Wouldn't the bounce lands still CIP tapped, but they just don't bounce anything?
I think they would come into play untapped, under the new ruling (the same that makes shockland CIP untapped without life loss under bloodmoon)
Blood Moon works differently, though. Shocklands ETB untapped and with no life loss under Blood Moon because they are just basic Mountains. My best guess at Blood Sun is that bouncelands would still ETB tapped but not bounce anything like rcwraspy said.
I'm actually significantly more excited about Swift Warden in Modern UG Merfolk. The GG in the mana cost is vicious, but Hexproofing a lord for one turn (yes, with Flash) is a lot more valuable than Kopala, Warden of Waves's two-mana tax that just makes Bolt/Path/Push cost a reasonable 3 mana. Then, it's a 3-cmc 3/3, which is actually above par for 3-cmc Merfolk. I guess I've gotta make room for this guy as a 1-2-of in testing.
I talked about Admiral's Order in its Rumor Mill thread. It seems best in creature-heavy combo decks where you want to resolve a game-winning spell post-combat...so that could be Company, Elves, Amulet, or maybe Madcap Moon in Modern, I guess. Maybe it could be hilarious in UGrx Scapeshift because I attack with Sakura-Tribe Elder a bunch in that deck, but then I want to find Scapeshift faster instead. These all seem like stretches, though--Legacy gets Aluren and Food Chain while Modern doesn't, and Aluren and Food Chain enable game-winning combos better.
I too think swift warden is one of the more exciting merfolk we've gotten, but the GG is brutal.
Again, admiral's order is just a god awful card. post combat main phasing CoCo is essentially never the correct play. You are either casting it first main (I have a hardened scales humans deck where this is the preferred timing, and not uncommon in elves either) or end of opponents turn. I don't think you are actually trying to defend it; it seems you are just trying to theory craft where it would have a home if it ever did, but I'm already tired of seeing people bringing it up in modern threads.
The card is just utterly and completely unplayable. It's awful. It has and never will have a home in even a budget modern deck.
Agree completely. It's a more conditional Dispel with a bunch of fancy garbage attached to it. The Cancel mode is completely irrelevant. I'd rather run Spell Pierce to be honest.
If DTT is somehow game-breakingly busted, but Collected Company (which casts its cards for free) is totally fine, why not just print us a good blue card with comparable power to CoCo?
I am intrigued by this. I don't totally disagree with it. I wonder what restrictions you could put on DTT to make it acceptable in the same way that CoCo is acceptable.
Obviously, putting permanents directly onto the battlefield is a more powerful immediate effect than (shorthand) Scry 7 Draw 2. You have to take into consideration the fact that CoCo hits only creatures, and narrowly, CMC ≤ 3. CoCo is a card that you build around, whereas DTT does something you want it to do in any deck running blue.
What if it said, "Look at the top seven cards of your library. You may reveal up to two instant or sorcery cards from among them and put them into your hand. Put the rest on the bottom of your library in any order"?
Having played original Affinity in Standard back during Mirrodin, I'm resisting the urge to laugh out loud at the idea of unbanning artifact lands. That is one conversation I never thought would pick up any steam here. Robots is (and has been) a staple in this format without artifact lands. Enabling actual Affinity in addition to the tools already available to Robots is absolutely a nonstarter in Modern, to put it gently.
Somewhat of a catch-22, really. I understand the desire/need for strong control decks in the format, and Twin would bring some of those back to Modern. On the flipside, once it's unbanned, you can't justify running a URx deck without slotting Twin into it. It's not really a power-level problem but a diversity problem. The real question is how many people really care about that latter problem? Is it even a problem? I honestly don't know. SFM is often subject to similar criticism, and very few people argue that it isn't a safe unban.
It's surprising to me to see a bunch of people who were around when Punishing Fire was legal advocating for its unbanning. You saw it in action, and you still think it's ok? I sure don't.
