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  • posted a message on [THB] Uro, Titan of Nature's Wrath
    One thing that this guy can do that Growth Spiral can't is get grabbed by Collected Company.
    Posted in: The Rumor Mill
  • posted a message on [THB] Vexing Gull
    Of all of the strictly better Wind Drake variants there have been, this is probably my favorite.
    Posted in: The Rumor Mill
  • posted a message on Mothership 1/3 - Haktos the Unscarred
    Quote from leslak »
    Just to say: On Standard and Pioneer we have Bonecrusher Giant as the counter for 2 and 3. Also stomp makes this guy die to any block soo if you are playing vs a red deck better never block with this guy.

    If the kinds of decks that want to run this guy are blocking with him, something has gone wrong.
    Posted in: The Rumor Mill
  • posted a message on [TBD] Alexander Hayne preview - Erebos’s intervention
    Quote from boombox_smk »
    I hope the blue one isn’t just a strictly worse Blue Sun’s Zenith but does something impactful and unique like this one


    Probably gonna be Draw X and Tap twice X nonland permanents.
    It's be interesting if it was something like counter Target spell unless they pay twice X mana. At X = 1 it's be Quench. At 2 it'd be Convolute. At >= 3 it'd basically be Cancel.

    I doubt it'll have a draw effect. XU is more efficient that most X draw spells even without the extra mode thrown in.
    Posted in: The Rumor Mill
  • posted a message on [THB] Tymaret Calls the Dead
    Quote from Tormented »
    Quote from Pants_On_Head »
    This reminds me of History of Benalia. Three mana for two 2/2s over two turns with the final mode being a reward for having more creatures of the created tokens tribe in play. Not a bad card to be reminded of, I like this design.


    QFT. Despite the final payoff being less splashy than giving all of the tribe +2/+1, we are also looking at a rare vs. a mythic - which was played significantly. Furthermore, we still don't know how many "escape" cards will be floating around, as well as other graveyard shenanigans (Desecrated Tomb? and we most likely will see a new crop of saga support Keldon Warcaller.

    Judging a card like this when there are still 200+ cards of mystery - when this is released - and 1000 cards following it before it rotates is terribly rash. Unique and strange cards often have the most potential for impacting this game much more than obviously powerful cards. I would wager that for the first 5 years of magic, more tournament decks had shivan dragon than bazaar of bagdad, but 20 years down the line, shivan is a nostalgic piece of bulk trash and bazaar is the cornerstone to several legacy decks. (feel free to insert your own favorite sleeper card).

    It's such a shame that Desecrated Tomb rotated out. I loved playing it with Muldrotha, the Gravetide. While this probably won't quite hit the heights of History, this card does have a couple of advantages. For one, the mana cost is easier and more friendly to multicolored decks, and the other is that zombies generally have an easy time swarming, letting the third verse have a powerful effect.
    Posted in: The Rumor Mill
  • posted a message on Mono Black Aggro or Golgari Aggro
    Quote from thesedaiv »
    You might want to give Rakdos aggro a try, actually. Reggie here works well alongside SOI block's madness cards, so you can negate its downside by turning its discard into Alms of the Vein or Fiery Temper. Other explosive options include Incorrigible Youths into swinging for at least 11 (plus whatever else you had out) on turn 4 and the powerful Voldaren Pariah.


    Those are pretty fun ideas. I was pondering: would i still main board Thoughtseize or side board it.

    Depends on your approach. If you want to run a midrange-style strategy, then Seize is essential. If you want to take a more aggressive tactic, then you're better off with a strong 1 CMC creature like Knight of the Ebon Legion.
    Posted in: Pioneer
  • posted a message on Mono Black Aggro or Golgari Aggro
    You might want to give Rakdos aggro a try, actually. Reggie here works well alongside SOI block's madness cards, so you can negate its downside by turning its discard into Alms of the Vein or Fiery Temper. Other explosive options include Incorrigible Youths into swinging for at least 11 (plus whatever else you had out) on turn 4 and the powerful Voldaren Pariah.
    Posted in: Pioneer
  • posted a message on Gruul Dinosaurs
    For a deck that is ostensibly dinosaur tribal, you have an awful lot of non-dinosaur creatures. Modern tribal spirits sometimes gets mocked for running a lot of creatures from other tribes, but even that rarely goes as high as a dozen.

    But, seriously, this deck does need some focus. You have a lot of singletons for cards that probably deserve to have more copies even if they're legendary, and what I see here is a blend of ramp, enrage, and general midrange strategies.

    Reckless Rage is a cool card, but it needs a durable creature in play if you don't want it to be a red Bone Splinters. In that regard, Thrash // Threat is going to be better option outside of enrage even with the higher cost because it hits planeswalkrs. Going heavy into enrage, Savage Stomp is also really excellent.

