Quote from Sephon19 »The number of people that defend Iona baffles me.
Lol
people defended primeval titan
people defended sylvan primordial
people defended prophet of kruphix
There is always someone who want to use the broken card for the easy win and finally games are over can't get over it and work a little to find a new broken toy.
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Highly ineffective against Golos. They recuperate next turn as long as they have a single spell or land ready, which is the vast majority of time. In order to get board wipe working, you need mana for both the zombies and building enough board presence to kill during the same turn - and in a matchup where you're very much behind in mana due to playing against a ramp deck.
Aggro was artificially pushed because the only real way to beat Golos is to kill it before it lays eggs. Control and midrange will show up more now to combat aggro.
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Landfall is simply not going to be left out. There's no chance. It's the core of Zendikar lands matters design and beloved by most people. And for good reason. It mitigates one of the most frustrating parts of the game, drawing lands in top deck mode, as well as making lands, the card type with the least fans, exciting to everyone.
This is why landfall is so great; assuming you have the necessary lands in play to be able to play your cards in general, this marks the the difference between landfall and no landfall:
Having no landfall permanent in play: Drawing nonlands is exciting, drawing lands is boring.
Having a landfall permanent in play: Drawing anything is exciting.
Now, a good player appreciates lands in a different way than above, but think of Kitchen Table Toby. Landfall increases the amount of exciting draws without undercutting the game's foundation of randomized card draw. It's just great.
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But it doesn't. Tutors and deep or selective draw completely screws over the format's deckbuilding restrictions. It doesn't just counteract it or add diversity (like group slug does), but is a fundamental detriment to the format's core spirit: "I don't want to play a 100-card singleton deck, so I'll just add a load of tutors so I can win fast."
Of course, this isn't always the case when players add the tutors. But groups self-check both in the direction of relaxation and power. People passively empower their decks as time passes, depowering takes self control. The game shop I play at has a very interchangable and large roster of players, so combo and nasty kinds of control is rampant there.
Yes, battlecruiser is still legitimate, but I have been playing Magic since 10th edition, and boy has Commander seen an unhealthy crapload of battlecruiser power creep since then. Stuff like Omnath 2 has become necessary to countact infinite combos. Which is just sad.
EDIT Oh, and for the record, I hate to play battlecruiser myself - well, I do kind of like it, but I'm more enjoying it at the power of stuff like Pelakka Wurm; later, more ridiculously potent cards are not my thing. I tend to make engine builds of fair cards and durdle a lot for incremental gain instead, and my more powerful stuff has real weaknesses I refuse to fix in order, usually intentionally subpar win paths, to let other players beat me.
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Creature - Goblin U
When Goblin Firefighter dies, destroy target land.
"Oops."
- Naknak, last word
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Next: Show me a custom keyword mechanic, custom keyword action or custom ability word of your own design, on a common card.
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I think the store is ridiculous but I'm not sure what you can do there.
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