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  • posted a message on Stompy
    Yeah but those are not free spells and they are pump spells not as utility as once upon is. The two miracle spells depend on targets already in play to get the utility out of them rather than cards in the deck, that and on there own the CMC of them is horrible if you haven't manipulated them to the 1 mana cost miracle. At least once upon is base CMC 2 which is more doable and if you need to dig for either side its playable. Not perfect but playable
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from thatmarkguy »
    Quote from Marl Karx »
    Quote from tokaok »
    Any one had a chance of testing once upon a time yet. I'm still waiting for my foil copies to come in.

    Also, it seems like its primary use would be to let you use it as a land substitute that can also get a creature if you don't need another land. Considering this is not really a deck that is skimping on land (say <=16) I'm not even sure its principal function would work out that well.

    That is interesting. I know some old casual-legacy Lowland Stompy decks often ran Land Grant, for that reason - it’s a nonland that can be free cast to become a land (and put a card in grave for delving a Hooting Mandrills, and cast a green spell for Talara’s Battalion or Nettle Sentinel...) I wonder if it finds a place in that sort of deck, where it is another way that deck can fluff its grave and reduce its land count...

    But that’s not so sensible in the modern build.
    There is the question about how toolbox we are and the ability to freebie a spell turn 1 isn't insignificant. Arent some of the more recent decks running only 18ish lands? Low land count in that case plus the ability to pull something to play for whats in your hand could be very useful.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from binmaa »
    Another thought against Rancor is the mentioned speed aspect. I don't think that we need that speed boost that much anymore. We aren't fast enough to fight with the fast linear decks anyways. As nowadays most of them win T3 consistently (Twiddle Storm, Infect). Which is something we cannot do even with Rancor. So we need these decks to miss their T3 win anyways. So replacing them with more ways to make our stuff hard to deal with or more creatures should give us points against the other interactive decks, while loosing points in matches which are already close to unwinnable for us.
    Its only 4 cards out of 60 and we nearly play 26 creatures or higher. If nothing else what we have in our SB can fit where rancor will anyway as a solution. I mean what can we add to our main deck that's going to affect the liner decks anyways and not screw us over? What 4 cards are going to satisfy the demands of a huge variable meta? I mean if you need to add vines for your meta fine or blossoming, but as a template 4 rancor is a really not horrible idea to help roll over matches quicker or cause a response from a control player.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from The Fluff »
    Dang, I guess I'm in the minority here but I think that Rancor is the best card in the deck and a key reason to play it. It deals more damage than any other single card in nearly every match-up, and is only ever really bad against Chalice Of The Void or a rare Spellskite. I would never play fewer than 4, especially in the lower to the ground zero 3CMC build I've been playing.

    I play 4 rancor as well. Not every deck has plenty of removal, had sometimes put 2 rancor on a one drop then attacking for 6 turn 2. Does not matter if they remove the creature after that, the damage was done. Of course, against a removal heavy deck it's the reason we run vines and some builds have blossoming defense. Just have to play smart and know when to protect the casting of rancor, and also know when it's safe to cast it without support from vines and blossoming.
    Against a good chunk of modern decks you basically have people start at 17 or less life anyways depending on how greedy the manabase they are playing. 11 life your turn 2 can really clock people faster than they anticipate. Smile
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Yes but the 2 for 1 and dies to removal argument basically make you hinder yourself in some matches to the point of you losing because you play too conservatively.

    I mean they can 2 for 1 us when we play aspect of hydra or vines or blossoming in response to us targeting a creature right? We still play them main board. I don't see rancor being that different other than being obvious when we play it.

    This game has a whole lotta IF in it. While stompy doesn't have a lot of responses to IF main board unless they are trying to pre kill one of our creatures and even then its has to be in hand when needed which is another IF anyway.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    My thoughts on the discussion are this, Rancor is actually a very useful card to have main since many of our creatures don't have penetration aids like trample or flying natively. Only steel leaf and avatar have any kind of penetration aid and having rancor added to some of our early creatures with a not insignificant amount of power plus the trample ability so that if/when an opponent does start to block you aren't loosing back end damage. Yes there is the 2 for 1 aspect but then there is always going to be a removal argument as well. Additionally if they do destroy a creature with rancor on it before you at the very least are getting a rancor back for another creature.
    Posted in: Aggro & Tempo
  • posted a message on modern zombardement
    the bridge combo is gone as well
    Posted in: Deck Creation (Modern)
  • posted a message on Happily Ever After Snow-Covered Thopter Sword (not joke, works with blue Pact)
    if you could /deck this so that folks could see the combo without having to enter everything in to the gatherer it would be helpful.
    Posted in: Deck Creation (Modern)
  • posted a message on [ELD] Castle Locthwain (stopgame.ru spoiler)
    this is good even with the storm seeker effect pinned on since it can be used for gas late game post turn 4 in both red and black. those colors usually peter out of hand by that time.
    Posted in: The Rumor Mill
  • posted a message on [ELD] Castle Embereth (Hareruya)
    this turn 4 isn't horrible, and as a plus its all your creatures instead of a single like usual. Im thinking this could maybe be more modern playable in some ways and definitely standard.
    Posted in: The Rumor Mill
  • posted a message on [ELD} Castle Vantress (Amanda Yeo spoiler)
    this might see play in control, more specifically u/w control but even then I think there are better ways they could draw than just scry
    Posted in: The Rumor Mill
  • posted a message on [ELD] Castle Garenbrig (Mothership)
    eh only getting one more mana than the amount of lands you have is a very slim thin. Admittedly in green creatures and abilities are dejure but this one feels a bit forced and unfocused in relative ability cost to usefulness.
    Posted in: The Rumor Mill
  • posted a message on [ELD] 5 knights from autumn Burchett
    Eh lost legion is also playable. Not excellent no, but playable. If I needed some kind of dig there are much worse spells I could play. Freely admit its not even my 10th choice mind you.
    Posted in: The Rumor Mill
  • posted a message on [C19] Sudden Exchange
    Just a FYI for everyone in this thread if this card does indeed have Split Second this card is uncounterable and unrespondable to by normal means, meaning you do NOT have to worry about them stopping this card in relation to any combo (i.e. counter spell) that opponents have. You DO have to worry about them countering anything else on top of said card in response to your own casting of a spell. Split Second spells mean they are the end of the stack unless you have another Split Second spell to respond to it with (i.e. split second counterspell).

    So the simple explanation is you can steal their spells with impunity and will fully resolve as long as you have the creature, but the flipside of giving them a detrimental spell gets more complicated especially since you have to pay for both and they can counter the first if you give up priority.

    For the big details im gonna let the gatherer and Judges finagle out the rules on this
    Posted in: The Rumor Mill
  • posted a message on [ELD] Fervent champion
    Quote from Manite »
    I think red just found its new best 1 cmc creature.

    White: Stoneforge Mystic allows me to tutor an Equipment, and cheat Equipment onto the battlefield.
    Blue: Snapcaster Mage grants flashback to any instant or sorcery card in my graveyard.
    Black: Dark Confidant draws me extra cards at a reasonable price.
    Green: Tarmogoyf gets bigger with every card type in all graveyards.
    Red: Hold my beer.
    nah goblin guide is still better than this. Don't get me wrong this is a excellent red knight but all its abilities are more dependent having other creatures or depending on equips being in play to leverage it, where as guide just need to plunk don on turn 1 and go deal 2.
    Posted in: The Rumor Mill
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