Err...no. There is only one spot for SE...SI and one spot for GO...GR.
He didn't, of course, mean the exact signets. He was referring to mana fixing/ramping trinkets akin to the signets, using those as his example. Without any more information on their naming convention, it's entirely possible that they fit the crunch.
On the templating: seems odd that it would be "blocks or becomes blocked by a creature", seeing as that's a given. However, we've seen it on cards in the past: engulfing slagwurm.
Upon further inspection, wizards seems to be very wishy-washy on this, as it's worded both ways on many different cards. However, most recently it was left without the "by a creature" clause on Goblin Cadets in Commander.
Otherwise, it may be based on the amount of card text on the card, which seems like this would qualify for the clause to be left off.
On a different note, would they put reminder text on a creature at this rarity this late in the set(and with so much text already)?
I was just pointing out that even though it's not drawing the miracle card, it's still possible to miracle on an opponent's turn. The way you made it sound is that miracle is impossible to achieve when it isn't your turn.
Although some of the points you make are viable, there are some flaws in your argument. First off, you're trying to argue with people from three weeks ago, before the set even pre-released. Next, but probably least important, you point out that since miracles are sorceries they can't be used on your opponent's turn, but if miracle triggers, it allows you to cast it by ignoring card type timing restrictions. Then, you try to justify playing it with wasteland viper, a green card.... Even if you are playing BUG in the seemingly dimir deck you built, thundermaw will tap the seer so he can't block anyways.
Why is everyone saying realmwright? He does specify "basic land type" which doesn't include gates... Not quite sure what you're trying to accomplish with him.
Slightly off topic - the card of the day tidbit mentions all of the keyrunes up in the spoiler, yet the orzhov keyrune is missing. I'm going to jump to crazy conclusions and suggest that orzhov keyrune got left out of the set....
Actually, you can populate it. If you animate the land, then put a token into play that's a copy of it, all you have to do is animate the land in response to the growing ranks trigger at the beginning of the next upkeep. Since populate doesn't target and the ability is only triggered, you can animate in response. Populate doesn't have you choose which creature token to clone until the resolution, by which point it would already be a creature-land token. again, the token that is then put into play would be a land and not a creature, but you could theoretically animate a land token every upkeep to populate lands.
I've got it! Let's make a land with cycling, so that it's a land when you need it early game, but it's a different when don't want a land late game! Genius!
Sad face... I like pithing needle a lot, but Ash Zealot frustrates me. I get that it's supposed to be snapcaster hate, but in-set/block there's not even anything to cast from your graveyard, so this card makes absolutely no sense flavorwise being on ravnica... Plus i'm angry that in hosing snapcaster, they hose my favorite not-overpowered deck to play: burning vengeance
Maelstrom Wanderer is a wonderful commander who opens himself to many possible deckbuilding situations and combinations, but despite my love of obscure deck ideas, i decided to take the most straightforward deck idea i could think of: bunches of ramp + bunches of large creatures = me playing many large creatures. This approach may, in fact, be so straightforward that it becomes an obscure deck idea in itself. However, after playing with this deck for a few months now, it has become much more than its original prototype. Without further adieu:
Quick Guide to the deck: ramp up your mana early on and cast Maelstrom Wanderer. There are many different cascades that can result, so i've narrowed down to two categories the cards that you can cascade into(yes, i'm aware that not all cards in the deck fit these categories, but stick with me). If you hit any kind of ramp, you can accelerate your mana to play the fatties in your hand. If you hit any of the fatties directly off of the cascade (and if you cast them later on), Maelstrom Wanderer's First ability(all creatures you control have haste) creates an immediate board presence.
What I have observed with this deck is it has an incredible potential to swing games, going from only one or two mana dorks one turn to swinging for 10-20 the next.
Any and all suggestions for this deck are not only welcome, but appreciated. However, I already have some in mind for the future. These are cards I'm either thinking about or already working on acquiring:
Pro tip: Palladium myr is ALWAYS a better card than apprentice wizard
He didn't, of course, mean the exact signets. He was referring to mana fixing/ramping trinkets akin to the signets, using those as his example. Without any more information on their naming convention, it's entirely possible that they fit the crunch.
Upon further inspection, wizards seems to be very wishy-washy on this, as it's worded both ways on many different cards. However, most recently it was left without the "by a creature" clause on Goblin Cadets in Commander.
