2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    I also hope that Horizons enables new archetypes more than it powers up existing decks, although I wouldn't mind also powering up some of the lower tier existing decks. I also hope it increases diversity in some types of decks that don't see much diversity in higher tiered play, like encouraging big-mana decks to include more green ramp rather than just tron type stuff, encouraging more different control decks enough that more different ones survive later rounds of tournaments and there isn't such a limited pool of top tier ones keeping the archetype in the top tier, barely able to keep up with the format's many combo and aggro and such decks, and some more stuff to clearly differentiate tempo from midrange again, as the lines between the two have become blurred and leaning towards 'good-stuff' type deck design with power level of cards or limitations in card pools for proper synergy in certain areas overwhelming strategy synergy.
    Posted in: Modern Archives
  • posted a message on Print this Wizards (so I can play it in modern)
    Horay for Modern Horizons!

    Sanctified Dancer W
    Creature - Spirit Avatar
    When ~ enters the battlefield or leaves the battlefield, you may exile target card from a graveyard.
    2/1

    Reedcaller W
    Creature - Kithkin Shaman
    Prowess, Vigilance
    1/2

    Swords to Slowshares 1W
    Instant
    Exile target creature. Its controller gains life equal to it's converted mana cost.

    Runic Warden 1W
    Creature - Kor Artificer
    t: Target permanent you control gains +0/+7, hexproof and indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
    1/3

    Bureaucratic Officer 1W
    Creature - Human Archer Advisor
    First strike, Reach
    When ~ enters the battlefield, scry 2.
    Whenever another creature with power 2 or less enters the battlefield under your control, scry 1.
    1/3

    Prosthelytizer 2W
    Creature - Human Cleric
    When ~ enters the battlefield, look at the top 5 cards of your library, you may reveal an enchantment or creature with power 2 or less from among them and put it into your hand. Put the rest onto the bottom of your library in any order.
    1/4

    Disenchantment Official 1WW
    Creature - Dwarf Cleric
    When ~ enters the battlefield, you may destroy target artifact or enchantment.
    1/4

    Spell Smother UU
    Instant
    Counter target spell with converted mana cost 4 or less. Until the end of your next turn, opponents may not play spells that share a name with that spell.

    Rapid Divination 1UU
    Instant
    Draw two cards.

    Genius Inspiration 2UU
    Instant
    Scry 4, then draw two cards.

    Hypercognition 2UU
    Instant
    Draw three cards.

    Floating Bookshelf 1U
    Creature - Wall
    Defender, Flying
    When ~ enters the battlefield, draw a card.
    0/4

    Mirrorcover Dancer U
    Creature - Nymph
    Hexproof
    1/1

    Air Adept U
    Creature - Human Wizard
    Prowess
    Whenever you cast a non-creature spell, Air Adept gains flying until end of turn.
    1/2

    Temporal Refresh 1U
    Sorcery
    Split Second
    Shuffle each player's graveyard into their library.
    Scry 1, then draw a card.
    Exile Temporal Refresh.

    Prepardness U
    Instant
    Counter target spell with converted mana cost 1 or less.
    You may cast Prepardness without paying it's mana cost if you don't control any lands. If you do, lands you play enter the battlefield tapped until your next end step.

    Thopter Construction U
    Sorcery
    Create a 1/1 colorless artifact thopter creature token with flying.

    Quicksmithing Student U
    Creature - Vedalken Artificer
    When ~ enters the battlefield, create a 1/1 colorless artifact servo creature token.
    Quicksmithing Student can't attack or block.
    0/1

    Runic Infection B
    Enchantment
    Whenever an artifact or enchantment enters the battlefield under an opponent's control, that player loses 1 life.
    1B, sacrifice ~: Each opponent may sacrifice any number of artifacts or enchantments they control, then, each opponent loses life equal to twice the number of artifact or enchantment permanents they control.

    Frightful Eye B
    Creature - Hommunculus Horror
    Menace
    Sacrifice ~: Target creature an opponent controls loses all abilities until end of turn.
    1/1

    Ritualist Tutor 2B
    Sorcery
    Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.

    Liquify 1R
    Instant
    Split second
    Exile target artifact.

    Aura Bursting 1R
    Sorcery
    Each opponent may sacrifice any number of enchantments they control, then each opponent takes damage equal to the total number of enchantments they control plus the total converted mana cost of those enchantments.
    Opponents may not play enchantment spells until the end of your next turn.

    Ravenous Goat Herd RR
    Creature - Goat
    Menace, Persist
    When ~ enters the battlefield, tap target land, it doesn't untap during it's controller's next untap step. If the targeted land is a nonbasic land, Ravenous Goat Herd gains haste until end of turn.
    2/2

    Purification Pyre RR
    Sorcery
    Split second.
    Exile all cards from target player's graveyard. That player takes 3 damage.

