2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Summoners - Old Set that I never finished
    This is a really old set I just dug up while going through an old laptop, and some designs look like they could interest some of the people here, so here we go:

    Keywords
    The set features the following keywords:

    Awe: Awe describes abilities that are active while you control a permanent with CMC5 or more.

    Defiance: As long as an opponent controls a permanent with a converted mana cost higher than this creature’s, CARDNAME gets +1/+1 and becomes defiant.

    Ruin: Ruin describes abilities that are active if a card was put into an opponents graveyard (from anywhere) this turn.

    Factions
    There are the Gitai, a WRG faction that cares about "Familiars". "Familiar" is a new creature type, referring to spirit-like entities that are summoned by inhabitants of the plane. Familiars tend to have 1 keyword ability as well as an ETB effect. The Gitai feature the Awe keyword.

    Then there is the Defiance, a WBG faction, that focuses on small creatures that prevent the opponent from doing what they want. The Defiance features the Defiance keyword.

    There also is the URB faction. An ominous cult, that worships a being only known as the "Ender". They feature the Ruin keyword, and are very much about sacrifice and removing permanents.

    Cards:


    Bvary's Attendant 1W
    Creature - Vitari Summoner (U)
    2W, T: Put a Familiar permanent from your hand onto the battlefield then return it to your hand at the beginning of the next end step.
    1/3

    Bvary's Boon 1W
    Tribal Instant - Familiar (U)
    Target creature gains protection from the color of your choice until end of turn.
    Awe — You and creatures you control gain protection from the color of your choice instead, if you control a creature with converted mana cost 5 or more.

    Bvary's Glimpse W
    Tribal Instant - Familiar (C)
    Put a Familiar creature card from your hand onto the battlefield blocking target unblocked creature. Return it to your hand at the end of combat.

    Gitai Boongiver 1W
    Creature - Human Cleric (C)
    Awe — Creatures you control gain lifelink, as long as you control a permanent with converted mana cost 5 or more.
    2/1

    Gitai Soldier W
    Creature - Human Soldier (C)
    Vigilance
    Whenever a Familiar leaves the battlefield put a +1/+1 counter onto Gitai Soldier.
    1/1

    Glimmershell 2W
    Creature - Insect Familiar (U)
    Flash
    When Glimmershell enters the battlefield prevent all damage that would be dealt this turn.
    2/3

    Inspiring Familiar 2W
    Tribal Enchantment - Familiar (U)
    Creatures you control have all abilities of Familiars you control.
    Awe — Creatures you control get +1/+1, as long as you control a permanent with converted mana cost 5 or more.

    Masked Agent WW
    Creature - Human Rebel (M)
    When Masked Agent enters the battlefield and at the beginning of each of your upkeeps, each opponent chooses a permanent with the highest converted mana cost among permanents he or she controls. Detain the chosen permanent.
    2/2

    Pridemane 5W
    Creature - Cat Familiar (R)
    Vigilance
    When Pridemane enters the battlefield destroy up to two target tapped creatures.
    4/5

    Rioteer WW
    Creature - Human Rebel (R)
    Defiance (As long as an opponent controls a permanent with a converted mana cost higher than this creature’s, Rioteer gets +1/+1.)
    As long as Rioteer is defiant, other creatures you control gain defiance.
    2/1

    Shimmerwing 4W
    Creature - Bird Familiar (C)
    Flying
    When Shimmerwing enters the battlefield creatures you control get +1/+1 and gain vigilance until end of turn.
    3/3

    *note, this card was printed as Angel of the Dawn in M19.

    Unruly Citizen W
    Creature - Human (C)
    Defiance
    0/2


    Brag 1U
    Instant (R)
    Put a permanent card from your hand onto the battlefield. Then return it to your hand.

    Denunciate U
    Instant (C)
    Return each nonland permanent with the highest converted mana cost to their owners hands.

