Sixteen post is a nice joke, but realistically, you can only run so many colorless lands anyway because you have to find Cloudpost for it to work. It doesn't matter if we have 15 different cloning lands. The deck isn't going to get that much better. It also doesn't matter if the eldrazi costed a little less since the deck can make like 15 mana on turn 4 already.
As far as the gate land being mythic, it doesn't really matter, either. I doubt there's actually that much advantage to having multiple out.
Actual thats not right.
You do not need colored lands, as you can use Chromatic Star / Sphere to fix your mana, AND play more cloudpost stuff.
Thats actual even better than playing forests, makes you faster and you cantrip into more threats.
So a deck with like 16 cloudposts would be much stronger, getting a super huge chance to get Karn turn 3 and all that stuff (you can play Urza tron instead if you want to).
I really don't see how that makes the deck faster. You're spending 2 mana to get one mana and a card. It might help consistancy, though. Of course, while that is an interesting deck building choice, it still takes up deck slots, so you can still only run so many colorless lands. None of these things change the fact that you can already cast Emrakul on turn 4, either. Infact, you could cast Emrakul turn 4 in standard, extended, modern, and legacy with varying degrees of consistancy. Extended doesn't matter, though, it's already rotated from standard, Cloudpost is banned in Modern, and the deck is a joke in vintage/legacy, anyway making this all irrelevant.
my guess is its going to be Dragon's Maze or Maze of the Dragon. its going to be legendary, tap for any color if you control a gate or give you mana equal to the number of gates you control. then have "At the beginning of your upkeep, if you control 10 or more gates you win the game" thats my guess.
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currently playing:
legacy: Doomsday, Dredge, BUG (shard less and still)
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This is interesting. Though a mythic land? It's been a long while since those have been around. Even so, if it is real, this will be very interesting.
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Originally Posted by DallasM
Caw Blade is based on the ancient powerful strategy of equipping Storm Crow with Worldslayer, blowing everything up, punching your opponent in the face, stealing his cards, and running away. This new deck is a mere shell of the original caw blade's power.
What are the possibilities of this? This mythic land, Dragon's Maze, is a card that will make Omniscience and Enter The Infinite highly playable. I was just thinking, Niv-Mizzet is looking to becoming a planewalker, in M13 we got Omniscience and the flavor was about Jace talking about how he became a planeswalker, and in GTC we have Enter The Infinite which has Niz-Mizzet talking about having every idea possible. Those two are just making me think that this land will be one that gives a very high amount of mana. Maybe it's a land that gives off one mana for every color, thus giving five. Would a land card giving five mana be worth the rarity of this card?
I could see it giving gold mana if you control a gate, colorless otherwise. Maybe even two gold mana to compensate for the ETBT of the gates.
Here's hoping for gate man-lands.
What if instead of tapping for more mana to compensate for the ETBT of gates, it removes that penalty? When I first saw this announcement the first thing I thought of for its other ability was "gates you control come into play untapped." As far as tapping for mana, I do like the idea of tapping for 1 gold if you control a gate, 1 colorless if not.
I doubt they're foolish enough to make a mythic land something that could be a constructed staple since there would be so much backlash (mythic land that is potentially a 4-of in the majority of decks, in the 3rd set = additional $150 to every standard deck). However, if it simply let you play gates untapped and tapped for any-colored mana if you did control a gate, I could see it getting played a little bit in constructed as a very niche card, which I'm sure wizards would love to see.
It gives you a very powerful upside when it's in play (basically all your gates turn into the original dual-lands w/o the land types) in addition to being a great fixer itself, but with the very punishing deckbuilding restriction that you play enough gates for it to almost-always tap for gold mana. That means 8+, and having 8+ lands that come into play tapped w/o this card is probably suicide for a competitive deck. HOWEVER, if there is some decent land tutoring in DGM, it's possible it could work as chromatic lanterns 5-8 in some durdly 5c control deck.
Another idea I just had was what if it was like the Relentless Rats of lands, removing the 4-maximum deckbuilding restriction for gate-lands? TBH that sounds even more likely given its only "known" ability of winning the game when you have 10 gates in play. Sure, w/10 guilds that means there are 40 gates available but 10 gates, 1 of each would be an absurd requirement that would basically never happen. To put it in perspective: it's much, much harder to accomplish than having 20 artifacts in play ala Hellkite.
If it could be 10 gates of any type and you could play more than 4 of a single type, it becomes much more realistic. Novelty win conditions are fun and I certainly don't expect them to be tournament-viable, but they should be kitchen-table viable. 10 gates, 1 of each kind is not even kitchen table viable :\ and at that point would just be a waste of a mythic slot and the potential for a truly neat card.
