Pull Under
UU
When you cast Pull Under, exile the top three cards of your library.
Exile target Instant or Creature spell.
Parasitic Infestation
(1)B
Enchantment-Aura
Enchanted creature is black.
Enchanted creature has +2/+1
When enchanted creature dies, put a 1/1 black Insect token onto the battlefield.
Glitch Savant
(1)R
Creature-Wizard
Activated abilities cost an additional
2/1
Legacy, if you can afford it, is one of the most challenging, fun, and rewarding formats to play. While it does have its top tier decks, it does allow the major three archetypes to exist: aggro, control, and combo. While control currently has an edge, you can potentially play and win with any one of the three archetypes.
Counters are useful. Versatile answers can be found maindeck. One misplay can result in a loss, and players need to have multiple sequences built in to win.
Right now, Modern is an aggro-fest. Control struggles, though it is starting to get some better pieces. Combo was cast down into the sewers. The balance doesn't exist, and due to an overabundance of highly specific silver bullet answers, those versatile main deck answers don't have enough of a presence.
They could introduce a seismic shift into Modern if they started introducing new cards into Modern Masters III. Rather than reprinting what's there, give us combo pieces that can't go off before turn four. Give us Counterspell.
Most of all, test for Modern. They don't test for it now. I hate to say it, but they should bring in some "player consultants" - real deckbuilding or format experts, and allow them time to review development notes before the sets get finalized. A little forewarning could help things there. Get SaffronOlive. Get Sheridan. God help me for suggesting it, but they could even use Travis Woo.
Above all, I want to see a solid return of control and combo to the format. That, more than anything else, would even things out.
Here's a few others I'd love to see come back. I don't think these have been discussed much.
Careful Study we have it in red. Give us the original. Fire/Ice It's solid, versatile control that's not too strong. Gerrard's Verdict It's strong, but think how much b/w decks would benefit. Silver Knight How this one hasn't been reprinted yet amazes me. Quicksilver Dragon I wanted to say Palinchron, but this one's more balanced.
If you can't tell, I'd like to see control get stronger. With combo fading and aggro rising, control won't become a dominate force even with cards like these reintroduced.
By the way, maybe I missed it in the primer, but how does Tracker's Instincts fare in the deck? It doesn't fetch land, but it does let someone flash it back for 2U.
Grisly Salvage is better. You generally need those land hits, especially now that Prized Amalgam is in the picture. A Bloodghast landfall trigger can net him, too. You're probably better off doing other things than flashing Instincts back.
I think the biggest takeaway is that linear strategies aren't going to work in this new meta, and that decks will need to be interactive to survive.
I actually think white might be one of the best colors to combat the Eldrazi menace. The Sol lands are very vulnerable to tax effects. They cannot help against Ghostly Prison, Magus of the Tabernacle, or even Archangel of Tithes. White still has Disenchant, which can take out those Chalices. And it always has Wrath of God.
Big Game Hunter is a terrific card to take out Reality Smasher, by the way. Throw a kill spell at it, discard BGH, casting it and dropping another Eldrazi. (Mimic?) We're getting madness back, and I think it's going to be very useful against the tentacle mob.
But in regards to the Pro Tour, I think the Pros recognized the potential of the Eldrazi deck, and thought it could jump all over a meta that was essentially thrown into chaos. People really were not sure what to prepare for, and few thought to prepare for this. If you don't prepare for a deck, it can walk all over you. I also suspect that, given the way the Twin ban was posted early, that certain parties were given even more advance warning, and were able to test more.
But now that we've seen the results of the Eldrazi PT, we won't see that kind of dominance again. The community recognizes what the colorless critters are capable of, and will be prepping for them in the future. There may be no ban come April. We might have this figured out by then. Eldrazi seems poised for a long stay at Tier 1 under those circumstances, but it's hardly unstoppable.
Okay. I've played a bit of UB control, so let's have a look.
I'd rebalance the mana a bit. Three Creeping Tar Pits should be enough. Can't have too many lands come into play tapped. Lose the Tectonic Edges. Replace one with another Ghost Quarter. Edges just aren't fast enough. I'd throw in another Thoughtseize, if possible. I'm not a huge fan of Vampire Nighthawk in this build. I honestly think you'd be better off with other delve creatures. Even Tombstalker would give you a solid beater with evasion. The single Forbidden Alchemy won't do you much good. You'd be better off with another Victim of Night. That card is too good to go low on; it can kill nearly everything.
You're building for the long game in a highly aggressive, low combo meta. Creatures will come out fast. Hitting them early is the only way to keep yourself in the game. Discard and Victim are your best friends for that. After you stabilize, use a big beater to finish them off. Simple strategy.
I've been using Night's Whisper in my Monoblack Infect deck, and it's been very useful. Bob is terrible in a grindier build like that, and Phyrexian Arena is a tad too slow for my tastes.
Ghost Quarter just became one of the most important cards in Modern. Between Affinity and Tron, there's numerous targets, and both of those decks will see a HUGE surge. Expect to see a couple in many main decks now, and in many sideboards.