    Glitterclaw 2U
    Creature - Bird Familiar (R)
    Flying
    When Glitterclaw enters the battlefield, noncreature spells cost an additional 2 to cast until the beginning of your next upkeep.
    2/1

    Prelude to the End 3U
    Instant (C)
    Ruin — Prelude to the End costs 2 less to cast if a card was put into an opponents graveyard this turn.
    Counter target spell.

    *note: This obviously should cost 2UU

    Shimmerfin 6U
    Creature - Leviathan Familiar (U)
    Flash
    When Shimmerfin enters the battlefield tap all lands and empty all mana pools.
    5/7

    Shorecrasher UU
    Creature - Merfolk Wizard (R)
    Defiance
    As long as Shorecrasher is defiant, spells your opponents cast cost 1 more to cast.
    2/1

    Singularity 5UU
    Creature - Avatar (R)
    Hexproof
    Nonland permanents are legendary.
    3UU: Target creature’s name becomes the name of your choice until end of turn.
    5/7


    Envoy of the End 2BBBB
    Creature - Demon Warrior (M)
    Fear
    Whenever a permanent is put into a graveyard from the battlefield, you may reveal Envoy of the End from your hand. If you do, add B to your mana pool. Use this mana only to cast cards named Envoy of the End.
    6/5

    Gluttony 2B
    Enchantment (U)
    Whenever a player gains life, if he has 15 or more life, that player puts the top 6 cards of his or her library into his or her graveyard.

    Renegade Summoner 2BB
    Creature - Vitari Summoner (U)
    T: Put a Familiar creature from your hand onto the battlefield. Return it to your hand at the end of the turn. Then you lose life equal to its power.
    2/2

    Smothershade 7B
    Creature - Nightmare Familiar (R)
    Intimidate
    When Smothershade enters the battlefield destroy all creatures with converted mana cost 3 or less.
    6/5

    Voidstare 6B
    Creature - Demon Familiar (U)
    Flying
    When Voidstare enters the battlefield target player loses half of their life rounded down.
    4/4


    Bvary's Tactician 3R
    Creature - Vitari Warrior Summoner (U)
    Whenever Bvary’s Tactician attacks and isn’t blocked you may put a Familiar creature from your hand onto the battlefield tapped and attacking. Return it to your hand at the end of your turn.
    3/2

    Familiar's Breath 1RR
    Tribal Instant - Familiar (C)
    Awe — Until end of turn you and creatures you control have protection from red, if you control a permanent with converted mana cost 5 or more.
    Familiar’s Breath deals 2 damage to each creature and each player.

    Familiar's Impact (2R)
    Tribal Enchantment - Familiar (C)
    Whenever a Familiar enters the battlefield under your control you may have it deal damage equal to its power to target creature or player.

    Gitai Ritual 2R
    Tribal Instant - Familiar (C)
    As an additional cost to cast Gitai Ritual reveal any number of Familiar cards from your hand.
    For every Familiar card revealed to cast Gitai Ritual add one mana of each of that cards colors to your mana pool.

    Gitai Warden R
    Creature - Human Warrior (C)
    Awe — Gitai Warden gets +1/+0 and first strike, as long as you control a permanent with converted mana cost 5 or more.
    1/1

    Master of Conflagration 1R
    Creature - Elemental (U)
    Ruin — At the end of each turn, Master of Conflagration deals 2 damage to each player, if a card was put into an opponents graveyard this turn.
    2/2

    Rageglare 5R
    Creature - Hound Familiar (C)
    First strike
    When Rageglare enters the battlefield, exile the top card of your library. You may play it until end of turn.
    5/4

    Scarehowl [mana]4R[/mama]
    Creature - Spirit Familiar (R)
    Haste
    When Scarehowl enters the battlefield creatures target player controls can’t block until end of turn.
    6/3

