Quote from palanthasDo you think there's any way Cogwork Librarian could work on MTGO, v3 or v4? I don't see how it could work in v3, which suggests to me that Conspiracy won't make it online (unless v3 goes dark first).
Quote from DrWormThe real question is who on earth do you regularly play Vintage with? There cannot be that many people in a given area that have the cards to play that format, unless you are playing with illegal pretend cards.
Quote from SuperHappyTimeExcept Green would be that guy who doesn't go to college and thrives by getting on a career path straight away. Or he goes into athletics, leaving early to go play pro-ball
Quote from hyalapterouslemur
Why would theater and English not be red?
Quote from BMillz1341I get what you're attempting to say. Black and white terms it isn't a strict 2 for 1 if you don't put any value on the aura. I don't evaluate in strict black and white and I place a nonzero value on the aura effect.
Quote from BMillz1341In black and white terms, it is not a 2 for 1 so long as you do not count the value that the card grants as an aura as being worth anything.
However, in real application you can not count on the creature being killed immediately and you need to grant some value to the aura in question. Was having the +1/+1 counter on the creature and/or heroic triggers worth the 2 mana you spent to cast it? If yes, then it should have been worth at least "a card" even if it is removed.
You are discounting any and all benefits the card might serve as an aura as if the card you've played it on has already been removed, in which case it would simply be a 1/1 for 1R and thus a 1 for 1. In practice, that is not the case if you assign value to the effect it had as an aura.
Quote from BigGrizzyRollicker is most certainly playable but not first pick worthy. Epiphany Storm is the only one I would call unplayable. I honestly don't see why the griffin is being debated at P1P1. My pick is Ornitharch, but it isn't a windmill slam.
Quote from DrWormYou are all getting it wrong. Green does not "study" anything in the academic sense of the word. Green knows what it knows through the passing down of lore and by living so close to nature and paying attention. Hedge Doctors, lay midwives, herbalists, trackers, rangers, druids, and shaman all have an ass-ton of knowledge about the natural world, and in an archaic society they probably have way more (at least practical) proficiency than the most ardent university student, but none of them are "studying" biology.
Witches can make a dang potent potion or salve that might put to shame anything a alchemist could create, but they have no formal training in chemistry.
Quote from Kryptnyt
Getting enchantments into the graveyard in order to get value from this guy isn't always going to pan out. A lot of enchantment creatures technically have to die twice due to the nature of Bestow. I'd be more inclined to take it if we had Seal of Fire and the like in this set, but as is, I think its a fine common but not a star. Compare to Razor Hippogriff, which has a better body, gains you life, and was printed into a draft format where many artifacts could be sacrificed for card advantage, and artifact creatures were highly drafted for Metalcraft. Compare to good old Gravedigger, who can nearly always fulfill his duty because you have 13-17 creatures in your deck. Both cards are very good, but not necessarily worth taking over a bomb like 5 power in the air on turn 5
Dredge was a really hard decision for me honestly. Originally I had Cycling in mind as the "Holy Grail" category all by itself simply because of how complex and simple it is at the same time.
The reason I included Dredge, even if it's usually more about Dredge with more Dredge, is because there are Dredge cards that are fine on their own. Just to give a few examples:
- Moldervine Cloak: It was great in UG control that pre-dated Scryb Force and ran things like Looter, Call, and so forth. It was a Tempo deck and the Cloak was great for simply a reusable enchantment that went on your Birds or Looter and allowed you to beat in. It also sometimes had the benefit of giving you a Call in the Yard so if you had six mana for some reason you could get two spells out of it... And it does have it's advantages over just running equipment, while also having disadvantages.
- Graveshell Scarab: It was a solid card with a very reasonable Dredge cost that basically replaced 1 card for 1 card. It also had the benefit of letting you draw cards in response to removal or damage stacking, and getting it back the next turn instead of risking a top deck. It was a tad overcosted though.
- Life from the Loam: This card is playable and it benefits itself via Dredge because it can get more targets into the yard while you Dredge it. More so it has great uses like in 42Lands.dec because it's massive card advantage when coupled with your Cycling lands.
- Necroplasm: This is a pretty good example of a card that's both an engine and a spell. In Solar Pox it helped get a Haakon or Fattie in the yard while also being cast in order to slow down aggro because it could blow up the board slowly or act as a simple blocker.
Cycling is still LEAGUES beyond any mechanic in my mind, but I felt like Dredge was both a good engine for many decks and still had enough playable cards in it to put it just above the "good" status. The biggest issue with Dredge is that it either has to be costed in such a way that milling could become an issue or the cards have to be slightly worse in one way or another if they have a low Dredge cost. Though that opens up the question of "Do you want this assured card, or risk a top deck" which is the case of the Scarab as it's slightly overcosted but also assures a specific draw... Though once again Flashback and Unearth make Dredge a little stronger because all of a sudden "Woops, Graveshell is now a 3/3 for 3 or itself."