    Flare Chaser R
    Creature - Spirit
    Haste
    When ~ dies, it's controller takes 4 damage.
    2/1

    Expensive Progress 1R
    Instant
    Expensive Progress can't be countered.
    If a spell or ability you don't control would cause you to discard Expensive Progress, the controller of that spell or ability takes 5 damage.
    Deal 2 damage to any target. This spell deals 4 damage instead if that target is a player, or is controlled by a player who controls two or more non-basic lands.

    Shattersinger Bard 2R
    Creature - Human Rogue Shaman
    Haste, Menace
    When ~ enters the battlefield, you may destroy target artifact.
    2/2

    Battlemagic Tutor 2R
    Sorcery
    Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.

    Summoning Tutor 2G
    Sorcery
    Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library.

    Ambush Weaver G
    Creature - Spider
    Ambush Weaver can't be countered.
    Flash, Reach
    Flying creatures blocked by Ambush Weaver don't untap during their controller's next untap step.
    1/1

    Vindication WBR
    Sorcery
    Destroy target permanent.
    Posted in: Modern
  • posted a message on Modern Horizons (Updated)
    I'm glad that it looks like we won't be wasting any slots on cards that are already legal in Modern, and that they were likely at least thinking about Modern at most phases of the set design, so there is likely a high ratio of cards that have more of a chance than the average card in a Standard set. I hope it's about 50/50 between new cards and reprints of existing cards that aren't modern legal yet.

    I hope that some of the following are some of the reprints:

    Counterspell
    Force Spike
    Wall of Blossoms
    Containment Priest
    Innocent Blood
    Undermine
    Diabolic Edict
    Tribute to the Wild
    Impulse
    From the Ashes
    Angel of Finality
    Stranglehold
    Crawlspace
    Bind
    Skyshroud Elite
    Wild Growth
    Flametongue Kavu
    Skyshroud War Beast
    Lobotomy
    Posted in: The Rumor Mill
  • posted a message on Single copies in the Sideboard, does it really matters?
    It was touched on in the post about the multiple individual different sweepers in an earlier post, but it is often the case that you might want multiple slightly different sideboard cards that all do similar things in certain matchups. Besides avoiding surgicals, some of them might be useful in some matchups but not in others, while others might be more better generally but useless in a few key matchups where that kind of effect is still useful, just because of the specific cards they are up against having defenses against that sort of thing or whatnot. Some of these could also be sideboard cards against other decks but less optimal or useless in some of the matchups that the kind of card is typically there for.

    For instance, an anti-artifact section of a sideboard set of slots could have a mix of one copy each of Fragmentize, Kataki, War's Wage, Revoke Existence, and Stony Silence. Not all will be slotted in against the same decks or cards you might be facing, they all play slightly different roles and are good against slightly different decks, and not all might be sideboarded in against every deck with artifacts of note, but some might also be slotted in against non-artifact decks because, say, they are good against the enchantments in it for fragmentize and revoke, or because you are countering expected opponent sideboard cards that are typically artifacts against your deck.

    Another example is someone might play their Relic of Progenitus from the sideboard out of a bunch of anti-graveyard cards of different sorts (perhaps including surgical extraction and Leyline of the Void), not because of hating on a graveyard, but because of it's card draw, against some deck that makes you want to do more card draw enough to use it in some fringe situations.

    To that end, where it fits your deck, I'd see single copies of most of your sideboard cards being beneficial, even if you have multiple cards against a type of strategy you might be facing. This is less of a good plan if you really know the metagame you are facing and it's not very diverse, but in a highly diverse metagame, it might be a good idea.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Wow, did something weird happen earlier on in the tournament that eliminated too much of the people with sideboards that worked properly against dredge due to random chance or something?
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    For Containment Priest, they don't even have to print an exact copy of it. For instance, they could make a variant that isn't human type, making it a Kor or an Avatar or something that isn't as common, dodging issues that putting it in a creature type like spirit or human for Modern would have. It doesn't have to have the exact same P/T either. Could easily be something like a 1/3 or a 2/1, or maybe a 1/2 with flying or something. Flash is probably still needed though, as with the 1W mana cost, for it to do it's job properly.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from pierrebai »
    Edit: oh crap, right, WoSaM doesn't get rid of the cards already in the GY. Oh well. It's weird that Wizards designers seem to think that making a player shuffle his/her graveyard is worth 3 (sorcery) or 4 mana (instant, with maybe cantrip attached). You can kill creatures, enchantments, artifacts (with replicate on top), get rid of all creatures (as a miracle), etc for 1 mana, but shuffling a GY once is 3 or 4. Crazy.