    Simmerfist 1R
    Creature - Elemental Familiar (U)
    Intimidate
    When Simmerfist enters the battlefield creatures you control gain haste and first strike until end of turn.
    2/1

    Unyielding Sorceress RR
    Creature - Human Wizard (R)
    As long as an opponent controls more permanents than you, whenever an opponent casts a spell, Unyielding Sorceress deals 2 damage to that player.
    2/2


    Boulderface 4G
    Creature - Elemental Familiar (U)
    Hexproof
    When Boulderface enters the battlefield put a 3/3 green Elemental creature token with reach onto the battlefield.
    3/3

    Brightpaw 5G
    Creature - Beast Familiar (C)
    Trample
    When Brightpaw enters the battlefield untap up to 6 lands you control.
    5/5

    Bvary's Confidant 2G
    Creature - Vitari Summoner (U)
    At the beginning of your upkeep you may put a Familiar creature from your hand onto the battlefield. Return it to your hand at the end of your turn.
    3/3

    Companionbark 6G
    Creature - Treefolk Familiar (R)
    Reach
    When Companionbark enters the battlefield you may put a creature card with converted mana cost 3 or less from your hand onto the battlefield.
    6/4

    Gitai Summonings G
    Sorcer (C)
    Search your library for a creature card, reveal it and put it on top of your library.
    Awe — You may put that card into your hand instead, if you control a creature with converted mana cost 5 or more.

    Gitai Watcher G
    Creature - Human Warrior (C)
    Awe — Gitai Watcher gets +1/+1, as long as you control a permanent with converted mana cost 5 or more.
    1/1

    Lenlera of the White Forest 2GG
    Legendary Creature - Elf Druid (R)
    Players can’t cast spells during another players turns.
    4/5

    Nature's Call XGG
    Sorcery (R)
    Reveal cards from the top of your library until you reveal creature cards with a combined converted mana cost of X or more. You may put any number of creatures revealed this way with a total combined mana cost of X or less onto the battlefield.

    *note: The wording on this sounds really weird, but that is because if you cast this with X=5 you can hit 3 CMC1 creatures and then a CMC5 creature, which allows you to either play all CMC1's or the CMC5 but not all.

    Opposing Renouncer GG
    Creature - Human Shaman (R)
    Defiance
    As long as Opposing Renouncer is defiant it can’t be the target of nongreen spells or abilities from nongreen sources.
    2/3

    Ritual Attendant 1G
    Creature - Human Druid (C)
    Familiar spells you cast cost 1 less to cast.
    2/2


    Brimming with Knowledge 2UB
    Enchantment (R)
    You may have Brimming with Knowledge enter the battlefield under target players control.
    Skip your draw step.
    At the end of your turn, discard a card. If you can’t, sacrifice Brimming with Knowledge.

    Bvary, Grand Summoner RGW
    Legendary Creature - Vitari Summoner (R)
    Whenever a creature with converted mana cost 5 or more enters the battlefield under your control put a trance counter onto Bvary, Grand Summoner.
    Familiar spells you cast cost 1 less to cast for every trance counter on Bvary, Grand Summoner.
    3/4

    Crystalhorn WU
    Creature - Beast Familiar (R)
    Vigilance
    When Crystalhorn enters the battlefield permanents don’t untap during their controllers next untap step.
    2/2

    Failed Summons RGW
    Enchantment (R)
    When Failed Summons enters the battlefield, it becomes an Aura with enchant creature. Put a creature card from your hand onto the battlefield and attach Failed Summons to it.
    Enchanted creature can’t attack or block.

    Flickerblade 3RW
    Creature - Spirit Familiar (R)
    Double strike
    When Flickerblade enters the battlefield destroy target artifact or enchantment.
    2/4

    Maniacal Laughter UBR
    Sorcery (R)
    Each player reveals his or her hand and discards the card with the highest converted mana cost, then sacrifices the permanent he or she controls with the highest converted mana cost, then returns the permanent with the highest converted mana cost to his or her hand.

