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  • posted a message on Consign // Oblivion
    People really don't seem to understand how Aftermath (or Flashback) works and how it should be fairly costed. Having an Aftermath attached is like tutoring for that spell when you cast the 1st half, it needs to be balanced out with an extra cost somewhere (either on the aftermath cost, the normal cost or a little on both).

    This card is great it has Disperse which is a card that is on the borderline of playability and then gives you a 4B cost Mind Rot that you can cast later. With many aggro/midrange decks dropping their hands pretty fast it's easy to use this as a "destroy target non-land permanent" effect, you simply cast Consign on their turn and then Oblivion it and 1 other card away on your turn. Compares well with Into the Roil and combos well with Torrential Gearhulk.
    Posted in: The Rumor Mill
  • posted a message on Appeal to Authority
    This would have been solid without the tap down. With it this is an amazing finisher for limited that could even break into constructed if a GW tokens deck is viable.
    Posted in: The Rumor Mill
  • posted a message on SCG Spoiler - Earthshaker Khenra
    This is a pretty good card for RDW/ Boros strategies.

    With uncommon worthy Eternalize cards like this, Reshaper Khenra and the doublestriking Cat being rares I can only guess that decent Eternalize cards were somehow warping the limited format at uncommon and had to be rareshifted. It definitely doesn't make sense from a constructed power level standpoint or a card complexity standpoint.
    Posted in: The Rumor Mill
  • posted a message on Reshaper Khenra
    This is not actually bad, in fact it's quite good (paying 2 mana for a +2/+2 with a bear attached is solid and this has flashback 6 for +4/+4 and a 4/4 in the mid-late game).

    It fits well in an aggro curve and it gives aggro decks extra late game reach.

    The problem is that nothing about it feels more than a solid uncommon. It definitely doesn't feel rare, way too vanilla, sad when simply adding trample/vigilance to the skill would have gone a long way without making it too OP.
    Posted in: The Rumor Mill
  • posted a message on River Hoopoe via MTG: Young Mage
    Very nice card for limited (and potentially for casual formats like EDH), 2 mana for a 1/3 flyer is perfectly respectable and repeatable card draw + life gain is a great mana sink for the mid-late game.

    For standard it's a non-starter though, about the only place it would have a chance is in the sideboard if control mirrors were a common thing and a Ug/x control deck was viable (and even then there are arguably better options).
    Posted in: The Rumor Mill
  • posted a message on Claim//Fame (Masters of Modern preview)
    In standard this is pretty solid in a deck like zombies, but it really shines in older formats like modern where you have access to insanely pushed 1 and 2 drops like Shadow, Snapcaster, Tarmogoyf, Confidant ...
    Posted in: The Rumor Mill
  • posted a message on UG Aftermath Sorcery
    I like scry as much or more than the next player - in fact I rate scry as being about 1/3 of a card draw so scry 3 is pretty much as good as a cantrip (less immediate value but much more long term value).

    I also like effects that cheat things into play.

    However this just seems lacking to me, 4G (maybe plus U) is way too much at sorcery speed to cheat something from the top of your library into play, this is only ever good when you can use library manipulation to ensure something worth more than 5+ mana (and the mana and potentially cards used to manipulate the library) is there (not something that scry 3 can guarantee).

    It really needed something else to push it beyond budget bin rare status into potential constructed playable status. Maybe some combination of lower cost (3G or 2GG wouldn't have been too strong), instant speed (adds surprise factor and pseudo haste) or maybe making it able to put creatures in play from hand as well would have made a difference.
    Posted in: The Rumor Mill
  • posted a message on ? Hydra (Traditional Chinese spoiler)
    Reminds me a lot of Woodland Wanderer which I always felt was underrated. Nice card and a good incentive to use deserts.
    Posted in: The Rumor Mill
  • posted a message on Supreme Will & No Mercy
    Supreme Will is amazing, for only 1 extra mana you get to choose between Mana Leak and Impulse, this is exactly the sort of card that control loves, early-mid game it's going to be your generic 3cc hard counter and then late game it'll dig for whatever you need.
    Posted in: The Rumor Mill
  • posted a message on EternalCentral Spoiler: Shadow of the Grave
    Now this is a card with some serious potential, anti-discard card with the ability to abuse with self discard effects (especially Wheel of Fortune variants). Not sure if it'll actually get anywhere but it's always nice to have something interesting like this come along.