What if it was the Urborg, Tomb of Yawgmoth for gates? i.e. Taps for 1 colorless or 1 gold if you control a gate, and all lands you control are gates while it is in play. The win condition then becomes "if you control 10 or more lands, you win the game" and it would have some pretty sick interactions with some of the "tap a gate you control" or "X for every gate you control" cards. Of course, the formatting would seem a little weird because it could technically say "When you control 10 or more lands" rather than gates and functionally it would be the same thing.
If it isn't different names, then you could have a deck of 40 gates 3-4 of this mythic and the rest street wraiths, gitaxian probes, serum powders, etc and have a deck that consistently goldfishes on turn 6-7 with zero interaction. Maybe not broken, but the worst imaginable design
Definitely not broken, and definitely wouldn't always goldfish on turn 6-7. Still, that's w/the assumption that the land puts a gate into play from your hand during your upkeep, every turn. That does smack of the kind of thing Wizards would like to avoid (repeatable, non-interactive mana-acceleration).
I do hope it isn't 1 of each, even if that is 10x more flavorful, because it wouldn't be viable even as a kitchen table win-con. If it was just 10 of any kind, it would still be an incredibly difficult thing to accomplish even if it had additional text that made the urborg or thawing glaciers of gates.
I'm more of a spike with a bit of johnny, but I'm generally pretty relaxed when it comes to "flavor" cards. I appreciate that not every mythic should be powerful and constructed playable, similarly, I appreciate that there is an audience for even the most far-fetched alternate win-cons.
That said, "1 of each" would drive me absolutely insane because I'm fairly certain it would be the most unlikely, difficult to accomplish alternate win-condition ever printed. Yes, even more so than Hellkite Tyrant. What it really comes down to is how much of a massive restriction on deckbuilding it would be, and for that I think it would be bad design.
It seems to me that, flavor-wise, you'd need the 10 different gates for the win-con. Is there a possible way to word that without running out of text space?
Idk, I like the idea behind it, that Ravnica has this super hidden thing hidden by the maze, that once you control it you win. But its just so hard to pull off, moreso without nonbasic land fetches (yet). And adding all the gates plus the mythic just messes with your mana so much, I'm not sure what you'll want the rest of the deck to do.
It seems to me that, flavor-wise, you'd need the 10 different gates for the win-con. Is there a possible way to word that without running out of text space?
At the beginning of your upkeep, if you control 10 gates with different names, you win the game.
Another idea I just had was what if it was like the Relentless Rats of lands, removing the 4-maximum deckbuilding restriction for gate-lands? TBH that sounds even more likely given its only "known" ability of winning the game when you have 10 gates in play. Sure, w/10 guilds that means there are 40 gates available but 10 gates, 1 of each would be an absurd requirement that would basically never happen. To put it in perspective: it's much, much harder to accomplish than having 20 artifacts in play ala Hellkite.
If it could be 10 gates of any type and you could play more than 4 of a single type, it becomes much more realistic. Novelty win conditions are fun and I certainly don't expect them to be tournament-viable, but they should be kitchen-table viable. 10 gates, 1 of each kind is not even kitchen table viable :\ and at that point would just be a waste of a mythic slot and the potential for a truly neat card.
Not going to happen. For example, if your opponent plays 2 Azorius Guildgate and then you reveal his hand and see 3 Azorius Guildgate there, but no copies of this land. Now, what do you do? Do you call the judge to confirm he has the mythic land in his deck. That could be very relevant strategic information, especially early on in game 1.
Why is WotC seeming to intentionally slow the game down? Gates suck because they take an extra turn to use, unless you "Untap target Gate". And the ridiculously high costs of cards like Worldspine Wurm and Enter the Infinite, what is the deal? We still only get a 50 minute round.
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Oh, and two words that make this land for collectors only: Ghost Quarter.
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I don't think Wizards is expecting people to actually cast Enter the Infinite.
There are fast alternatives to any "slow" option, meaning it's very difficult to force Standard to slow down without 2 blocks being a whole lot of really bad cards and nothing else.
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Not wordy at all. "If you control 10 gates with different names, you win the game." Easy.
Actual thats not right.
You do not need colored lands, as you can use Chromatic Star / Sphere to fix your mana, AND play more cloudpost stuff.
Thats actual even better than playing forests, makes you faster and you cantrip into more threats.
So a deck with like 16 cloudposts would be much stronger, getting a super huge chance to get Karn turn 3 and all that stuff (you can play Urza tron instead if you want to).
WUBRG#BlackLotusMatterWUBRG
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On Modern Masters 2:
Will be kept until 12/31/2013 to prove if Right or Wrong.Proven right 1/27/2013legacy: Doomsday, Dredge, BUG (shard less and still)
modern: storm, woo dredge, U-tron
EDH: maelstrom wanderer, Gisela, krenko, lazav, sharrum, sheoldred/xiahou dun, norin the wary, Thrax, Mimeoplasm, GW legends
Sig by the amazing Rivenor
Avatar by the one and only DOLZero
What you are about to read the absolute truth about the deck that once nearly killed WotC's revenue.
