-31 11:52 am
Age: Elder Dragon
"With the exception of granting abilities", a card in your deck may not reference land types which are outside of your general's color identity."

It isn't the cleanest, but it gets around stuff like swampwalk while nerfing off-color fetches and Urborg.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 8:07 am 

Joined: 2014-Jul-26 11:35 am
Age: Elder Dragon
Karma
Choke

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 8:13 am 

Joined: 2012-Mar-31 11:52 am
Age: Elder Dragon
Damn. Forgot about those.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 9:17 am 
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Joined: 2009-Mar-31 8:25 pm
Age: Elder Dragon
Location: New Zealand
Successfully banning off-colour fetches is like the gauntlet of the Commander community.

Even the greatest among us have tried, but none have succeeded, yet every year, we all have a try at it again and again.

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 9:33 am 

Joined: 2013-Oct-09 7:02 am
Age: Elder Dragon
I don't agree that such a change should happen because it would most certainly make Spoils of Victory have 5 color CI and Evolving Wilds have colorless CI.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 7:44 pm 

Joined: 2015-Mar-04 12:43 am
Age: Drake
The best I can come up with:

Quote:
903.4d The color identity of land cards includes colors of mana produced by basic land types found in that card's rules text.


I think it solves the aesthetic issue (fetch lands, Urborg), without "collateral damage"?
I find it no more jarring than rule 903.5d (for inclusion of basic lands), and IMO it has a certain elegance in that it is based on land types for lands only.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 11:20 pm 

Joined: 2011-Sep-30 6:08 am
Age: Elder Dragon
Farseek nerf inc. Head for the hills.

(Not a response to the immediately prior post.)

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-11 11:23 pm 

Joined: 2011-Sep-30 6:08 am
Age: Elder Dragon
Unrelated:

Head for the Hills 2WW
Enchantment - Aura
Enchant Mountain
Creatures without flying or mountainwalk can't attack you.

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 12:33 am 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
crokaycete wrote:
Unrelated:

Head for the Hills 2WW
Enchantment - Aura
Enchant Mountain
Creatures without flying or mountainwalk can't attack you.

I'd go straight for the Island Sanctuary reprint only subbing in mountainwalk.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 12:38 am 
EDH Rules Committee

Joined: 2006-May-18 5:21 pm
Age: Elder Dragon
lumination wrote:
The best I can come up with:

Quote:
903.4d The color identity of land cards includes colors of mana produced by basic land types found in that card's rules text.


I think it solves the aesthetic issue (fetch lands, Urborg), without "collateral damage"?
I find it no more jarring than rule 903.5d (for inclusion of basic lands), and IMO it has a certain elegance in that it is based on land types for lands only.


This is pretty much the best we've managed. I think having a single standard that applies to all cards is a net benefit, though, so it's not without detriment.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 1:18 am 

Joined: 2012-Mar-31 11:52 am
Age: Elder Dragon
crokaycete wrote:
Unrelated:

Head for the Hills 2WW
Enchantment - Aura
Enchant Mountain
Creatures without flying or mountainwalk can't attack you.

Needs to be 'Run to the Hills' for that sweet Maiden reference.

On subject, does the RC consider cards like Farseek to be a flavor fail as well, or just the fetchlands?


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 1:45 am 
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Joined: 2014-Jul-28 8:30 am
Age: Dragon
The simplest fix for off colored fetches is to not play them if you think they are a flavor fail. It requires no complicated rules syntaxomancy, doesn't create collateral damage AND you start each game an emblem that says "if your deck contains no off-colored fetches, at the beginning of your upkeep, mount your flavorful high horse and look down on people who do. Also, assemble a contraption. Because, you know, Steamflogger Boss."

It's win-win. The fetches remain legal for those of us who play them, and you flavor first fellas get a sweet ass emblem.

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 3:30 am 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
kirkusjones wrote:
The simplest fix for off colored fetches is to not play them if you think they are a flavor fail. It requires no complicated rules syntaxomancy, doesn't create collateral damage AND you start each game an emblem that says "if your deck contains no off-colored fetches, at the beginning of your upkeep, mount your flavorful high horse and look down on people who do. Also, assemble a contraption. Because, you know, Steamflogger Boss."

It's win-win. The fetches remain legal for those of us who play them, and you flavor first fellas get a sweet ass emblem.

That'll only get you a second contraption if you are a rigger.


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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 7:26 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
Uktabi_Kong wrote:
niheloim wrote:
Sheldon wrote:

It's been a topic of discussion before. Said topic has made some people colicky . It's a minor thing, so it's not worth a great deal of effort. We've said for a long tim that if we could come up with a clean, crisp rule (which doesn't name cards or card types) that doesn't nerf other cards with land words, we'd consider it. In my local group, we've just agreed to not play the off-color ones. The RC pretty much does the same.

hmmm... crisp huh?

A deck may not include lands that search for lands of a type that produce mana outside of the commander's CI.

Doesnt handle urborg, and might need some additional words for the comp rules... but frick, who cares about the comp rules wording.
This doesn't sound right at all... This pounds like Polluted Delta can't be in a UB deck because it can search for Hallowed Fountain.
Polluted delta cannot search for a plains. Hallowed fountain is a plains.

So any blue black deck can run a Polluted delta as it only searches for lands with the types Swamp and Island which produce mana of the appropriate color for the CI.

A UB commander would not be able to run misty Rainforest as it can search for a forest, which taps for green.

But your right it doesn't handle urborg.
EDIT: Can't include lands that turn lands into a type that taps for mana outside of the CI? Urborg should just be banned.

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 Post subject: Re: Should we ban Fast Fetchlands?
AgePosted: 2016-Sep-12 7:31 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
lumination wrote:
The best I can come up with:

Quote:
903.4d The color identity of land cards includes colors of mana produced by basic land types found in that card's rules text.


I think it solves the aesthetic issue (fetch lands, Urborg), without "collateral damage"?
I find it no more jarring than rule 903.5d (for inclusion of basic lands), and IMO it has a certain elegance in that it is based on land types for lands only.

Seems good.

At least until they print land type specific strip mines.

"F Yo Forest"
Land
T, Sacrifice: Destroy target forest.

But I'm alright with that.

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