The second one is in my opinion to powerfull, I would add that if you have another forest or mountain that isn't basic or named "Don't fetch me dual", you can't tap don't fetch me dual for mana.
What are you talking about? It's just a dual that can't be searched up. All forests or mountains can be tapped for mana. Why wouldn't they?
I think this is trolling. When you don't use W creatures, you autoloose to most combo decks. And using GW creatures (I think you would do that) will result in massive card disadvantage. Plus Gavony Township and Cavern of Souls make your deck inconsistent.
You dont have to play white and you can still get out creatures like Teeg and such playing GSZ.
You dont have to play white and you can still get out creatures like Teeg and such playing GSZ.
Yeah, then if you DRAW then, you're going to be hard pressed to actually cast them. Plus, mono green means no actual removal aside from Dismember, which seems poor. This also gets around the reason GSZ is banned, which is homogeny among decks. Sure, every MONO GREEN deck plays GSZ; I think we're all fine with that.
Winter Campaign GWU
Enchantment
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of creature’s under his or her control less one (X can’t be less than 0.)
Winter Campaign GWU
Enchantment
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of creature’s under his or her control less one (X can’t be less than 0.)
Seems really weak.
I could see this being mono white too and being fine.
Private Mod Note
():
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Thanks to Rivenor for the signature and XenoNinja for the Avi!
Winter Campaign GWU
Enchantment
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of creature’s under his or her control less one (X can’t be less than 0.)
Yeah, this can easily be monowhite or bluewhite. I think i would prefer ghostly prison to this
Greed Punisher1W
Creature
Players can’t sacrifice permanents to cast spells or activate abilities.
2/2
Bogles can suck my nuts1R
Instant
Each enchantment deals 3 damage to its controller.
Players can't gain life this turn.
Deceptive Thoughts2R
Sorcery
Discard a card. If you do, draw two cards.
Flashback--Sacrifice a creature.
Skullsmasher1RG
Creature--Elemental
Trample, haste, hexproof
At the beginning of your upkeep, sacrifice Skullsmasher unless you pay :symrg::symrg:.
3/3
Yeah, then if you DRAW then, you're going to be hard pressed to actually cast them. Plus, mono green means no actual removal aside from Dismember, which seems poor. This also gets around the reason GSZ is banned, which is homogeny among decks. Sure, every MONO GREEN deck plays GSZ; I think we're all fine with that.
You are not going to draw all of them in your deck.
Broken Combo EnablerBR
Creature
Whenever a player casts a spell, you lose life equal to its converted mana cost.
Whenever you cast a spell, draw a card.
1/1
Spell Vial1
Artifact
At the beginning of your upkeep, you may add a charge counter to Spell Vial. T: You may cast an instant or sorcery spell from your hand with converted mana cost equal to the number of charge counters on Spell Vial without paying its mana cost.
Overpowered Counterspell EngineUB
Enchantment
Pay XX life: Counter target spell with converted mana cost x, then add a charge counter to OCE.
At the beginning of your upkeep, choose 1: You lose life equal to the number of charge counters on OCE, or your opponent gets to Scry X and then draw a card, where X is the number of counters on OCE.
Clique Peek1U
Instant
Look at target players hand. You may choose a nonland card from it. If you do, that player reveals the chosen card and puts it on the bottom of his or her library, then draws a card.
Draw a card.
Grave Plague3BB
Sorcery
Each creature gets -X/-X until end of turn, where X is the number of lands in your graveyard.
Retrace
Ritual Modern Deserves(P/R)
Add R to your mana pool.
I dont think any of them will ever happen, but last time I thought up a card for play in modern they printed Epic Experiment, so i guess anything is possible
Removal Spell That Can Also Be Useful Against Decks Without CreaturesUB
Instant
Choose one— counter target noncreature spell, or target creature gets -3/-3 until end of turn.
Weaker than Counterspell in most situations, but can perform similar duties. It would just be nice to have a removal spell that isn't dead in creature-light matchups that isn't lightning bolt or lightning helix.
Magical Flying ReptileUUG
Creature — Iguana/Frog/Snake Thing
Flash
Flying
When ~ enters the battlefield, counter target noncreature spell.
2/1
Mystic Snake is maddeningly close to being a good card. I hesitate to make a straight up counter attached to a three mana creature, but I think being able to counter a non-creature spell is fine (could also be changed to "counter target creature spell"). Would be a great tempo card. A threat that protects your threats.
Can't Bolt ThisWG
Creature—Wolf
3/4
Sometimes you just need a big, dumb beater. On a vanilla creature, I honestly don't think this is overpowered. It's just a harder to remove Watchwolf or a harder to cast, size-capped Tarmogoyf.