    Nurturebark 4BG
    Creature - Plant Familiar (R)
    Deathtouch
    When Nurturebark enters the battlefield return up to two target cards from your graveyard to your hand.
    4/3

    Production Order WUB
    Instant (R)
    Choose a permanent. Reveal the top 6 cards of your library. You may put a permanent card from among them onto the battlefield if its converted mana cost is less than or equal to the converted mana cost of the chosen permanent.

    Rallyspawn 1RG
    Creautre - Elemental Familiar (R)
    Trample
    When Rallyspawn enters the battlefield put a 2/2 red and green elemental creature token onto the battlefield.
    2/2

    Reduction Bonds GWU
    Enchantment - Aura (R)
    Enchant permanent
    When Reduction Bonds enters the battlefield, tap enchanted permanent and gain 3 life.
    Enchanted permanent loses all abilities and doesn’t untap during its controllers untap step.

    Scorchjaw 7BR
    Creautre - Dragon Familiar (R)
    Flying
    When Scorchjaw enters the battlefield it deals 2 damage to each creature target player controls. You gain life equal to the amount of damage dealt.
    8/7

    Shelterkin 1GW
    Creature - Fairy Familiar (R)
    Protection from black
    When Shelterkin enters the battlefield put a +1/+1 counter on each creature you control.
    2/3

    Shifterwing 2GU
    Creature - Faerie Familiar (R)
    Hexproof
    When Shifterwing enters the battlefield creatures target player controls are 1/1 blue and green frog creatures and lose all of their abilities until end of turn.
    3/3

    Sparkgaze 3UR
    Creature - Dragon Familiar (R)
    Flying
    When Sparkgaze enters the battlefield you may cast target instant or sorcery card with converted mana cost 2 or less from your graveyard without paying its mana cost until end of turn.
    3/2

    Unbound Ferocity BRG
    Enchantment (R)
    Creatures get +2/+2 and have haste and trample.

    Voice of the Ender UBR
    Creautre - Demon Wizard (R)
    Whenever another permanent enters the battlefield its controller sacrifices a permanent.
    3/2

    Watchersoul 4WB
    Creature - Spirit Familiar (R)
    Lifelink
    When Watchersoul enters the battlefield you may put target creature with converted mana cost 2 or less from your graveyard onto the battlefield without paying its mana cost.
    4/5

    Stubborn Diviner G/
    Creature - Faerie Druid (C)
    Defiance
    Whenever Stubborn Diviner attacks, if it is defiant, scry 1.
    1/1

    Stubborn Proclamant W/
    Creautre - Merfolk Rebel (C)
    Defiance
    Whenever Stubborn Proclamant attacks, if it is defiant, tap target creature you don’t control.
    1/1

    Stubborn Tactician G/
    Creature - Bird Warrior (C)
    Defiance
    Whenever Stubborn Tactician attacks, if it is defiant, other creatures you control get +1/+1 until end of turn.
    1/1


    Posted in: Custom Set Creation and Discussion
  • posted a message on Reality Acid deck
    I finally decided to actually play this deck at a local tournament, went 2-1-2. Here's the decklist I used:



    As you can see I hadn't really optimized the deck much beforehand and I was just trying out some cards to see how it feels and get some idea of how the deck works. Cryptic Command for instance did not really seem to be worth it in the deck. The deck tends to always have something to do with its mana, especially because almost everything in the deck costs 2-3 and you get to recast lots of things frequently. I am also not sure if the Boomerang/Eye of Nowhere plan to slow down the enemy is simply too cute to actually use, however bouncing my own Reality Acids with Boomerang was nice on occasion. Sun Titan + Ghost Quarter turned out to be reasonably hurtful. Riptide Chimera turned out to be way better than I thought, because recasting a 3 mana "Destroy target permanent" every turn is actually quite good. It is however quite slow, and it's often tough to get Chimera out just on the right turn.
    Anyway, here's how the matches went:

    Match 1 - Grixis Control 0-2
    He played Thoughtscours, Tasigurs, Snapcasters, Lilianas and a Chandra.
    Game 1 went kinda bad for me, mostly because I didn't really know what a bad hand means in this deck. I kept some 3 lander with a Mana Tithe and Skyfishers, but no Spreading Seas or Reality Acid. I am pretty sure by now that you almost always want a spreading seas in your opening hand. It took quite some time for me to lose, but for the whole game I drew neither a Reality Acid nor a Spreading Seas, so the Flickerwisp and Venser didn't do much at all. I also made a mistake of not using Venser to exile Flickerwisp to use Flickerwisp to exile Tasigur so he would return at the end of the opponent's turn. He had 3-4 lands for the entire match, while I sat at 7-8. A single Acid could have won this first game and I constantly kept wishing for more card draw.
    Game 2 I kept an opener with Eye to Nowhere, which was cute I guess. I got a Sun Titan out which even managed to attack, however I had only a land to bring back so it didn't do much. Similar to Game 1 I drew no Spreading Seas or Reality Acid, I still managed to get him down to 4 life. I eventually lost due to the fact that I drew nothing that actually did something. Late Mana Tithes aren't good when you don't remove their lands and lonely Chimeras are a bit clunky.

    Match 2 - Green Tron 2-0
    This match was incredibly easy. I destroyed more lands than he could play and apparently that ruined his day. There really isn't anything to board in here, the main deck pretty much is Tron hat.
    Game 1 He drew 3 ancient stirrings in his first 3 turns, but I got a spreading seas, slowing him down long enough to get a Reality Acid on T3 followed by two Flickerwisps the next turs, followed up by Venser. From then on he just lost a land every turn which quickly spelled game over.
    Game 2 He managed to get a Karn out, I cast a Reality Acid on it, which is quite the interesting scenario, because while Karn can remove the acid, he also kills himself in the process. Nothing much to say, it was a very crushing defeat on the back of Flickerwisp and Riptide Chimera.

    Match 3 - Slivers 0-2
    This was quite interesting, because he didn't have any basics, Ghost Quarters became a lot more powerful, and it was also the only create deck I faced.
    Game 1 He quickly put out Sinew Sliver followed by a haste giving Sliver. The turn after, I bounced the haste sliver to prevent 3 of 4 sliver from attacking, but it didn't buy me enough time to do what I want and I was eventually overwhelmed. I decided to board in the Porphyry Nodes and Threads of Disloyalty.
    Game 2 He opened with Galerider Sliver, Followed by a Diffusion Sliver the next turn. I landed a spreading seas, and got him back down to 1 land, sadly only after he played Manaweft Sliver. I wound up taking the Manaweft Sliver by playing Threads of Disloyalty for 5 mana, which slowed him down quite some time. Had he not managed to play a second Diffusion Sliver I could have started removing his creatues. I was constantly hacking away at his life and got him down to 7, I had 3 creatures with total 7 power on board (1 Chimera, 1 stolen sliver, 1 flickerwisp) the turn he attacked me for 15 while I was at 13 health (each sliver being a 3/3 at that point) I blocked with my flickerwisp, putting me down to 6 power with a Venser in hand. I could have become unblockable but was lacking exactly 1 point of damage. A Wrath of God or a drawn Porphyry nodes would likely have won the game, but it wasn't ment to be.

