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  • posted a message on Mutate onto Manlands
    I'm unsure what happens with mutating creatures onto manlands. If I activate the ability on Inkmoth Nexus and then mutate Sea-Dasher Octopus on top of it, what happens at end of turn when Inkmoth Nexus becomes a land again? Does it separate? Does my Sea-Dasher Octopus become a land that can be animated again with the activated ability?

    Appreciate any feedback on this!

    -BK-V
    Posted in: Magic Rulings
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I agree with AvalonAurora, I still think Counterspell will be in the set at the uncommon rarity. R&D may have determined that counterspell was too good at the common rarity and potentially had a negative effect on the limited/draft format for MH1. My other theory, which is a long shot, is that R&D determined that Counterspell is needed in standard legal sets due to the uptick in power level we saw this time around on Ravnica. Therefore, it would be in the Fall set. I doubt this, but it's possible.
    Posted in: Modern
  • posted a message on 5C Midrange Niv-Mizzet Reborn
    I was thinking about Rise // Fall, but wasn't sure if Niv got that card on it's EtB ability. Does it?


    Edit: Thank you @Doctor_Kickass for the clarification
    Posted in: Deck Creation (Modern)
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I have a hypothesis that we might get a cycle of legendary dual lands. The wording on Nicol Bolas, Dragon-God and Mobilized District use the same phrasing: "Legendary creature and/or planeswalker." Which I thought was a bit odd. Why not just say "legendary permanent" like Primevals' Glorious Rebirth? (which was not printed that long ago, it's still standard legal)

    If legendary dual lands were to be introduced into the meta and those cards said "legendary permanent" instead, the power level of NB,D-G's ultimate would drop dramatically and the power level of MD would become too OP'd. So I think the wording was chosen on purpose to not include legendary lands. So I anticipate that we may be getting legendary dual lands or something very powerful on the legendary land front.

    Something to think about...
    Posted in: Modern
  • posted a message on Nicol Bolas, Dragon-God in modern
    If Counterspell is in Modern Horizons, I think New Bolas can be the finisher for the deck. As people have mentioned, the best counter spell in Modern right now is Cryptic Command which is just too hard of a mana cost to exist along side Bolas's Cost. But UU is easier to manage along side UBBBR. It is everything a control deck wants: Card Advantage, Discard, Kill spell, and finisher. It's certainly worth warping your deck's mana base to make it work.
    Posted in: New Card Discussion
  • posted a message on [WAR] War of the Spark Previews: Modern Discussion
    Quote from Naifu Neko »
    Immediate ideas:
    We now have 8 copies of the Bitterblossom effect for sacrifice outlet decks, including the previously spoiled Cabal Therapist for MH1, with the new Dreadhorde Invasion, Trap card or not, Cabal Therapy every turn is very powerful


    One of the big drawbacks of Bitterblossom was the fact that it was dead after turn 4 if you didn't play it. Now having 8 copies of it does make it much stronger, having a very high chance to come down on turn 2 consistently. Cabal Therapist and Sorin, Vengeful Bloodlord interactions look promising.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I do think we'll also see something that rivals Tarmogoyf as a 2 drop creature that can start off large and get larger if certain conditions are met that require some build around... This is my best guess:

    Domainogoyf 1G (M)

    Trample
    Domain-- ~ gets +1/+1 for each basic land type amongst lands you control.

    1/1

    This would force a deck to be 3-5 colors, but potentially a large payoff on turn 2 or 3. That creature is meant to just be an example, although I think it would be a fair card.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I feel like they need to print cards to slow the format down. The linear decks that are designed to win on turn 4 are clearly more powerful right now than the defensive control and midrange strategies. This new mulligan rule also helps out linear decks more than control decks (generally speaking). Counterspell, Toxic Deluge, Baleful Strix, Pernicious Deed, Etc. should be reprinted to help give decks that are not designed to win on turn 4 have a fighting chance.