Don't Touch ThatUG
Creature — Faerie
Flash
Flying
When ~ enters the battlefield, target creature gains hexproof until end of turn.
2/1
I've always thought Plaxmanta was pretty close to being playable, and giving it evasion and a relevant creature type in exchange for one fewer toughness and a less flexible casting cost might work. Can be un-bolt-able removal against geist, protect a Vendilion Clique, or just be a body to cast when you didn't counter anything.
Basic Fetch
Land
T, Sacrifice ~: search your library for a basic swamp or mountain card and put it onto the battlefield.
Can't get duals, but still fixes mana. Part of a cycle of all ten color pairs.
Token-Maker Land
Legendary Land
T: Add R to your mana pool. 1RR sacrifice ~: put a 2/2 red dragon creature with flying onto the battlefield.
Helps protect against flood like a man-land, but can't go back to being a land after you pull the trigger. Would be hilarious to go to value-town with Life From the Loam.
You are not going to draw all of them in your deck.
Legacy Mono-Green Elves--both Aggro and Combo--sometimes tries Gaddock Teeg in the sideboard. Teeg is more popular in white-splashing builds for obvious reasons. I think I've also seen Teeg in the occasional Legacy GB Nic Fit board.
I don't think I've seen Qasali Pridemage in either Mono-Green Elves or GB Nic Fit, though. The risk of drawing green creatures with unplayable splashes is too high.
Probably the last remnants of the unplayable in decks are (besides Dredge/Legacy Show and Tell/Vintage Oath of Druids/Vintage Tinker/Legacy Reanimator/etc.) Progenitus in Legacy Natural Order decks and post-board Ruric Thar, the Unbowed in Legacy NO Combo Elves (which does not splash red). Both are always 1-ofs, even in decks with no library manipulation.
One off-colour "GSZ" target may be fine. Two are pushing it.
Legacy Mono-Green Elves--both Aggro and Combo--sometimes tries Gaddock Teeg in the sideboard. Teeg is more popular in white-splashing builds for obvious reasons. I think I've also seen Teeg in the occasional Legacy GB Nic Fit board.
I don't think I've seen Qasali Pridemage in either Mono-Green Elves or GB Nic Fit, though. The risk of drawing green creatures with unplayable splashes is too high.
Probably the last remnants of the unplayable in decks are (besides Dredge/Legacy Show and Tell/Vintage Oath of Druids/Vintage Tinker/Legacy Reanimator/etc.) Progenitus in Legacy Natural Order decks and post-board Ruric Thar, the Unbowed in Legacy NO Combo Elves (which does not splash red). Both are always 1-ofs, even in decks with no library manipulation.
One off-colour "GSZ" target may be fine. Two are pushing it.
4 Noble Hierarch
4 Deathrite Shaman
4 Fixed GSZ
4 Verdant Catacombs
4 Misty Rainforest
There. You can even have 1 of Shocklands so that you don't play the nonbasics early game making it a G costed tutor for any green creature, late game when you have already fetched the nonbasics it reads 2G Search your library for a green creature card and put it into your hand. You may only cast that creature this turn and you may pay any color for the cost of that creature.
Look at the top 3 cards of your library, choose one card and put it into your hand. Put the rest on top of your library in any order.
Ponder Lite Lite U
You may reveal the top 3 cards of your library. Choose one card and put it into your hand. Put the rest on the top of your library in any order.
Ponder Gimped U
Reveal the top 3 cards of your library. Choose one card and put it into your hand. Your opponent puts the rest on the top of your library in any order.
Red Dredgenabler 1R
Sorcery
Deal 2 damage to target creature. If that creature would be put into the graveyard this turn, exile it instead.
Flashback- sacrifice a creature.
Blue Dredgenabler 1U
Instant
Put the top 4 cards from target player's library into the graveyard.
Flashback- sacrifice a creature.
Green Dredgenabler 1G
Instant
Target creature gets +2/+2
Flashback- sacrifice a creature
White Dredgenabler 1W
Instant
Prevent all combat damage that would be dealt this turn.
Flashback- sacrifice a creature
Black Dredgenabler 1B
Sorcery
Discard a card. Put a 2/2 black zombie token into play.
flashback- sacrifice a creature.
It's insulting to me that dredge isn't a thing in modern ):. And yes some of these are really busted.
Private Mod Note
():
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My love of lands knows no bounds.
Currently playing: GCasual 8-post R Casual Land Destruction UBRWG Legacy Dredge WGB Modern Melira Pod RUG EDH
Cancel SucksU
Instant
Kicker 1U
Counter target spell unless that spell's controller pays 1.
