Mass Zombification3BB
Sorcery
Sacrifice each creature you control. Then, put all creatures from your opponents graveyard into play under your control. Those creatures are zombies in addition to their other types. The people of Mercvest Vale never suspected that their army would be the one to destroy their supposedly impenetrable city.
Next: A young man dressed in robes holds a staff above his downed opponent. His shadow, however, looks monstrous and alive. Reaching out towards this downed man with it's large claws and sizable teeth. The opponent is a muscular warrior and is bleeding profusely.
Search for Worth
Sorcery
Search your library for a card and put it into your hand. Shuffle your library afterwards.
When you play ~ choose one: Target opponent gains 3 life or, you lose 3 life.
This is still completely broken. Vampire Tutor is BANNED in legacy and it has this affect only it puts the card on top of your library and you lose 2 life.
Try This: Search for Worth
Sorcery
Search your library for a card and put it into your hand. Shuffle your library afterwards.
As an additional cost to play this, discard a card and target opponent draws a card or pay4.
Hayate Renge :2mana::symu::symr::symr:
Legendary Creature-Human Ninja
Double Strike Haste
:2mana::symu::symu:, T: Bunshin 1 (Put 1 creature tokens into play that is a copy of this creature. Tokens that would be put into play this way, are not legendary creatures)
Double Strike, Haste Whenever ~ deals combat damage, you lose 1 life.
2/1
Next:
Flickering Beast 2R
Creature-Beast Spirit
Whenever this attacks, return ~ to your hand at the beginning of the end step.
2/1
Tran Mana Machine
Artifact
:symw:: Add to your mana pool and gain 2 lifes.
:symu:: Add to your mana pool and draw a card then discard a card.
:symb:: Add to your mana pool and target player discard a card.
:symr:: Add to your mana pool and this deal 1 damage to target creature.
:symg:: Add to your mana pool and target creature gains a +1/+1 counter.
: Add 2 mana of any color to your mana pool
Whenever you play an ability of ~, sacrifice a permanent.
Next: Experiment Gone Wrong6U
Creature-Mutant
At the beginning of your upkeep, you lose the game.
1/1
Fiery Gladiator :symr::symr::symr:
Creature - Human Warrior
Whenever Fiery Gladiator attacks, you may pay :xmana:. If you do, Fiery Gladiator deals X damage to each creature you don't control.
Whenever a card is put into an opponents graveyard from anywhere, sacrifice a creature.
5/5
Vengeful NecromancerGB
Creature-Human Shaman
When ~ comes into play, return up to 2 cards from your graveyard to your hand.
When ~ leaves play, you may remove it from the game, if you do, destroy 2 target permanents.
2/2
Bolt is fine and all BUT Black is probably the best color in M10 draft and a good removal spell in the best color is going to be better than a higher quality card in the worst color. You can splash either just fine of a single expanse and a land. I'd splash assassinate.
Armorsmith? First of all he's kind weak for a 2nd pick second of all he commits to a base white deck on the 2nd pick. Bolt and Assassinate are both much better IMO.
[+2]: Target creature gains haste until end of turn or target creature can't block until end of turn. [-1]: Valken deals 3 damage to target creature or player. [-3]: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn [1]
Wait..... let me get this straight. You took lightning bolt, the strongest burn spell in existance, and made it STRONGER?! Can I get an overpowered? Also, that last ability is really weak..... I honestly think they are very few situations where a threaten is going to be better than 9 DAMAGE which is how much you'd deal by bolting them. Strengthen the last ability and make it cost more..... alot more. Remeber, incinerate was a torunament quality card so making this guy cost anything less than RRi s ridiculous. At RR it's still very strong.
Agreed. I've had a number of SCR draft decks which have been almost 50% Reborn cards, none of which was fixing.
+1. In fact, I like to pick up almost all my fixing in the 1st pack.... tri-lands and panormamas are just soooo much better than Landcyclers or Borderposts. Additionally, even if you move out of the those colors the fixers will still have alot of value by allowing splashes. I've picked a Jund Tri-Land early in the first pack, went into Esper and then used my tri-land to splash Terminate in the last pack..... see how that works out?
My problem with esper is that if more than one person goes esper, both decks end up mediocre. Being able to table cloudheath drake, darklit gargoyle, and shieldbearer is key.
This is just un-true..... I've never once drafted Esper where I was the only drafter at the table and I've never NOT made top eight with it at my FNM....... seriously it easily easily supports two drafters but it has trouble supporting 3.
