- Valanarch
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Member for 10 years, 10 months, and 18 days
Last active Sun, May, 7 2017 22:37:13
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1
Lord_Anarchy posted a message on [[BNG]] Kiora is up!Really, would starting at 3 loyalty and ultimating at 6 be too much to ask? she'll still probably be picked off with lightning strike anyways...Posted in: The Rumor Mill -
2
Mystic-X posted a message on Festive Greetings!Happy Festivus for the rest of us!Posted in: Special Occasions -
1
shamizy posted a message on [[BNG]] Kiora is up!Beautiful art and I love the abilities, but I just can't get over that starting 2 loyalty. If she had one more starting loyalty and her ultimate had cost -6 or -7 to pull off she would have been perfect. I'll still pick up a copy or two, if only for that art.Posted in: The Rumor Mill -
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mikej posted a message on [[BNG]] Kiora is up!I want to go on a adventure with Kiora the Explorer.Posted in: The Rumor Mill -
1
Victor Sant posted a message on Tinfoil Hat's Predictions for ModernPosted in: Modern
Don't talk about what you don't know about. NWO is exclusively about complexity in common. It have nothing to do with power level.Quote from BetweenWallsWhat makes you think Wizards would print cards that they currently don't due to their NWO (or NNWO)? Are you saying that they'd disregard the these paradigms if they could for Modern? Wouldn't that lead to Modern becoming more like Legacy over time?
Wizards' NWO (and NNWO) are pretty recent things, but I think they're very healthy paradigms for Magic.
What keeps them out is just the power level wizards desire for standard. Nothing about NWO.
That is exactly the problem wizards seems to be not willing to "sacrifice" standard in the behalf of modern. Standard is more important to wizards than modern, so unless wizards decide to increase standard powerlevel again, many of the cards that could help to solve modern issues will never see print.Quote from BetweenWallsIf Modern needs a certain card (maybe Counterspell?) to be fixed, I think we could suffer through it being legal in Standard for 1 rotation. Otherwise, if it needs a continuous supply of cards beyond the power level of Standard, I think that's an unsustainable proposition. Modern is defined by Standard cards of past and present, and changing that for a quick fix of some kind seems short-sighted. -
1
Rackhamm posted a message on Tinfoil Hat's Predictions for ModernPosted in: ModernQuote from bocephusWould you say fetches are used as much as thoughtsieze or goyf? which one went up after reprinting? You can not just look at a narrow group of cards when talking about reprints. not to mention reprinting fetches into modern, in a standard legal set would triple the demand for fetches (at least the 5 we dont have in Modern).
I'm not sure what argument you're trying to make. That if they print fetches again the price will go up because of a demand increase and that's bad? Generating more demand for Modern staples is a good thing.
The reprint situation between goyf and thoughtseize is not a fair comparison. One was printed at an increased rarity in a limited release set. The other was printed at rare in a large standard set. Fetches reprinted in a large print run would be one of the best things they could do for Modern IMO. Put those staples at a better price point. Put them into everyone's trade binders and give them experience playing with them. That's how you grow the format.
Furthermore, I just don't see any reason NOT to reprint staples like fetches, goyf, bob, etc. Magic cards are a game not an investment. If you pay $40 for a fetch now its because you're willing to pay that price at this point in time to be able to play with or collect that card. The card can still be played with 100% effectiveness at $15 or even $5. It is still completing collections at those price points. Reprinting enough copies to drop prices really hurts speculators the most. I personally wouldn't feel sorry for them. -
3
Victor Sant posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)I love how people says "wizards didn't have data". Wizards HAD data, wizards even presented some data on the first announcements. They had extended, legacy and standard data to have a starting point. If YOU don't accept this data, then it is your problem. It is wizards that decides what parameters they should follow or not.Posted in: Modern
The first waves of bans was really over conservative, they took out some cards with a history of being bad to have in the format as a preventive measure. Wizards didn't want the first tournaments to be mirrors of Faeries or Caw Blade. Even if it is NOW proved that that those decks wouldn't be that strong in modern.
I don't think that wizards initial position was wrong, instead of letting chaos spread before things stabilized, they cut out risks.
The problem is that Wizards is taking too long to accept that even if those cards posed a risk in the modern inception, NOW they are no longer a threat.
Some people analyze the decisions they made more than two years ago, with the parameters we have today.
And wizards is making the oposite, refusing to unban cards now, because of parameters from two years ago (parameters that are no longer valid).