Originally Posted by DallasM
Caw Blade is based on the ancient powerful strategy of equipping Storm Crow with Worldslayer, blowing everything up, punching your opponent in the face, stealing his cards, and running away. This new deck is a mere shell of the original caw blade's power.
Here's hoping for gate man-lands.
Custom Set: Pokemon: Generation 1
My mind numbing DC-10 stack!
Tap, sacrifce search your library for a gate and put it into play untapped. Shuffle Dragon maze into your library.
If you control 10 games you win the game.
What if instead of tapping for more mana to compensate for the ETBT of gates, it removes that penalty? When I first saw this announcement the first thing I thought of for its other ability was "gates you control come into play untapped." As far as tapping for mana, I do like the idea of tapping for 1 gold if you control a gate, 1 colorless if not.
I doubt they're foolish enough to make a mythic land something that could be a constructed staple since there would be so much backlash (mythic land that is potentially a 4-of in the majority of decks, in the 3rd set = additional $150 to every standard deck). However, if it simply let you play gates untapped and tapped for any-colored mana if you did control a gate, I could see it getting played a little bit in constructed as a very niche card, which I'm sure wizards would love to see.
It gives you a very powerful upside when it's in play (basically all your gates turn into the original dual-lands w/o the land types) in addition to being a great fixer itself, but with the very punishing deckbuilding restriction that you play enough gates for it to almost-always tap for gold mana. That means 8+, and having 8+ lands that come into play tapped w/o this card is probably suicide for a competitive deck. HOWEVER, if there is some decent land tutoring in DGM, it's possible it could work as chromatic lanterns 5-8 in some durdly 5c control deck.
If it could be 10 gates of any type and you could play more than 4 of a single type, it becomes much more realistic. Novelty win conditions are fun and I certainly don't expect them to be tournament-viable, but they should be kitchen-table viable. 10 gates, 1 of each kind is not even kitchen table viable :\ and at that point would just be a waste of a mythic slot and the potential for a truly neat card.
What if it was the Urborg, Tomb of Yawgmoth for gates? i.e. Taps for 1 colorless or 1 gold if you control a gate, and all lands you control are gates while it is in play. The win condition then becomes "if you control 10 or more lands, you win the game" and it would have some pretty sick interactions with some of the "tap a gate you control" or "X for every gate you control" cards. Of course, the formatting would seem a little weird because it could technically say "When you control 10 or more lands" rather than gates and functionally it would be the same thing.
Definitely not broken, and definitely wouldn't always goldfish on turn 6-7. Still, that's w/the assumption that the land puts a gate into play from your hand during your upkeep, every turn. That does smack of the kind of thing Wizards would like to avoid (repeatable, non-interactive mana-acceleration).
I do hope it isn't 1 of each, even if that is 10x more flavorful, because it wouldn't be viable even as a kitchen table win-con. If it was just 10 of any kind, it would still be an incredibly difficult thing to accomplish even if it had additional text that made the urborg or thawing glaciers of gates.
I'm more of a spike with a bit of johnny, but I'm generally pretty relaxed when it comes to "flavor" cards. I appreciate that not every mythic should be powerful and constructed playable, similarly, I appreciate that there is an audience for even the most far-fetched alternate win-cons.
That said, "1 of each" would drive me absolutely insane because I'm fairly certain it would be the most unlikely, difficult to accomplish alternate win-condition ever printed. Yes, even more so than Hellkite Tyrant. What it really comes down to is how much of a massive restriction on deckbuilding it would be, and for that I think it would be bad design.
Idk, I like the idea behind it, that Ravnica has this super hidden thing hidden by the maze, that once you control it you win. But its just so hard to pull off, moreso without nonbasic land fetches (yet). And adding all the gates plus the mythic just messes with your mana so much, I'm not sure what you'll want the rest of the deck to do.
At the beginning of your upkeep, if you control 10 gates with different names, you win the game.
That would mean that gates would have to be good to begin with.
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Not going to happen. For example, if your opponent plays 2 Azorius Guildgate and then you reveal his hand and see 3 Azorius Guildgate there, but no copies of this land. Now, what do you do? Do you call the judge to confirm he has the mythic land in his deck. That could be very relevant strategic information, especially early on in game 1.
Avatar by DarkNightCavalier
You will not remember my face, your name, or your journey, but in the end...
You will accede my every command.
Avatar by DarkNightCavalier
You will not remember my face, your name, or your journey, but in the end...
You will accede my every command.
They're fine as dual lands at common.
There are fast alternatives to any "slow" option, meaning it's very difficult to force Standard to slow down without 2 blocks being a whole lot of really bad cards and nothing else.