    Match 4 - Tron 1-1-1
    This was not so different from the first tron matchup, but it wound up taking quite a bit longer to get through.
    Game 1 was pretty easy. He was left without much option to act, went down to 0 lands with an expedition map out.
    Game 2 This turned into quite the drawn out thing. I let him assemble tron to get my Chimera engine going, so he put out a Ugin, which I handled relatively easily, but he managed to constantly reassemble his Tron, I got him down to his last mine, but never drew a Ghost Quarter after he Extirpated my Reality Acid. I eventually lost to him drawing back to back Wurmcoil Engines with 10 minutes left on the clock.
    Game 3 Heading into it we both mulled to 5, but I didn't have a good hand still at that point. We never finished, because the turn he cast an Ulamog with a Wurmcoil out was turn 4 of extra turns. I ended the game with a Boomerang in hand and enough life to survive his coming attack. He wouldn't have been able to recast any creatures bounced by boomerang, so it is not clear who would have won, probably him though.

    Match 5 - UB "Superfriends" 2-0
    This went quite well. He had an Ashiok, which didn't really want to play the creatures in my deck, a Thing in the Ice, which unflipped just to be exiled and return unflipped again.
    Game 1 He Inquisitioned me to get rid of Reality Acid on turn 1. I played a Spreading Seas on his dual land, which was fine, but enabled his Drowned Catacombs to come in untapped. He got a Jace, Vryn's Prodigy out, a Thing in the Ice, managed to have both flipped, but they did very little before getting removed. Ashiok just sat there exiling my stuff until she got Blinked by a Flickerwisp entering in my EOT, nulling her for a whole turn. It took some time, but eventually I beat him down.
    Game 2 He only drew 2 lands. He did extirpate my Reality Acids after Inquisition hitting it on turn 1, but it was quite meaningless. I kept recycling my Spreading Seas and just beat him down without much defense on his part.

    Overall I am now quite willing to try going UG/UGW because it seems like some sort of mana accelleration might be necessary to be more consistent. Having Venser and a Reality Acid on the board is amazing. Having Riptide Chimera + Acid + Venser is the greatest, which is why I don't necessarily want to give up W completely. Herald of the Pantheon seems like he would help with getting out Riptide Chimera and Acid on the same turn given a single piece of acceleration on T1, which would be amazing and definitely something the deck wants to do to get rolling.
    Posted in: Deck Creation (Modern)
  • posted a message on Dragon Tribal - What's needed
    Dragons don't need a lord. Most dragons are big enough to suffice as single card finishers power-wise. They don't need to play like elves or merfolk. That is also why they don't play well as a tribe. Eldrazi also don't function as a tribe because they buff each other. They barely even need the "Eldrazi" tribe, because their tribal comes from interaction with being colorless and interacting with exile.

    The nature of dragons as expensive finishers doesn't really lend itself to building a "tribal" deck. If anything dragons exist for flavour which you can get away with in more casual games.
    Posted in: Modern
  • posted a message on Reservoir Storm
    Do you really want 4 Inspiring Statuaries? Having multiples on the field does nothing, and I would imagine that there are enough other cards you could play instead, like Whir of Invention, which helps you search for the cards you need to go off, which should be important when you only play 1 Aetherflux reservoir maindeck.
    Posted in: Standard Archives
  • posted a message on Repeatable Art/Ench Removal
    This really depends on how repeatable you want it to be, but Isochron Scepter, Eternal Witness work with any enchantment removal. Similarly Evolutionary Leap can repeatably tutor up creatures that potentially serve as enchantment/artifact removal (it's no Birthing Pod though). In the same vein, Snapcaster Mage make some spells repeatable.

    Other than that:

    Rust Scarab
    Trygon Predator
    Wickerbough Elder (you do need a way to give it counters though)
    Zacama, Primal Calamity
    Posted in: Modern
  • posted a message on UW Politics
    Quote from user_938036 »
    Chancellor's Attendant, tribal hexproof at 1CMC is rather insane. Protection effects have costed 5CMC or temporary for 3CMC, so at the most pushed I would put this at 2CMC, probably with a double color restriction.