If ~ was kicked, counter target spell.
Guilty BloodB
Sorcery
An opponent chooses one - Each player sacrifices a creature; or that player sacrifices a creature and you lose 2 life.
Force of Will Keeps Combo in Check5UU
Instant
Split Second
If an opponent had 5 or more permanents enter the battlefield this turn and you control an island you may play ~ without paying its mana cost.*
End the turn.
Seriously, control needs some love. Midrange, Agro, and Combo are fun and all, but just because people whine about counterspells and board locks does not mean an entire archetype can be neglected. Even reprinting Misdirection would be a big step in the right direction.
*I think 5 is good because fetch land, crack + Lingering Souls is probably the most permanents you will see at once in non-combo. And 5 is the minimum for Scapeshift.
You are not going to draw all of them in your deck.
I'm not saying you will, but this is Modern, the format is EXTREMELY unforgiving, and if you're trying to tell me, that an essentially wasted draw step DOESN'T matter, then you're blatently trolling. (though, you already might be)
I'm not saying you will, but this is Modern, the format is EXTREMELY unforgiving, and if you're trying to tell me, that an essentially wasted draw step DOESN'T matter, then you're blatently trolling. (though, you already might be)
I agree to a point, but not every deck can draw what it needs when. There is some forgiveness to the format. Land drops are more important then what you are playing with that mana.
Cancel SucksU
Instant
Kicker 1U
Counter target spell unless that spell's controller pays 1.
If ~ was kicked, counter target spell.
This is broken. Force Spike is already a powerful card, but giving it the option to be Cancel if you have the mana is too much. We do not need a strictly better Force Spike.
Mana Flux - 1UU
Kicker: 1U
Counter target spell. If ~ was kicked, draw a card.
Imbue - UUU
Counter target spell. You may place a creature card with a CMC of 3 or less from your hand onto the battlefield.
Private Mod Note
():
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I think there is some merit to the argument that modern needs some legacy style safety valves. But we should have them in all colors, not just blue.
So I was thinking, it might be interesting to make a cycle of counter spells across all colors. Yeah, its stepping on blue's color pie a bit, but these are all intended to be the exceptions that prove the rule. Blue gets dozens of counters to choose from, the other colors get these one each to work with.
Stymied Growth
XG
Instant
Put target spell on the bottom of its owner's library unless its controller pays X.
You may return X forests to your hand instead of paying ~'s mana cost.
Tutor's Admonishment
BB
Instant
Counter target spell. It's controller may search their library for a card with a different name, and put it on top of their library.
No, Not That, Anything but That
R
Instant
Exile target spell you do not control. Its controller may play a spell from their hand without paying its manacost.
(Editted to remove the unintended cast on own spell combo element)
Spell-oust
1W
Instant
Put target spell into its owner's library second from the top. Its controller gains 3 life.
And a couple new counterspells for blue.
Shoal of Will
XU
Instant
You may discard a blue card with converted mana cost X from your hand rather than pay Shoal of Will's mana cost.
Counter target spell unless its controller pays X.
I support WotC's goal of shaping Modern in favor of diversity.
I ran a thought experiment on my blog Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
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What are you talking about? It's just a dual that can't be searched up. All forests or mountains can be tapped for mana. Why wouldn't they?
Modern Junk Primer
Legacy ANT Primer
L1 Judge
its strictly better than a land that taps for 2 colors and lacks the basic subtypes, which i dont think wizards will do
You dont have to play white and you can still get out creatures like Teeg and such playing GSZ.
Yeah, then if you DRAW then, you're going to be hard pressed to actually cast them. Plus, mono green means no actual removal aside from Dismember, which seems poor. This also gets around the reason GSZ is banned, which is homogeny among decks. Sure, every MONO GREEN deck plays GSZ; I think we're all fine with that.
Enchantment
Creatures can’t attack you or a planeswalker you control unless their controller pays X for each of those creatures, where X is the number of creature’s under his or her control less one (X can’t be less than 0.)
Seems really weak.
I could see this being mono white too and being fine.
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Yeah, this can easily be monowhite or bluewhite. I think i would prefer ghostly prison to this
Creature
Players can’t sacrifice permanents to cast spells or activate abilities.
2/2
Bogles can suck my nuts 1R
Instant
Each enchantment deals 3 damage to its controller.
Players can't gain life this turn.
Deceptive Thoughts 2R
Sorcery
Discard a card. If you do, draw two cards.
Flashback--Sacrifice a creature.
Skullsmasher 1RG
Creature--Elemental
Trample, haste, hexproof
At the beginning of your upkeep, sacrifice Skullsmasher unless you pay :symrg::symrg:.
