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  • posted a message on Print this Wizards (so I can play it in modern)
    Barer of Ill Omen - 1B
    Creature - Zombie
    When ~ or any other zombie enters the battlefield under your control, you may destroy any number of non-zombie creatures with a total CMC equal or less than it's CMC.
    2/1

    So this is my removal tool for black control/midrange. It kills a lot of relevant creatures (Goyf, Scooze, Bob, Snappy, and an unlimited number of flipped delvers), and then adds a body. As a plus, it boosts zombie tribal, though not the various zombie token generators.

    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I can't say I'm a fan of even more removal in Modern. I know you're trying to boost control, but any decent removal will go into mid-range as well. Also, some them feel like a sort of mishmash with 'do X, with drawback Y' with no real logic beyond an attempt to balance them.

    Gleaming Form is interesting: it's removal that works best for a non-creature deck. I'd be tempted to not actually exile, the creature, because cards without drawbacks are boring.

    Hungry Bubble - WU
    Enchantment - Aura
    When ~ enters the battlefield, attach it to target creature. If that creature is face up, turn it face down, it becomes a 2/2 colorless morph creature.
    Enchanted creature has flying, defender, and indestructible.

    Maybe even skip the morph part. Now the player can only get their card back in 3 ways: sac if somehow and resurrect it, bounce it back to their hand, or using one of white's 'protection from' effects, all 3 of which are not that common in the game. To me, this is much more interesting than exiling.


    Posted in: Modern
  • posted a message on Control Player, Wrong Format?
    Quote from Oloroar »

    I guess MrM0nd4y and Galerion know better than a two time world champion.


    Considering how many people in the banlist thread think they know better than the entire company that makes the game, thinking they know better than a champion is actually pretty humble. Grin

    Posted in: Modern
  • posted a message on Magic: Origins Spoilers - Modern Discussion
    Sphinx's Tutelage looks like it designed to fight all the mono-decks are running around. Thank God I finally have an excuse to splash a second color.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from naphack »
    Both the names and the effects are just a rough draft.

    <Chant cards>

    Some of them probably need balancing, but I think, this gets the idea across just fine.


    I like the basic idea, and some of these could be really good with Thalia in play. A few less "creature gains +X/+Y" effects might be good, though.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from Aegraen »
    The Sweeper Modern Wants and Needs 1WW
    Sorcery
    Destroy each creature with CMC 3 or less.
    Spell Mastery - If there are 2 or more instants or sorceries in your graveyard, you may cast ~ anytime you could cast an instant.


    I play with sweepers a lot. That being said, I think a turn 3 sweeper is kind of unfun. Sweepers tend to be very good against aggro and being swept can be a complete blow out against certain decks. The challenge of playing white control is to get to turn 4 and then sweep. That's the FUN part when you're playing control, once you sweep, it's often game over. What white needs are things that will let it survive that long. This means playable non-creature lifegain, more fog effects, and ghostly prison effects. Alternatively, some sort of ramp would work (though it shouldn't be as good as green ramp), but it has to be ramp that puts land in the field (instead of in hand, like that hybrid green white Lay of the Land who's name I can't remember) and it have to work even if your opponent has less land than you. I actually have a green-white control deck which main decks 8 sweepers and sweeping on turn 3 isn't that hard.

    The real problem with white control, however, is that it has nothing to fight spell-based combo with. A white color-shifted print of Negate would help.

    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from Ely »
    Seriously Wizards, can we get this one done already?

    Serra's Citadel
    Legendary Land
    [tap]: Add 1 to your mana pool
    1W[tap]: Put target enchantment card from your graveyard on top of your library.

    Serra's realm isn't gone, it's magic is as potent and as pure as ever. One simply need only know where to look.~~Elysdeon


    Card manipulation for white? Don't you know that white is the color of sucking?

    That being said, artifacts tend to get sacrificed and destroyed a lot more often than enchantments. Academy Ruins is mostly used to recover Mindslavers and other tap/sacrifice artifacts more than to recover artifacts that have been destroyed. Still, Enchantment Control would like this, and maybe aura?
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from Valanarch »
    Quote from A.J.Gibson »
    Quote from el_pato »
    Race War 1B
    Enchantment
    When Race War enters the battlefield, each player chooses a creature type.
    Creatures of the chosen types get -1/-1.




    Not certain about this, maybe it needs to be a creature or something. It's too focused as hate: a blow out vs a handful of decks, and barely anything against anything else. Although it is pretty good against blue decks that play X/1 humans like Snapcaster and Delver.



    It being a creature would probably be better since this is pretty specific. Maybe have it be on a 3 mana 2/3?