    Probably because putting into the library from the graveyard isn't just grave hate, it's also mill hate, if you can target either your opponent or yourself, but also, even more dangerously, it lets stall type decks win by letting the opponent 'mill' without actually milling, potentially creating super-long games, which is something they prefer to avoid. Doing some combination of those three depending on circumstances is probably enough to push the cmc higher for them.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from pierrebai »
    What I'd like to see now is a card to shuffle a graveyard into a library.

    Here's a list of existing cards:

    Day's Undoing (Gives 7 cards to your opponent, ends your turn, 2U)
    Diminishing Returns (Gives 7 cards to your opponent, 2UU)
    Emergency Powers (Gives 7 cards to your opponent, 5WU)
    Jace, the Living Guildpact (Ultimate, costs 8 loyalty, 2UU)
    Commit // Memory (Memory part, cast from the graveyard, 4UU)
    Primal Command (3GG)
    Quest for Ancient Secrets (Needs 5 quest counters, U)
    Struggle // Survive (Survive part, cast from the graveyard, 1G)

    Almost... they only affect you, not your opponent:
    Archangel's Light (7W)
    Elixir of Immortality (2 to activate, 1)
    Enhanced Surveillance (1U)
    Feldon's Cane (1)
    Gaea's Blessing (Only when put in the graveyard from the library, 1G)
    Perpetual Timepiece (2 to activate, 2)

    The cleanest one is of course Feldon's Cane. All others cost too much and most have a huge drawback or requirement before being cast. Quest for ancient secrets would be nice if it required fewer counters. If only it could target any player, that would be it. Given that we have multiple artifact in the same mana cost range that *exile* the graveyard, I don't think it's unthinkable to see such a design. It's almost surprising that the design doesn't exists already.


    You seem to have missed Clear the Mind? I mean, it's not a good card, but you seem to have others that aren't really playable there as well.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    I think the idea that Kaya would be for Modern says they fundamentally misunderstand the way their 'turn 4 format' ideals work. Answers to faster weird stuff needs to come at 2 cmc or lower, not 3-4 cmc, especially if you are on the draw, for it to be worth playing in many cases. I'm worried about how long it will take WotC to actually figure this out.

    Answers don't have to be that low of cmc of course, Kolaghan's Command and Cryptic Command prove this, but they tend to play a different sort of role, more of creating a large swing in game state after the most dangerous time in many games when the faster answers are needed, and tend to need to be powerful 2 for 1 type effects with plenty of flexibility, and I don't think WotC has quite figured that kind of thing out, and is still happening upon the things that work and make it to modern at least partially by accident when they do so.
    Posted in: Modern Archives
  • posted a message on Print this Wizards (so I can play it in modern)
    Addendeath BB
    Instant
    Destroy target creature with converted mana cost 2 or less.
    If you cast this spell during your main phase, instead, destroy target creature.

    (the spell loses it's targeting restriction of 2 cmc or less for killing anything if cast during the main phase)
    Posted in: Modern
  • posted a message on War of the Spark mechanics, Gatewatch vs. Bolas alignment
    Might be interesting if they had some planeswalkers with only one or two abilities, and all of them are minus abilities equal to the planeswalkers' loyalty, and they were lower rarity, inexperienced or temporarily weakened (like by injuries in battles of the set or curses or something) planeswalkers drawn there for some kind of Bolas plot, increasing the planeswalker as-fan and acting something like permanents that can sac themselves for an effect under normal conditions, except that they can potentially be activated multiple times if you have a way to increase the loyalty, and they can be attacked by opponents if you don't use them right away or whatnot.
    Posted in: Speculation
  • posted a message on Jace inspired mill damage mechanic based on infect?
    After some thought, mind attacking creatures, for use in mill strategies, was something I thought would be good, especially have as options for something like a Jace theme deck.

    The mechanic would be a mill type of mechanic for creature damage, working somewhat like infect.

    It would be something like this:

    Mindlash (This creature deals damage to creatures in the form of -1/-1 counters. When it would deal damage to a player, it exiles twice than number of cards from the top of their library instead.)

    I thought it was an interesting idea for a mechanic, to represent damaging the opponent's mind, rather than their physical form. The -1/-1 counters for creatures would represent them getting less coordinated and mentally weaker (making them less able to withstand pain or avoid injury and eventually destroying their minds, and the exile based mill is something I think should be shifted to for mental attacks, because the lore bothers me when the graveyard is fed and an opponent resurrects a creature they 'forgot' the summoning spell for, or weird things like that, for lore reasons.

