Results
using...
  • Name
  • Types
  • Text

Circle of Protection: Artifacts
x Remember, you can comment on every printing. If you're looking for a specific comment, check the other printings as well.
Player Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 2.566 / 5  (38 votes)
The player rating is the overall rating for the card taking into account all player rating votes.

Your Rating:
Your rating is how you rated the card and is factored into the player rating.
 
Popular Comments
Hide Comments
Only show me comments rated:  stars.
 >
At last! Something to stop those pesky Rod of Ruins! Ha ha!
Posted By: Moleland (7/3/2011 1:10:07 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Yeah, *philosophically* a faction that wants to stop change as much as possible makes sense, but in gameplay terms, a lack of change is deadly dull.
Posted By: ChibiUnunnilium (6/18/2011 12:24:47 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I partially agree with willpell. I think some factions should existing in Magic that want to prevent change. But I don't think entire colours should be characterised with so sweeping a brushstroke. I think it's great that blue is currently a fairly controlling colour but does get aggro cards as well.

I think it's perfectly appropriate for colours to go in waves: white should have some sets where it's primarily an aggro weenie colour but with a few controllish cards, and some sets where it's primarily a long-game controlling colour but has a few aggro cards.

Aaron's right that it's unfortunate when the controllish cards, like this one, mean neither player can do anything. I've seen a game between a mono-red deck and a Story Circle deck where the Story Circle player had to keep 8 or 9 white mana untapped in order to keep safe. That was a game that went nowhere for a very long time. There's a lesson for designers amateur and profe... (see all)
Posted By: alextfish (6/17/2011 5:01:26 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Aaron’s Random Card Comment of the Day #48, 12/10/10

Many players loved Circles of Protection when they first came out, and I’m sure the debut of this card in Antiquities was cause for a fist-pump: “Not even artifacts can hurt me now! I’m invincible!” Of course, the cost for such invincibility cost 2 to activate, as opposed to the 1 that the anti-color CoP’s cost.

The reason for the upcharge was probably (a) as artifacts were some decks’ last line of defense against CoP’s to begin with, the designer/developers of that time might not have wanted it to be too easy to completely shut opponents--even somewhat prepared ones--out of the ability to damage people. Or (b) they were trying to sell an artifact set, and having too many cards that were completely devastating against artifacts would be detrimental to cards from that set seeing play.

Funny enough, I think it was more (a) than (b), although (b) would be the reason we’d avoid putting too many massive h... (see all)
Posted By: Aaron_Forsythe (12/12/2010 9:44:38 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Armageddon Clock.
Posted By: A3Kitsune (2/15/2010 1:40:09 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I've always thought Circles of Protection were THE defining white spells, and been very saddened as the color moved toward the White Weenie model instead. One of the things about modern Magic that makes me very sad is that there isn't really a color that wants to stop things from happening, even though that should be the #1 priority of at least half the factions in a realistic world design - anyone who's above the median wants to make sure the median stays put, so some colors just plain shouldn't be aggressive at all. Currently the colors that play most to the slow game are blue and to a lessor extent black, but both of those still have an aggro option, blue's "fish" being less strong than black's vampires or zombies but still fairly viable. From a flavor perspective, green is supposed to want to prevent change, but this isn't reflected in the game play, as it doesn't take a defensive role at all. Since white is the color of preserving civilization, it always made sense to me that ... (see all)
Posted By: willpell (6/5/2011 2:37:15 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


 >

Recent Comments
Hide Comments
Only show me comments rated:  stars.
 >
At last! Something to stop those pesky Rod of Ruins! Ha ha!
Posted By: Moleland (7/3/2011 1:10:07 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Yeah, *philosophically* a faction that wants to stop change as much as possible makes sense, but in gameplay terms, a lack of change is deadly dull.
Posted By: ChibiUnunnilium (6/18/2011 12:24:47 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I partially agree with willpell. I think some factions should existing in Magic that want to prevent change. But I don't think entire colours should be characterised with so sweeping a brushstroke. I think it's great that blue is currently a fairly controlling colour but does get aggro cards as well.

I think it's perfectly appropriate for colours to go in waves: white should have some sets where it's primarily an aggro weenie colour but with a few controllish cards, and some sets where it's primarily a long-game controlling colour but has a few aggro cards.

Aaron's right that it's unfortunate when the controllish cards, like this one, mean neither player can do anything. I've seen a game between a mono-red deck and a Story Circle deck where the Story Circle player had to keep 8 or 9 white mana untapped in order to keep safe. That was a game that went nowhere for a very long time. There's a lesson for designers amateur and profe... (see all)
Posted By: alextfish (6/17/2011 5:01:26 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I've always thought Circles of Protection were THE defining white spells, and been very saddened as the color moved toward the White Weenie model instead. One of the things about modern Magic that makes me very sad is that there isn't really a color that wants to stop things from happening, even though that should be the #1 priority of at least half the factions in a realistic world design - anyone who's above the median wants to make sure the median stays put, so some colors just plain shouldn't be aggressive at all. Currently the colors that play most to the slow game are blue and to a lessor extent black, but both of those still have an aggro option, blue's "fish" being less strong than black's vampires or zombies but still fairly viable. From a flavor perspective, green is supposed to want to prevent change, but this isn't reflected in the game play, as it doesn't take a defensive role at all. Since white is the color of preserving civilization, it always made sense to me that ... (see all)
Posted By: willpell (6/5/2011 2:37:15 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Aaron’s Random Card Comment of the Day #48, 12/10/10

Many players loved Circles of Protection when they first came out, and I’m sure the debut of this card in Antiquities was cause for a fist-pump: “Not even artifacts can hurt me now! I’m invincible!” Of course, the cost for such invincibility cost 2 to activate, as opposed to the 1 that the anti-color CoP’s cost.

The reason for the upcharge was probably (a) as artifacts were some decks’ last line of defense against CoP’s to begin with, the designer/developers of that time might not have wanted it to be too easy to completely shut opponents--even somewhat prepared ones--out of the ability to damage people. Or (b) they were trying to sell an artifact set, and having too many cards that were completely devastating against artifacts would be detrimental to cards from that set seeing play.

Funny enough, I think it was more (a) than (b), although (b) would be the reason we’d avoid putting too many massive h... (see all)
Posted By: Aaron_Forsythe (12/12/2010 9:44:38 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Armageddon Clock.
Posted By: A3Kitsune (2/15/2010 1:40:09 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


 >