One example of this is AV ban. It was banned more because blue didn't had any card banned, so they feared that without being hit by bans, blue could take over other colors.Without parameters to look, they used legacy as reference.
At that time it was not a bad decision. But now blue is the less played color, and beside AV and Jace, blue lost Mental Misstep, Ponder and Preordain. Not to mention powerful cards that were played in blue heavy shells (Bitterblossom in UBx faeries, SotM on UWx)
It is time to wizard to face the fact that modern now is different from the morden at the format inception. Even is some cards were arguably ban worthy before, they no longer are. -
2
LegitKarona posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)Thanks.Posted in: Modern
I'd like to also register my skepticism that local LGS's were in on Modern and allowed to test it early. We competitive magic players aren't exactly the most secretive of people, and if Wizards were arranging a test format for specific people, word would have gotten out. Can we please see an official announcement saying that Wizards did this? Or the name of one of these test locations? Or any evidence that they exist? -
1
Tormod posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)I really don't buy into the idea that Wizards has this mysterious collection of data that justifies their ban list.Posted in: Modern - To post a comment, please login or register a new account.
1
Actually, it only gets to a 2/2 on turn 1, you have to wait to play a second land before it gets to a 3/3. And by the time you play Goyf is is at least a 2/3 and often a 3/4 that grows in power throughout the game. i'd say that Goyf is less fair than Wild Nacatl.
Goyf is always a 2/3 in any deck that realistically runs it, it is usually a 3/4 the turn you play it, and it can easily grow to a 4/5 later in the game. Saying that it is a 0/1 unless you set it up to be larger is like saying that Nacatl is just a 1/1 unless you set it up to be larger.
1
So you think that for Modern to become a balanced format, Wizards has to remove one of the founding principals of Modern. That is something that they will never do. If Wizards allows consistent turn 2-3 combos, Modern won't be fixed. It will spiral out of control.
1
I don't think aggro is the thing that is driving combo out of the format. If it was, aggro would be doing better.
1
And if you make a really strong set, anything after it is going to seem weak in comparison. This is why Dragon's Maze and M14 seem so bad.
1
1
Mythic Rare:
Rare:
Revolution Culler 2W
Creature-Human Soldier
T; 1W, Target player skips his or her next combat phase. You can’t cast spells until the end of your next turn. Activate this ability only during your opponent’s upkeep, and only once each turn.
T; 1W, Target player can’t cast spells this turn. You skip your next combat phase.
1/1
Righteous Exile W
Instant
Exile target creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.
Step out of reality and think about your sins.
Otherworldly Bridge 3W
Enchantment
Creatures you control get +1/+1 for each creature card you own that’s in exile
Ammuran Ordermage W
Creature-Human Wizard
T; W Tap target creature
1/1
Lawful Enforcer W
Creature-Human Warrior
Oppression 1 (Sacrifice this permanent. Tap up to 1 target permanent)
1/1
Tooth for a Tooth 1W
Instant
Exile target creature that dealt damage to you this turn.
Blue:
Mythic Rare:
Rare:
Aether Master 3UU
Creature-Human Wizard
Whenever you cast a spell, return target creature to its owner’s hand.
2/2
Dreamscape 4U
Enchantment
All permanents gain the illusion subtype and have “whenever this permanent becomes the target of a spell, or ability, sacrifice it.
If the world is merely a dream, then it is surely a nightmare.
Common:
Nature’s Guardian U
Creature-Human Druid
Landlink (tap any number of lands, this creature gets +X/+X until end of turn, where X is the number of lands tapped this way)
1/1
Black:
Mythic Rare
Rare:
Shifting Realities 3B
Enchantment
Whenever a permanent is exiled, that permanent’s controller may search his or her library for a card, put that card in their hand, and then shuffle their library.
Common:
Banishment 2B
Sorcery
Exile target creature.
It’s bad enough to be lost in your own world.
Eternal Soulmaster B
Creature-Human Cleric
Immortal (if this permanent would be destroyed return it to the battlefield tapped)
1/1
Otherworldly Recovery 2B
Sorcery
Return target card you own from exile to your hand.
Rise Again 1B
Instant
Return target creature card from your graveyard to your hand.
Red:
Mythic Rare:
Rare:
Rain of Fire XXR
Instant
Deal X damage divided as you choose among up to X target creatures.
The farmers prayed for rain and their crops burned as a result.
