I think you guys are forgetting one vital point about level up creatures. Level up is sorcery speed. Now given the lvl 3 ability is decent enough, but you have to sink 4 mana total into it to get there and your wanting to do that as fast as possible. The big reason figure of destiny worked and a lot of the other level-up creatures did not was the fact that figure was able to boost itself at the end of your opponents turn when you had the mana. This meant that any other creatures/cards you had in hand were able to be played normally. With level up the ability you have to work around when do I cast this or can I level and cast this to make relevant plays.
Realistically we will only play a pair of these if any and the snake is likely to be the first thing cut or sided out. A full four playset is just wasted space. Its good late game but its a very durdly card early on.
Yeah without Book Burning or alot more relevant things that mill/discard in the colors we want its not that great as a early drop and late game there are better things.
Eh but you have to recall giving blue free mana for any purpose leads to extremely degenerate decks. I could see u/w and u/b and u/w/b go completely bonk if the blue lands was easy to charge by instant or blue spells of a certain type. The only reason Agadeem and Nykthos work is you have to invest in something before hand to equal the payout mostly and they do limit themselves a bit, one is only black creatures in the yard and Nykthos is a legendary permanent so only can have 1 on the field at a time. You also have to worry about eldrazi if you give big and easy mana producers to modern. That's a kettle of worms I'm unsure they want to open.
Are we going to get MH1 versions of Serra's Sanctum, Tolarian Academy, and Gaea's Cradle? Maybe with black and red counterparts that count creature cards and artifact cards in graveyards, respectively?
I severely doubt that ones happening. Any academy variant opens blue/affinity up too much and Gaea's not something they want to do in green overall even IN a powerful set sent directly to modern. Serra could theoretically work since enchantments are mostly auras now, but its still be damn nutty and probably too dangerous. What would be interesting is if they made a cabal coffers for red or something like it since green is primary still and red is tertiary for big mana and fast mana.
True but any lands after a certain point with sage out become more than just crappy draws. But of course this is variable in both ways. Only get three lands and meh, get more than 5 and nothing else and bleh. As I said its in that position where it could make a difference but we have ALOT of things in the 3cc slot competing and the ratios would be hard to come by that could be measurably good or bad either way without a lot of playtesting
Evolution Sage is the card I'm looking closely at for both my own personal version of stompy and the mainline one in this thread. I mean the mainline version in here has +1 counters on a lot of creatures and sage could leverage more from the fetches/land drops that are played and the other cards in the deck overall, and is a not horrible body in itself. The big issue I find is that its in a weird position in the mainline of what we want or not in the 3cc spot
cant hit tokens, it ETB with one counter on it and it does not say and lower anywhere on the card so you would have to do something to rip off a counter first to actually get the token off the field.
Vraska, Swarm's Eminence, Jiang Yanggu, Wildcrafter, Samut, Tyrant Smasher are the ones catching my eye from the spoilers atm. The feasibility of them only samut and jiang seem the best slot in stompy and even then Jiang is outdone by a creature that's already available to us. Samut is a interesting card in that it pumps and lets our clock go faster while evening out our draws. The biggest downside is the 4CC. The upside is that it hastes EVERYTHING on our side at min without much investment.
Vraska only gets mentioned since we Narnam a lot in builds and I might experiment with a pair in my elvish stompy since I run Wren's Run Vanquisher and using fight effects in our deck with the tokens is just plain fun.
Krenko is neat and I could see it being interesting to play but the body and dedication it would need would be too much. Admittedly pairing it with Samut would be interesting, haste 4 bodies and scry all on one target but that's optimum.
I have wondered this same question. Wow didn't know he was the head admin here. A suggestion since it seems he is a busy person. Make the market column Bi weekly thing instead of a weekly. I know that would throw off the + to - category's but since the time it would take to aggregate would be reduced to every other week it would I hope make the job easier to maintain. This way he only has to go through the data every other week and still have time for other functions of his position and have less stress.
I feel like growth chamber guardian can be a good 2 drop for zoo because they can multiply for a wider board state, refill your hand, on top of what ever card you top deck.
Nope.
To expand on this the ability to search and add more copies is good, but zoo as a deck cant use it to the utmost since its not freely passing out +1 counters as a matter of course to other creatures. Using its ability to put 2 +1 counters on it is ungodly slow and actually defeats the purpose of what zoo is trying to achieve by being ungodly fast as possible with super efficient creatures. 1 gavony is not enough since you cannot actually GET to it unless you lucksac. Maybe with Rhythm of the Wild it might work but still doubt it be good enough but putting both in removes flexibility.
It can theoretically be. But the biggest issue is that they usually don't stay 1/1 long enough to actually benefit long term. Sure if your E1 came down later and you don't have much gas its useful Otherwise its not really filling any purpose.
Realistically we will only play a pair of these if any and the snake is likely to be the first thing cut or sided out. A full four playset is just wasted space. Its good late game but its a very durdly card early on.
Domri, Anarch of Bolas
Welp if we were ever to go gruul in stompy THIS is a card for it. Good offensive static, acceleration and keeps counterspells down on vital aggro parts, and fights in a relevant and usable -loyalty cost. Might be a bit awkward with its timing in comparison but at least almost all the modes are relevant at some point.
Vraska only gets mentioned since we Narnam a lot in builds and I might experiment with a pair in my elvish stompy since I run Wren's Run Vanquisher and using fight effects in our deck with the tokens is just plain fun.
Krenko is neat and I could see it being interesting to play but the body and dedication it would need would be too much. Admittedly pairing it with Samut would be interesting, haste 4 bodies and scry all on one target but that's optimum.
Nope.
To expand on this the ability to search and add more copies is good, but zoo as a deck cant use it to the utmost since its not freely passing out +1 counters as a matter of course to other creatures. Using its ability to put 2 +1 counters on it is ungodly slow and actually defeats the purpose of what zoo is trying to achieve by being ungodly fast as possible with super efficient creatures. 1 gavony is not enough since you cannot actually GET to it unless you lucksac. Maybe with Rhythm of the Wild it might work but still doubt it be good enough but putting both in removes flexibility.
It can theoretically be. But the biggest issue is that they usually don't stay 1/1 long enough to actually benefit long term. Sure if your E1 came down later and you don't have much gas its useful Otherwise its not really filling any purpose.