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  • posted a message on Kaya, Bane of the Dead, Kaya's Ghostform
    Important question: if you throw ghost form on Ugin and -X it into oblivion, what happens?


    If I remember correctly Ugin will return because he will be sent to the graveyard due to state-based effects (having zero loyalty) before his -X ability resolves.
    Posted in: The Rumor Mill
  • posted a message on 9 more walkers + Niv-Mizzet + Simic legend
    Quote from Manite »
    So, 20 uncommons, 13 rares, and 3 mythics? Well then, time to get cracking on speculation about the remaining uncommons and rares:

    W Teyo
    W Hat Lady
    U Narset
    U Tamiyo
    B Davriel
    B Ob Nixilis, the Hate-Twisted
    R Sarkhan
    R Tibalt, Rakish Instigator
    G Arlinn, Voice of the Pack
    G Yanggu
    (W/U) Ginger Lady
    (U/B) Ashiok
    (B/R) Angrath
    (R/G) Samut
    (G/W) Vivien
    (W/B) Kaya
    (U/R) Saheeli
    (B/G) Vraska, Swarm's Eminence
    (R/W) Huatli
    (G/U) Kiora


    This in turn means you could open a sealed box with six different uncommon planeswalkers and they're all playable in a single color. Neat. Ginger Lady and Dovin could be swapped around, but my guess is they want the four fresh faces (Teyo, Davriel, Ginger Lady, Hat Lady) to be appear more frequently, thus putting them all at uncommon.


    I think your list is good, but I feel like



    W Teyo
    W Hat Lady or Staff Lady
    U Narset
    U Tamiyo
    B Davriel
    B Ob Nixilis, the Hate-Twisted
    R Jaya Ballard
    R Tibalt, Rakish Instigator
    G Arlinn, Voice of the Pack
    G Vivien Reid
    (W/U) Dovin
    (U/B) Ashiok
    (B/R) Angrath
    (R/G) Samut
    (G/W) Hat Lady or Staff Lady
    (W/B) Kaya
    (U/R) Saheeli
    (B/G) Vraska, Swarm's Eminence
    (R/W) Huatli
    (G/U) Kiora


    Notes:

    • I moved Yanguu to rare because Maro has been talking a lot lately about how Yanguu's defining feature is his ability to planeswalk with Mowu (his dog). I don't think the ability to create a legendary creature is something they would put on a uncommon PW. Assuming there are no color pair overlaps among rare (other than colorless) UG makes the most sense since I believe part of his dual deck backstory was that he was searching for medicine if I remember correctly.
    • Moved Viven Reid to mono green due to moving Yanguu.
    • Moved Jaya to uncommon mono-colored. I believe she makes more sense here than Sarkhan since her secondary color is green which is already taken by Samut.
    • Moved Sarkhan to rare and made him R/. Sarkhan is a bit tricky since he is always red, but has been green, blue, and black before. I think RB makes the most sense by process of elimination since their is a clear lack of black among the rare PW while RU and RG already have rare PW.
    • I have Hat Lady and Staff Lady filling the W and (G/W) Planeswalker slots. I wouldn't be surprised if which ever one ends up in the (G/W) slot ends up being Tacenda Verlasen (personally I think she is Staff Lady. It would also explain why the Blind Eternity's laziest PW is doing anything.
    • I feel like 80% sure Davriel will be demon based since I'm not sure how they capture his spell stealing in an uncommon. Honestly it kind of make me wish he is actually a rare so we can get a true Davriel card that steals spells and summons demons. Then again maybe on the next Davriel card.

    Posted in: The Rumor Mill
  • posted a message on 9 more walkers + Niv-Mizzet + Simic legend
    Quote from Ghurhgs »
    I'm fairly sure that Gideon is still a rare. That version posted is the masterpiece edition, which by default are marked mythic.


    Maro just confirmed Gideon is one of the Mythics. Also he mentioned the the Mythic planeswalkers have four "slots" to play with. Gideon appears to have two static abilities with two loyalty abilities.

    I'm not sure if that confirms these, but so far they are passing the sniff test at least.
    Posted in: The Rumor Mill
  • posted a message on [WAR] - Basic Lands
    Quote from SavannahLion »
    Found here: https://www.reddit.com/r/MagicArena/comments/b7pagb/warhuge_tracts_ofland

    I don't really know what to say about them... I think I'll avoid using them.