Otherwise, it may be based on the amount of card text on the card, which seems like this would qualify for the clause to be left off.
On a different note, would they put reminder text on a creature at this rarity this late in the set(and with so much text already)?
I like it for edh and casual builds. Not much else to say, other than it's obviously meant to be a weak battalion enabler.
http://forums.mtgsalvation.com/showthread.php?t=437116
kind of digging overload, but sad that it doesn't play too well with replicate.
Overall, they have done a really good job for getting me hyped for this set without the use of excessive rares/mythic rares.
8 Maelstrom Wanderer
Lands(38):
9 forest
7 island
4 mountain
0 Crystal Vein
0 Desolate Lighthouse
0 Exotic Orchard
0 Fungal Reaches
0 Gruul Turf
0 Izzet Boilerworks
0 Kazandu Refuge
0 Kessig wolf Run
0 Mystifying Maze
0 Reliquary Tower
0 Rootbound Crag
0 Rupture Spire
0 Simic Growth Chamber
0 Sarrg, the Rage Pits
0 Temple of the False Good
0 Vivid Crag
0 Vivid Creek
0 Vivid Grove
Creatures(32):
1 Birds of Paradise
1 Ulvenwald Tracker
2 Iron Myr
2 Silver Myr
2 Void Stalker
3 Animar, Soul of Elements
3 Daring Apprentice
3 Manaplasm
3 Nullmage Advocate
3 Palladium Myr
4 Oracle of Mul Daya
4 Roaring Primadox
4 Sakashima's Student
4 Sower of Temptation
5 Garruk's Packleader
5 Malignus
5 Momir Vig, Simic Visionary
5 Thragtusk
5 Zealous Conscripts
6 Brutalizer Exarch
6 Consecrated Sphinx
6 Etherium-Horn Sorcerer
6 Hydra Omnivore
6 Vigor
7 Balefire Dragon
7 Hamletback Goliath
7 Phyrexian Ingester
7 Simic Sky Swallower
8 Magmatic Force
8 Terastodon
8 Verdant Force
1 Brainstorm
3 Beast Within
Sorceries(11):
2 Edge of Autumn
2 Farseek
2 Rampant Growth
3 Cultivate
3 Growth Spasm
3 Recross the Paths
4 Explosive Vegetation
4 Mwonvuli Acid-Moss
6 Rain of Thorns
7 Boundless Realms
7 Disaster Radius
7 Hunting Pack
Artifacts(10):
1 Wayfarer's Bauble
3 Crystal Shard
3 Coalition Relic
3 Loxodon Warhammer
3 Mage Slayer
3 Manalith
4 Erratic Portal
5 Gilded Lotus
6 Staff of Nin
7 Akroma's Memorial
Enchantments(4):
1 Rancor
2 Cream of the Crop
3 Vow of Flight
5 Sunken Hope
5 Garruk, Primal Hunter
7 Karn Liberated
Quick Guide to the deck: ramp up your mana early on and cast Maelstrom Wanderer. There are many different cascades that can result, so i've narrowed down to two categories the cards that you can cascade into(yes, i'm aware that not all cards in the deck fit these categories, but stick with me). If you hit any kind of ramp, you can accelerate your mana to play the fatties in your hand. If you hit any of the fatties directly off of the cascade (and if you cast them later on), Maelstrom Wanderer's First ability(all creatures you control have haste) creates an immediate board presence.
What I have observed with this deck is it has an incredible potential to swing games, going from only one or two mana dorks one turn to swinging for 10-20 the next.
Any and all suggestions for this deck are not only welcome, but appreciated. However, I already have some in mind for the future. These are cards I'm either thinking about or already working on acquiring:
Erayo, Soratami Ascendant (See Daring Apprentice)
Ertai, Wizard Adept (See Daring Apprentice)
Sakura-Tribe Elder (classic EDH ramp staple, and i'm playing a ramp deck...)
Annex (basically acts as a second mwonvuli acid-moss, but can grab utility lands and such)
Mana Reflection (See Boundless Realms)
Harrow (ramps and fixes mana)
Kodama's reach (second copy of cultivate)
Search for Tomorrow (ramp will be ramp)
Sol Ring (classic staple, still hard to get)
So again, suggestions are welcome.