3/3
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
You are not going to draw all of them in your deck.
Creature
Whenever a player casts a spell, you lose life equal to its converted mana cost.
Whenever you cast a spell, draw a card.
1/1
Spell Vial 1
Artifact
At the beginning of your upkeep, you may add a charge counter to Spell Vial.
T: You may cast an instant or sorcery spell from your hand with converted mana cost equal to the number of charge counters on Spell Vial without paying its mana cost.
Overpowered Counterspell Engine UB
Enchantment
Pay XX life: Counter target spell with converted mana cost x, then add a charge counter to OCE.
At the beginning of your upkeep, choose 1: You lose life equal to the number of charge counters on OCE, or your opponent gets to Scry X and then draw a card, where X is the number of counters on OCE.
Clique Peek 1U
Instant
Look at target players hand. You may choose a nonland card from it. If you do, that player reveals the chosen card and puts it on the bottom of his or her library, then draws a card.
Draw a card.
Grave Plague 3BB
Sorcery
Each creature gets -X/-X until end of turn, where X is the number of lands in your graveyard.
Retrace
Ritual Modern Deserves (P/R)
Add R to your mana pool.
I dont think any of them will ever happen, but last time I thought up a card for play in modern they printed Epic Experiment, so i guess anything is possible
Instant
Choose one— counter target noncreature spell, or target creature gets -3/-3 until end of turn.
Weaker than Counterspell in most situations, but can perform similar duties. It would just be nice to have a removal spell that isn't dead in creature-light matchups that isn't lightning bolt or lightning helix.
Magical Flying Reptile UUG
Creature — Iguana/Frog/Snake Thing
Flash
Flying
When ~ enters the battlefield, counter target noncreature spell.
2/1
Mystic Snake is maddeningly close to being a good card. I hesitate to make a straight up counter attached to a three mana creature, but I think being able to counter a non-creature spell is fine (could also be changed to "counter target creature spell"). Would be a great tempo card. A threat that protects your threats.
Can't Bolt This WG
Creature—Wolf
3/4
Sometimes you just need a big, dumb beater. On a vanilla creature, I honestly don't think this is overpowered. It's just a harder to remove Watchwolf or a harder to cast, size-capped Tarmogoyf.
Don't Touch That UG
Creature — Faerie
Flash
Flying
When ~ enters the battlefield, target creature gains hexproof until end of turn.
2/1
I've always thought Plaxmanta was pretty close to being playable, and giving it evasion and a relevant creature type in exchange for one fewer toughness and a less flexible casting cost might work. Can be un-bolt-able removal against geist, protect a Vendilion Clique, or just be a body to cast when you didn't counter anything.
Basic Fetch
Land
T, Sacrifice ~: search your library for a basic swamp or mountain card and put it onto the battlefield.
Can't get duals, but still fixes mana. Part of a cycle of all ten color pairs.
Token-Maker Land
Legendary Land
T: Add R to your mana pool.
1RR sacrifice ~: put a 2/2 red dragon creature with flying onto the battlefield.
Helps protect against flood like a man-land, but can't go back to being a land after you pull the trigger. Would be hilarious to go to value-town with Life From the Loam.
Beer I really like that value towe counter removal, name it no, maybe instead of neg3/3 how about just neg 0/5.
I need a counter and or removal spell tht cantrips and hits most relavent creatures toughness.
Decks I play and stuff.
Legacy Burn
Modern Mono U Tron
Legacy Mono-Green Elves--both Aggro and Combo--sometimes tries Gaddock Teeg in the sideboard. Teeg is more popular in white-splashing builds for obvious reasons. I think I've also seen Teeg in the occasional Legacy GB Nic Fit board.
I don't think I've seen Qasali Pridemage in either Mono-Green Elves or GB Nic Fit, though. The risk of drawing green creatures with unplayable splashes is too high.
Probably the last remnants of the unplayable in decks are (besides Dredge/Legacy Show and Tell/Vintage Oath of Druids/Vintage Tinker/Legacy Reanimator/etc.) Progenitus in Legacy Natural Order decks and post-board Ruric Thar, the Unbowed in Legacy NO Combo Elves (which does not splash red). Both are always 1-ofs, even in decks with no library manipulation.
One off-colour "GSZ" target may be fine. Two are pushing it.
4 Noble Hierarch
4 Deathrite Shaman
4 Fixed GSZ
4 Verdant Catacombs
4 Misty Rainforest
There. You can even have 1 of Shocklands so that you don't play the nonbasics early game making it a G costed tutor for any green creature, late game when you have already fetched the nonbasics it reads 2G Search your library for a green creature card and put it into your hand. You may only cast that creature this turn and you may pay any color for the cost of that creature.