    Ravnica sets have always had very hit or miss basic land art due to the city setting. And these look like some very clear misses. They just don't really capture the feel of the lands they are meant to inhabit.
    Posted in: The Rumor Mill
  • posted a message on Jace Wielder of Mysteries, Paradise Druid
    Why does Jace's -8 have the same ability as his static?


    It's similar but not quite the same. If your library has exactly 7 cards in it and you ult Jace his passive doesn't trigger, but his ultimate's alternate win condition does.
    Posted in: The Rumor Mill
  • posted a message on Tibalt, Rakish Instigator and Time Wipe
    Quote from itazuranarisu »
    TBH, I think there's no way this board wipe doesn't end up being obnoxious combo'd with Hydroid Krasis.


    Not to mention all the other good EtB creatures Bant has like Deputy of Detention, Knight of Autumn, and Frilled Mystic. I could see a Bant valuetown type deck abusing Time Wipe.

    On a side note can we all appreciate how much of a smug badass Teferi is in the flavor text. I hope he doesn't end up dying because Teferi is the best Planeswalker, and I'm not talking about cards... but considering Teferi, Hero of Dominaria he probably has that too.
    Posted in: The Rumor Mill
  • posted a message on Tibalt, Rakish Instigator and Time Wipe
    Quote from theMarc »
    It'll be funny if this uncommon Tibalt ends up being worth more than the mythic Tibalt.


    LOL. I had the same thought.

    I actually think this is really powerful sideboard option that might push Mono-Red to tier 1. It is powerful enough that I could see one or two in the maindeck even since a lot of decks have a least some incidental lifegain. Plus their is a chance mono-red gets a really good proliferate card.

    Overall I see a lot of potential for this card. At worst it is a good sideboard option.
    Posted in: The Rumor Mill
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Quote from Ken Carson »

    Another option might be something like:
    “Tap: Add 1. Any player may pay 2 and create a Treasure.”

    As the player controlling the effect, you are essentially breaking even because you can use the tap of the land to pay for half the cost and getting a treasure in return, while your opponent can pay for the treasure as well at the same total price. Potentially could give some redundant ramp to decks like Ad Nauseam and help decks that want a lot of artifacts in play but aren’t aggro.


    As a treasure fan I would love to see a card like that. Side Rant: I was so happy when they announced Treasure was becoming deciduous. Hell, Treasure Map is one of my favorite cards, despite the fact I hate playing with transforming cards. So any card that could make Treasures matter in modern would be a plus in my book.

    And speaking of lands, another land I would like to see is a better version of Untaidake, the Cloud Keeper. It's obviously powerful, but it either needs some more upside (like adding two mana of any color instead of 2) or less drawbacks. Because even in a deck built to abuse it the card seems to have too many bad qualities to make up for the upside.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    One of the types of new cards I hope we see are some of the long rumored possible hybrid cards like:

    W/U mana Mana Tithe
    B/R mana W/B mana Lightning Helix (probably needs to be a sorcery just to keep from Helix overload)
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Quote from Taleran »
    Without the Potent draw of Legacy et la would Pir, Imaginative Rascal & Toothy, Imaginary Friend or any of those Battlebond partners make sense?

    The rest of the multiplayer focused cards obviously silly but some of those pairs.


    Now that you mention it some of the partner with cards would be fun, Pir and Toothy in particular. I hope they do get printed in Horizons since I thought they look like fun cards, but forgot about them since I don't play commander or legacy.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Quote from cfusionpm »


    Quote from Guardman »
    3. People stop playing fair decks because Baleful Strix is too punishing

    What incentive is there to play fair decks now?

    Honestly, these are the kinds of arguments that would say Kolaghan's Command or Collective Brutality are too strong because they're good cards with relevant text that 2-for-1 the opponent. Seriously, I am baffled.

    But then again, there were a large portion of people who said that both AV and Jace were going to push blue decks over the top to a dominating and obnoxious force, and look how that turned out? Perhaps players are utterly terrible at evaluating fundamentally fair cards?


    My point is that there isn't much incentive to play fair decks now and Baleful Strix will make that problem worse, not better. Also the difference between Collective Brutality and Kolaghan's Command is they good against both fair and unfair decks, while Baleful Strix is very good against fair decks and bad against unfair decks.

