- 0evil_overlord0
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Member for 10 years, 7 months, and 14 days
Last active Mon, Dec, 23 2019 16:13:11
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clan_iraq posted a message on >> Hypothetical New Card Back <<Its a pretty spiffy looking card back, but it would look better if someone accidentally scribbled on it with a ballpoint pen before it got used as a templatePosted in: Rumor Mill Archive -
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Volrath posted a message on Danitha Capashen, ParagonPosted in: The Rumor MillQuote from Ernart »She could been more better if she had Leonin Shikari ability
Yeah, Or Elesh Norn's. With double strike and a cmc of 0. Also hexproof and indestructible. Complete waste of cardboard as it is.... -
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Realize posted a message on [Primer] U/R DelverIn order to see if we can play mutavault, we mostly have to think about the number of untapped blue sources we have for turn 1. You're right in that we cant keep a 1-lander if the only land is mutavault.Posted in: Modern Archives
I have 13 turn 1 blue spells: 4 delver, 4 serum visions, 5 spell snare/spell pierce.
13 untapped blue sources gives us a 85% chance of not having mana troubles on turn 1.
11 untapped blue sources gives us an 80% chance of not having mana troubles on turn 1.
I think that 15% failure rate is about the highest you can safely go. That means that in an 18 land build you get 5 slots that can be non-blue, pretty much either mutavault, mountain or sulfur falls.
We want to hit red by turn 2 at least 85%. My list plays 4 young pyro, 4 bolt, 2 pillar of flame, 2 grim lavamancer. This means I need about 12 red sources in the deck.
To hit blue 90% of the time by turn 2, we need 14 blue sources (and sulfur falls counts for this).
My Ideal Mana base is thus:
4 scalding tarn
4 Misty Rainforest
1 Mountain
2 Sulfur falls
2 mutavault
2 Steam Vents
3 Islands
This has 13 untapped blue on turn 1, 13 untapped red on turn 2, and 15 untapped blue on turn 2.
A budget (No fetch) Base that would meet these requirements:
4 Steam Vents
3 Sulfur Falls
3 Shivan Reef
6 Island
2 Mountain
Clearly fetches are vital for grim, and they make playing mutavault possible. - To post a comment, please login or register a new account.
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Where exactly are you getting your numbers from? The only deck I can find over $2000 is Jund, and Jund's always been ridiculously expensive. UR Breach is an outlier at $1700, and Storm is an outlier in the opposite direction at $350, with the rest of the format spread pretty evenly between $1400 and $700.
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Right now there's a good backlog of old cards that have never been reprinted, but once they get a reprint they cease to be "exciting." Wasteland or Mana Drain or Imperial Recruiter coming back won't drum up the same excitement. Tarmogoyf has plummeted from where it was when the Masters sets began.
I suspect this is also the reason for upshifting Chalice of the Void and Ensnaring Bridge to mythic. It won't impact their price much, meaning they can be used in future Masters sets as chase cards. Sacrificing some sales now for the sake of selling more in the future.
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Depends on the rest of the set. If there are enough strong artifact creatures, or artifacts and enchantments that sac for value like Seals, she probably should be rare for limited purposes.
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The game is inherently balanced around the way the mana system works now, and any changes made to it won't actually have the effect you want. As you've stated there are plenty of tools to reduce variance in the card pool, but they never result in more consistent decks. Instead, people simply use them to play fewer lands. There's no way around this without drastically reworking the rules from the ground up. It's not a lack of access to consistent mana, it's simply game theory pushing people towards an equilibrium that trades consistency for power.
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Remember, you aren't allowed to repeat a loop an infinite number of times. So, you can't use infinite of a resource to pay for the same ability over and over. (so no using infinite life to draw cards with Griselbrand, for example.) You can activate infinite separate abilities, if you create infinite separate permanents with the same ability. You can have an infinite number of triggers created by infinite of something else.
Obviously you can get infinite life with Lifelink. Note that this doesn't allow us to get infinite of something by paying life, because that's still a repeatable but finite loop. We can still use infinite life to get:
Infinite tokensAjani, Caller of the Pride.
Infinite toughness from Serra Avatar.
Using Infinity Elemental's power with other cards, we can also:
Deal infinite damage to a creature using any fight spell.
Get infinite life loss from Dread Defiler.
Create a creature with base power AND toughness of infinity using Kalitas, Bloodchief of Ghet.
Get infinite energy with Peema Aether-Seer.
Draw infinite cards with Prime Speaker Zegana.
Discard infinite cards with Tormented Thoughts.
Use Tainted Strike to put infinite -1/-1 counters on a creature. (The only way to make them stick around is with a creature that has infinite toughness.)
Get infinite +1/+1 counters on any creature with Vigor.
Give something - infinity / - infinity with Vish Kal, Blood Arbiter
Of course, that's not all. With infinite tokens from the previously listed sources, we can then:
Get infinite colored mana with Cryptolith Rite
Use Aura Shards to destroy an infinite number of artifacts or enchantments.
Use Emrakul's Evangel to sacrifice an infinite number of creatures.
I'm sure there's a lot more possibilities we can find here - I haven't even looked at what you can do with Mycosynth Lattice or things that rigger when creatures die. So what else can we make infinite of?
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We are getting those. There are plenty of Commons and uncommons in standard at that level like Chart a Course and Abrade. Some, like Fatal Push, are even more powerful. Meanwhile, Mortify and Putrefy see zero play and are worth practically nothing. Putrefy didn't even see play in RTR-THS standard.
Lightning Helix isn't too powerful for standard, given Lightning Strike is fine, but there are issues with it other than power level. Burn spells have to be treated differently than regular removal. A deck with 40 Fatal Push is unplayable, but a deck with 40 Lightning Bolt kills on turn 4. Having multiple nearly-identical burn spells in Standard is a bad idea, and Lightning Helix forces players into white-red while Lightning Strike goes in any deck.