Draconic Warlord 3RR
Creature-Dragon Soldier
Flying
Whenever you cast a spell, you may pay any amount of red mana. If you do, deal X damage to target creature or player or destroy target artifact with converted mana cost X or less, where X is the amount of mana you paid.
5/5
Lightning Circuit 2R
Instant
Lighting Circuit deals X damage to each creature, where X is the number of cards in exile plus 1.
Common:
Reality Rip R
Instant
Deal 2 damage to target creature or player.
If there is an instant or sorcery card that you own is in exile, deal 4 damage to that creature or player instead.
Veteran Soldier R
Creature-Human Soldier
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
1/1
Green:
Mythic Rare:
Rare:
Uncommon:
Eternal Beyonder 3GG
Creature-Spirit
Immortal (If this card would be destroyed, regenerate it)
Whenever a card is exiled, untap Eternal Beyonder
3/4
Remake the World G
Sorcery
Exile target land. Its controller may search his or her library for a land, put that land on the battlefield tapped, and then shuffle their library.
“I think I’d like an ocean here.”
-Malai, the Worldshaper
Wrathful Colonizer G
Creature-Human Wizard
Assimilate (if this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it)
1/1
Gravity Spike 1G
Instant
Destroy target creature with flying
“Creatures of the sky may seem freer than us, but even birds and dragons must eventually return to the ground.”
-Argoth, Lithomancer
Worldroot Pine 4G
Creature-Treefolk
Worldroot Pine cannot be exiled
3/6
Land:
Rare:
Khanor, the Bloodsoaked Field
Legendary Land
Khanor, the Bloodsoaked Field enters the battlefield tapped.
T; Add W, U, or R to your mana pool.
T; Pay W/U R. Remove a +1/+1 counter from target creature you control. Creatures you control get +1/+1 until end of turn.
The Battleplain, the Dying Ground, the home of the Warmaster.
Nalkor, the Tunnel Fortress
Legendary Land
Nalkor, the Tunnel Fortress enters the battlefield tapped.
T; Add U, B, or G to your mana pool.
T; Pay U/B G. Target creature you control must be blocked this turn if able
The Center of Intrigue, the Library of Secrets, the home of the Manipulator.
Salie, the Heart of the World
Legendary Land
Salie, the Heart of the World enters the battlefield tapped.
T; Add U, R, or G to your mana pool
T; Pay U R/G. Untap up to 3 target lands you control. Until end of turn, their mana abilities cannot be activated.
The City of Life, the Juncture of the Elements, the home of the Worldsoul.
Calcurim, the City of the Ancestors
Legendary Land
Calcurim, the City of the Ancestors enters the battlefield tapped.
T; Add B, W, or G to your mana pool.
T; Pay B W/G. Put a 1/1 white, green, and black spirit creature token with immortal onto the battlefield
The Empire of Lost Souls, the Bastion of Life and Death, the home of the Ghost-King.
Halaila, the Sky Pyramid
Legendary Land
Halaila, the Sky Pyramid enters the battlefield tapped.
T; Add W, B, or R to your mana pool
T; Pay W B/R. Copy target activated ability
The Symbol of Dominance, the Palace of Tyranny, the home of the Crusader.
Reality Fissure
Land
T; 1
T; 1 Exile target card from a graveyard.
Temple of the Ancestors
Land
T; Add 1 mana of any color a land you control could produce to your mana pool
Immortal (If this permanent would be destroyed, regenerate it)
Ammuran Citadel
Land
When Ammuran Citadel enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or R to your mana pool.
Malkieth Cathedral
Land
When Malkieth Cathedral enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or G to your mana pool.
Telmoor Academy
Land
When Telmmor Academy enters the battlefield, exile a land you control or sacrifice it.
T: Add U, R, or G to your mana pool.
Jinan Catacomb
Land
When Jinan Catacomb enters the battlefield, exile a land you control or sacrifice it.
T: Add U, B, or G to your mana pool.
Gareish Bastion
Land
When Gareish Bastion enters the battlefield, exile a land you control or sacrifice it.
T: Add W,U, or R to your mana pool.
1
Valla, the Crusader 3WBR
Legendary Creature-Angel Demon Warrior
Protection from blue and green, flying
1R; Deal 1 damage to each tapped creature.
1W; Target creature doesn’t untap during its controller’s next untap step.
3BB; Return target creature from your graveyard to the battlefield.