    Baleful Strix would just make the main problem in modern (unfair decks pushing out fair decks) much worse and that is why it shouldn't be in modern.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Quote from cfusionpm »
    I have a hard time wrapping my head around why people think Baleful Strix is too strong... It's a 1/1 for 2 that draws a card and profitably blocks a creature. How is a completely fair 2-for-1 creature "too powerful" in a world where the nonsense capable that is considerably more powerful than that is accepted as common place?


    The reason Baleful Strix is too strong for modern is kind of complex, but basically there is no way to attack profitably into a Baleful Strix and even using removal on it isn't that effective because of the card draw part. It is extremely strong against fair decks. But at the same time it is not very good against unfair decks. The problem is that modern is dominated by unfair decks.

    Baleful Strix has a good chance of creating the following play cycle in modern:

    1. There is some mix of unfair decks and fair decks
    2. Some unfair decks start playing Baleful Strix
    3. People stop playing fair decks because Baleful Strix is too punishing
    4. Unfair decks stop playing Baleful Strix because everyone is playing unfair decks
    5. People start playing some fair decks again because nobody is playing Baleful Strix
    6. Start over at one

    The biggest problem in Modern right now is that most decks are extremely linear and unfair. This is without Baleful Strix. Introducing Baleful Strix into this environment would probably be the death of fair decks.

    My personal opinion is that having some unfair decks in a format are fine, but you don't ever want most or all of the best decks to be unfair decks.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Some of the cards I would like to see:

    High Tide - A fun card that would probably either be broken or unplayable.

    Counterspell - Just because counterspells in modern have seemed kind of meh for a while outside of Remand and Cryptic Command.

    Stifle - Gotta punish fetchlands.

    Elvish Spirit Guide - Could be overbearing with Simian Spirit Guide, but I already have a few deck ideas I would love to build with it.

    Bad Fetch Lands (i.e. Bad River and friends) - It would be a great way to introduce more budget friendly lands at either uncommon (or hopefully common) to modern. Also a chance to complete the cycle with enemy bad fetches.

    Nimble Mongoose & Wild Mongrel - I remember having a lot of fun playing with these cards years ago. I'm not sure if they would cut it nowadays, but I would at least like the chance to play them again.

    Cavern Harpy - Like the cards above it, a fun creature that probably isn't good enough to make a splash (without its legacy friends), but would be nice to have.

    Moment's Peace - Modern needs more fogs.

    Fire//Ice - A fun versatile card. Honestly I would like to see a rule change come with Modern Horizons where Fire and Ice are treated as separate cards so they could create a ten card split cycle with names like Fire, Ice, Earth, Wind, and Void. But that is probably wishful thinking.

    Astral Slide, Lightning Rift and some other cycle cards - A really fun deck to play.

    Pox - Smallpox decks are fun. Good old fashion Pox decks are more than fun. They are Sadomasochistic.

    Standstill - A maybe. I could see some neat decks created by using cards that get around its "drawback", but I have a feeling it would just create unfun situations if it was good.
    Posted in: Modern
  • posted a message on Mardu Inheritance (AKA Grindy Mardu Control)
    MARDU INHERITANCE


    The perfect deck for Sadomasochists. The idea of the deck is simple, use the synergy between Ill-Gotten Inheritance, Theater of Horrors, and Dawn of Hope, along with the best removal available, to grind out a win, one point of damage at a time.



    Card Explanations


    • Ill-Gotten Inheritance is the decks main win-condition and the card that makes the rest of the deck tick. It activates both Theater of Horrors and Dawn of Hope each turn, the incidental life gain each turn can help stabilize against burn/aggro, and once the opponent reaches four they are dead straight out thanks to its active.
    • Theater of Horrors is the main card advantage, which can also chip in some free damage from time to time. It can be a little hard to turn on, but once Ill-Gotten Inheritance is on the field it activates each turn turning it into an extra card each turn along with a discard-proof hand. One thing to note is that you can only play cards on your turn with Theater of Horrors, which is why there is no Settle the Wreckage.
    • Dawn of Hope is the back up card draw/win condition. It can draw a card each turn with Ill-Gotten Inheritance, while also providing tokens to block, attack or gain life.
    • Angrath, the Flame-Chained is back-up win condition number 2 and is effective against both control (thanks to his discard) and aggro (thanks to his -3). In addition his +1 ability can turn on Theater of Horrors.


