CoP vs. infinitely powerful monster

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Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Hi. I'm a recreational player, so I don't know about official rules and
stuff. However, I think I've found a situation where we could have a game
imbalance issue.

I was playing a friend and we had the following scenario. Both of us had
one card left in the deck, and none of the cards in our hands or on the
table could help us get out of it. Both of us have lots of mana.
Naturally, there were other cards out, but these are the important ones for
this issue. Both of us have threshold and 20+ hit points.

ME:

Chloroplant (green monster with stats 1+2n/1+2n, where n is the number
turns he's been out)
Card Left In Deck: Beacon of Immortality (cast it to double your life
total and shuffle it back into your deck when you're done)

OPPONENT:

Circle of Protection, Green
Island Sanctuary (white enchantment which, among other things, lets you
draw one fewer card each hand if you so choose)

According to the rules as I know them, this is a stalemate. The game goes
on forever, and I wind up with infinite life. The opponent chooses to not
draw his card, so he doesn't run out to lose the game. I cannot run out as
the Beacon of Immortality returns to the library after each use (and I cast
it each time, doubling my life each turn). Neither of us can destroy each
other.

Here are the game balance issues as I see them.

1. The Chloroplant winds up with infinite power and toughness. This
infinitely powerful monster can be repelled by using one mana. This sounds
highly unrealistic. You would expect any protection spell to have a higher
activation cost to handle a monster which does a lot of damage. I can
imagine the traditional rules working fine for a monster with *finite*
power. However, this monster winds up with infinite power. This almost
makes it seem that the CoP is too strong!

My ideas for changing the CoP spell:

a. Tap 1 mana to divide the amount of damage a source of color X gives
you by 10 (round down). Note that in the case of an infinitely powerful
monster you will not be able to stop it. You can add a rule saying that
only one mana can be tapped per damage source. This is not inconsistent
with CoP as we know it: how often do we face monsters with power 10 or
higher?

b. Have it automatically prevent damage from all sources of color X --
but give it cumulative upkeep.

c. Keep it the way it is now, but instead of 1 colorless have it require
1 of the color being defended against. You want to knock out a red
creature, you need to tap a red.

d. Tap 1 mana to prevent up to 10 damage of color X from hitting you.

2. The Beacon of Immortality is very good at giving you insanely high life
totals, especially if you pick it up when your library is almost empty.
This has got to be changed. Here are some ideas:

a. If you have threshold, you use it once and remove it from the game.
Otherwise, put it back in the deck.

b. If you have fewer than 20 cards left in your library, you can use it
once and remove it from the game. Otherwise, put it back in the deck.

c. If your life total after invoking Beacon of Immortality exceeds 40,
remove it from the game.

d. Double your life total, and the weakest opponent (fewest hit points)
can decide whether you should send the card to your graveyard or shuffle it
back into your library.

e. Keep it as is, except require its casting cost to increase each time
(it starts 5+white. Next time you try to use it it's 7+white, then
9+white...)

f. Keep its current ability, but force the caster to draw 1 card for
each 5 hit points gained (round up). This eliminates the "only one card
left in library" problem.

3. How to handle infinitely powerful monsters:

a. The gods frown on anyone with toughness 15 or greater or power 15 or
greater. If a monster exceeds these limits, bury it.

b. The same as (a), but instead of burying the monster cap its ability
at 15.

c. Prevent infinite life by putting a cap on possible hit points (say,
100)

What do you think?

ACG
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

On Wed, 6 Oct 2004 18:19:27 -0400, "Andrew Goldish"
<acgoldis@theworld.com> wrote:

<snip>

> 3. How to handle infinitely powerful monsters:

Here are MY favorite ways...

Backlash
1BR
Instant
Tap target untapped creature. That creature deals damage equal to its
power to its controller.

Mirror Strike
3W
Instant
Target unblocked creature deals combat damage to its controller
instead of to you this turn.

