Void Mirror is the new CotV...finally, a good boost to Unspoiler decks in Vintage.
It is also a good countermeasure to Force of Will and other pitch cards.
Fractured Sanity: is strong in a "Burn-Mill" deck because it allows to play a color different from B (for Glimpse the Unthinkable) and the Cycling cost & effect is good.
It is also immune to some hate because it doesn't target...
===> good card and good design!
Now a Modern UW build for Path to Exile (and some other utilities) is possible.
Brainstone: it could be strong if they would have printed it some years ago. It is interesting to see that gives access to a Brainstorm to artifacts deck, but CotV prevents it from being usable aside from specific decks. Maybe Eggs?
Thrasta, Tempest's Roar: strong if you are able to "ramp" 3 spells with low CMC .
Good in midrange Grull builds with some ramp.
This card is less broken than it may seem at a first glance.
Unmarked Grave: is a strong tutor because with two mana puts the card you need into your graveyard, the zone hit by a lot of cards pre and post sideboard. Still, it is strong because it is a tutor with a workable CMC. It has more targets than Reanimate, but (luckily) it is balanced by its CMC. I am curious to see what combination will born.
Profane Tutor: strong when seen at turn 2 because it resolves on turn 4, when combo has to win in order to avoid some hate.
Strict Proctor is really strong because it is another [card]Torpor Orb[card] for redundancy.
This is 100% Modern and Legacy material due to the easy CC. Cavern of Souls is getting better and better.
Elite Spellbinder is really a great addition for Ancient Tomb Aggro in Legacy.
It basically acts as a hate card and, if you have the right mana, it can be used as a small soft lock.
Bounty of Skemfar: what do you think about this card (alongside CoCo, of course)?
In my opinion it seems nice as a card advantage because it ramps and makes you add an Elf card regardless of the CMC.
The ability to put an extra land into play is still quite useful because it allows to take out of the deck a potential bad draw AND allows you to accelerate in the following turns.
Also, this sorcery allows you to grab an Elf (not being limited by its CMC), which is always a good thing.
Bounty of Skemfar is not as strong as Collected Company (even because it isn't an instant) but the CMC redeems this.
It helps to play additional lands directly from your deck and an Elf card in your hand regardless of the CMC.
In my humble opinion this card is still quite strong card and board advantage. Unluckily it is a sorcery.
Lathril, Blade of the Elves: unluckily, there are two things that ruin this creature.
(1) Constitution being 3 makes Lathril a walking "lightning rod" from Lightning Bolt et similia;
(2) The activated ability suffers from summoning sickness and requires too many Elves to work.
===> it isn't playable at all as a finisher in Elves/Druid lists.
27 lands are way too much: 25 + ways to accelerate your game plan is enough in my opinion. So -2x Forest.
4 copies of Library of Leng are too much cidering that we have Ivory Toward, which is usually better, so -1x. 3x is fine in my opinion.
-2x Inner Calm, Outer Strength because you should have already big creatures, so this card is useless.
-3x Ivory Tower because there are more useful spell than this life gainer.
+4x Sylvan Ranger
+4x Sakura-Tribe Elder in this deck they are equally useful. The former creature allows us to keep the same number of cards in hand while tutoring a land card (useful with so many high CMCs), whereas the latter creature accelerate our gameplan allowing to play a CMC 4 on turn 3.
I think that for a budget RW token this can be a good core:
Lands 22
Creatures 4: few creatures so your opponent has a lot of dead cards in his hands (the single removals)
4x Sky Hussar in order to have a draw engine that your opponent can't block with ease.
Other Spells 34:
4x Impact Tremors the core of the deck must be in 4 copies because you want to see it.
4x Intangible Virtue the win more that is nice to swarm more efficiently.
4x Stoke the Flames helps a lot to finish the opponent or middle-sized creatures if needed. It has a low CMC in this deck.
4x On Thin Ice a set of single removal is needed; this is the first that comes into my mind although it needs Snow-covered lands.
4x Spectral Procession the best token generator with Flying.
4x Raise the Alarm good token generator becuase it is an instant 2x1.
4x Gather the Townsfolk very good token generator especially if you have low hp.
3x Hordeling Outburst 3x1 token generator although the tokens don't have any ability.
3x Sram's Expertise both a token generator and a way to accelerate your gameplan. Only 3x because it has an highish CMC.
Another good addition is Allosaurus Shepherd.
This creature seems perfect in this deck: CMC 1 so you are able to cast it immediately, it is a good protection towards counterspells even for our non-creature spells (and not-Elf creatures) and and is also a good finisher if you have 6 mana left.
Maybe it can replace Craterhoof Behemoth because Skullclamp kills your board.
For this reason, even a copy of Caller of the Claw may be useful to refuel our board especially towards Stax. Skullclamp is an easy 4x in my opinion because it is the main part of the draw engine.
In my opinion this deck can work as Unpo and Unpowered because you have Elvish Spirit Guide to accelerate and the U splash isn't that necessary.
Other spells:
4x Alpine Moon to have a Blood Moon easier to cast. Good effect with this CMC because t neuters some troublesome lands in the format.
4x Elephant's Grass in order to have a way to slow down aggressive deck with ease
4x Runed Halo it is the enachantement version of Grand Abolisher.
4x Wheel of Sun and Moon a way to circumvent recursion from the graveyard.
