July 25, 2012, 01:30:14 PM
I stick with the standard 60. Remove all the mediocre cards and replace them for better ones.
July 25, 2012, 05:34:21 PM
61 is perfect for low mana curve decks. 75 seems perfect in the 100s of play tests I've done with heavier decks. I run 75 range with goblins and have had more success than 60's range
This would be mostly moot if they gave us dualies, and option for our own land decisions
July 26, 2012, 08:46:46 AM
Wouldn't say its a game breaking problem, but while doing the infinite combo with the Crosswind deck, it will not create more than 100 of a token (Archeomancers and Drake Tokens). Still, 100 4/4 Drakes shouldn't even need to happen in order to win.
July 26, 2012, 09:02:07 AM
Yea I notice that they put a cap on tokens too, playing goblins. It made me sad, I wanted a thousand. But ohwell
July 26, 2012, 09:31:41 AM
More of a game center problem, but would be nice to see if any of my friends were currently active so we can challenge... Lol
July 26, 2012, 06:29:10 PM
Wouldn't say its a game breaking problem, but while doing the infinite combo with the Crosswind deck, it will not create more than 100 of a token (Archeomancers and Drake Tokens). Still, 100 4/4 Drakes shouldn't even need to happen in order to win.
There's an infinite combo lurking in DotP13? I'm listening...
July 26, 2012, 07:08:24 PM
Wouldn't say its a game breaking problem, but while doing the infinite combo with the Crosswind deck, it will not create more than 100 of a token (Archeomancers and Drake Tokens). Still, 100 4/4 Drakes shouldn't even need to happen in order to win.
There's an infinite combo lurking in DotP13? I'm listening...
Its a bit mana heavy (Fog Banks are great at stalling, at least against the AI). Having Talrand, the Sky Summoner out helps as well.
Anyways, abuse Time Warp with either Panoptic Mirror, Archaeomancer and Rites of Replication, or an Archaeomancer with Followed Footsteps.
If you run multiple Time Warps, you can opt to use Bribery to steal thier creature every other turn (note how this works amazingly against Ajani if his Archon of Redemption is still in his library). Disperse is nice to clear the opponent's field. In the end, you will end up with 100 Drakes (each 2/2 or more if you run Favorable Wind) and possibly a bunch of Archaeomancers or whatever you kicked Rites of Replication on.
I'm sure there are more stuff amongst other decks, but I have mostly been using Talrand's Crosswind through Planechase just to run those interactions.
Last Edit: July 26, 2012, 07:17:42 PM by D3g3n
August 08, 2012, 05:23:43 PM
They need to fix the Deathbringer Liege. When you play a 
spell, he tries to destroy target tapped creature before tapping target creature, which defeats the whole point of him.
Oops! It's supposed to go in the order on the card. That sux.
August 09, 2012, 03:20:50 PM
I thought the same thing at first too, then was happy seeing it work as intended
August 09, 2012, 04:18:03 PM
Yeah, looking at the wording of the ability "if it's tapped" instead of "target tapped creature" means it'll work the way you think it should. *whew*
August 09, 2012, 08:25:52 PM
Anyone come across problems with playing instants on your own turn, especially in the combat phase?
August 09, 2012, 10:40:15 PM
Aww MAN do I ever hate it when I fully plan on doing something then the game freezes for a Sec and then skips over my chance. 😡
August 09, 2012, 10:44:39 PM
Anyone come across problems with playing instants on your own turn, especially in the combat phase?
No problems on my end; as long the spell has a legal target and you have priority (and correct amount of mana), it works. Occasionally the time table goes by quick, but that's my fault for playing with hold priority off. If by combat you meant during declaration of attacker/blockers, you cannot cast spells until the phase transitioning to and from it.
Aww MAN do I ever hate it when I fully plan on doing something then the game freezes for a Sec and then skips over my chance. 😡
Yes! Especially when they play a foiled card; it stutters for a second and I cannot respond with a counter. So secretly, foil cards cannot be countered by me... until I turn off the feature, lol.
Last Edit: August 09, 2012, 10:47:34 PM by D3g3n
August 09, 2012, 11:12:09 PM
At least they seem to have gotten rid of the bug from older versions of DOTP. I remember people who would activate abilities (like firebreathing) during your turn for apparently no reason. It would cause the game to push to the next phase, which means no lands and no sorceries/creatures/artifacts/enchantments.
Douchebags.
Gideon's Lawkeeper <_________<
August 18, 2012, 01:34:41 AM
PS3 does NOT like remote controls. 😓