BBE is an 80 cent card that's worse than Coco, which fits into a tier 3 deck that would still have a bad matchup against a lot of tier 1 and tier 2 decks.
To me this is the obvious unban. Players can easily pick up a play set and playtest, and there's buzz about BBE and Jund for the modern season.
While I agree that BBE should be unbanned, I disagree that it's worse than CoCo. Sure it doesn't have Flash, but it never whiffs, and it can hit LotV, removal, etc.
Field of Ruin is tempo neutral, it fixes your mana, and it doesn't have the 4-land requirement of Tectonic Edge. Ultimately, its activation cost is the same as tec edge because it replaces itself with an untapped land. Imho, it's close to being a strictly better tec edge, but it's difficult to evaluate it against GQ. Being tempo neutral is no insignificant detail, but then, neither is its activation cost and its inability to target basics.
The ability to make the best decisions with the cards in your hand and on the board is a skill. Your ability to build or to choose a deck that performs consistently in a meta you've predicted is a skill. Your ability to adapt to the obvious variance involved in a game involving blind draws and dice rolls is, itself, a skill. Apart from that, a huge part of Magic is building decks and using the cards in them to reduce random chance as much as possible. There is no question that luck is an important, and actually fun and exciting at times, part of Magic. Working around it and within its limitations is what makes a good player. You'll always have bad beats, and there's no way to eliminate luck entirely, but skill will get the job done more often than not in large samples.
So 77% chance of drawing the land if you do all the math. But on the fly there is no hard math to review before you make a decision. Like in poker, experts play by "feel". Keeping a 2 lander in hopes of drawing a 3rd land "feels" like a solid choice to me. The math makes it as close as you can get to a safe bet that you're likely to find in MTG. Is it a guarantee? No, but nothing is a guarantee.
Now I believe that ktk is a good player and as such he should probably retract his earlier statement. IMO he just got a bad case of hindsight being an exact science.
I don't think he was saying that keeping a 2-land starter is objectively a bad play, simply that it's silly to blame variance when a known possible—even somewhat likely—outcome happens (not drawing a 3rd land). If you're not acknowledging the existence of probability in your decisions based on draws, then that's on you. It is simultaneously a reasonable decision to keep a 2-land hand and a known risk.
There are a lot of factors going into a game of Magic, and most of them are not probability based. Many of the factors that are probability based are mitigated by good deck building and the use of draw and filtering. It's pretty straightforward, really.
Been a while since I've attempted to design a card, but for whatever reason I was inspired to make a Shaman cycle. I have difficulty gauging the relative power levels of cards, sometimes, particularly in the area of cost-to-benefit, so I'd like some help tweaking counters and activation costs, here. I would prefer to keep all of their ETB toughness at four (except for the red one) one way or another.
Bonebinder – 2B
Creature – Skeleton Shaman
Deathtouch
Bonebinder enters the battlefield with four bone counters on it.
Bonebinder’s toughness is equal to the number of bone counters on it.
1B: Put a bone counter on Bonebinder.
Remove a bone counter from Bonebinder: Put a -1/-1 counter on target creature.
2/*
Clawbinder – 2G
Creature – Bear Shaman
Trample
Clawbinder enters the battlefield with four claw counters on it.
Clawbinder’s power and toughness are each equal to the number of claw counters on it.
G: Put a claw counter on Clawbinder.
Remove a claw counter from Clawbinder: Put a +1/+1 counter on another target creature.
*/*
Bloodbinder – 2R
Creature – Minotaur Shaman
Haste
Bloodbinder enters the battlefield with four blood counters on it.
Bloodbinder’s power is equal to the number of blood counters on it.
1R: Put a blood counter on Bloodbinder.
Remove a blood counter from Bloodbinder: Bloodbinder deals 1 damage to target creature.
*/1
Tidebinder – 2U
Creature – Crab Shaman
Hexproof
Tidebinder enters the battlefield with four tide counters on it.
Tidebinder’s toughness is equal to the number of tide counters on it.
1U: Put a tide counter on Tidebinder.
