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Posted: Sat May 31, 2008 3:09 pm
Say you could go back in time, and possess the bodies of various Magic staff members. As cards float across your desk, you use your knowledge of broken, crappy, or otherwise annoying cards to make one (and only one) last-minute change to each card (mana cost, rules text, power/toughness, etc.). What would those changes be? (While not strictly forbidden, it's kind of pointless to make a fixed version of a card that's already been fixed, like Lightning Bolt being reprinted as Shock.) Hymn to TourachWhy: For 2B, black gets "Target player discards two cards" (Mind Rot), for BB it gets "Target player discards two cards unless he or she discards an artifact card" (Wrench Mind), and for 1B it gets "Target player discards a card at random" (Specter's Wail). Hymn to Tourach is just way overpowered for that cost. The Fix: Hymn to Tourach BB Sorcery Target player discards two cards unless he or she discards a card at random. Great WallWhy: There are currently four (legal) cards in the game that have plainswalk, and a couple that can give a creature plainswalk. Also, allowing the creatures to be blocked does little to nothing; an enchantment this narrow should at least be able to DEAL with the creatures that have plainswalk. The Fix: Great Wall 2W Enchantment Creatures with plainswalk can't attack. W: Target creature gains plainswalk until the end of turn.
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Posted: Mon Jun 02, 2008 2:59 pm
Pale Moon 1U Instant R Tap all nonbasic lands.
Why? Because this preserves the theme of nonbasic land hate while not being utterly useless.
Snowfall 2U Enchantment R Cumulative upkeep U Whenever an Island is tapped for mana, its controller may add U to his or her mana pool. If that Island is snow, its controller may add UU to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.
Yes, that's right. If I were only able to make one change to the card, the best one is to move it to a rare slot. It has no business at common.
If I had a chance to make another change, I'd lop off that annoying cumulative upkeep. This would make it actually useful in making the ability playable.
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Posted: Fri Jun 13, 2008 12:02 pm
I think that Grindstone would be an excellent card to reprint for Alara block to hose the hybrid theme in Shadowmoor. However, we don't want third turn Painter's Stone decks running around Standard, do we? The most obvious fix for Grindstone is to have the ability repeat once. It's possible such a card might be printed, but it would be rather wordy, a bit confusing, and boring. Here's the card I think they should print:
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Posted: Sun Aug 03, 2008 8:51 am
wow, i think great wall is lack luster and not worth messing with in anyway. No reason to make it better for four cards in magic
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Posted: Tue Aug 05, 2008 7:53 pm
String_Theory wow, i think great wall is lack luster and not worth messing with in anyway. No reason to make it better for four cards in magic Mooby's fix for great wall deals with more than just the cards in magic that naturally have planeswalk and the cards that grant it. I think it would be a bit too powerful for limited, even in an uncommon slot. Great Wall is a giant pile though, and definitely the worst of its cycle. Mooby, you should do the rest of the cycle. I'd link to Ben Bleweiss' article about the worst 100 magic cards of all time and their fixes, but I don't have it open and don't have time to find it right now.
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Posted: Wed Aug 13, 2008 6:39 pm
Bogus_Burger String_Theory wow, i think great wall is lack luster and not worth messing with in anyway. No reason to make it better for four cards in magic Mooby's fix for great wall deals with more than just the cards in magic that naturally have planeswalk and the cards that grant it. I think it would be a bit too powerful for limited, even in an uncommon slot. Great Wall is a giant pile though, and definitely the worst of its cycle. Mooby, you should do the rest of the cycle. I'd link to Ben Bleweiss' article about the worst 100 magic cards of all time and their fixes, but I don't have it open and don't have time to find it right now. The problem is that he isn't fixing card that is broken, his is needlessly increasing the power and versatility of a card many fold. Fixing a card would imply that there is something wrong with it, be it rules updating, contradictions or overpowering. Taking crap cards and making them really good is not fixing a card, it is powering up useless cards because you're bored. I'm not against such mental exercises, but I don't like people acting like their are fixing what isn't broken, it ingrains that cards that that aren't of a certain power level are broken and makes a person expect a higher level of power from all their cards. Not every card can be tendrils of agony or tarmogoyf, there are always some runeboggels to go around
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Posted: Fri Aug 22, 2008 12:18 pm
You can fix cards on either side of the spectrum. I agree that Great Wall is hardly worth it and a fix of the card will probably never get printed. Bad card fixes hardly ever do. Most of them, including Mooby's Great Wall, would probably be limited bombs or at least high picks, but still too weak for constructed. The point of fixing is to make the card balanced and unambiguous. Ben bleiweiss did this for many of the cards on his list of the 100 worst magic cards of all time.Unlike bad cards, good, overly broken cards usually earn reprinted fixes. Necropotence, and it's "fix" Yawgmoth's Bargain(which, in turn, had to be and was fixed), for example. In his list, Ben includes fixes which have seen print. While they don't see print as often as fixes for good cards, there is a point to fixing bad cards. I'd rather see them broken as is, but that's not always possible.
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Posted: Thu Aug 28, 2008 12:20 pm
fixes usually come in the form of erratas, basically changing the way that a card's text is interrupted. What is happening here is completely rewriting the cared, that is redesigning, not fixing
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