    I do hate the wording for dummies that keeps appearing though - cycled or discarded (as well as cycles or discards) is a waste of text because unless they've reworked things cycling is an effect that discards a card. It's basically saying if something is discarded (specifically through cycling) or discarded (through any effect).
    Posted in: The Rumor Mill
  • posted a message on Bloodfury Militant (Balduvian Minotaur)
    Dayum! Minotaurs have come a long way from Minotaur Explorer.

    With Fiery Temper still in standard and a bunch of other cross block themes revolving around discarding and the graveyard this might see a bit of constructed play.

    2nd turn this discarding Scrapheap Scrounger or 3rd turn this discarding and madness castong Fiery Temper seem like powerful plays.
    Posted in: The Rumor Mill
  • posted a message on Harvest Season
    I love the counterintuitive way this works.

    Normally land ramp spells are in decks light on cheap creatures in order to accelerate the mana and be able to cast expensive spells/creatures.

    This on the other hand can provide potentially massive ramp but can only do so early if you run a lot of cheap creatures (or token makers) and tap them out (by attacking or possibly by something like Cryptolith Rite).

    The potential power is there so it'll be interesting to see if it's realized.

    Here's a realistic curve -

    1st turn - plains, Thraben Inspector
    2nd turn - forest, Servo Exhibit
    3rd turn - plains, attack with the 3 creatures (or play Cryptolith Rite and tap them for mana), Harvest Season for 3
    4th turn - land, use the cards 7 mana (10 if you used Rite) to cast whatever you want.
    Posted in: The Rumor Mill
  • posted a message on By Force (Frank Karsten)
    Not quite up there with Shattering Spree or Vandalblast but it does have it's own advantages - no heavy red requirement like Spree and cheaper to destroy 2-3 artifacts with than Vandalblast (plus able to destroy your own artifacts which is occasionally useful).

    Better at cheap mass artifact destruction than Release the Gremlins but unless super artifact heavy decks take off paying the extra mana for 2/2 tokens is probably a better deal (paying 2R or 4R to destroy 1-2 vehicles and get 1-2 2/2 gremlins seems better in most cases than paying 1R or 2R to do the same destruction without the gremlins).
    Posted in: The Rumor Mill
  • posted a message on Harsh Mentor
    Quote from Benni »
    Quote from Machius »
    Very nice red hatebear, pity it doesn't trigger for planeswalkers too but you can't have everything lol.

    In standard the biggest effect is on Vehicle activation but Clue tokens, Tower, Marvel, manlands and Evolving Wilds also suffer.

    In modern and legacy it's much more powerful, hurts fetchlands a lot (although doing so does boost Death's Shadow) as well as a boatload of other things (like Sensei's Divining Top in legacy).

    Alround solid card that is sure to see some play and to maintain/grow value.



    You forgot the Legacy all star Deathrite Shaman.


    Lol, that was a part of the "boatload of other things".
    Posted in: The Rumor Mill
  • posted a message on Protection of the Hekma
    If this is supposed to help against copy cat combo i'm hugely disappointed.

    The old Urza's Armor effect is back, 1 cheaper but with a white color requirement and the more resilient Enchantment typing (far fewer enchantment destruction spells are constructed playable or show up in sideboards than artifact destruction spells).

    This effect is however still grossly overpriced at 5 mana, having the additional reduction apply to things like burn spells and Dynavault Tower activations is not enough to make it more playable than the cheaper but totally unplayed Dampening Pulse.

    Without any additional effects I doubt this type of card can be playable at costs over 3 mana.
    Posted in: The Rumor Mill
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