    This seems quite exaggerated. For one, Advisors are not a "beatdown" tribal, making this a lot less scary overall. Secondly, hexproof from a single color is worth less than protection. It doesn't give anyone unblockability like protection does, and doesn't prevent Volcanic Fallout from dealing its damage.
    Posted in: Custom Card Creation
  • posted a message on Building around Zur's Weirding
    Zur's Weirding is quite the well, weird card. Essentially for as long as players are able to pay 2 life, noone will be able to draw a card. Essentially, Zur's Weirding allows the game to be slowed down while bleeding everyone out.

    This however sounds way too fair and does not actually make anyone win the game, unless you are at a much higher life total than your opponent in addition to an at least even board state. But there are ways to get around the symmetry of Zur's Weirding.

    Effects that allow for cards to be played off the top of any player's library effectively extend your hand without requiring you to draw cards.
    Magus of the Future, Oracle of Mul Daya, Vizier of the Menagerie, Precognition Field, Courser of Kruphix are all cards that could support a strategy that abuses Zur's Weirding, by playing cards without having to draw them. Courser of Kruphix alone might be able to help break Zur's Weirding enough to cause a win: Not only does he gain life, but he also allows to remove lands from the top of the deck, which might be otherwise dead draws, increasing the likelyhood that an opponent would want to pay life to remove a threat.

    What do you guys think, could such a strategy be playable?
    Posted in: Deck Creation (Modern)
  • posted a message on Reality Acid deck
    I'm mostly playing paper magic, so I am still waiting for some cards to arrive before I can test the deck out. The main issue the deck does have imho might be the fact that we are forced to play at sorcery speed, because there is nothing to flash out a Reality Acid, and without adding Aether Vials, we can't speed in our Flickerwisps and Kor Skyfisher either.

    Vials might however be a good addition when you consider that we potentially can draw a lot with Spreading Seas bouncing via Chimeras. That would also remove the necessity of adding G to the deck, however that also would make it very budget "unfriendly", but might be a solid improvement for the deck.
    Posted in: Deck Creation (Modern)
  • posted a message on UW Politics
    Quote from mondu_the_fat »
    Ada Veda is to be significantly weaker than meddling mage on it's own. For a mythic, it's quite underwhelming in limited. CAn probably be bumped down to rare. However, with graveyard->exile manipulation in constructed it's a game lock. I dunno. Maybe make it 2/2 so that it's more easily burned?


    Yeah, I suppose the effect is a bit too easy to break the way it is now. It probably should just use cards exiled with her, and then give her some repeatable exile mechanic or something. It is however a symmetrical effect, so even your own exiled cards are affected. The main thought I had when I made it was to hose Serum Powder and Eternal Scourge shenanigans. I'll probably have to think about it a bit more.
    Changing her to a 2/2 probably is fair.
    Posted in: Custom Card Creation
  • posted a message on Karn, Temporal Nomad
    Quote from Watchwolf »
    Quote from void_nothing »
    "You may play exiled cards if you exiled them with a Karn planeswalker"?

    I feel like that -3 is a bit insane.
    That wording works.

    The -3 is definitely pushed, but I don't think it's too much better than Hostage Taker, for example. Maybe a bit, but I'm confident that the numbers here make it just shy of problematic.


    You do realize that Hostage Taker gives the card back if it dies before you cast it. That is a drawback your -3 does not have. Additionally the -3 is much more flexible than Hostage Taker. Realistically, with Hostage Taker you can't really deal with your opponents "strongest" permanent, unless you want to take a higher risk of not being able to use/cast it. With your Karn it's quite a different story. Even without being able to cast it, getting rid of your opponents most threatening permanent is quite the upside.
    Posted in: Custom Card Creation
  • posted a message on UW Politics
    Ada Veda, Prohibition Agent 1WU
    Legendary Creature - Human Advisor (M)
    When Ada Veda, Chancellor of the Silver City enters the battlefield, exile target card in a graveyard.
    Players can’t cast spells that share a name with cards that are exiled.
    2/3

    Prohibit UW
    Instant (U)
    Exile target spell with converted mana cost 3 or less.