I've seen an Esper Aggro deck only occasionally before.... but I think the archeytpe is basically dead now.... theres not much reason to draft it over Bant anyway.... Leotau is really good and black really doesn't give that much to Esper Aggro.
On the other hand, Esper Control is still competley fine. Epser Sheildmage randomly wins the game and generally stalls the ground, Esper Stormblade is a 3/2 flying for 2 and just kill them will you stall. Messenger Falcons is a 2-for-1 flyer and Glasdust Hulk is an excellent finisher. Bant Sure-Blade is good in aggro to be sure, but don't underestimate the sheer board-clogging power of a 3-power first striker. Crystalization is of course an awesome removal spell and Aresenal Thresher is generally a 4/4 or 5/5 for 4. Thopter Foundry stalls, gains life and generally wins races very effectively. Additionally, if you're trading creatures it will win you the game.
Also, theres WALL OF DENIAL!!! Just say to big dudes! This guy is so inane..... nothing gets past him, exalted cries itself to sleep, Naya needs like 2-3 big guys to get in any damage..... he even blocks flyers against esper and is immune to their copious removal and great against unearth againt Grixis.
Finally, notice that almost every card listed is W/U allowing Esper Control to have a much more consistent mana base, just splashing black for removal and tri-colored bombs.
Just got back from another FNM and I'm finding my opinions continually vindicated. Even in the hands of a competent player, I didn't see an Esper deck beat anyone except scrubs all evening (over 3 drafts, 2 of which I played in). On the other hand, Bant is waaaay better than I even had previously thought, and I'm talking full blown WUG Bant. You have a ludicrous amount of good creatures, quite a few of which end up being UW, so you really need to have a consistent mana base. Also, I'm beginning to think that Grixis is almost dead as a deck as well, because it's just so much worse in Reborn. There was still a lot of great quality unearth stuff even in Conflux, but there's just so little in Reborn, and you lose all of your good cards to BR aggro, which is just better.
Esper is not dead.... just draft control. In a control deck, Esper gets the nod over bant every time. The additional removal supplemented by great cards unplayable in bant (Mechanist, Parasitic Strix, Santcum Gargoyle) makes it a much better choice.
Grixis.... is in bad shape. However, if it's under-drafted (and right fully so) you can do ridiculous things. Like table Creepers in pack 1 for example.
I am sure that there are some really good cascade combos or decks that can be made in standard, but it seems much more suited for limited or extended comboliciousness.
I'm pretty sure this is not a combo..... no mana cost is not the same as 0 mana cost.
Nothing is not less than 1. BUT when prompted for the CMC you get 0. However when asked to see if nothing meets a condition, you always get no.
1. Terminate
2. Maestorm Pulse
3. Soul Manipulation
4. Meddling Mage
5. Thought Hemorage
6. Sen Triplets (No... it's not that good. I just like it for causal. My competive decks are staying far away from it)
7. Identity Crisis
8. Quasil Pride Mage
9. Double Negative
10. Lord of Extinction
(11) Jenara, Asura of War
(12) Jund Hackblade
Seems like another 2 for 1 card for control... while Faeries can use this, this actually seems better in 5 color, as they can counter your creature spell and get back a Mulldrifter, or some other creature that breaks your back.
Disagree. The Fae have creatures they can cast without taping out making it better in the mid-game. Additionally, the Fae can recur counter spells, (Sprite) disruption,(Vendillion) , removal spells with a bonus (sower) AND timewalk (Mistbind Clique).
5-Color can get finishers and card draw, both of which cannot really be cast till turn 6-7 while the Fae can cast thiers earlier and w/o tapping out. Not nearly as good is it? The card is still excellent but it's much better in Fae.
Um didn't you just lecture me about improper wording (yeah you're right BTW) and then use an improper wording?
-1/-1 alone means nothing. You want "~ get's -1/-1 until end of turn or possibly "Put a -1/-1 on counter on ~".
Fixed Wording:
Walrus Wall
Creature-Fish
Defender
~ gets -1/-1 until end of turn: ~ loses defender until end of turn.
4/4
Fixed Card:
Walrus Wall
Creature-Fish
Defender
~ gets -1/-c1 until end of turn: ~ loses defender until end of turn.
Whenever ~ deals damage to a player, sacrifice ~.
4/4
EDIT: Forgot to post next:
More overpowered Faries!
