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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-29 10:42 am 

Joined: 2014-Sep-13 7:28 am
Age: Elder Dragon
niheloim wrote:
Sovarius wrote:
Your wording is actually both, but the main difference is you can't have two copies. You need more like "You may counter target spell. You may copy target spell." kind of deal. Which would be col to because in that case you can target two different spells on the stack.

what?

Sorry, didn't see this before.

I didn't notice in your creation you included 'choose one or both'. Which is what i meant by 'your wording is both'.

Nigerian Prince wrote:
Split Decision

I have confusing erotic feelings for this card, I play it in every blue deck. It's just so ... perfect.

It always counters counterspells, so that's cool. Usually something i'm concerned with. I love Twincast in that regard - it counters counterspells. But Twincast obviously awesome for the normal usage too.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-14 10:14 am 

Joined: 2013-Mar-15 8:39 am
Age: Dragon
Location: Canada, Ontario
Congrats guys they just printed ugin's nexus enough people finally complained about it so there you go an answer that they just printed for all colours.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-14 11:21 am 
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Joined: 2012-Feb-07 4:15 pm
Age: Elder Dragon
That card has been out for like a year now...

And it is just plain terrible, may I add. It is 1 card out of the 99 that does nothing unless extra turns are prevalent in your meta. If it was a cantrip or if it cost less than it would be better but still pretty bad.

Also, Stranglehold has existed since the original Commander set. I'm really not sure what point you're trying to make.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-15 1:28 am 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
Uktabi_Kong wrote:
And it is just plain terrible, may I add. It is 1 card out of the 99 that does nothing unless extra turns are prevalent in your meta. If it was a cantrip or if it cost less than it would be better but still pretty bad.

And you can't even use copy effects to legend rule it for extra turns.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-15 4:27 am 
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Joined: 2012-Feb-07 4:15 pm
Age: Elder Dragon
JJackson wrote:
Uktabi_Kong wrote:
And it is just plain terrible, may I add. It is 1 card out of the 99 that does nothing unless extra turns are prevalent in your meta. If it was a cantrip or if it cost less than it would be better but still pretty bad.

And you can't even use copy effects to legend rule it for extra turns.

I was going under the assumption that if you consider extra turns a big enough problem, you yourself wouldn't want to be running them.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-15 5:44 am 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
Uktabi_Kong wrote:
I was going under the assumption that if you consider extra turns a big enough problem, you yourself wouldn't want to be running them.

You forget what kind of hypocritical monsters Magic players are.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Apr-15 6:47 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
JJackson wrote:
You forget what kind of hypocritical monsters Magic players are.

I haven't wanted a like button here before now... but this one... so true!


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-May-17 12:38 pm 
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Joined: 2016-May-16 12:03 pm
Age: Dragon
Location: The Blind Eternities
I would be extremely more pissed if someone was consistently flashing back take an extra turn spell and enable them to take X amount of Extra turns like forever. Example of a zmatch I had earlier this week:

Opponnet's Commander: Mizzix of the Izmagnus

After several turns, this guy plays a Temporal Manipulation then Plays Recoup using his commanders ability then starts playing a fuck ton of flashback spells to bring that stupid temporal manipulation spell back several times.

I think there should be at least a rule you cant take extra consecutive turns in a row due to how badly it stalls a game as well as how much of a dick move it is to do so.

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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-May-18 2:23 am 

Joined: 2011-Aug-18 3:35 pm
Age: Elder Dragon
RaiRai wrote:
I would be extremely more pissed if someone was consistently flashing back take an extra turn spell and enable them to take X amount of Extra turns like forever. Example of a zmatch I had earlier this week:

Opponnet's Commander: Mizzix of the Izmagnus

After several turns, this guy plays a Temporal Manipulation then Plays Recoup using his commanders ability then starts playing a fuck ton of flashback spells to bring that stupid temporal manipulation spell back several times.

I think there should be at least a rule you cant take extra consecutive turns in a row due to how badly it stalls a game as well as how much of a dick move it is to do so.