    That could work. Frankly, you don't want to cast this to early anyways; you want it to enter the battlefield after your opponent has revealed the most common type of creature they have, and put some X/1's out that will die instantly.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from AvalonAurora »
    Quote from Valanarch »
    Quote from AvalonAurora »
    Icon of the Gentle Breeze WWUU
    Creature - Avatar
    Flying, Protection from Black, from Red, and from Green.
    If a spell or ability you don't control would cause you to discard Icon of the Gentle Breeze, you may put two 1/1 blue and white bird creature tokens with flying onto the battlefield.
    3/3

    Icon of Shadows UUBB
    Creature - Avatar
    Protection from White, from Red, and from Green.
    Whenever a white, red, and/or green creature enters the battlefield under an opponent's control, put a 2/2 blue and black illusion creature token onto the battlefield, then exile that illusion token at the end of the turn.
    3/4

    Icon of Independence BBRR
    Creature - Avatar
    Icon of Independence can't be countered.
    Haste, Protection from White, from Blue, and from Green.
    4/4

    Icon of Might RRGG
    Creature - Avatar
    Icon of Might can't be countered.
    Trample, Protection from White, from Blue, and from Black.
    If a spell or ability you don't control would cause you to discard Icon of Might, put a 3/3 green and red beast creature token onto the battlefield.
    5/5

    Icon of Community WWGG
    Creature - Avatar
    Icon of Community can't be countered.
    Vigilance, Protection from Blue, from Black, and from Red.
    If a spell or ability you don't control would cause you to discard Icon of Community, gain 7 life.
    4/5




    Icon of Might is ridiculously pushed, even when compared to the other Icons. It essentially has hexproof, as the only red removal spell that can kill it is Roast and green doesn't have removal. It also can't be profitably blocked. So it is basically a 4 mana 5/5 with hexproof and unblockable that can't be discarded or countered. At least try to balance your cards.


    Ah, I didn't realize that... hm... perhaps as a 4/4 or a 4/3 just to make it more vulnerable to red removal since it's so resilient to everything else?


    Because the format needs another reason to play Lightning Bolt?
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from el_pato »
    Ashling's Rocky Retreat
    Legendary Land
    As Ashling's Rocky Retreat enters the battlefield, choose odd or even.
    T: Add R to your mana pool. Spend this mana only to cast a spell of the chosen value, and that spell can't be countered.



    This would be way to good for spell-based combo.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from amalek0 »
    precedent: boseiju, who shelters all--needs to CIPT, and some form of additional payment, likely at least the same if not more.


    CIPT might be a good idea, but I don't think an additional payment is necessary (as Valanarch said, look at CoS). Boseiju makes instants and sorceries uncounterable, which is a much bigger deal than making creatures uncounterable since instants and sorceries are primarily dealt with by counterspells.

    On a side note, CIPT is a pretty huge drawback. Are there any CIPT lands that commonly see Modern Play (excluding Amulet decks) other than manlands? One thing I think Modern could use are more powerful utility lands that are not color-fixers. It would make mono and 2 color decks more playable, since they are more likely to be able to take advantage of them.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I've been thinking about uncounterable creatures: I think it's much safer to make creature uncounterable than spells since there are there ways of dealing with them, but at the same time cheap, efficient creatures are already over-represented in the format. I'd really like to see some tools for ramp decks. So how about this:

    Land of Uncounterable Creatures
    Land
    T: Add 1 to your mana pool, if this mana is used to cast a creature spell with Converted Mana Cost of 4 or higher, then that spell can not be countered.

    There aren't too many creatures in modern that are relevant at CMC 4 or higher. The big ones being Primeval Titan, Kiki-Jiki, Tasigur, Wormcoil Engine, and Emrakul (who can't be countered anyways). Maybe 5 or higher would be safer?
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from el_pato »
    Race War 1B
    Enchantment
    When Race War enters the battlefield, each player chooses a creature type.
    Creatures of the chosen types get -1/-1.


    Not certain about this, maybe it needs to be a creature or something. It's too focused as hate: a blow out vs a handful of decks, and barely anything against anything else. Although it is pretty good against blue decks that play X/1 humans like Snapcaster and Delver.
    Posted in: Modern
  • posted a message on Favorite Moments in Modern
    My opponent gets Door to Nothingness into play and activates it, only to finally notice the Leyline of Sanctity I've had in play the whole time. This was online.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from naphack »
    Some love for slower mono red decks...

    Price of Decadence RRRR aka "chop that Ugin back to size!"
    Instant
    Price of Decadence deals damage to each player equal to the highest converted mana cost among permanents that player controls.

    As this is probably too strong, but I wanted to have the ridiculous version on the table before proposing the more sane variant:
    Chant of Destruction 1RR
    Instant
    Chant of Destruction deals damage to target creature or planeswalker equal to that card's converted mana cost.

    Geomancer's Effigy RR
    Enchantment
    Whenever a land is put into a graveyard from the battlefield, put an [insert fancy word] counter on Geomancer's Effigy.
    R, sacrifice a land: Until end of turn, Geomancer's Effigy becomes an elemental creature with "this creature's power and toughness are each equal to half the number of [insert the same fancy word] counters on it, rounded down."


    Price of Decadence is a bit situational; a lot of the time this is going to be 4 or 5 damage, Sure, it hates on Tron, but even doing 8 damage for 4 mana isn't that great.

    Chant of Destruction is interesting, but it tends to be more effective against less cost effective creatures. It's a like printing a black removal card that says "Destroy target non-Tarmogoyf, non-Delver, non-Scavenging Ooze creature."

    I'd rather see something like this:

    Pay life, end life - 1B
    Instant
    Destroy target creature, you lose life equal to it's converted mana cost.

    (Apologies if this card exists already)

    Basically, I prefer cards that punish playing cost effective creatures are more effective against popular creatures, instead of less effective.

    Geomancer is good.
    Posted in: Modern
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