come on, how are you getting Valakut active while returning a land to your hand every turn?
On 7+ mana, can't you do anything better than try to connect with a 2/2?
This is aggro and nothing else.
come on, how are you getting Valakut active while returning a land to your hand every turn?
On 7+ mana, can't you do anything better than try to connect with a 2/2?
This is aggro and nothing else.
it’s when we get to that point
And plus you already forgot Valakut is used in modern with Scapeshift
That combat damage to player bounce own land clause blows fairly hard. Whenever I play Burn, I'm significantly more likely to lose whenever I'm stuck on one land all game. This will pressure people to not play it on Turn 1, which removes some of the point.
That combat damage to player bounce own land clause blows fairly hard. Whenever I play Burn, I'm significantly more likely to lose whenever I'm stuck on one land all game. This will pressure people to not play it on Turn 1, which removes some of the point.
Maybe the power of a 2/2 haste trampler on turn 1 (that doesn't draw the opponent cards, like guide sometimes does) is enough to make it worth restructuring the build of aggro decks a bit to use this most effectively. A much lower curve (mono 1-drops?) could be quite happy with it. In modern, how about this, goblin guide, and swiftspear along with all the one-mana bolts you can get?
The card seems to be a 1-cmc turn-2 play. On turn 1, I want a landfall dude, then on turn 2 I play this Beast and work the whole game with 2 lands. If I have several ones on the board, that's where it becomes complicated... It carries the green equipment rather well too.
Too soon to figure how good it can be in Modern, but I will have fun testing it.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
That combat damage to player bounce own land clause blows fairly hard. Whenever I play Burn, I'm significantly more likely to lose whenever I'm stuck on one land all game. This will pressure people to not play it on Turn 1, which removes some of the point.
Maybe the power of a 2/2 haste trampler on turn 1 (that doesn't draw the opponent cards, like guide sometimes does) is enough to make it worth restructuring the build of aggro decks a bit to use this most effectively. A much lower curve (mono 1-drops?) could be quite happy with it. In modern, how about this, goblin guide, and swiftspear along with all the one-mana bolts you can get?
In Modern, I already basically play Guide, Swiftspear, and almost every 1-mana Bolt I can get (Shard Volley went out of fashion some time ago and can't really get along with Wayward Guide-Beast). Then Eidolon of the Great Revel wins too many games by itself to not include, and Boros Charm's 4 damage instead of 3 has actually been quite helpful. ...You can see how, at the very least, Wayward Guide-Beast gets in the way of casting these 2 cards.
Say I play Wayward Guide-Beast on Turn 1, always watch this guy deal combat damage to my opponent, and play a 1-mana Bolt every turn starting on Turn 2. My opponent is on 3 life by the end of my Turn 4. That's not a way to win (e.g. against Green Tron).
This guy seems really tricky to evaluate in the context of a deck like modern burn. On the one hand, you basically never want to cast this on turn 1, which is bad. But, in a deck that never wants to draw more than 3 lands, and so has a correspondingly low land count, the fact that this guy returns lands to your hand could also be a massive benefit. If you have only drawn two lands, this guy lets you cast 3 mana worth of spells off of those two lands every turn cycle, which is probably enough to shave a turn or so off of how long it takes you to kill your opponent.
Are Ppl thinking that this will be played in Modern mono R agroo in modern? lol
Maybe you can say it is the goblin guide for pionner (that will always put you back one land) If you can make a deck with mostly 1 drops than it is good.
It can easily be a 1-of in modern red aggro. Nothings syas you need to run 4. Even two seems plausible. The trick is, you want few enough that you almost are certain that you won't need to play it on turn 1.
Edit: so:
Turn 1: GG: 2
Turn 2: This + any bolt-like: 9
Turn 3: Any hasty (GG, this, switfspear) + another bolt-like: 18
18 total damage by turn 3 does not look bad to me.
That combat damage to player bounce own land clause blows fairly hard. Whenever I play Burn, I'm significantly more likely to lose whenever I'm stuck on one land all game. This will pressure people to not play it on Turn 1, which removes some of the point.
Maybe the power of a 2/2 haste trampler on turn 1 (that doesn't draw the opponent cards, like guide sometimes does) is enough to make it worth restructuring the build of aggro decks a bit to use this most effectively. A much lower curve (mono 1-drops?) could be quite happy with it. In modern, how about this, goblin guide, and swiftspear along with all the one-mana bolts you can get?
In Modern, I already basically play Guide, Swiftspear, and almost every 1-mana Bolt I can get (Shard Volley went out of fashion some time ago and can't really get along with Wayward Guide-Beast). Then Eidolon of the Great Revel wins too many games by itself to not include, and Boros Charm's 4 damage instead of 3 has actually been quite helpful. ...You can see how, at the very least, Wayward Guide-Beast gets in the way of casting these 2 cards.
Say I play Wayward Guide-Beast on Turn 1, always watch this guy deal combat damage to my opponent, and play a 1-mana Bolt every turn starting on Turn 2. My opponent is on 3 life by the end of my Turn 4. That's not a way to win (e.g. against Green Tron).
It's worth pointing out that if you hold your land drop until your second main phase on turn two, you get to 2 mana on turn 3, which I believe nets you a dead opponent on turn 4 in your example. It takes some finagling, but it's fairly easy to maintain 2 lands in play with this beastie, though going any higher is probably out of the question if you're hitting every turn.