The bigger, the better, when these two are concerned... 😉

Arguably, with the Beacon of Immortality, you'd probably be OK, but
I'm speaking generally. (For a fun trick with the BoI, try False
Cure: BB, Instant. Until end of turn, whenever a player gains life,
that player loses 2 life for each 1 life he or she gained.) But, as
Peter Cooper pointed out, there are a swell bunch of cards to deal
with big beasties. Black abounds with creature removal, and white's
not too shabby either.

Rick Kunkel
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

"Andrew Goldish" <acgoldis@theworld.com> writes:
> Hi. I'm a recreational player, so I don't know about official rules and
> stuff. However, I think I've found a situation where we could have a game
> imbalance issue.
>
> I was playing a friend and we had the following scenario. Both of us had
> one card left in the deck, and none of the cards in our hands or on the
> table could help us get out of it. Both of us have lots of mana.
> Naturally, there were other cards out, but these are the important ones for
> this issue. Both of us have threshold and 20+ hit points.

Well, the official term is "life". Life and Toughness don't work 100%
like Hit Points in other games (although they're often very similar).
It's usually best to use the official terms to avoid confusion so that
everyone knows what you're talking about.

> ME:
>
> Chloroplant (green monster with stats 1+2n/1+2n, where n is the number
> turns he's been out)
> Card Left In Deck: Beacon of Immortality (cast it to double your life
> total and shuffle it back into your deck when you're done)
>
> OPPONENT:
>
> Circle of Protection, Green
> Island Sanctuary (white enchantment which, among other things, lets you
> draw one fewer card each hand if you so choose)
>
> According to the rules as I know them, this is a stalemate. The game goes
> on forever, and I wind up with infinite life. The opponent chooses to not
> draw his card, so he doesn't run out to lose the game. I cannot run out as
> the Beacon of Immortality returns to the library after each use (and I cast
> it each time, doubling my life each turn). Neither of us can destroy each
> other.

Basically, yes. If there's no way for either of you to win, you should
probably call it a draw. I'd just stop and move on to starting up
another game. Draws do exist in Magic, although they're rarer than
they are in some other games, such as Chess.

> Here are the game balance issues as I see them.
>
> 1. The Chloroplant winds up with infinite power and toughness. This
> infinitely powerful monster can be repelled by using one mana. This sounds
> highly unrealistic. You would expect any protection spell to have a higher
> activation cost to handle a monster which does a lot of damage. I can
> imagine the traditional rules working fine for a monster with *finite*
> power. However, this monster winds up with infinite power. This almost
> makes it seem that the CoP is too strong!

Well, nothing in Magic is "infinite". Yes, it is really really
big. But CoP is just one of many ways to deal with it. Dark Banishing,
Terror, Pacifism, and many many other cards just flat out remove a
creature from being a threat.

If you're considering it from a flavor point of view, the Circle of
Protections are *magical* circles. They stop the damage coming in from
anything. That's just what their magical properties are.

> My ideas for changing the CoP spell:
[... snip ...]

Like I said, there are plenty of cards that do the same thing...

> 2. The Beacon of Immortality is very good at giving you insanely
> high life totals, especially if you pick it up when your library is
> almost empty. This has got to be changed. Here are some ideas:
[... snip ...]

Yes, but games don't often come down to the last card in your deck. I
played a rather amusing game a few months ago where it did end up as
the last card in my library, and I had a couple hundred life, but I
lost since my opponent had a Condescend. Opposing decks can counter
it, or just do something to break through the stalemate sooner and
kill you before you draw it again.

> 3. How to handle infinitely powerful monsters:
[... snip ...]

There are tons of cards in the game that deal with a creature that
don't care how big that opposing creature is. If a person manages to
get their creature very very powerful, why not let them?

> What do you think?

You can play things by house rules if you want in your own games as
long as your opponent agrees, of course, but there really isn't much
of a reason for it. The people at Wizards usually do a pretty good job
at balancing these things.

If you don't have the card pool to deal with these things, I'd suggest
going to your local card store and looking through their bin of
commons. You can generally pick up staple useful cards for fairly
cheap.