Lesser Clique 1UU
Creature-Faerie
Flash, Flying
When ~ comes into play, tap all lands you don't control.
4/2
Dark Palace Land
:symtap:: Untap all swamps you control.
When ~ comes into play, pay 4 or sacrifice ~.
Next:
Unkillable Annoyance 1BB
Creature-Human Wizard
Whenever ~ would leave play, instead it doesn't.
~ can't block.
Whenever you would draw a card, you lose 1 life intead.
1/4
Laugh of God -
Sorcery
Remove all creatures you control from the game. Gain control of all creatures target player controls. That player returns the removed creatures to play under his control.
Sacrifice all but X creatures. Where X is the number of creatures you removed from the game in this way.
EDIT: Actually, that's still kinda powerful. However, now control can't play it. Maybe a B/W tokens deck would splash blue for it? Unclear, anyway it probably needs some other disadvantage also.
Spellshatter Sprite 1U
Creature-Faerie Wizard
Flash
When ~ comes into play, counter target spell.
Draw a card.
1/1
"You thought counterspell was good?"
Sorcery
Sacrifice each creature you control. Then, put all creatures from your opponents graveyard into play under your control. Those creatures are zombies in addition to their other types.
The people of Mercvest Vale never suspected that their army would be the one to destroy their supposedly impenetrable city.
Next: A young man dressed in robes holds a staff above his downed opponent. His shadow, however, looks monstrous and alive. Reaching out towards this downed man with it's large claws and sizable teeth. The opponent is a muscular warrior and is bleeding profusely.
Try This:
Search for Worth
Sorcery
Search your library for a card and put it into your hand. Shuffle your library afterwards.
As an additional cost to play this, discard a card and target opponent draws a card or pay4.
Hayate Renge :2mana::symu::symr::symr:
Legendary Creature-Human Ninja
Double Strike Haste
:2mana::symu::symu:, T: Bunshin 1 (Put 1 creature tokens into play that is a copy of this creature. Tokens that would be put into play this way, are not legendary creatures)
Double Strike, Haste
Whenever ~ deals combat damage, you lose 1 life.
2/1
Next:
Flickering Beast 2R
Creature-Beast Spirit
Whenever this attacks, return ~ to your hand at the beginning of the end step.
2/1
Artifact
:symw:: Add to your mana pool and gain 2 lifes.
:symu:: Add to your mana pool and draw a card then discard a card.
:symb:: Add to your mana pool and target player discard a card.
:symr:: Add to your mana pool and this deal 1 damage to target creature.
:symg:: Add to your mana pool and target creature gains a +1/+1 counter.
: Add 2 mana of any color to your mana pool
Whenever you play an ability of ~, sacrifice a permanent.
Next:
Experiment Gone Wrong 6U
Creature-Mutant
At the beginning of your upkeep, you lose the game.
1/1
Creature - Human Warrior
Whenever Fiery Gladiator attacks, you may pay :xmana:. If you do, Fiery Gladiator deals X damage to each creature you don't control.
Whenever a card is put into an opponents graveyard from anywhere, sacrifice a creature.
5/5
Vengeful Necromancer GB
Creature-Human Shaman
When ~ comes into play, return up to 2 cards from your graveyard to your hand.
When ~ leaves play, you may remove it from the game, if you do, destroy 2 target permanents.
2/2
Bolt is fine and all BUT Black is probably the best color in M10 draft and a good removal spell in the best color is going to be better than a higher quality card in the worst color. You can splash either just fine of a single expanse and a land. I'd splash assassinate.
Armorsmith? First of all he's kind weak for a 2nd pick second of all he commits to a base white deck on the 2nd pick. Bolt and Assassinate are both much better IMO.
Wait..... let me get this straight. You took lightning bolt, the strongest burn spell in existance, and made it STRONGER?! Can I get an overpowered? Also, that last ability is really weak..... I honestly think they are very few situations where a threaten is going to be better than 9 DAMAGE which is how much you'd deal by bolting them. Strengthen the last ability and make it cost more..... alot more. Remeber, incinerate was a torunament quality card so making this guy cost anything less than RRi s ridiculous. At RR it's still very strong.
+1. In fact, I like to pick up almost all my fixing in the 1st pack.... tri-lands and panormamas are just soooo much better than Landcyclers or Borderposts. Additionally, even if you move out of the those colors the fixers will still have alot of value by allowing splashes. I've picked a Jund Tri-Land early in the first pack, went into Esper and then used my tri-land to splash Terminate in the last pack..... see how that works out?
