Is their a generic spell burst, power sink, condescend or Broken ambitions? I always found these to be solid counters, as they can counter at 2 CMC and later in the game assuming you've made land drops while at the same time being able to be played around by your opponent.
If they are set on 3 CMC, why not something like this:
Nullify
UUU
Counter target spell or activated ability. Not as good as Void slime, but it is monocolor and I think would be descent.
wouldn't be surprised if this made a splash in a modern storm deck. Seems VERY good with past in flames and ritual effects. Unlike the other miracles, its not dead in your hand, either. three rituals into this, ritual some more and past in flames and its GG.
At the worst, it is time reversal that keeps your graveyard and is in better colors.
Reave2WR
Sorcery [Rare]
Destroy all noncreature, nonland permanents. They can't be regenerated. "I will take from them all that they have and all that they hold dear but I will spare them. So that they know what true humility is."
I'm not sure if it should do something more?
Drinimac, Flamesire2RR
Legendary Creature - Djinn [Rare]
Protection from red.
Whenever a player is dealt damage by an instant or sorcery you control, you may put an X/1 red Elemental creature token onto the battlefield where X is the damage dealt. If an opponent deals damage to you by an instant or sorcery he or she may do the same.
3/3 "Fickle is the fire and the lord it sires.
The first one is good. the second one should just read "whenever a player is dealt damage by an instant or sorcery, the owner of that instant or sorcery may put an X/1 red elemental etc.
Are you sure you don't want to make them X/1 ball lightning/ spark elementals that exile? that would probably be more fitting.
it's a lot of text, but the ability is relatively simple. Probably too hard to fit all on one card.
Strilor of the Ancient Glade 1RG
Legendary Creature-Minotaur Shaman (M)
Mana doesn't empty from mana pools until the end of each player's turn. Ruhan deals 2 damage to that player for each mana emptied from their pool at end of turn.
tap: add two mana of any color of target player's choice to their manapool during their first main phase.
2/3
I think it is a cool concept (bring back a version of the old rules plus double mana burn) and either ramp yourself or threaten to damage them. Definitely fits R/G. Hates on blue and is fun with diplomacy. (Please can I have some mana this turn???) Powerful compared to Mul-daya channelers, but I don't know if it is unfair.
Like it. Seems like there would be a lot of design space. (spellbinding opponents cards, playing cards spellbound by another creature, copying soulbound spells, etc.)
Its quite risky assuming you can't play the cards if the creatures die, which makes sense with the powerful effects. The higher soulbounds would probably be made worse for this reason. There is a lot of potential to get 3-for-one'd with the second one if this is how it works. I think it may be for fun if it is "cards exiled by creatures with spellbound". That seems like it would be quite fun as well as a safer investment. You could play a 1 drop with soulbound 2 and no abilities and protect yourself from discard, than drop a 7-drop later with an ability like "play a soulbound card: take an extra turn after this one" or something ridiculous.
This seems like it could be a really great mechanic. Kudos. Also, the name seems too close to the new Soulbound mechanic.
I didn't run any artifact lands because they don't really help with anything at the moment, besides the opal moxes, which shouldn't be much trouble anyway. This would change with though with thoughtcast, master, and frog mite obviously.
I'm thinking other moxes might be worth it, too.
Thanks for the input!
I think I should add the FoW in addition to the probes, as that increases my blue count and the spell is essentially a free way to see if my opponent has answers on there turn, cantrips, and adds a counter on Erayo. It definitely seems like it is a good fit for the deck.
I'm still not sold on overseer vs. etherium. Obviously, etherium is a fatty, but the overseer can pump up all my guys over multiple turns, and the effect doesn't go away once he's inevitably removed. Also, my curve is really low. I shouldn't have to get more than 3 mana sources on the board before going off.
I am thinking removing the mystics is a good idea. I wouldn't need batterskull and can run more things that actually help the combo.