--
Peter C.
"Isn't that the same thing?"
"Yes, but it's a longer word."
-- Jessi & I
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Andrew Goldish <acgoldis@theworld.com> wrote:

> 1. The Chloroplant winds up with infinite power and toughness. This
> infinitely powerful monster can be repelled by using one mana. This sounds
> highly unrealistic. You would expect any protection spell to have a higher
> activation cost to handle a monster which does a lot of damage. I can
> imagine the traditional rules working fine for a monster with *finite*
> power. However, this monster winds up with infinite power. This almost
> makes it seem that the CoP is too strong!

Since the Chloroplant has neither flying nor islandwalk, why are you
even needing the CoP? You're giving up draws to the Island Sanctuary,
right?
--
Daniel W. Johnson
panoptes@iquest.net
http://members.iquest.net/~panoptes/
039 53 36 N / 086 11 55 W
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

On Wed, 6 Oct 2004 18:19:27 -0400, Andrew Goldish <acgoldis@theworld.com> wrote:
> Hi. I'm a recreational player, so I don't know about official rules and
>stuff. However, I think I've found a situation where we could have a game
>imbalance issue.

Well, looking at the Subject: header, you can't HAVE an "infinitely powerful
monster" in Magic. A creature's power has to be a number, and since Magic
does not allow transfinite numbers, it has to be a FINITE number.

> I was playing a friend and we had the following scenario. Both of us had
>one card left in the deck, and none of the cards in our hands or on the
>table could help us get out of it. Both of us have lots of mana.
>Naturally, there were other cards out, but these are the important ones for
>this issue. Both of us have threshold and 20+ hit points.

> ME:
> Chloroplant (green monster with stats 1+2n/1+2n, where n is the number
>turns he's been out)
> Card Left In Deck: Beacon of Immortality (cast it to double your life
>total and shuffle it back into your deck when you're done)
>
> OPPONENT:
> Circle of Protection, Green
> Island Sanctuary (white enchantment which, among other things, lets you
>draw one fewer card each hand if you so choose)

The Circle can prevent "all damage from the green (Chlorophant) source" no
matter how big the creature gets. Your life total is also always going to be
a finite number.

And if neither of you have anything else you can do, and neither one concedes
or takes an action to make THEMSELVES lose, this game is a draw; neither of you
has a way to MAKE the other lose.

> According to the rules as I know them, this is a stalemate. The game goes
>on forever, and I wind up with infinite life.

Nope. The game can't go on forever; one or the other of you would die. It
can only go on a finite amount of time. Neither of you will win, and neither
of you can make the other lose; Chlorophant will always have a finite power
and toughness, and you will always have a finite life total, and the Circle
can always prevent all the combat damage after the Chlorophant attacks.

>The opponent chooses to not
>draw his card, so he doesn't run out to lose the game. I cannot run out as
>the Beacon of Immortality returns to the library after each use (and I cast
>it each time, doubling my life each turn). Neither of us can destroy each
>other.

So it's a draw. In a tournament, the judge gets called over by either one of
you, or surreptitiously by a spectator, rules that it's a draw, and you two
go on to the next game, or if time has run out record the match results on
your result slip, including the drawn game, and continue. In friendly play,
nothing inside the game makes you stop, but one of you's going to fall asleep
at some point if nothing else.

> Here are the game balance issues as I see them.
>
> 1. The Chloroplant winds up with infinite power and toughness.

Nope. This is NOT POSSIBLE in Magic.

[snip unneeded speculation based on a misunderstanding of "number"]

> 2. The Beacon of Immortality is very good at giving you insanely high life
>totals, especially if you pick it up when your library is almost empty.

Yes, it is. But they're always finite; Blessed Wind or Biorhythm can always
reset them; it can get countered, or you can get poison-countered to death,
or it can get Millstoned; etc.

[snip unneeded speculation]

> 3. How to handle infinitely powerful monsters:

There are no such things in Magic. You can have "insanely powerful" ones
just fine, or ones whose power is beyond the ability of anyone in the room
to -calculate-... but you can't get to infinity, no matter how you try.