UWR Midrange
BRG Jund
BG Rock
UR Storm
The Philippine Modern Community
RGWUB MTG Modern Philippines
Look at the top 3 cards of your library, choose one card and put it into your hand. Put the rest on top of your library in any order.
Ponder Lite Lite U
You may reveal the top 3 cards of your library. Choose one card and put it into your hand. Put the rest on the top of your library in any order.
Ponder Gimped U
Reveal the top 3 cards of your library. Choose one card and put it into your hand. Your opponent puts the rest on the top of your library in any order.
Red Dredgenabler 1R
Sorcery
Deal 2 damage to target creature. If that creature would be put into the graveyard this turn, exile it instead.
Flashback- sacrifice a creature.
Blue Dredgenabler 1U
Instant
Put the top 4 cards from target player's library into the graveyard.
Flashback- sacrifice a creature.
Green Dredgenabler 1G
Instant
Target creature gets +2/+2
Flashback- sacrifice a creature
White Dredgenabler 1W
Instant
Prevent all combat damage that would be dealt this turn.
Flashback- sacrifice a creature
Black Dredgenabler 1B
Sorcery
Discard a card. Put a 2/2 black zombie token into play.
flashback- sacrifice a creature.
It's insulting to me that dredge isn't a thing in modern ):. And yes some of these are really busted.
Currently playing:
GCasual 8-post
R Casual Land Destruction
UBRWG Legacy Dredge
WGB Modern Melira Pod
RUG EDH
Instant
Kicker 1U
Counter target spell unless that spell's controller pays 1.
If ~ was kicked, counter target spell.
Guilty Blood B
Sorcery
An opponent chooses one - Each player sacrifices a creature; or that player sacrifices a creature and you lose 2 life.
Force of Will Keeps Combo in Check 5UU
Instant
Split Second
If an opponent had 5 or more permanents enter the battlefield this turn and you control an island you may play ~ without paying its mana cost.*
End the turn.
Seriously, control needs some love. Midrange, Agro, and Combo are fun and all, but just because people whine about counterspells and board locks does not mean an entire archetype can be neglected. Even reprinting Misdirection would be a big step in the right direction.
*I think 5 is good because fetch land, crack + Lingering Souls is probably the most permanents you will see at once in non-combo. And 5 is the minimum for Scapeshift.
I'm not saying you will, but this is Modern, the format is EXTREMELY unforgiving, and if you're trying to tell me, that an essentially wasted draw step DOESN'T matter, then you're blatently trolling. (though, you already might be)
I agree to a point, but not every deck can draw what it needs when. There is some forgiveness to the format. Land drops are more important then what you are playing with that mana.
This is broken. Force Spike is already a powerful card, but giving it the option to be Cancel if you have the mana is too much. We do not need a strictly better Force Spike.
Storm Crow is strictly worse than Seacoast Drake.
Agreed. Mana tithe sees no play and its just a white force spike
Mana Flux - 1UU
Kicker: 1U
Counter target spell. If ~ was kicked, draw a card.
Imbue - UUU
Counter target spell. You may place a creature card with a CMC of 3 or less from your hand onto the battlefield.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
This one seems to be okay and probably playable but...
This one is nuts! Well UUU might be hard to cast, but "I counter your spell.... here is my Vendilion Clique or Geist of Saint Traft! is way to much
I think there is some merit to the argument that modern needs some legacy style safety valves. But we should have them in all colors, not just blue.
So I was thinking, it might be interesting to make a cycle of counter spells across all colors. Yeah, its stepping on blue's color pie a bit, but these are all intended to be the exceptions that prove the rule. Blue gets dozens of counters to choose from, the other colors get these one each to work with.
Stymied Growth
XG
Instant
Put target spell on the bottom of its owner's library unless its controller pays X.
You may return X forests to your hand instead of paying ~'s mana cost.
Tutor's Admonishment
BB
Instant
Counter target spell. It's controller may search their library for a card with a different name, and put it on top of their library.
No, Not That, Anything but That
R
Instant
Exile target spell you do not control. Its controller may play a spell from their hand without paying its manacost.
(Editted to remove the unintended cast on own spell combo element)
Spell-oust
1W
Instant
Put target spell into its owner's library second from the top. Its controller gains 3 life.
And a couple new counterspells for blue.
Shoal of Will
XU
Instant
You may discard a blue card with converted mana cost X from your hand rather than pay Shoal of Will's mana cost.
Counter target spell unless its controller pays X.
Better Delay
UU
Delay. Draw a card.
I ran a thought experiment on my blog
Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.