    (This could also be an enchantment with Flash and an "until ~ leaves the battlefield" added to it, might work better flavorwise.)

    Chancellor's Attendant W
    Creature - Human Advisor (C)
    When Chancellor’s Attendant enters the battlefield, choose a color.
    Advisors you control have hexproof from the chosen color.
    1/1

    (This could be a hybrid UW creature potentially)

    Minister of Propaganda 2U
    Creature - Human Advisor (R)
    When there are 20 or more creatures on the battlefield and you control more than two thirds of them, you win the game.
    1/4

    Lobbying U
    Instant (U)
    Counter target spell unless its controller pays 1 for every Advisor you control.
    Posted in: Custom Card Creation
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from toroks »
    So Green Sun's Zenith in modern means you can GSZ for Dryad Arbor and effectively play two lands + a bird or noble turn one, and follow up with a turn 2 Collected Company, Mwonvuli Acid-Moss or other 4-drop...? That is absoultely ridiculous, and why on earth would they prefer that over Birthing Pod?


    How would you play 2 Lands + a mana dork on T1 with GSZ? Dryad Arbor has summoning sickness. You can't tap it for mana after using GSZ. Playing GSZ for X=0 is the equivalent of playing a Llanowar Elves. You won't have more mana until your next turn.
    Posted in: Modern Archives
  • posted a message on "What Deck Should I Play" thread
    I've been in magic for two years and am feeling down because I don't know what to play anymore or it has lost it's spark. I've jumped around between decks and usually trt building my own based on things I thought were cool or funny

    Examples;
    Coin-flips
    Squirrels
    Cat tribal
    Knight Tribal
    Goblin Tokens w/ Voracious Dragon
    UG Instant Kiora w/ Doubling Season


    You might like this "Curse" deck. It is essentially a prison type deck that curses the enemy into being unable to do anything and being slowly drained dead. The link is to a youtube video that has the decklist in the description. Watching it for a bit, it actually seemed to be a reasonably successful and interesting.
    Posted in: Modern
  • posted a message on Reality Acid deck
    Yeah, Spreading Seas is definitely maindeckable, for the carddraw alone, and it screws with enough decks. I'm just not sure what to remove for it, but probably something along the lines of reducing the amount of Mana Tithe's and Remands, or potentially getting rid of a Riptide Chimera or both.

    In terms of adding G, there's of course also the option to just go UG without adding in white, using more blue bounce such as Drake Familiar. The following is just a quick list I threw together without thinking too much about it, it probably requires a lot more work, and at least so far looks worse than the UW list, especially because there just isn't as much "blink" in these colors, which of course saves the mana necessary to replay Reality Acid. In U there's Echoing Truth and Displacement Wave. Paradoxical Outcome could in theory be good, but it requires having multiple Reality Acids on the board to really become "good". Rite of Undoing might be worth a consideration though.



    Vedalken Shackles could be a good card instead of Threads of Disloyalty. I'm not too sure how to abuse it though. Evolutionary Leap could of course work, but this just seems like it takes too long.
    Posted in: Deck Creation (Modern)
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    This seems like an incredible powerhouse in limited or slower formats in general, but overall fair. It's sort of comparable to Scavenging Ooze, in that it is a "fair" mana sink. Essentially you get to Glorious Hymn your entire team by spending enough G, but also enables counter shenanigans. It's actually a quite nice design. Might want to add an Artificer/Druid subtype to it though.

    Glorious Blossoming (W/G)
    Enchantment - Aura
    Enchant forest or plains
    Whenever enchanted permanent becomes tapped, add G if it is a forest.
    Whenever enchanted permanent becomes tapped, gain 1 life if it is a plains.

    Edit: The cost is a hybrid GW mana, hovering over the symbol even says so, but apparently the symbol didn't load correctly or smth.
    Posted in: Custom Card Contests and Games
  • To post a comment, please or register a new account.