3/3
Najaar-lin, the Ghost-King 3WBG
Legendary Creature-Elf Spirit Cleric
Protection from blue and red, flying
G; Exile target creature card from target player’s graveyard.
2BB; Destroy target creature.
3WW; Put a creature card in exile onto the battlefield under your control.
3/3
Loryth, the Worldsoul 3URG
Legendary Creature-Merfolk Elemental Druid
Protection from white and black, flying
2G; Search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
1U; Untap target land.
XR; Put X 1/1 red elemental tokens with landlink onto the battlefield.
3/3
Morkhan, the Manipulator 3UBG
Legendary Creature-Vampire Giant Wizard
Protection from white and red, flying
2G; Tap target creature you control and target creature an opponent controls. Those creatures fight each other.
1U; Untap target creature
1B; Return target creature card from your graveyard to your hand
3/3
Areiv, the Warmaster 3WUR
Legendary Creature-Viashino Dragon Soldier
Protection from black and green, flying
R; Target creature attacks this turn if able.
U; Target creature blocks this turn if able.
3WW; Creatures you control are indestructible and have double strike this turn.
3/3
Eldron, the Deposed 3WBRR
Planeswalker-Eldron
+1 Gain control of target creature with converted mana cost X or less, where X is the number of dragons you control
-X Put an X/X dragon creature token with flying onto the battlefield
-7 You gain an emblem that says “Creatures you control get +3/+3 and gain flying and R; this creature gets +1/+0 until end of turn. They are dragons in addition to their other types.
5
Soulharvest 2WB
Sorcery
Choose one; Destroy all non-spirit creatures, then each player puts a 1/1 spirit token with flying onto the battlefield for each one of their creatures that was destroyed this way, or destroy all spirit creatures and all creatures get +X/+0 until end of turn, where X is the amount of creatures destroyed this way.
Bloodfire Paladin 2WR
Creature-Human Knight
Lifelink
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Bloodfire Paladin. Destroy target creature blocking or blocked by Bloodfire Paladin.
“The hottest fire is the field of war.”
“Saril, Embermage”
3/2
Master Tactician 2WU
Creature-Human Soldier
When this creature enters the battlefield, target creature gets +1/+1 until end of turn
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Master Tactician. Exile target creature, and then return it to the battlefield under its owner’s control.
“The path to victory is often long and indirect, but the prize is worth the effort.”
-Ammur, Pacifier
3/2
Garreish Warmage 2UR
Creature-Viashino Wizard
T; Deal 1 damage to target creature or player
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Garreish Warmage. Return target creature in exile or on the battlefield to its owner’s hand.
“Magic is the engine which fuels wars and creates unparalleled destruction.”
-Galgam, the Herald of War
3/2
Judge’s Verdict 4WBR
Sorcery
Each opponent sacrifices a creature, a land, an enchantment, an artifact, and a planeswalker.
Guilty as charged.
Supreme Magistrate 3WB
Creature-Avatar Advisor
All other nonland permanents you control have oppression X, where X is equal to their converted mana cost
0/8
Ancestor Spirits 2B W/G
Sorcery
When you cast this, name a creature type. Put a 1/1 white and green spirit token on the battlefield under your control for each creature of that type you control.
In Malkieth, many elves worship their ancestors, believing them to have infinite wisdom.
Hell/Heaven
Heaven 2WW
Sorcery
Search your library for an angel card and put it in your hand. Gain 3 life and shuffle your library.
Hell 2BR
Sorcery
Search your library for a demon card and put it in your hand. Shuffle your library and target player loses 3 life.
Vitality/Unlife
Unlife 2BB
Sorcery
Return target creature card from your graveyard to the battlefield.
Vitality 2WG
Gain 3 life for each creature you control.
Experimentation/Nature
Experimentation 2UU
Sorcery
Look at the top 10 cards of your library. Put one in your hand and the rest on the bottom of your library in any order.
Nature 2RG
Sorcery
Each creature you control fights another target creature.
Brutality/Cunning
Brutality 2GG
Sorcery
Creatures you control gain trample and deathtouch until end of turn.
Cunning 2UB
Sorcery
Gain control of target permanent until end of turn. Untap that permanent.
Carnage/Tactics
Carnage 2RR
Sorcery
Deal X damage to target creature, where X is the number of creature cards in all graveyards.
Tactics 2WU
Sorcery
Return target permanent to its owner’s hand, then exile target permanent and return it to the battlefield.