Mizzix can just win without taking extra turns... Seems like a poorly constructed deck more than a problem that needs to be addressed at a high level. Your playgroup is the problem. There are plenty of legal extra turn cards that are far easier to abuse as well.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-May-18 3:05 am 

Joined: 2014-Sep-13 7:28 am
Age: Elder Dragon
RaiRai, i would probably suggest that you guys just concede when that player has 5 turns lined up. The amount of effort he is going through could have been, like Epsilon is getting at, infinite storm or damage, or a Blasphemous Act or Cyclonic Right every turn.

I don't think there's ever going to be a rule about not being able to take multiple turns. Format specific rules are obviously what makes the format unique (whereas others are typically defined only by their card pool) but why would you ever ban a certain action, outside of the commander-only special rule about replacement effects when it changes zones.

There are no rules to prevent dick moves (except, again, only for the commander, which the format centralizes on).


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Jun-02 7:05 am 

Joined: 2010-Oct-26 5:52 am
Age: Dragon
JJackson wrote:
Uktabi_Kong wrote:
And it is just plain terrible, may I add. It is 1 card out of the 99 that does nothing unless extra turns are prevalent in your meta. If it was a cantrip or if it cost less than it would be better but still pretty bad.

And you can't even use copy effects to legend rule it for extra turns.


actually you can, you just need a Krark-Clan Ironworks to get rid of the original, incredibly dirty when you put mirrorworks on a prototype portal.

*Ahem* Also friendly reminder extra turns are completely unfair in this format.

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Maluko wrote:
We need a clear set of objective rules so that everybody always knows what to expect, and how to prepare for it. As of now, I think I spend more time arguing with players about the format than I do playing fun and interactive games of Commander. And last time I read, this was not the format's purpose.

QFT


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Jun-02 7:09 am 

Joined: 2012-Apr-11 7:17 am
Age: Elder Dragon
Gath Immortal wrote:
*Ahem* Also friendly reminder extra turns are completely unfair in this format.
You Keep Using That Word, I Do Not Think It Means What You Think It Means.meme

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sir squab wrote:
My... history of buying Magic cards is probably a tapestry of bad financial decisions >_>
niheloim wrote:
No, I think he's right. I'm just all butt-hurt over prophet.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Jun-05 10:31 pm 

Joined: 2015-Apr-23 11:27 pm
Age: Drake
Location: Antwerp, Belgium
Not for everybody's taste, but we had a great solution to excessive extra turns or long masturbatory turns yesterday. Since it was such a nice weather here, we pulled the table out of my friends brewery where we usually play, and put it across the street under a couple of trees in the church square. We added a one time only house rule called "the clock of doom". When the church bells sounded, the player whose turn it was immediately lost 10 lives, no preventing possible.

I got hit twice, second time I was playing Marchesa so I didn't mind all that much. One guy actually got killed by the bells while going through someone's library for a Bribery . Good fast games all afternoon :)

Chaining extra turns is extremely lame, but unfortunately banning extra turn cards is not the answer. people who like these kind of tricks will always find other equally obnoxious tricks. You'd probably have a better chance of succes trying to correct their build- or play style then wishing for a rule change. Verbal abuse might help, threathening to date their little sisters and sit around every sunday family dinner should also do it. If all that fails, next MP game where someone is chaining, congratulate them with their awesome game skills, and suggest to the rest of the table to keep on playing for second place. Have that guy sit a game out for a while.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Jun-07 12:07 am 
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Joined: 2008-May-04 6:05 pm
Age: Elder Dragon
Location: Wisconsin
We generally steer clear of extra turns in our group, but that isn't to say they don't happen. I play Temporal Mastery and Stitch in Time in my one of my four decks. Temporal Mastery at least exiles itself, and with Stitch in Time, if you win the coin flip, you deserve your extra turn. Do I sometimes recur Stitch with Woodland Guidance or Spelltwine, sure. But more often than not it's to try and win the game via combat damage. And the coin flip at least makes it interesting. But I don't play these cards because I expect myself to take many extra turns, I play them because miracles and coin flipping are unpredictable and entertaining. That is my goal with my decks, to entertain. If you are going to take X number of additional turns, your show better be pretty damn good.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Jun-07 4:59 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
I play Stitch in Time in Riku. I think its a great gamble- 5 mana for possibly 2 turns!? Or 5 mana for nothing? And half the time its just a Time warp, but more mana intensive.

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