Magic: The Gathering (aka the Dork thread)

I dunno, when they want to invent new effects they don't usually change the rules, they just create some new, weirdly-worded effect. I think it's like they say, this is for casual players. The cards I've seen from the last couple sets seem much more casual-oriented (an emphasis on big, expensive stuff and multicolor decks that would be really slow, planeswalkers with abilities that take a couple turns before they really hit, etc).

Whatever. There's always type 1. And then there's legacy in case you want a game that lasts more than 2 turns.
 
New design started with 8th Edition, actually. I remember because I went out and bought a pack of 8th Ed and thought I'd gotten fakes.
Ofcourse, I did the same actually, but I knew about it and just wanted to check how awful it was (not as awful as I thought it would be, atleast not in black boarder, but still worse than the old design).

BTW: Vintage usually last quite abit longer than 2 turns, and if the match doesn't, there has usually been more plays than in a regular standard game anyway. :p
 
I used to play vintage. Honestly, second turn kills. I recreated my old Worldgorger deck and it still does second turn kills. And before it got nerfed channelball could kill on the first turn. Legacy is much nicer. You have at least 5-6 turns before you die.
 
2. In-play = battlefield. Why not? I've always used cast in my head. Exile I don't like, though. Fuck that. Also, cards are no longer actually removed from the game...unnecessary functional changes are lame. Also, this nerfs the Wishes. "Beginning of the end step" is fine. It actually was a bit confusing before...
No it wasn't. "End of turn" = "beginning of the end step". This way changes nothing other than being more inelegant, and taking up more space in the text box. Fuck that change.

Battlefield and Exile are also fucking lame.

3. Nixing mana burn is lame.
"Lets make the game more accessible for retards by getting rid of one of the factors that punishes poor play!"

5. Combat damage doesn't use the stack...WHAT THE FUCK. This is a huge fuck you to anyone who plays the game seriously, as combat damage using the stack is pretty much key to a lot of tricks and strategies that make the game fun. Fuck this. The way damage dealing works now is also really lame. Why was this necessary?
Every combat trick ever
RIP
1993-2009

7. I think the change to lifelink is actually good.
Lifelink was more fun when it stacked. Fuck this change.

Also,
Ofcourse, I did the same actually, but I knew about it and just wanted to check how awful it was (not as awful as I thought it would be, atleast not in black boarder, but still worse than the old design).
The new design is pretty fucking gay. I still sorta liked the game before M10, but I definitely think the aesthetics of the old frame fit the game more.
 
Battlefield and Exile are equally as lame as Library or Graveyard, we are just used to those ones

That may be true... but those were brought in when the game first started. They have proven over the course of the past 16 years that "in play" and "rfc" works and is intuitive. Do not fix what is not broken.
 
I used to play vintage. Honestly, second turn kills. I recreated my old Worldgorger deck and it still does second turn kills. And before it got nerfed channelball could kill on the first turn. Legacy is much nicer. You have at least 5-6 turns before you die.
Yes if you play boring combo decks you can win on first or second turn (long.dec had ~70% first turn kills before the nerf iirc), but if you are on the draw you have a lot harder time. :> Besides there are lots of decks that doesn't go for the first/second turn till. You hardly win on second turn with workshop lockdown decks like stax or mud or wth they are called nowdays, or why not control slaver which is (has been atleast, was quite awhile I played) one of, if not the best deck for along time.
 
Yeah, obviously control decks are way slower, but there are a lot of combo decks out there and as a consequence vintage games often end very quickly. Control Slaver is awesome, btw, but I actually like Scepter/Chant a lot more (especially because it's legacy-legal) because it's just more pwnage.
 
Man, I've been hooked on this game for way too long. I'm more of a draft player now, but I still play some standard and block constructed. I actually made Canadian Nationals back in 2005, with this decklist: http://sales.starcitygames.com/pear/includes/deckdatabase/displaydeck.php?DeckID=12053

Agreed that the new rules changes are awful. Having combat damage circumvent the stack makes no sense at all and neuters the majority of combat tricks. The new core set is ridiculous, too. We get it, Wizards, you want to nerf blue, but come on. You can't give red back Lightning Bolt and Ball Lightning while giving white a cheaper Glorious Anthem and a better Serra Angel and not give blue something. Force Spike would be really nice, but apparently they're content just to give blue a large variety of unplayable counterspells.
 
Agreed that the new rules changes are awful. Having combat damage circumvent the stack makes no sense at all and neuters the majority of combat tricks. The new core set is ridiculous, too. We get it, Wizards, you want to nerf blue, but come on. You can't give red back Lightning Bolt and Ball Lightning while giving white a cheaper Glorious Anthem and a better Serra Angel and not give blue something. Force Spike would be really nice, but apparently they're content just to give blue a large variety of unplayable counterspells.

They gave blue Djinn of Wishes, which completely obsoletes Air Elemental.

And then printed Air Elemental in the same fucking set.

Fuck R&D is full of idiots.
 
I am considering getting into this game. My son is getting more into it. I don't know much, but I am thinking about a black/green Zombie type deck or something. I played a deck of my son's, which was all black, and was based on making others discard and lose life when they did. Plus it had a card which could turn all their lands to swamps. It was fun.
 
I've been playing for a few days now with some friends using octgn over a hamachi network.

Started off playing with a life drain deck I found online, liked that a lot. Was vampire based and basically raped face once I got a few Sanguine Bonds on the field.

Then switched to a different style of life drain deck where I based most of my life gains upon my sorcery cards. Also had an artifact that when I used it I put charge counters on it equal to the amount of life I had at the time I played it, and every time I play a land I increase my life to that total. Ended up having my buddy swinging at me for 16 life a turn and he still couldn't beat me because of that set up.

The one deck I'm actually building myself right now focuses on Myr cards to create an infinite mana loop and using that mana to summon 3 specific creatures that will make it literally impossible for my opponent to play ANY of his cards. 8)
 
I would say I'd play you guys, but if Morts post is any indication, then I'd probably have to play against Shards of Alara/Zendikar/Scars of Mirrodin cards, which would be super gay.
 
Yeah, perhaps, the cards I specifically am talking about for the third deck have pretty ridiculous mana costs so its not like I'm just doing a turn 4 Emrakul or some shit like that for next to nothing.
 
I dunno, I'm just biased as it used to be an amazingly designed game, even 4-5 years ago. Just ticks me off seeing such trashy sets, sets based in flashy gimmicks (big colorless creatures, colored artifacts, the "hey lets make 90% of creatures be horribly over the power curve" mentality, planeswalkers), rather than actual tasteful, elegantly-designed cards, like the game used to have.
 
My friend, "elegant design my fucking ass

theres more infinite and rape combos in the backlist of sets than there are in the new ones
power creep MY FUCKING ASS
Even my turn 4 emrakul deck wouldn't stand a chance against a legit Legacy/Vintage deck at pro-level"

idk