4x Sterling Grove slow, but there isn't a viable option, but can be a protection from single removals or a tutor when needed.
4x Mystic Remora it might be a good draw engine, but it is off color.
I think that this can be a core to start a discussion about. Low CMC, but good effects.
Probably not competitvely relevant, but still fun.
It is also a good countermeasure to Force of Will and other pitch cards.
==> a gem of this set.
It is also immune to some hate because it doesn't target...
===> good card and good design!
Now a Modern UW build for Path to Exile (and some other utilities) is possible.
Power Word Kill nice removal, but CMC 2 limits its use.
Brainstone: it could be strong if they would have printed it some years ago. It is interesting to see that gives access to a Brainstorm to artifacts deck, but CotV prevents it from being usable aside from specific decks. Maybe Eggs?
Good in midrange Grull builds with some ramp.
This card is less broken than it may seem at a first glance.
Unmarked Grave: is a strong tutor because with two mana puts the card you need into your graveyard, the zone hit by a lot of cards pre and post sideboard. Still, it is strong because it is a tutor with a workable CMC. It has more targets than Reanimate, but (luckily) it is balanced by its CMC. I am curious to see what combination will born.
Profane Tutor: strong when seen at turn 2 because it resolves on turn 4, when combo has to win in order to avoid some hate.
Yusri, Fortune's Flame+Krark's Thumb
Grief is basically the creature version of Unmask. Don't understimate the fact that can feed Ichorid from the graveyard.
This is 100% Modern and Legacy material due to the easy CC.
Cavern of Souls is getting better and better.
It basically acts as a hate card and, if you have the right mana, it can be used as a small soft lock.
In my opinion it seems nice as a card advantage because it ramps and makes you add an Elf card regardless of the CMC.
The ability to put an extra land into play is still quite useful because it allows to take out of the deck a potential bad draw AND allows you to accelerate in the following turns.
Also, this sorcery allows you to grab an Elf (not being limited by its CMC), which is always a good thing.
What do you think about this card?
It helps to play additional lands directly from your deck and an Elf card in your hand regardless of the CMC.
In my humble opinion this card is still quite strong card and board advantage. Unluckily it is a sorcery.
(1) Constitution being 3 makes Lathril a walking "lightning rod" from Lightning Bolt et similia;
(2) The activated ability suffers from summoning sickness and requires too many Elves to work.
===> it isn't playable at all as a finisher in Elves/Druid lists.
4 copies of Library of Leng are too much cidering that we have Ivory Toward, which is usually better, so -1x. 3x is fine in my opinion.
-2x Inner Calm, Outer Strength because you should have already big creatures, so this card is useless.
-3x Ivory Tower because there are more useful spell than this life gainer.
+4x Sylvan Ranger
+4x Sakura-Tribe Elder in this deck they are equally useful. The former creature allows us to keep the same number of cards in hand while tutoring a land card (useful with so many high CMCs), whereas the latter creature accelerate our gameplan allowing to play a CMC 4 on turn 3.
Lands 22
Creatures 4: few creatures so your opponent has a lot of dead cards in his hands (the single removals)
4x Sky Hussar in order to have a draw engine that your opponent can't block with ease.
Other Spells 34:
4x Impact Tremors the core of the deck must be in 4 copies because you want to see it.
4x Intangible Virtue the win more that is nice to swarm more efficiently.
4x Stoke the Flames helps a lot to finish the opponent or middle-sized creatures if needed. It has a low CMC in this deck.
4x On Thin Ice a set of single removal is needed; this is the first that comes into my mind although it needs Snow-covered lands.
4x Spectral Procession the best token generator with Flying.
4x Raise the Alarm good token generator becuase it is an instant 2x1.
4x Gather the Townsfolk very good token generator especially if you have low hp.
3x Hordeling Outburst 3x1 token generator although the tokens don't have any ability.
3x Sram's Expertise both a token generator and a way to accelerate your gameplan. Only 3x because it has an highish CMC.
This creature seems perfect in this deck: CMC 1 so you are able to cast it immediately, it is a good protection towards counterspells even for our non-creature spells (and not-Elf creatures) and and is also a good finisher if you have 6 mana left.
Maybe it can replace Craterhoof Behemoth because Skullclamp kills your board.
For this reason, even a copy of Caller of the Claw may be useful to refuel our board especially towards Stax.
Skullclamp is an easy 4x in my opinion because it is the main part of the draw engine.
In my opinion this deck can work as Unpo and Unpowered because you have Elvish Spirit Guide to accelerate and the U splash isn't that necessary.
Lands:
x Serra's Sanctum in order to accelerate from turn 2 onwards.
Creatures:
4x Simian Spirit Guide
4x Elvish Spirit Guide acceleration.
Other spells:
4x Alpine Moon to have a Blood Moon easier to cast. Good effect with this CMC because t neuters some troublesome lands in the format.
4x Elephant's Grass in order to have a way to slow down aggressive deck with ease
4x Runed Halo it is the enachantement version of Grand Abolisher.
4x Wheel of Sun and Moon a way to circumvent recursion from the graveyard.
4x Sterling Grove slow, but there isn't a viable option, but can be a protection from single removals or a tutor when needed.
4x Mystic Remora it might be a good draw engine, but it is off color.
I think that this can be a core to start a discussion about. Low CMC, but good effects.