I think a green splash is looking really appealing, too. Glimpse of nature seems like a much better draw engine than thought cast in this deck. Should I go for Gemstone mine or city of brass?
Got 8 cantrips, and three moxes, bringing up to 18 mana sources, which I thought would be fine considering the large number of zero cmc cards. I don't need to generate a ton of mana or early card advantage either. Why do you need fetchlands for ponder? I included them for the brainstorms, and ended up dropping them for other cards. I'll replace the mirrodin lands with it, though. Argentum armor on an ornithopter is as good as game sans StP, since I can take out their lands as well as any creatures. I'm considering adding more steel overseers to help with combat. Would that be a smart move?
Didn't include force of will because of a lack of blue cards, but am open to it. I will take out the wills, forgot counterspell was legacy legal, but probably won't include it.
I was also considering mother of runes as another way to protect Erayo.
Saw this thing floating around on modern, knew it could do a lot more in legacy. If someone else has already posted a list, I apologize.
Haven't play tested with it yet, but it seems powerful. Idea is to play a ****load of zero cmc spells after dropping Erayo. After, you can lock opponent through ethersworn cannonist or arcane laboratory. Quest for the holy relic is extremely easy to activate, and you can fetch one of a few different awesome equips. You should always have more creatures than opponent, so unified will seems good. 15 lands + Mox because this thing tops out real early.
At first, your opponent might not even know what you are playing, (could be affinity or caw blade, right?) stoneforge is here because it kicks ass and we are already running equipment. Plus, it eats removal for Erayo. Other win cons involve batterskull swings and overseer pump up. I'm still trying to thin the deck a bit (do I have way to many 0cmc creatures?), and want to make room for spell pierce or force of will to protect Erayo. Some card draw would be nice, too. Something like thirst for knowledge or thoughtcast, maybe. Also looking for ways to cope post board against things like Challice and Pithing needle. I would guess this thing would have pretty strong matchups, though I foresee affinity being a problem. I have also considered a green splash for time of need and glimpse of nature, just because this deck is pretty dependant on Erayo. Shouldn't be too hard with the moxes. Should I go easier on the shocklands or ditch the gitaxian probes?
Manabase pretty self-explanatory, kanakas and Eiganjo for protection. Hopefully you can sense danger with your probes and keep mana necessary for a reaction if need be.
Anyway, it looks pretty strong to me, what do y'all think? I plan on adding more later, because I think this deck has a lot of potential. Obviously, I need to cut cards, and was looking for inside on what to cut.
I think it would be awesome if she is really the demon guy, On a DFC card (although allegedly they won't be returning) who causes all the humans to come out, only to be destroyed.
If they are set on 3 CMC, why not something like this:
Nullify
UUU
Counter target spell or activated ability. Not as good as Void slime, but it is monocolor and I think would be descent.
Elves are the only ones who might get good use out of this card.
Really? We had harms way and that one from planar chaos, but I am sick of white getting every stinking share of the color pie.
The wolf is an 8/8 as long as you have another creature out, and it gives a +4/+4 boost to something else immediately.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=45455
It uses heartless summoning with myr superiorn and treasure mage to speed up. They all work surprisingly well with the architect
At the worst, it is time reversal that keeps your graveyard and is in better colors.
The first one is good. the second one should just read "whenever a player is dealt damage by an instant or sorcery, the owner of that instant or sorcery may put an X/1 red elemental etc.
Are you sure you don't want to make them X/1 ball lightning/ spark elementals that exile? that would probably be more fitting.
Strilor of the Ancient Glade 1RG
Legendary Creature-Minotaur Shaman (M)
Mana doesn't empty from mana pools until the end of each player's turn. Ruhan deals 2 damage to that player for each mana emptied from their pool at end of turn.
tap: add two mana of any color of target player's choice to their manapool during their first main phase.
2/3
I think it is a cool concept (bring back a version of the old rules plus double mana burn) and either ramp yourself or threaten to damage them. Definitely fits R/G. Hates on blue and is fun with diplomacy. (Please can I have some mana this turn???) Powerful compared to Mul-daya channelers, but I don't know if it is unfair.
