How is Vexing Devil not an automatic four-of in Legacy burn? They take the burn, great- it's the most powerful one-mana burn spell in the game. They don't take the burn, that's cool too- that means they're either an idiot or have removal, which is a 1-1 trade on card advantage. Oh darn, I wasted a turn frying your ass to death while you wasted a turn killing my one-drop juggernaut and we're even on hand size.
Edit: if you're playing Legacy burn and your opponent has a survivable blocker up when you draw the Devil, you're either not playing the deck right or are very unlucky regarding which deck you're playing against.
Son of Edit: okay, you soundly beat me by main-decking a Circle of Protection: Red. Good game. Let me just sideboard in Larry Niven's disc.
Burn absolutely does not want to be trading 1 for 1 without getting some damage through. This is the worst case scenario of Devil that makes him a risky choice for Burn. You've allowed your opponent to use their removal effectively and move to the next turn without taking damage, allowing them the opportunity to leverage the rest of their hand.
Remember that Cryptolith Rite is in this standard format. If we get a playable free sac outlet then I can definitely see this getting some stabdard play
People, myself included, thought he was bad because your opponent got to choose the card.
Yeah, but you're still getting a card.
The difference between Sin Prodder and Tasigur is they don't have to give you a card at all. Sin Prodder is not a card advantage engine, it is a damage engine that will sometimes give you a card when doing so is worse than doing damage.
Edit: Consider the following card:
Sin Poker 2R
Creature- Devil
Menace
At the beginning of your upkeep, put the top card of your library into your graveyard. Target opponent takes damage equal to that card's converted mana cost.
3/2
Now remember that Sin Prodder is weaker than this card in general because whenever you getting the card is worse than them taking the damage is when you'll get a card. Note: I'm not commenting on the card's playability, just upon how a person should analyze it.
My only reservation would be how freaking good the fixing is at common. The holocrons are the best mana rocks for limited since the the signets (if not possibly even better) so I'd be concerned that 4-5 color control decks would dominate especially given the strength of the uncommon charms and the "good stuff" power level of the citp effect jedi.
if his statement is an EXPLICIT answer to the question "are there fetchs?", then why didnt simply said "no"?
also this is such a huge PR thing, the chance of him having an error in there is like zero
He doesn't answer with just "No" because he is a spokesman of Wizards and wants to be courteous while still getting us hyped for a !!!NEW AND EXCITING!!! cycle of dual lands.
hucka: Your understanding of grammar is sound but that is not the only component of reading and communicating. Context is equally important. Maro's statement is meant to EXPLICITLY answer the question "Will the fetches be in BFZ?". It is better reading to interpret his statement as an accidental misplacement of a comma than intentionally obtuse and contradictory.
Just to follow up, I understand that not every multicolored design can have aspects of all of its respective colors but I don't think you should dismiss the fact that white is the color of your designs that suffers from this effect the most frequently.
Hesed: This illustrates the fundamental problem with designing 4-color creatures. This could very easily be a Jund card. While I like this design, the card doesn't feel white.
Krometh: This is probably fine and closer to 4-colors than Hesed is. Lifelinking rather than Menace just feels a little too mechanical. Menace has nice flavor on "Ginormous friggin' Hydra".
Earthmother's Mandate: This can definitely pushed more, its power level is low, especially when compared to the other designs you've proposed. I don't think the opponents chose one clause is necessary and could probably be the first thing removed to bump up the power level.
Netzach: This is a sweet design.
Suphlatus: With the formatting fixed this should be fine.
Oasis Drinker: I looooove this card.
Chohkmah: This is not white in any way, shape, or form. I know KotR is WG but the P/T setting ability is much more green than white.
Sylvan Monk: This is the best design with white in it of the bunch. I'm a fan.
Essence Blast: Fine, if unexciting.
Emissary of Nature: Repeatable Destructive Revelry is really good in multiplayer. Yes, it's on a vulnerable creature but this might be pushing the limits of a precooks power level.
Nether Demon: A 4/4 flying faster for 4 is a little bit good but that Hellbent text is not RB. This would be an excellent Mardu or 4-color design though.
Spiritual Retribution: Just because an effect is symmetrical doesn't mean it's white. This is a sweet design and I could see it in mono-black.
Loam-Tiller: This effect is really good at such a low mana-cost. This will probably have to be tweaked after play testing.
Commander's Ring: This should definitely cost 2. No way this is balanced at 1.
Basic Krosan: Fine.
Notes on overall designs and deck: This deck is too optimized for a precon but you know that so I won't harp on it. My biggest problem with the deck is that it feels like a Jund deck splashing White. The only white cards besides your own designs that synergize with the core of the deck are Weathered Wayfarer, Knight of the Reliquary, and Land Tax. It just doesn't feel like a 4-color deck.