    I would even venture to say that Mystical Tutor may be ok. I recognize that this is probably an unpopular opinion and a fever dream, but hear me out. It is a cheap tutor that throws away your next draw, since it puts it the card on top of your library. There are cards that do take advantage of this such as Miracles and Cascade cards. However, Is setting up next turn Terminus more degenerate then turn 1 Hollow One? Or is it on the same level? If WotC is willing to allow degenerate things to happen for combo and aggro decks, then they should allow some big play things for control too in the first few turns of the game as well. Mystical Tutor would be a huge shot in the arm for these defensive strategies.
    Posted in: Modern
  • posted a message on Prime Speaker Vannifar timing question with persist creatures
    Great Thanks! I appreciate the quick response!
    Posted in: Magic Rulings
  • posted a message on Prime Speaker Vannifar timing question with persist creatures
    When I activate the ability of Prime Speaker Vannifar (or Birthing Pod) and sacrifice a Kitchen Finks to search for a Master Biomancer, which creature would come onto the battlefield first? The Kitchen Finks (due to it's persist ability) or the Master Biomancer (due to the ability resolving)? Or do I get to choose the order on the stack since they are occurring at the same time? Obviously it would be advantageous if the Biomancer came down first, just wanted some clarity on this.

    Thanks!

    ~BK-V
    Posted in: Magic Rulings
  • posted a message on Sultai Midrange
    I did not like how Jeff Hoogland played Sultai Rock, nor did I like the deck list. 25 lands is too much, especially when the highest CMC was 3. Also, running 6 basics and 5 man lands is too much. I get it, it's an experiment, but it did not work. I could continue to point out bad plays and commentary I disagree with, but I'll leave it alone. link below:
    https://www.youtube.com/watch?v=GiR3Mk8JGrE

    I do think his performance does show that Sultai needs to establish its own identity. We can't throw some islands and snapcaster mage into a GB rock deck. We can't play a blue version of Jund. I still think we can make Charnel Troll a thing with Architects of Will and Street Wraith. I should have a deck list up by Wednesday for this idea. Will keep you guys posted!

    PS- Hoogland needed to utilize Unmoored Ego more. How do you not bring it in to stop Reveler and Young Pyromancer against Mardu is just beyond me.
    Posted in: Midrange
  • posted a message on Sultai Midrange
    I want to share some thoughts about possible directions this deck can go to get some ideas flowing. Clearly, we haven't found a consistent strategy that works, so here are some "shells" and ideas given the additions of GRN. Although we are a fair deck, we are capable of doing some unfair things (like casting Traverse to get a 10/10 Death's Shadow for a total of 2 mana.):

    Isochron Scepter: There are SEVERAL additions that work well on the stick from GRN. Mausoleum Secrets, Mission Briefing, and Assassin's Trophy are all incredible as well as Mana Leak, Remand, and Abrupt Decay. Thing in the Ice would make a great addition as well in this type of shell.

    Charnel Troll: This is an easy addition to any Traverse list with Architects of Will and Street Wraith keeping it fueled and cycling through your deck. The troll feels like a Goblin Rabblemaster with evasion and a much bigger butt. It also helps a midrange deck "turn the corner" and finish an opponent off relatively quickly for little mana investment. It can be protected with Stubborn Denial as well. I feel like this idea definitely warrants testing.

    Mausoleum Secrets: A 2 mana tutor that can get a variety of different types of cards needs to be considered. It feels like Traverse, requiring some minor set-up, but can become very valuable mid to late game due to it's versatility, finding a creature, removal, or discard, whatever you need to keep the game plan going and can easily be snapped as well.

    Glissa, The Traitor: Dimir was noticeably missing a very important reprint... Baleful Strix (Yes, I'm bitter, lol) But that aside, Executioner's Capsule and Glissa are fetch-able with Mausoleum Secrets. Other great card interactions include Engineered Explosives, Mishra's Bauble, and Walking Ballista. All these cards are great on their own but can be incredible with a Glissa on the field.

    Again, this post is merely to put some ideas on the table to brainstorm and possibly inspire some successful brewing. Hope it helps!