Its quite risky assuming you can't play the cards if the creatures die, which makes sense with the powerful effects. The higher soulbounds would probably be made worse for this reason. There is a lot of potential to get 3-for-one'd with the second one if this is how it works. I think it may be for fun if it is "cards exiled by creatures with spellbound". That seems like it would be quite fun as well as a safer investment. You could play a 1 drop with soulbound 2 and no abilities and protect yourself from discard, than drop a 7-drop later with an ability like "play a soulbound card: take an extra turn after this one" or something ridiculous.
This seems like it could be a really great mechanic. Kudos. Also, the name seems too close to the new Soulbound mechanic.
I'm thinking other moxes might be worth it, too.
Thanks for the input!
I think I should add the FoW in addition to the probes, as that increases my blue count and the spell is essentially a free way to see if my opponent has answers on there turn, cantrips, and adds a counter on Erayo. It definitely seems like it is a good fit for the deck.
I'm still not sold on overseer vs. etherium. Obviously, etherium is a fatty, but the overseer can pump up all my guys over multiple turns, and the effect doesn't go away once he's inevitably removed. Also, my curve is really low. I shouldn't have to get more than 3 mana sources on the board before going off.
I am thinking removing the mystics is a good idea. I wouldn't need batterskull and can run more things that actually help the combo.
I think a green splash is looking really appealing, too. Glimpse of nature seems like a much better draw engine than thought cast in this deck. Should I go for Gemstone mine or city of brass?
Thanks for the help!
Didn't include force of will because of a lack of blue cards, but am open to it. I will take out the wills, forgot counterspell was legacy legal, but probably won't include it.
I was also considering mother of runes as another way to protect Erayo.
Haven't play tested with it yet, but it seems powerful. Idea is to play a ****load of zero cmc spells after dropping Erayo. After, you can lock opponent through ethersworn cannonist or arcane laboratory. Quest for the holy relic is extremely easy to activate, and you can fetch one of a few different awesome equips. You should always have more creatures than opponent, so unified will seems good. 15 lands + Mox because this thing tops out real early.
At first, your opponent might not even know what you are playing, (could be affinity or caw blade, right?) stoneforge is here because it kicks ass and we are already running equipment. Plus, it eats removal for Erayo. Other win cons involve batterskull swings and overseer pump up. I'm still trying to thin the deck a bit (do I have way to many 0cmc creatures?), and want to make room for spell pierce or force of will to protect Erayo. Some card draw would be nice, too. Something like thirst for knowledge or thoughtcast, maybe. Also looking for ways to cope post board against things like Challice and Pithing needle. I would guess this thing would have pretty strong matchups, though I foresee affinity being a problem. I have also considered a green splash for time of need and glimpse of nature, just because this deck is pretty dependant on Erayo. Shouldn't be too hard with the moxes. Should I go easier on the shocklands or ditch the gitaxian probes?
Manabase pretty self-explanatory, kanakas and Eiganjo for protection. Hopefully you can sense danger with your probes and keep mana necessary for a reaction if need be.
Anyway, it looks pretty strong to me, what do y'all think? I plan on adding more later, because I think this deck has a lot of potential. Obviously, I need to cut cards, and was looking for inside on what to cut.
3x glint hawk
4x memnite
2x phyrexian walker
4x shield sphere
4x ornithopter
2x ethersworn cannonist
1x steel overseer
3x stoneforge mystic
1x argentum armor
1x sword of feast and famine
1x batterskull
3x quest for the holy relic
1x Arcane laboratory
4x enlightened tutor
3x path to exile/ StP
4x brainstorm
4x gitaxian probe
4x unified will
2x hallowed fountain
3x Flooded strand
2x island
1x plains
4x Seachrome coast
2x karakas
More coming soon! Sorry if this has already been done! If this in the wrong area (whoops!) I would be very thankful if the mods moved it!