[snip unneeded speculation based on a misunderstanding of "number"]

Dave
--
\/David DeLaney posting from dbd@vic.com "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://www.vic.com/~dbd/ - net.legends FAQ & Magic / I WUV you in all CAPS! --K.
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Andrew Goldish wrote:

> Hi. I'm a recreational player, so I don't know about official rules and
> stuff. However, I think I've found a situation where we could have a game
> imbalance issue.
>
> I was playing a friend and we had the following scenario. Both of us
> had
> one card left in the deck, and none of the cards in our hands or on the
> table could help us get out of it. Both of us have lots of mana.
> Naturally, there were other cards out, but these are the important ones
> for
> this issue. Both of us have threshold and 20+ hit points.

Life points, you mean.
>
> ME:
>
> Chloroplant (green monster with stats 1+2n/1+2n, where n is the number
> turns he's been out)

I believe you mean Chlorophant.


> Card Left In Deck: Beacon of Immortality (cast it to double your life
> total and shuffle it back into your deck when you're done)
>
> OPPONENT:
>
> Circle of Protection, Green
> Island Sanctuary (white enchantment which, among other things, lets you
> draw one fewer card each hand if you so choose)

Actually, it lets you draw as many fewer cards as you want during your
draw phase, because you can invoke it each time you would draw. And
when you do that, creatures that don't fly or Islandwalk can't attack
you.

Island Sanctuary
Enchantment
If you would draw a card during your draw step, instead you may skip that
draw. If you do, until the beginning of your next turn, only creatures with
flying or islandwalk may attack you.
>
> According to the rules as I know them, this is a stalemate. The game
> goes
> on forever, and I wind up with infinite life.

Assuming there's nothing relevant in the rest of the cards in play, yes,
that is true.

> The opponent chooses to not
> draw his card, so he doesn't run out to lose the game. I cannot run out
> as the Beacon of Immortality returns to the library after each use (and I
> cast
> it each time, doubling my life each turn). Neither of us can destroy each
> other.

Correct, all of it. The game is declared a draw.
>
> Here are the game balance issues as I see them.
>
> 1. The Chloroplant winds up with infinite power and toughness.

Well, no. Nothing in Magic is ever infinite. The game is declared a
draw because nobody can win it. If for some reason you insist on
continuing play, the Chloroplant will continue getting bigger
every turn, but it will always be a finite number because you will
have always played a finite number of turns.

> This
> infinitely powerful monster can be repelled by using one mana. This
> sounds
> highly unrealistic.

*snrk* *snort* BWAHAHAHAHAHA! Mister, you wanted "realism", you
came to the wrong counter. In any case, your opponent never needs
to spend any mana at all. The Chorophant neither flies nor has
Islandwalk, and thus cannot attack because of his Island Sanctuary.

> You would expect any protection spell to have a
> higher
> activation cost to handle a monster which does a lot of damage. I can
> imagine the traditional rules working fine for a monster with *finite*
> power. However, this monster winds up with infinite power.

No, it doesn't. It can wind up with any power equal to any number you
care to name. Not the same thing.

> This almost
> makes it seem that the CoP is too strong!

One hears this time and again, and can be easily refuted by how hard it
is, and almost always has been, to find CoPs in championship decks,
except occasionally in the sideboard.
>
> My ideas for changing the CoP spell:
>
> a. Tap 1 mana to divide the amount of damage a source of color X gives
> you by 10 (round down). Note that in the case of an infinitely powerful
> monster you will not be able to stop it. You can add a rule saying that
> only one mana can be tapped per damage source. This is not inconsistent
> with CoP as we know it: how often do we face monsters with power 10 or
> higher?
>
> b. Have it automatically prevent damage from all sources of color X --
> but give it cumulative upkeep.
>
> c. Keep it the way it is now, but instead of 1 colorless have it
> require
> 1 of the color being defended against. You want to knock out a red
> creature, you need to tap a red.
>
> d. Tap 1 mana to prevent up to 10 damage of color X from hitting you.