Promise of Glory 4UB
Enchantment-Aura
Enchant player
At the beginning of the enchanted player’s upkeep step, gain control of target creature enchanted player owns until their next upkeep.
“What will I get if I start this war?”
“You will be given control over this entire plane. Ammura, Malkieth, Telmoor, Garreish, all of them will bow to Jinan.”
-Morkhan to Nicol Bolas
Artifact
Mythic Rare:
Artifact
Time Generator cannot be untapped by spells or abilities.
T; 3, Return target permanent to its owner’s hand.
T; 5, Search your library for a card and put it in your hand. Then shuffle your library.
T; 7 Take an extra turn. Time Generator does not untap during the next untap step.
Codex of Omniscience 5
Artifact
Whenever you cast a spell, put a lore counter on Codex of Omniscience.
T; 2, Draw X cards, where X is the number of lore counters on Codex of Omniscience.
Common:
Artifact-Equipment
Equipped creature has elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Equip 1
It bears the scars of a thousand battles.
Shield of Life 3
Artifact-Equipment
Equipped creature has immortal (If this permanent would be destroyed, regenerate it)
Equip 1
It protects the body from a thousand harms.
Tyrant’s Whip 3
Artifact-Equipment
Equipped creature has Oppression 3 (Sacrifice this permanent, tap up to 3 target permanents)
Equip 1
It destroys the spirits of a thousand beings.
Worldsoul Staff 3
Equipped creature has landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Equip 1
It nurtures the lands of a thousand worlds.
Expansionist’s Axe 3
Artifact-Equipment
Equipped creature has assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Equip 1
It subjugates the people of a thousand nations.
1
Algarth is on the brink of war. A single spark could ignite the flame. And that spark has arrived.
Nicol Bolas has arrived on Algarth, having finally found a plane where reality’s walls can be breached. The time for him to regain his godlike powers of yore has arrived. And what better way to distract prying eyes than the chaos of war?
Algarth is divided between 5 nations.
Ammura was an angelic realm, but was then attacked by demons who corrupted the angelic leaders. It is a nation of absolute law that oppresses its citizens. Their leader is Valla, the most powerful of the corrupted angels. It is a nation of white, black, and red mana.
Telmoor is a massive undersea realm that controls much of the coast of Altara. It is controlled by the merfolk, who have control over elementals. Their leader is Loryth, who has bonded with an elemental of nearly unlimmited power called the Worldsoul. Telmoor is a nation of blue, red, and green mana.
Malkieth is a nation of elves. Long ago, the elves learned how to animate their souls as spirits. Now, dead elves rise as spirits, and their is a cult of ancestor worship among the elves. Their leader is Najaar-lin, the Ghost-King. Malkieth is a nation of black, white, and green mana.
Garreish is a fractured realm. It used to be ruled by the dragons, who were worshipped by the goblins, humans, and viashino that they lorded over. Once though, a dragon was born more viashino than dragon and was cast out for it. He spent they next decades planning rebellion and finally started one. He deposed the dragon Eldron and the nation was thrown into civil war. That viashino dragon's name is Areiv and he rules over much of Garreish. Garreish is a nation of red, white, and blue mana.
Jinan is a nation of vampires and giants. They used to be a collection of giant tribes, but were infected by vampires. The vampiric giants were forced underground by the other nations of the world, and they now seek vengeance on the surface world that cast them out. Their leader is Morkhan, a vampiric giant who led them after they were forced below the surface. Jinan is a nation of green, blue, and black mana.
Oppression X (Sacrifice this permanent, tap up to X target permanents.)
Oppression is the mechanic for Ammura. It is meant to represent their emphasis on order and their corruption by demons.
Landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Landlink is the mechanic for Telmoor. It is meant to represent their connection to the land and nature.
Immortal (Whenever this permanent would be destroyed, regenerate it.)
Immortal is Malkieth's mechanic. It is meant to represent their goal of achieving immortality through undeath. While in a normal set keywording Mossbridge Troll evasion might be overpowered, the primary form of removal in Altara is exile which can get around Immortal.
Assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Assimilate is Jinan's mechanic. It is meant to represent their desire for control and their willingness to manipulate others.
Elite (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on it.)
Elite is Garreish's mechanic. It is meant to show the experience gained from the constant civil wars going on in the nation.
Algarth is a wedge themed set, and thus has many multicolor cards. It also has an exile theme and a very small tribal theme.