    Cheers!
    Posted in: Midrange
  • posted a message on Sultai Midrange
    I think Unmoored Ego is another great sideboard card for us that helps us in the matchups we need help with. Tron and resilient combo do not want to see a resolved Unmoored Ego and it can be flashed back on turn 5 with Snappy for a 2nd wave of taking away win cons, combo pieces, or tron-lands. This effect happening at 3 mana instead of 4 mana is huge because it stays ahead of the "turn 4" rule against combo on the draw.

    Thoughts?
    Posted in: Midrange
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    Quote from izzetmage »

    Unmoored Ego seems like a strong card at first glance. The question is 1) what deck wants it, and 2) is KCI and Tron keeping that deck down so much that an upgraded Lost Legacy will reverse their fortunes? Grixis DS already has a good combo matchup, so does the unplayed UB Faeries, and Mill can just do their thing and have their pick with Surgical Extraction. Maybe some Thopter Sword deck which excels at grinding fair decks out, but finds slowly generating 1/1s a losing proposition against combo or Tron? Also worth pointing out that Damping Sphere hates on mostly the same things as Unmoored Ego. Ego can't be removed and could be boarded in against Titanshift, that's about it.


    Sultai Midrange greatly appreciates a card like Unmoored Ego. Midrange has a difficult time against Tron and resilient combo, which this card is good against. This is a great sideboard option that can also be Snapcastered on turn 5. This effect costing 3 mana is a big upgrade from 4. I'm very pleased with this for Sultai.
    Posted in: Modern
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    Although I don't have many posts on here, I've been playing modern since RTR and am a very excited midrange player! Here's my take on Assassin's Trophy:

    Winners:

    BG(x) midrange: for obvious reasons... It needed a catch-all removal spell, just what the doctor ordered!

    Humans: BG(x) midrange is not strong against Humans and AT doesn't do much more than Abrupt Decay in this matchup. Therefore, not boosting the matchup much. However, BG(x) could knock off some decks that Humans might not be as strong with.

    Lingering Souls: The biggest way to counter this card is with spells that create more than one permanent. Souls is also strong against Midrange decks in general, so it's stock definitely got a boost. Planeswalkers that create creature tokens, Goblin Rabblemaster, and Legion Warboss all win here.

    Spell based combo decks: Storm and Scapeshift benefit from winning the game by not having to use many permanents. Therefore, are not affect as much as other decks by AT.

    Hexproof and protection: Geist of Saint Traft and Etched Champion still don't get hit by AT

    Sultai Control: Is a UBg control deck now possible with AT and Vraska, Relic Seeker? Time will tell.

    Losers:

    Urzatron: Turn 2 Assassin's Trophy on an urza land speaks for itself, follow that up with turn 3 Rabblemaster, and the game looks bleak for Urzatron.

    Permanent based combo decks: Phyrexian Unlife, Kiki-Jiki, Mirror Breaker, and Collected Company Combo, and KCI decks do not like AT at all.

    Affinity/Harden Scales Modular: One of the biggest strengths for Affinity in the midrange matchup is their ability to dump +1/+1 tokens on their man-lands when midrange destroys their creatures. That strategy is now vulnerable. Etched Champion becomes pivotal

    UW(x) Control: Tapping out for Teferi, JtMS, and Celestial Colonnade just became a lot riskier. AT forces all decks to run a few more basics which makes Path, Field of Ruin, and Ghost Quarter not as strong as before. GoST will be in every sideboard.

    Prediction:

    The meta will adjust to this card with more going wide strategies. I suspect Lingering Souls (especially in Abzan and Pyromancer midrange) to have incredible value in this AT-filled meta. Big Mana strategies like Urza-tron and Ponza may be suppressed. Humans will continue to flourish. I've been working on a 4-color (non-white) midrange Traverse the Ulvenwald deck, and AT definitely justifies not going white for Path to Exile. I think it may break out in this meta, but we'll see haha.

    Bold Prediction:
    Go-wide strategies result in Grim Flayer completely replacing Tarmogoyf in BG(x) strategies because evasion matters in the Go-Wide meta.

    Happy brewing to all!
    Posted in: Modern
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