    A lot of the removal is based on the idea of dealing with the widest number of threats possible (Mortify & Bedevil), wiping the board (Kaya's Wrath & Deafening Clarion), or picking off early creatures (Lava Coil, Carnival // Carnage, Bedeck // Bedazzle and Moment of Craving).

    Of special note is card]Carnival // Carnage[/card] and Bedeck // Bedazzle since their hybrid mode is good against aggro, while their non-hybrid mode is good against mid-range and control. Bedazzle in particular is good at destroying utility lands like Azcanta, the Sunken Ruin.


    • Treasure Map is already a known quantity, but it is hard to understate how good this card is at smoothing out draws, fixing mana, and later on drawing cards.
    • Discovery // Dispersal is early game card selection to find Ill-Gotten Inheritance. Dispersal can even be used thanks to treasures if needed.


    • Legion Warboss is to bring in against decks that will take out most of their removal (i.e. Bant Nexus or Control). It can come down fast and win games by itself if it isn't answered right away. Even if it dies it often leaves behind a token or three. Also good at drawing the creature half of Cleansing Nova since the enchantment/artifact half is strong against this deck.
    • Consecrate // Consume Both halves are good against Golgari Midrange and Izzet Phoenix. And Consume is good against Izzet Drakes.
    • Ixalan's Binding is for Control decks, Niv-Mizzet decks, drakes decks, etc. Basically any deck that is threat light. It even has the added benefit of possibly drawing any enchantment removal your opponent brought in. Do not bring it in against any deck running Cleansing Nova.

    The list itself is still rough and in-flux, but any suggestions, comments or etc. are welcomed.
    Posted in: Deck Creation (Standard)
  • posted a message on Arcades' Defenders
    Here is the list I had been trying to build around.



    One of the things I’ve come to the conclusive after playing so many aggressive decks the past season is that it is creatures need power to be an effective blocker. So many decks can go wide so fast that having a zero power blocker is a liability which is why I cut back to only six zero power blockers. Still I am not that convinced a deck focusing on defenders can work since the aggro decks of next season will most likely be some combination of go wide (WW, Selesnya Tokens) or a deck that doesn’t care about your walls due to the size of their creatures (Gruul).

    The other thing I noticed as I was building was while there are more than enough defenders, not many are what I would call “quality” creatures even with Arcades out on the field. Instead I also looked into a purely High Alert deck (since Arcades only works with defenders) which while rougher than the deck above, also looks like it has a better chance of being able to become something pretty decent with a combination of better creatures, better mana, and less dead draws.



    The thing I like about this deck is that with Omenspeaker, Surgemare, Shimmer of Possibility and Sinister Sabotage it is a lot better at finding High Alert. It is also a lot less reliant on finding High Alert to win since it is playing creatures that are already good without High Alert, but become great with High Alert. Because of these two things I am thinking the number of High Alerts can be cut down to three since we don’t want to be drawing more than one, which allows for more interactive cards like Settle and Warrant // Warden.

    One of the things I’ve been going back and forth with this list (and something if anyone has thoughts on it I would love to hear) is the combination of Deputy of Detention, Tocatli Honor Guard, and Murmuring Mystic.

    Right now I am thinking Deputy of Detention maindeck while Tocatli Honor Guard in the sideboard since I figure the Deputy is better in general outside of a heavy Mono-Red and Golgari metagame. I could see playing some combination of both maindeck, but that just seems counterintuitive unless the meta shifts in such a way that it makes sense.

    With Murmuring Mystic I think he is fine with only 15 instants and sorceries since I am more interested in his big butt and any birds I get are cake. But I could be wrong. And I wonder if this is where I am supposed to put a maindeck Honor Guard or two.

    The other question is whether or not Settle is worth it. Since with Tetsuko the deck doesn't have to worry about blockers that much Settle is better. Plus it is an instant which is nice with Murmuring Mystic and takes care of Carnage Tyrant. I guess the other thing is I am not really sure what I would replace it with. But if it was cut it would allow the Azorius Guildgates to be replaced with basic lands,Field of Ruin, and/or Arch of Orazca

    Posted in: Deck Creation (Standard)
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