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#101
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Platinum Angel works on certain SBAs (by making them not apply to you), but does nothing to prevent triggered abilities from triggering. Wizards tends to keep the number of state-triggers down because they are inherently complicated, and each set has a "complexity budget" if you like, that they don't really want to exceed. (It's a new-ish concept). |
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#102
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#103
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I think the issue is he usually used it against players who knew the cards as well as he did.
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#104
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No one suggests Magic is the cheapest game out there, and the collectable aspect of it is right there in the name. But lots of casual games allow proxies. The reason not everyone does it all the time is that then everybody just has a deck of the 10 best cards and the game is a lot more boring. The major tournaments don't allow proxies of course because they're subsidized by either Wizards or the big vendors in the secondary market, who do it to increase popularity of the game in order to increase sales. But there's nothing untoward there. --Cliffy |
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#105
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Right; others have pointed this out, so ignorance fought. The friends that play never use them, so I wasn't aware that they even existed. I did do a search for blank Magic cards, and only came up with fairly expensive semi-official ones. I'm (not really) surprised that you can't just buy a deck of blank cards with enough space for the full description and such. Quote:
What you're saying is that the only reason decks aren't boring is because players don't have infinite budgets. For some reason I think others would disagree. It sounds like a really bad way of enforcing game balance. Quote:
And yes, I understand that there are many different tournament formats and that not all of them require expensive and rare cards. I just think it a bit unpleasant that all of the formats aren't that way. |
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#106
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This product would never sell well for one simple reason: Basic Land cards. They are necessary to play, so Wizards makes sure that tons of them are available. So every serious magic player (and most casual ones) has a ton of them sitting around. Why buy blanks when you can sharpie up a useless land? (or on the extreme side, print out a picture of the card on paper and put in in a sleeve, backed by a basic land.)
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#107
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#108
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Yeah, I guess so. I was just thinking that truly blank cards might be a little clearer, especially if you sent them through your printer. But the paper+sleeve trick solves that problem as well.
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#109
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One of the things that was cool about Magic when it started was the meta-game: collecting cards was, itself, part of the resource management of the game. Back when I was in high school (and Ice Age was the hot new expansion), tracking down that one card you needed to complete your killer deck was a big part of the over-all gameplay, whether by lucking into it in a booster pack, or wheedling a good deal out of someone who has the card and is willing to trade it. Card scarcity was an interesting mechanic that's been almost entirely lost in the current manifestation of the game, where you can go online and have any card you want delivered to your front door. |
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#110
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This is getting a bit philosophical, but I view games as being idealized abstractions separate from the real world, and that half their point is to, for a few hours at a time, live in a place where all the unfairness and cruelty and ugliness of the outside world isn't present. Outside influence--whether via money or otherwise--contaminates this purity. But hey, different strokes for different folks. I can comprehend the allure even if I can't share it. I don't enjoy either collecting or meta-gaming in general. |
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#111
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I haven't walked that through all the continuous effects layers, so maybe it doesn't actually work. I think that since it relies on an Un-card, it's arguably good enough. |
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#112
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Actually, one of my most fond memories of Magic was when a group of friends and I started an informal Magic league amongst ourselves. We were strictly limited to how many cards we could buy (I think it was two boosters a month) and we were only allowed to use cards bought for the purpose of the League. It created a closed environment that hugely deformed individual card value. I had an all blue deck that was pretty successful, until a friend got a rare in a booster pack that, while normally not that powerful, could completely shut down my deck, and I didn't have any cards in my collection that were much use as a counter. The card was so dominating in that format that, when I won it from him as an ante, I immediately burned it in front of everyone. Hugely cathartic - and it was over a card that you can buy today online for less than quarter, despite it being an out-of-print rare. Quote:
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#113
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#114
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I just got an email from my local gaming store:
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#115
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For a casual player looking to make random non tourney-worthy decks to play with, this state of affairs is awesome. |
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#116
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The collectable value of a pack in in the rare/mythic rare card (and/or a foil, if you got one, which IIRC is one pack in eight), some small percentage of which are worth quite a bit on the secondary market, although their value does tend to go down when the card rotates out of the Standard tourney format. (This weekend I opened a $30 card in a pack I'd bought on a whim while at Target picking up sunscreen.) Certainly, the average value of all the rares printed is less than the four bucks a pack costs, but the jackpots are out there.
But it's a mistake to equate the value of a pack with the collectable value of the pack. (Although plenty of Magic players do this -- it's annoying.) That's why you have "limited" play formats where you all open a bunch of packs and construct a deck out of those cards only. Nobody who isn't really bad at math buys packs to make money, but neither does anybody expect to recoup their losses by selling the commons and uncommons. Those cards are in the pack to play with, not to hold value. To make things more concrete -- a "draft," the most common format people use when opening packs, requires three packs per person. That's $12, the same as a movie ticket. But a draft can last longer, you leave with a bunch of cards in your pocket instead of just memories, and you've got a chance of pulling a card you can sell for twenty bucks or more. Anyway, the quarter for an inch is a good deal in certain circumstances. The player who drafts every weekend is going to be drowning in cards, some of which he'll put in various decks, but plenty of which he won't be using again. If he has the patience to cull out the handful of uncommons that are saleable for a quarter, it's not a bad way to clear out some space. The store will eventually sell the cards it gets for a quarter apiece -- which seems like a bad deal for the player who sold them at a 20th of that price, but the store has to carry the inventory, overhead, and risk of loss (legit when we're talking pieces of shellacked paper) and it's got access to the customers that need a specific hole filled -- that is, it's got the ability to make sales that the player never would. Plus, it'll probably dump a bunch eventually. --Cliffy |
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#117
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That's a pretty standard price for bulk cards. Comes out to about $1 per 250 cards.
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#118
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Occasionally an uncommon will be so darn good that it goes up in value once it's been out of print for a while, especially if people are playing it in Vintage or Legacy. I sold my Sensei's Divining Tops last year for like $8 each. (They were about 7 years out of print). Heck, Force of Will is uncommon, and it's such a powerful Legacy staple that it sells for $75 or so last I checked. In extremely rare cases, a common can do the same, but it's got to be really old, really powerful, only printed in one or two sets, and unlikely to be reprinted. Chain Lightning is in the $15 range, and that's an 18 year old common card.
But the vast majority of Uncommons and Commons are in such surplus that they don't crack 50 cents. In a given pack, you usually get 1 rare, 3 uncommon, 10 common. So there's about 3x as many copies out there of each uncommon as there are for each rare, and 3x again from common to uncommon. On top of that, common and uncommon are usually (at least in modern sets) the most simple cards, so they get reprinted more often. Last edited by gonzoron; 07-24-2012 at 10:50 PM. |
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#119
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So I guess the view isn't all that uncommon. I think most gamers understand the basic idea--after all, just about the most despised player is the cheater. They are the ones that break the abstraction and ruin our perfect simulated reality. Of course, we have laws in the real world, but the consequences for cheating in the real world are, proportionally, far less. A minor cheat in a game is an instant loss--a death sentence, essentially. Hell, it's the equivalent of several death sentences, with reincarnation in between, due to the loss in reputation. A minor violation of the law--not so much. Of course, pay to play isn't cheating, but at least in its stronger forms it has the same whiff. |
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#120
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*blinks and goes hunting for his old magic cards*
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