You know, if spicing up the format for the Pro Tour is the intended goal of this ban, there are other ways of doing it. Why not take a completely different approach that at least gives players their cards back.
Do suspensions.
Rather than take a card out of the format for good, especially when that particular deck does not violate the turn four rule, simply suspend its use for a year. Just a temporary ban. Wizards gets their wish of a new metagame, and when that card is legal again in a year, the metagame shifts again just in time for the PT. Splinter Twin did not comprise an overwhemling percentage of decks played, stayed true to the turn four rule, and helped keep other Tier 1 decks in check. There was no real justification for the ban other than a desire to keep it out of the top 8.
A yearlong suspension would serve that purpose, and freshen up the PTs each year as cards returned. It gives those players who invested so much time and effort into those decks a reason to hold onto their cards, because, eventually, they become legal again. Should those cards cause significant trouble upon their return, a permanent ban would apply. Unbanning a card could be handled in a similar manner, with a probationary period, making it clear to the players that said card might return to the banlist.
This way, Wizards is clear on their approach to the format, players don't get completely screwed over, and it might encourage the player base to invest in a second deck.
Obviously, some cards are more obvious bans. Treasure Cruise was a serious problem. Summer Bloom was a serious problem. Splinter Twin, however was not a serious problem, and should not have been banned like those other cards.
We know Wizards really doesn't put much forethought into bannings in formats that aren't Standard. An approach like this for more questionable bans might be a better way to handle things.
I'm going to pick something smaller. Carnophage was always a favorite little zombie, and a staple in suicide black decks. He'd give tribal zombies and black-based aggro a push without going too far, and works better than Diregraf Ghoul.
BFZ is a weak set. There's very little it's able to offer the constructed formats, with virtually nothing for any of the eternal formats.
But is it the worst set? Not by a long shot.
Legions was the worst draft set ever. It was entirely creatures, many with underwhelming abilities. Draft games dragged and stalemates ruled the day. It also offered little to the constructed formats.
Homelands. Fallen Empires. I don't think anything else needs to be said about these sets that already hasn't been said.
I've actually been looking at building a white tempo deck that runs both this and Honor of the Pure. Blade Splicer gets even better with AoJ, to boot. I think this is a card with potential, but warrants serious testing. I just haven't had the chance to do that yet.
Flying
(U) You may redirect target spell that targets Crystalline Piker to another target creature.
(1)(U) Counter target activated ability that targets Crystalline Piker.
Devious Goblin (1)(R) Creature - Goblin 2/1
Flash
When you cast Devious Goblin, you may discard a card. If you do, Devious Goblin deals 2 damage to target creature or player.
Gleaming Presence (1)(W) Enchantment - Aura
When you play Gleaming Presence, you may discard a card. If you do, you may search your library for an Aura card with a converted mana cost equal to the discarded card, reveal it, and add it to your hand.
Young Pyromaster versions could definitely benefit from a copy or two of Howl of the Horde. I really believe it's a seriously underrated card that can blow the opponent away right at the end. Cast it, throw a token at them, Bolt/Spike for 9, or wipe out three cards. If it resolves, it makes a major impact at four mana.
UU
When you cast Pull Under, exile the top three cards of your library.
Exile target Instant or Creature spell.
Parasitic Infestation
(1)B
Enchantment-Aura
Enchanted creature is black.
Enchanted creature has +2/+1
When enchanted creature dies, put a 1/1 black Insect token onto the battlefield.
Glitch Savant
(1)R
Creature-Wizard
Activated abilities cost an additional
2/1
Counters are useful. Versatile answers can be found maindeck. One misplay can result in a loss, and players need to have multiple sequences built in to win.
Right now, Modern is an aggro-fest. Control struggles, though it is starting to get some better pieces. Combo was cast down into the sewers. The balance doesn't exist, and due to an overabundance of highly specific silver bullet answers, those versatile main deck answers don't have enough of a presence.
They could introduce a seismic shift into Modern if they started introducing new cards into Modern Masters III. Rather than reprinting what's there, give us combo pieces that can't go off before turn four. Give us Counterspell.
Most of all, test for Modern. They don't test for it now. I hate to say it, but they should bring in some "player consultants" - real deckbuilding or format experts, and allow them time to review development notes before the sets get finalized. A little forewarning could help things there. Get SaffronOlive. Get Sheridan. God help me for suggesting it, but they could even use Travis Woo.
Above all, I want to see a solid return of control and combo to the format. That, more than anything else, would even things out.
Hymn to Tourach
Chain Lightning
Masticore
Daze
Brainstorm
Will Not Be Reprinted
Sensei's Divining Top
Counterbalance
Phyrexian Revoker
Thoughtseize
Grafdigger's Cage
Careful Study we have it in red. Give us the original.
Fire/Ice It's solid, versatile control that's not too strong.
Gerrard's Verdict It's strong, but think how much b/w decks would benefit.
Silver Knight How this one hasn't been reprinted yet amazes me.