Remove a tide counter from Tidebinder: Target player puts the top two cards of his or her library into his or her graveyard.
1/*
Lightbinder – 2W
Creature – Bird Shaman
Flying
Lightbinder enters the battlefield with four light counters on it.
Lightbinder’s toughness is equal to the number of light counters on it.
1W: Put a light counter on Lightbinder.
Remove two light counters from Lightbinder: Exile another target creature, then return it to the battlefield tapped under its owner’s control.
3/*
As someone whose favorite card used to be Phyrexian Negator, I am overjoyed with Ammit Eternal. I think it likely that the drawback will make it mediocre, but I just can't help being excited about it. It's a cool design.
Blood Moon works differently, though. Shocklands ETB untapped and with no life loss under Blood Moon because they are just basic Mountains. My best guess at Blood Sun is that bouncelands would still ETB tapped but not bounce anything like rcwraspy said.
Agree completely. It's a more conditional Dispel with a bunch of fancy garbage attached to it. The Cancel mode is completely irrelevant. I'd rather run Spell Pierce to be honest.
I am intrigued by this. I don't totally disagree with it. I wonder what restrictions you could put on DTT to make it acceptable in the same way that CoCo is acceptable.
Obviously, putting permanents directly onto the battlefield is a more powerful immediate effect than (shorthand) Scry 7 Draw 2. You have to take into consideration the fact that CoCo hits only creatures, and narrowly, CMC ≤ 3. CoCo is a card that you build around, whereas DTT does something you want it to do in any deck running blue.
What if it said, "Look at the top seven cards of your library. You may reveal up to two instant or sorcery cards from among them and put them into your hand. Put the rest on the bottom of your library in any order"?
While I agree that BBE should be unbanned, I disagree that it's worse than CoCo. Sure it doesn't have Flash, but it never whiffs, and it can hit LotV, removal, etc.
I don't think he was saying that keeping a 2-land starter is objectively a bad play, simply that it's silly to blame variance when a known possible—even somewhat likely—outcome happens (not drawing a 3rd land). If you're not acknowledging the existence of probability in your decisions based on draws, then that's on you. It is simultaneously a reasonable decision to keep a 2-land hand and a known risk.
Bonebinder – 2B
Creature – Skeleton Shaman
Deathtouch
Bonebinder enters the battlefield with four bone counters on it.
Bonebinder’s toughness is equal to the number of bone counters on it.
1B: Put a bone counter on Bonebinder.
Remove a bone counter from Bonebinder: Put a -1/-1 counter on target creature.
2/*
Clawbinder – 2G
Creature – Bear Shaman
Trample
Clawbinder enters the battlefield with four claw counters on it.
Clawbinder’s power and toughness are each equal to the number of claw counters on it.
G: Put a claw counter on Clawbinder.
Remove a claw counter from Clawbinder: Put a +1/+1 counter on another target creature.
*/*
Bloodbinder – 2R
Creature – Minotaur Shaman
Haste
Bloodbinder enters the battlefield with four blood counters on it.
Bloodbinder’s power is equal to the number of blood counters on it.
1R: Put a blood counter on Bloodbinder.
Remove a blood counter from Bloodbinder: Bloodbinder deals 1 damage to target creature.
*/1
Tidebinder – 2U
Creature – Crab Shaman
Hexproof
Tidebinder enters the battlefield with four tide counters on it.
Tidebinder’s toughness is equal to the number of tide counters on it.
1U: Put a tide counter on Tidebinder.
Remove a tide counter from Tidebinder: Target player puts the top two cards of his or her library into his or her graveyard.
1/*
Lightbinder – 2W
Creature – Bird Shaman
Flying
Lightbinder enters the battlefield with four light counters on it.
Lightbinder’s toughness is equal to the number of light counters on it.
1W: Put a light counter on Lightbinder.
Remove two light counters from Lightbinder: Exile another target creature, then return it to the battlefield tapped under its owner’s control.
3/*