That combat damage to player bounce own land clause blows fairly hard. Whenever I play Burn, I'm significantly more likely to lose whenever I'm stuck on one land all game. This will pressure people to not play it on Turn 1, which removes some of the point.
Maybe the power of a 2/2 haste trampler on turn 1 (that doesn't draw the opponent cards, like guide sometimes does) is enough to make it worth restructuring the build of aggro decks a bit to use this most effectively. A much lower curve (mono 1-drops?) could be quite happy with it. In modern, how about this, goblin guide, and swiftspear along with all the one-mana bolts you can get?
In Modern, I already basically play Guide, Swiftspear, and almost every 1-mana Bolt I can get (Shard Volley went out of fashion some time ago and can't really get along with Wayward Guide-Beast). Then Eidolon of the Great Revel wins too many games by itself to not include, and Boros Charm's 4 damage instead of 3 has actually been quite helpful. ...You can see how, at the very least, Wayward Guide-Beast gets in the way of casting these 2 cards.
Say I play Wayward Guide-Beast on Turn 1, always watch this guy deal combat damage to my opponent, and play a 1-mana Bolt every turn starting on Turn 2. My opponent is on 3 life by the end of my Turn 4. That's not a way to win (e.g. against Green Tron).
It's worth pointing out that if you hold your land drop until your second main phase on turn two, you get to 2 mana on turn 3, which I believe nets you a dead opponent on turn 4 in your example. It takes some finagling, but it's fairly easy to maintain 2 lands in play with this beastie, though going any higher is probably out of the question if you're hitting every turn.
Decided to use your tip and tried 4 Wayward Guide-Beast in my Modern Burn deck (kicked out some less worthy 2-cmc cards). Wayward Guide-Beast's drawback actually wasn't that noticeable as long as I could make sure it connected while I had no lands at least once. Looks like another strong creature for Burn!
come on, how are you getting Valakut active while returning a land to your hand every turn?
On 7+ mana, can't you do anything better than try to connect with a 2/2?
This is aggro and nothing else.
it’s when we get to that point
And plus you already forgot Valakut is used in modern with Scapeshift
And why would Scapeshift decks run this card instead of a card that contributes to its primary gameplan, which is to put more lands into play?
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
That's a Goblin Guide chasing it. Useful for landfall, aggro decks after turn 3/4, decks with a lot of modal DFC lands, and practically nothing else.
Source: Weibo
1. you can reboot landfall ability if not drawing lands
2. The MDFC lands if you couldn't get a spell side you can put it back in your hand to so you can do the spell
3. Cards like gemstone mine or vivid cycle you can reload those
4. If mono red don't forget about Valakut, the Molten Pinnacle
On 7+ mana, can't you do anything better than try to connect with a 2/2?
This is aggro and nothing else.
it’s when we get to that point
And plus you already forgot Valakut is used in modern with Scapeshift
Or G/R decks that run Azusa with landfall triggers.
Man, Azusa is gonna skyrocket after this set comes out.
Maybe the power of a 2/2 haste trampler on turn 1 (that doesn't draw the opponent cards, like guide sometimes does) is enough to make it worth restructuring the build of aggro decks a bit to use this most effectively. A much lower curve (mono 1-drops?) could be quite happy with it. In modern, how about this, goblin guide, and swiftspear along with all the one-mana bolts you can get?
none
Modern
UBG B/U/G control
BBB MBC
WUR Control
WWW Prison
RRR Goblins
Legacy
BBB Pox
UBG B/U/G Control
UWU StoneBlade
UW Miracle Control
that's a huge downside that will **** you most of the time.
Too soon to figure how good it can be in Modern, but I will have fun testing it.
In Modern, I already basically play Guide, Swiftspear, and almost every 1-mana Bolt I can get (Shard Volley went out of fashion some time ago and can't really get along with Wayward Guide-Beast). Then Eidolon of the Great Revel wins too many games by itself to not include, and Boros Charm's 4 damage instead of 3 has actually been quite helpful. ...You can see how, at the very least, Wayward Guide-Beast gets in the way of casting these 2 cards.
Say I play Wayward Guide-Beast on Turn 1, always watch this guy deal combat damage to my opponent, and play a 1-mana Bolt every turn starting on Turn 2. My opponent is on 3 life by the end of my Turn 4. That's not a way to win (e.g. against Green Tron).
Maybe you can say it is the goblin guide for pionner (that will always put you back one land) If you can make a deck with mostly 1 drops than it is good.
Edit: so:
Turn 1: GG: 2
Turn 2: This + any bolt-like: 9
Turn 3: Any hasty (GG, this, switfspear) + another bolt-like: 18
18 total damage by turn 3 does not look bad to me.
Decided to use your tip and tried 4 Wayward Guide-Beast in my Modern Burn deck (kicked out some less worthy 2-cmc cards). Wayward Guide-Beast's drawback actually wasn't that noticeable as long as I could make sure it connected while I had no lands at least once. Looks like another strong creature for Burn!
Turn 1 Goblin guide into this with some friends could be very real in burn decks.
Just make sure your deck can operate on 1 mana (or 2 from the same land).
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And why would Scapeshift decks run this card instead of a card that contributes to its primary gameplan, which is to put more lands into play?
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