Sorry, no. CoPs emphatically do *not* need to be depowered. And it's
"spend" mana, not "tap" mana. You tap permanents, not mana, and it's
possible to get mana without tapping anything.
>
> 2. The Beacon of Immortality is very good at giving you insanely high
> life
> totals, especially if you pick it up when your library is almost empty.
> This has got to be changed.

Why? Prove your point by posting a deck powered by the Beacon that
cannot be defeated and would dominate any tournament environment.
Wellwisher was better than this, and Wellwisher decks didn't dominate
tournaments either (although they were fun).
Tip: Life gain does not generally win games.

> Here are some ideas:
>
<Snip ideas to neuter card that's not that powerful to begin with>
>
> What do you think?

I think you're trying to solve problems that don't exist.
>
> ACG

--
Christopher Mattern

"Which one you figure tracked us?"
"The ugly one, sir."
"...Could you be more specific?"
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

> ME:
>
> Chloroplant (green monster with stats 1+2n/1+2n, where n is the number
> turns he's been out)
> Card Left In Deck: Beacon of Immortality (cast it to double your life
> total and shuffle it back into your deck when you're done)
>
> OPPONENT:
>
> Circle of Protection, Green
> Island Sanctuary (white enchantment which, among other things, lets you
> draw one fewer card each hand if you so choose)
>
> According to the rules as I know them, this is a stalemate. The game
goes
> on forever, and I wind up with infinite life. The opponent chooses to not
> draw his card, so he doesn't run out to lose the game. I cannot run out
as
> the Beacon of Immortality returns to the library after each use (and I
cast
> it each time, doubling my life each turn). Neither of us can destroy each
> other.
>
> Here are the game balance issues as I see them.
>
> 1. The Chloroplant winds up with infinite power and toughness. This
> infinitely powerful monster can be repelled by using one mana. This
sounds
> highly unrealistic. You would expect any protection spell to have a
higher
> activation cost to handle a monster which does a lot of damage. I can
> imagine the traditional rules working fine for a monster with *finite*
> power. However, this monster winds up with infinite power. This almost
> makes it seem that the CoP is too strong!
>
> 2. The Beacon of Immortality is very good at giving you insanely high
life
> totals, especially if you pick it up when your library is almost empty.
> This has got to be changed. Here are some ideas:
>
> 3. How to handle infinitely powerful monsters:
> What do you think?

What you're doing is applying reality to a card game, which just doesn't
always work. I mean, how can a squirrel token and a soldier token both be
1/1? Obviously, in REALITY, a squirrel is basically 0/0, but in the game
it's 1/1. How can a Storm Crow (1/2 flyer) possibly kill a soldier? I dunno,
you're not supposed to think about that, it's 1/2, the soldier is 1/1, the
soldier dies. You might as well argue that your Chlorophant is so big that
it can reach across to your opponent sitting on his Island Sanctuary and so
he should be able to attack anyway. I myself frown when I see a White Knight
carrying three Bonesplitters, or a Wall of Stone wearing a Neurok
Stealthsuit, but hey, the rules allow it. You're welcome to make up whatever
house rules you like, of course. But these effects are magical, remember...
it's assumed that somehow that Stealthsuit changes shape to fit on your
wall, and that the CoP sets up a magical forcefield that nothing, NOTHING of
that color can get through, etc.
I think you folks need to expand your card pool to deal with these
"unbeatable" cards. Yes, a CoP: Green will hold off your big fat monsters
forever. So Creeping Mold it. Or play some different color stuff. Use
artifacts. Destroy his lands so he doesn't have the mana to activate it.
Whatever. When the last card in your library is Beacon of Immortality (or
any Beacon really) that's pretty nice. You designed your deck to include a
card that'll save you from having an empty library, and now you're reaping
the rewards, props to you. That's smart deckbuilding, not a game imbalance.
If it's a problem for your opponent, tough, he's gotta deal with it. A
simple counterspell will get rid of it. Or he can play False Cure and
absolutely wreck you. There's always a way of dealing with things, but if
your opponent doesn't have one of those ways, too bad.
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

David DeLaney sez:

<<
>>snip game board, which follows quote<<
>> According to the rules as I know them, this is a stalemate. The game goes
>>on forever, and I wind up with infinite life.
>
>Nope. The game can't go on forever; one or the other of you would die. It
>can only go on a finite amount of time. Neither of you will win, and neither
>of you can make the other lose; Chlorophant will always have a finite power
>and toughness, and you will always have a finite life total, and the Circle
>can always prevent all the combat damage after the Chlorophant attacks.
>
>>

OK, then...other than a player conceding or being exceedingly stupid, how can
this game not be a draw?