    Your ramp creatures sadly step on each other's toes. Ideally, you want to curve elf into raptor, but sometimes you'll drop a raptor and render eleven cards in your deck unusable. The elves die, and having a second raptor kills your 4-toughness creatures. If you want raptor to be your marquee dork, you want support that complements it. Sylvan Caryatid survives the damage and produces red mana, while Arboreal Grazer is relevant when it comes down before or after raptor. Domri, Anarch of Bolas deserves a special mention because it fills both your ramp and removal slots in your deck while providing a nice power buff. Ranging Raptors is probably only worthwhile for its creature type.

    Lastly, you want to focus your top end. If you really love Goreclaw and Questing, you might want to drop your dinsosaur tribal theme altogether and just call it Gruul midrange. You might also want to be wary about anything that Marauding puts into Shock range. Are you trying to just do solid things like turning Ripjaw into a 3-drop that replaces itself, or are you going straight for your top end? Speaking of which, while Ghalta and Carnage are great, Etali isn't. It's a 6/6 for 6 that may or may not generate value once it attacks. Value is great for 4 drops, but your top end should threaten to end the game in short order.
    Posted in: Pioneer
  • posted a message on New creature that turns your sorceries and instants into creatures (technically)
    What are you going to do about the rules that prevent instant and sorcery cards from being put on the battlefield?

    110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”

    304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.

    307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
    Posted in: Custom Card Creation
  • posted a message on Six Rares of Different Types
    Clemency of Flames needs to have the order of its two lines of text switched because instants and sorceries resolve their effects sequentially from the top down. As written, you could Blaze your opponent to zero life, then apply the reverse Angel's Grace, which would of course just cause the player to lose as soon as the turn ends.
    Posted in: Custom Card Creation
  • posted a message on Reimagining Kamigawa
    I like the tap-for-indestructible idea. It makes these cards more interactive than previous iterations on the mechanic. I'm a little concerned with how wildly the 'animation' requirements and activated abilities vary amongst these cards, though.

    The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable.

    The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt.

    The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave.

    The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability.

    The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.
    Posted in: Custom Card Creation
  • posted a message on A look on my elemental treachery
    Instead of Arcane Adaptation, try running Ashes of the Fallen. It basically does the same thing in this deck, except it's cheaper and colorless.
    Posted in: Modern
  • posted a message on Pharika, God of...What?
    Try using her with Desecrated Tomb. You'll get a 1/1 flying bat token with every snake you make for yourself.

    A goofier accomplice to Pharika would be Toshiro Umezawa. You give your opponents small, easy to kill creatures, and then you get to cast instants from your graveyard when they inevitably die.
    Posted in: Opinions & Polls
  • posted a message on a really weird commander
    Quote from user_938036 »
    A while ago someone made a red card that did exactly this.

    I remember that. It was super cheap to cast and worked on any player's creature for that player's commander. I didn't particularly like the gameplay implications.

    I like this version a lot more because it's more about wacky versatility than, well, locking your opponent out of their commander for the rest of the game. Restricting the ability to cards that could otherwise be commanders makes sense, even if it does lessen possibilities.

    If I had one suggestion, it would be to have the ability ignore color identity. I know that rules changes have since removed the mana production restriction, but explicitly calling it out could skirt some potential confusion.
    Posted in: Custom Card Creation
  • posted a message on Pioneer Banned List Speculation
    Weird that they ban an answer instead of a threat.

    I want heavy bans in Pioneer. Yes I'm weird. But they need to ban problematic threat cards not problematic answer cards.

    I'd love to see the following bans.

    Arclight Phoenix
    Supreme Verdict
    Teferi, Time Raveler
    Once Upon a Time
    Dig Through Time
    Treasure Cruise
    Thoughtseize

    Yep, I know weird picks. But this format is quickly pricing me out of it.

    Odd that you'd criticize the banning of non-threats and proceed to put Supreme Verdict and Thoughtseize on your personal ban-wishlist. Targeted discard and powerful sweepers are far more important to maintaining a healthy format than any protective spell.

    Actually, I'd argue that Veil of Summer isn't really an answer at all, at least not in the classical sense of the two cards I mentioned above. If I were to set definitions for threats as cards that win games and answers as cards that stop threats (the two are obviously not mutually exclusive), then protective spells are more threat than answer precisely because they exist primarily to stop answers. Modern Infect sure as heck doesn't run Vines of Vastwood to stop threats, and neither do decks that run Veil. I mean, how many times in pioneer has Veil been cast to stop an actual threat instead of an answer?
    Posted in: Pioneer
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