This is just un-true..... I've never once drafted Esper where I was the only drafter at the table and I've never NOT made top eight with it at my FNM....... seriously it easily easily supports two drafters but it has trouble supporting 3.
On the other hand, Esper Control is still competley fine. Epser Sheildmage randomly wins the game and generally stalls the ground, Esper Stormblade is a 3/2 flying for 2 and just kill them will you stall. Messenger Falcons is a 2-for-1 flyer and Glasdust Hulk is an excellent finisher. Bant Sure-Blade is good in aggro to be sure, but don't underestimate the sheer board-clogging power of a 3-power first striker. Crystalization is of course an awesome removal spell and Aresenal Thresher is generally a 4/4 or 5/5 for 4. Thopter Foundry stalls, gains life and generally wins races very effectively. Additionally, if you're trading creatures it will win you the game.
Also, theres WALL OF DENIAL!!! Just say to big dudes! This guy is so inane..... nothing gets past him, exalted cries itself to sleep, Naya needs like 2-3 big guys to get in any damage..... he even blocks flyers against esper and is immune to their copious removal and great against unearth againt Grixis.
Finally, notice that almost every card listed is W/U allowing Esper Control to have a much more consistent mana base, just splashing black for removal and tri-colored bombs.
Esper is not dead.... just draft control. In a control deck, Esper gets the nod over bant every time. The additional removal supplemented by great cards unplayable in bant (Mechanist, Parasitic Strix, Santcum Gargoyle) makes it a much better choice.
Grixis.... is in bad shape. However, if it's under-drafted (and right fully so) you can do ridiculous things. Like table Creepers in pack 1 for example.
Nothing is not less than 1. BUT when prompted for the CMC you get 0. However when asked to see if nothing meets a condition, you always get no.
If anybody knows differently, please explain.
2. Maestorm Pulse
3. Soul Manipulation
4. Meddling Mage
5. Thought Hemorage
6. Sen Triplets (No... it's not that good. I just like it for causal. My competive decks are staying far away from it)
7. Identity Crisis
8. Quasil Pride Mage
9. Double Negative
10. Lord of Extinction
(11) Jenara, Asura of War
(12) Jund Hackblade
Disagree. The Fae have creatures they can cast without taping out making it better in the mid-game. Additionally, the Fae can recur counter spells, (Sprite) disruption,(Vendillion) , removal spells with a bonus (sower) AND timewalk (Mistbind Clique).
5-Color can get finishers and card draw, both of which cannot really be cast till turn 6-7 while the Fae can cast thiers earlier and w/o tapping out. Not nearly as good is it? The card is still excellent but it's much better in Fae.
Additionally, you may need Idealic Tutor or some such to tutor for Sigil.
-1/-1 alone means nothing. You want "~ get's -1/-1 until end of turn or possibly "Put a -1/-1 on counter on ~".
Fixed Wording:
Walrus Wall
Creature-Fish
Defender
~ gets -1/-1 until end of turn: ~ loses defender until end of turn.
4/4
Fixed Card:
Walrus Wall
Creature-Fish
Defender
~ gets -1/-c1 until end of turn: ~ loses defender until end of turn.
Whenever ~ deals damage to a player, sacrifice ~.
4/4
EDIT: Forgot to post next:
More overpowered Faries!
Lesser Clique 1UU
Creature-Faerie
Flash, Flying
When ~ comes into play, tap all lands you don't control.
4/2
Land
:symtap:: Untap all swamps you control.
When ~ comes into play, pay 4 or sacrifice ~.
Next:
Unkillable Annoyance 1BB
Creature-Human Wizard
Whenever ~ would leave play, instead it doesn't.
~ can't block.
Whenever you would draw a card, you lose 1 life intead.
1/4
Sorcery
Remove all creatures you control from the game. Gain control of all creatures target player controls. That player returns the removed creatures to play under his control.
Sacrifice all but X creatures. Where X is the number of creatures you removed from the game in this way.
EDIT: Actually, that's still kinda powerful. However, now control can't play it. Maybe a B/W tokens deck would splash blue for it? Unclear, anyway it probably needs some other disadvantage also.
Spellshatter Sprite 1U
Creature-Faerie Wizard
Flash
When ~ comes into play, counter target spell.
Draw a card.
1/1
"You thought counterspell was good?"