The board:

Player A:

Chlorophant in play + enough land to play Beacon of Immortality + BoI in
library.

Player B:

COP: Green and Island Sanctuary in play + nothing in hand + no more cards in
library. (He doesn't need enough land to activate COP: Green because the IS is
preventing Chlorophant from attacking anyway.)

The way I see it right now, the following repeatable turn structure from the
above board necessitates (after about 3 times) that the players agree to a draw
of the game (and I think a judge would agree if this were a tournament):

Player A's turn: Draw BoI, Play BoI, done.
Player B's turn: Replace draw, done.


----
If [Michael Moore] makes a mistake in [F 9/11], it's not that he's careless
with the facts ... It's that he suggests Bush is the cause of our problems,
when, in fact, Bush is just the result.
--The Libertarian Lessons of Fahrenheit 9/11
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

On 08 Oct 2004 08:37:05 GMT, Andy Jakcsy <djaxmann@aol.computer> wrote:
>David DeLaney sez:
>>Nope. The game can't go on forever; one or the other of you would die. It
>>can only go on a finite amount of time. Neither of you will win, and neither
>>of you can make the other lose; Chlorophant will always have a finite power
>>and toughness, and you will always have a finite life total, and the Circle
>>can always prevent all the combat damage after the Chlorophant attacks.
>
>OK, then...other than a player conceding or being exceedingly stupid, how can
>this game not be a draw?

Somebody makes a mistake. (Different from being extremely stu-pid.) That's
about it though.

>The way I see it right now, the following repeatable turn structure from the
>above board necessitates (after about 3 times) that the players agree to a draw
>of the game (and I think a judge would agree if this were a tournament):
>
>Player A's turn: Draw BoI, Play BoI, done.
>Player B's turn: Replace draw, done.

They don't -have- to, but if they don't it's pretty much stalling, so yes,
the judge probably ought to rule it one and let them get on to the next duel.

Dave
--
\/David DeLaney posting from dbd@vic.com "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://www.vic.com/~dbd/ - net.legends FAQ & Magic / I WUV you in all CAPS! --K.
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

David DeLaney wrote:

> On 08 Oct 2004 08:37:05 GMT, Andy Jakcsy <djaxmann@aol.computer> wrote:
>>David DeLaney sez:
>>>Nope. The game can't go on forever; one or the other of you would die. It
>>>can only go on a finite amount of time. Neither of you will win, and
>>>neither of you can make the other lose; Chlorophant will always have a
>>>finite power and toughness, and you will always have a finite life total,
>>>and the Circle can always prevent all the combat damage after the
>>>Chlorophant attacks.
>>
>>OK, then...other than a player conceding or being exceedingly stupid, how
>>can this game not be a draw?
>
> Somebody makes a mistake. (Different from being extremely stu-pid.) That's
> about it though.
>
>>The way I see it right now, the following repeatable turn structure from
>>the above board necessitates (after about 3 times) that the players agree
>>to a draw of the game (and I think a judge would agree if this were a
>>tournament):
>>
>>Player A's turn: Draw BoI, Play BoI, done.
>>Player B's turn: Replace draw, done.
>
> They don't -have- to, but if they don't it's pretty much stalling, so yes,
> the judge probably ought to rule it one and let them get on to the next
> duel.
>
Could get kinda cute in Magic Online, where they'd wind up passing their
turns back and forth as fast as they could--first one whose clock runs
out loses...

--
Christopher Mattern

"Which one you figure tracked us?"
"The ugly one, sir."
"...Could you be more specific?"