    The idea behind it is partially because it's bugged me that some of Jace's themed spells don't work together great, because the creatures deal damage to life, while some of the spells and stuff work towards a separate mill win condition.
    Posted in: Baseless Speculation
  • posted a message on Scrabbling Claws
    Quote from leslak »
    Quote from void_nothing »
    Quote from Raptorchan »
    Now it looks like some Phyrexian thing, but on Ravnica.
    Distinctly possible it was supposed to be reprinted as a Phyrexian card in Scars block... and got turned into a Smelt-Ward thing here.

    could be the case, but there is alot of towers/buildings in background.

    Depending on how an art is made, it can be fully possible to tweak backgrounds, especially for the original artist.
    Posted in: The Rumor Mill
  • posted a message on WOTC Considering Modern Only Boosters
    Things I'd hope for entering Modern from sets like this:

    I'd hope for Containment Priest or maybe a non-human variant on it to avoid more human tribal power ups.

    Wall of Blossoms, as well as a blue variant on that theme (Blossoms, Wall of Omens) possibly with flying/reach as an extra since defensive creatures and card draw are already both in blue's color pie (whereas card draw isn't as much in white's, and defensive creatures isn't as much in green's).

    A just plain U hexproof creature, so that the other half of Slippery Bogle to the Gladecover Scout exists.

    Counterspell and/or a counter that counters things 3 cmc or less. If not counterspell, then I'd expect the 3 cmc or less targeting one to be UU, if both, then I'd expect the cmc 3 or less one to be 1U.

    Flametongue Kavu.

    Blue and White's versions of pushed 1 drop prowess creatures to go along with Monastery Swiftspear, blue's focused towards tempo, and white's probably focused towards white weenie.

    Some more strong blue 'removal' along the lines of transformation effects that result in the target getting exiled (not just destroyed) and the opponent getting tokens in it's place, or auras that turn a creature into something else while it's enchanted, either or both at instant speed (flash on the auras), around 2 cmc.

    Some new variants on white removal that are modern viable, like perhaps a Swords to Plowshares based design that is 2 cmc and perhaps only gives a specific amount of life, or an amount of life that is related to the CMC rather than the power.

    Undermine and Force Spike.

    In every color, some stronger nonbasic land hate than they'd be willing to print in Standard, possibly leaning on things that effectively replace it with basic lands, focused around the 2 cmc target area, in order to fight more against things like Tron in various decks giving new sideboard options.

    In other colors besides white, black, or colorless, more low CMC grave hate, green might restrict use of graveyards like making them effectively hexproof, blue and green might shuffle stuff back into libraries, red might exile while granting incidental damage to certain sorts of targets. Doesn't need to be as strong as white's version, but should be still modern sideboard viable.

    More Modern viable 'command' type spells in colors or color combinations whose versions don't really see play in modern (modal pick two type things) besides blue or rakdos colors.

    More modern viable modal pick one spells (charms and the like) in all the mono-colors, particularly focused on making generic sideboard effects also have a main-board effect attached to make main-board worthy spells that can serve some minor, highly in-color, sideboard type effects, like artifact removal in red, enchantment and/or grave hate in white, fogs and/or flying hate in green, etc.

    3 cmc mono-blue instant speed draw 2, rather than just Esper Charm getting such. Possibly also for some other color combations with blue besides esper getting this sort of effect. This is mostly for the objective of being able to hold up mana and either use a removal/counter at instant speed, or if there are no worthy targets, using the draw spell at the end of your opponent's turn, also possibly to just threaten the removal/counter.

    Innocent Blood, Diabolic Edict, and Tribute to the Wild.

    From the Ashes and Stranglehold.

    Stronger/more indirect enchantment and/or artifact hate for black and red, along the lines of things like Aura Barbs, except at 1 or 2 cmc range (red of course would focus only on enchantments for this, while black would focus on both, since black can't deal with either type of permanents, and red can't deal with only enchantment permanents), this stuff would be designed to be modern sideboard worthy using in-color effects powered by opponents having permanents you can't deal with.

    A lot of modern worthy stuff in white, black, and green with incidental life gain, but not stuff designed for control decks, but for deck types that are meant to be strong against aggro.

    More modern viable flash or haste creatures at 3+ cmc (flash in all colors and haste in colors that have it in pie).

    More specific cards that have built in discard or counterspells hate that are appropriate to have such, in black, white and/or green for the discard hate, and in blue, green and/or red for the counterspells hate (so the source color self-hate and the enemy color hate), particularly for things that specifically hate on common modern strategies of the hated color source of the type of hate. (Loxodon Smiter-ish things are kinda the aim here, but tied to some more kinds of things, like burn spells, sideboard spells, certain types of removal, etc.)

    Edit: Also, lots of fringe sideboard stuff in all colors that is hard to justify printing in Standard due to the things it is hating against not existing in most Standard environments.
    Posted in: Modern
  • To post a comment, please or register a new account.