Quicksilver Dragon I wanted to say Palinchron, but this one's more balanced.
If you can't tell, I'd like to see control get stronger. With combo fading and aggro rising, control won't become a dominate force even with cards like these reintroduced.
Grisly Salvage is better. You generally need those land hits, especially now that Prized Amalgam is in the picture. A Bloodghast landfall trigger can net him, too. You're probably better off doing other things than flashing Instincts back.
I actually think white might be one of the best colors to combat the Eldrazi menace. The Sol lands are very vulnerable to tax effects. They cannot help against Ghostly Prison, Magus of the Tabernacle, or even Archangel of Tithes. White still has Disenchant, which can take out those Chalices. And it always has Wrath of God.
Big Game Hunter is a terrific card to take out Reality Smasher, by the way. Throw a kill spell at it, discard BGH, casting it and dropping another Eldrazi. (Mimic?) We're getting madness back, and I think it's going to be very useful against the tentacle mob.
But in regards to the Pro Tour, I think the Pros recognized the potential of the Eldrazi deck, and thought it could jump all over a meta that was essentially thrown into chaos. People really were not sure what to prepare for, and few thought to prepare for this. If you don't prepare for a deck, it can walk all over you. I also suspect that, given the way the Twin ban was posted early, that certain parties were given even more advance warning, and were able to test more.
But now that we've seen the results of the Eldrazi PT, we won't see that kind of dominance again. The community recognizes what the colorless critters are capable of, and will be prepping for them in the future. There may be no ban come April. We might have this figured out by then. Eldrazi seems poised for a long stay at Tier 1 under those circumstances, but it's hardly unstoppable.
I'd rebalance the mana a bit. Three Creeping Tar Pits should be enough. Can't have too many lands come into play tapped. Lose the Tectonic Edges. Replace one with another Ghost Quarter. Edges just aren't fast enough. I'd throw in another Thoughtseize, if possible. I'm not a huge fan of Vampire Nighthawk in this build. I honestly think you'd be better off with other delve creatures. Even Tombstalker would give you a solid beater with evasion. The single Forbidden Alchemy won't do you much good. You'd be better off with another Victim of Night. That card is too good to go low on; it can kill nearly everything.
You're building for the long game in a highly aggressive, low combo meta. Creatures will come out fast. Hitting them early is the only way to keep yourself in the game. Discard and Victim are your best friends for that. After you stabilize, use a big beater to finish them off. Simple strategy.
Do suspensions.
Rather than take a card out of the format for good, especially when that particular deck does not violate the turn four rule, simply suspend its use for a year. Just a temporary ban. Wizards gets their wish of a new metagame, and when that card is legal again in a year, the metagame shifts again just in time for the PT. Splinter Twin did not comprise an overwhemling percentage of decks played, stayed true to the turn four rule, and helped keep other Tier 1 decks in check. There was no real justification for the ban other than a desire to keep it out of the top 8.
A yearlong suspension would serve that purpose, and freshen up the PTs each year as cards returned. It gives those players who invested so much time and effort into those decks a reason to hold onto their cards, because, eventually, they become legal again. Should those cards cause significant trouble upon their return, a permanent ban would apply. Unbanning a card could be handled in a similar manner, with a probationary period, making it clear to the players that said card might return to the banlist.
This way, Wizards is clear on their approach to the format, players don't get completely screwed over, and it might encourage the player base to invest in a second deck.
Obviously, some cards are more obvious bans. Treasure Cruise was a serious problem. Summer Bloom was a serious problem. Splinter Twin, however was not a serious problem, and should not have been banned like those other cards.
We know Wizards really doesn't put much forethought into bannings in formats that aren't Standard. An approach like this for more questionable bans might be a better way to handle things.
But is it the worst set? Not by a long shot.
Legions was the worst draft set ever. It was entirely creatures, many with underwhelming abilities. Draft games dragged and stalemates ruled the day. It also offered little to the constructed formats.
Homelands. Fallen Empires. I don't think anything else needs to be said about these sets that already hasn't been said.
First Strike, Deathtouch
During you upkeep, exile the top four cards of your library or exile Voracious Engine.
When Voracious Engine deals combat damage to an opponent, you may exile that player's graveyard.
Keeper of the Rats (B)(B) Creature - Human 1/2
Whenever a creature dies, put a 0/1 Black Rat token into play.
Crystalline Piker (1)(U)(U) Creature - Elemental 2/3
Flying
(U) You may redirect target spell that targets Crystalline Piker to another target creature.
(1)(U) Counter target activated ability that targets Crystalline Piker.
Devious Goblin (1)(R) Creature - Goblin 2/1
Flash
When you cast Devious Goblin, you may discard a card. If you do, Devious Goblin deals 2 damage to target creature or player.
Gleaming Presence (1)(W) Enchantment - Aura
When you play Gleaming Presence, you may discard a card. If you do, you may search your library for an Aura card with a converted mana cost equal to the discarded card, reveal it, and add it to your hand.
Enchanted creatures gets +1/+1