I think my feedback may have been misunderstood. Rather than making individual commons "more exciting", I was suggesting you put your set mechanics on more cards. Khans, for example, has 7 blue cards using set mechanics, plus 3 gold-blue commons using set mechanics. The use of set mechanics is part of what gives a set its feel, especially in the absence of flavor. CU14 is certainly powerful. I'd imagine there should be more than one board-impacting Lore card (and more than 2 overall). While Lore says "please play lots of cheap spells", there aren't many Lore cards to reward you for doing so.
Alright, I'm on board with this, I'll change one of the 2- mana stalling cantrips to a Lore card.
I don't get any of the feel of your set from these commons. The cards are very core set-y and defensive. Two cheap common walls and an 0/1 defender maker seems excessive.
On these cards, Lore is just random upside, which might be why these cards feel so much like core set cards. Usually you want the commons that have your set mechanics to be the exciting. If you want blue to be defensive, give it some cool things to do when it buys that extra time. I feel like a blue commons deck would lose to a couple mid-sized creatures.
I understand that these might feel "Core set-y" but don't most set's commons before flavor has been added. I made some changes to add some more exciting cards but I'm not sure that this is a problem that can easily be fixed. I'm not sure where you're coming from with the Lore commons not seeming exciting. CU14 is incredible with Lore activated and the main draw to being in blue and taking all the Lore enablers. I'll also say that after some preliminary play testing people are really excited to play blue because the color has great card flow to accompany the Lore cards.
Burn absolutely does not want to be trading 1 for 1 without getting some damage through. This is the worst case scenario of Devil that makes him a risky choice for Burn. You've allowed your opponent to use their removal effectively and move to the next turn without taking damage, allowing them the opportunity to leverage the rest of their hand.
Mythic are supposed to be exciting. This card is incredibly exciting to Timmys everywhere. Hence, it is justifiable at Mythic.
The difference between Sin Prodder and Tasigur is they don't have to give you a card at all. Sin Prodder is not a card advantage engine, it is a damage engine that will sometimes give you a card when doing so is worse than doing damage.
Edit: Consider the following card:
Sin Poker 2R
Creature- Devil
Menace
At the beginning of your upkeep, put the top card of your library into your graveyard. Target opponent takes damage equal to that card's converted mana cost.
3/2
Now remember that Sin Prodder is weaker than this card in general because whenever you getting the card is worse than them taking the damage is when you'll get a card. Note: I'm not commenting on the card's playability, just upon how a person should analyze it.
*grabs popcorn*
He doesn't answer with just "No" because he is a spokesman of Wizards and wants to be courteous while still getting us hyped for a !!!NEW AND EXCITING!!! cycle of dual lands.
Krometh: This is probably fine and closer to 4-colors than Hesed is. Lifelinking rather than Menace just feels a little too mechanical. Menace has nice flavor on "Ginormous friggin' Hydra".
Earthmother's Mandate: This can definitely pushed more, its power level is low, especially when compared to the other designs you've proposed. I don't think the opponents chose one clause is necessary and could probably be the first thing removed to bump up the power level.
Netzach: This is a sweet design.
Suphlatus: With the formatting fixed this should be fine.
Oasis Drinker: I looooove this card.
Chohkmah: This is not white in any way, shape, or form. I know KotR is WG but the P/T setting ability is much more green than white.
Sylvan Monk: This is the best design with white in it of the bunch. I'm a fan.
Essence Blast: Fine, if unexciting.
Emissary of Nature: Repeatable Destructive Revelry is really good in multiplayer. Yes, it's on a vulnerable creature but this might be pushing the limits of a precooks power level.
Nether Demon: A 4/4 flying faster for 4 is a little bit good but that Hellbent text is not RB. This would be an excellent Mardu or 4-color design though.
Spiritual Retribution: Just because an effect is symmetrical doesn't mean it's white. This is a sweet design and I could see it in mono-black.
Loam-Tiller: This effect is really good at such a low mana-cost. This will probably have to be tweaked after play testing.
Commander's Ring: This should definitely cost 2. No way this is balanced at 1.
Basic Krosan: Fine.
Notes on overall designs and deck: This deck is too optimized for a precon but you know that so I won't harp on it. My biggest problem with the deck is that it feels like a Jund deck splashing White. The only white cards besides your own designs that synergize with the core of the deck are Weathered Wayfarer, Knight of the Reliquary, and Land Tax. It just doesn't feel like a 4-color deck.
Alright, I'm on board with this, I'll change one of the 2- mana stalling cantrips to a Lore card.
You're probably right. Reduced to -2/-0, which, considering Hydrolash, should be fine.
I think producing defensive tokens is a fine way for blue to produce tokens without undermining its central weaknesses.
I understand that these might feel "Core set-y" but don't most set's commons before flavor has been added. I made some changes to add some more exciting cards but I'm not sure that this is a problem that can easily be fixed. I'm not sure where you're coming from with the Lore commons not seeming exciting. CU14 is incredible with Lore activated and the main draw to being in blue and taking all the Lore enablers. I'll also say that after some preliminary play testing people are really excited to play blue because the color has great card flow to accompany the Lore cards.