I'm not a dedicated MTG player, but i've played it a fair bit. And i was just wondering, what effects/card attributes are weak in Standard, but better in Modern. The only thing i could come up with at the top of my head was being reliant on there being lands in the graveyard. What else is more powerful in Modern than Standard?
The idea was to make a card that would be viable in Modern, while not that great in Standard. I thought of the idea of a card being reliant on lands in the graveyard. What other mechanics/card attributes are more powerful in Modern than Standard?
To be honest their isn't alot of things that fit that (maybe combo hate cards? standard rarely ever has combo), IF you wish to expand it to Vintage/Legacy its easy Stuff like Chalice of the Void and Things that add extra costs to spells that are cheap (like 3 sphear), are all prime examples.
Thanks for the answer! But with me being a bit of a noob, what would count as a combo hate card? What makes Chalice good in Legacy, but bad in Standard? And what is 3 sphere? And what do you think of Necull?
Necull is a respectable card, but certainly too weak for Modern. Give him the ability of:
T, exile X target lands in an opponent's graveyard: Create X 1/1 black Vampire creature tokens with lifelink or create X 1/1 red Goblin creature tokens with haste.
Chalice and trinisphere does extremely well in environments where the spells are 0 and 1cc, which is about 90% of the spells in a combo deck in legacy and vintage.
It should be noted, though, that there are a LOT of sphere effects in vintage. A LOT. Printing yet another similar effect would mean having to print one that's better than the current ones to make in playable, which means it's going end up to break the format or be restricted given that trinisphere, thorn of amethyst, and chalice are already restricted.
Necull is fairly weak. While it preys on fetchlands, what you get for eating 2 fetches is a 1/1, which isn't nearly enough to keep up in modern.
I'd suggest removing the tap requirement and only needing to eat one land.
As for the thread topic, I'd suggest just reprinting wasteland or price of progress, I don't think modern decks even play basics anymore.
And that about sphere effects is probably true, unless you maybe make one that is specificly effective against one kind of 0-1 mana spell, so it could be used in sideboard, maybe?
Does standard decks not run that many nonbasic lands? Or is just not to the degree that Modern decks do?
Thanks for the answer! But with me being a bit of a noob, what would count as a combo hate card? What makes Chalice good in Legacy, but bad in Standard? And what is 3 sphere? And what do you think of Necull?
Its been mentioned already but combo hate is stuff that typicly makes things more expensive to play and in turn make the combo harder to get off, Alternatively Something that HUGELY nerfs artifacts would be applicable ro total number of cards or ability allowed to be in effect in a turn. it also needs to be cheep and preferable colorless (or free).
So example Legacy has oodles of great 1 CC cards (and 2 cc cards) and decks will often run several of them, this means if you can stick a turn one chalnce of the void for 1 you will invalidate a considerable chunk of someones deck. In standard a) you can't play chalance for 1 on turn 1 (no sol lands) and what cards are both powerful enough and played ofen enough to allow to warrant this cards inclusion, Its not worth it.
3sphear (or as it is also known trinsphear) is a 3 casting cost artifact that manes everything you play cost 3 or more. if you would pay less then then by ANY source you instead pay 3. In standard who cares You pay 3 to make your opponent pay a minimum of three for their stuff, you can get this online turn 3 big deal, In legacy you can do it turn 1-2. Turn 1 3sphear is often as good as a turn 1 "take an extra turn". Since unless you are playing against decks that can ALSO generate 3 mana turn one they can't do squat. I have had burn players scoop to turn 1 3sphear.
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And on a side note, what do you think of this card i created, with the idea of it being better in Modern than Standard in mind?
https://mtgcardsmith.com/view/necull-the-gatherer
https://mtgcardsmith.com/view/necull-the-gatherer
The idea was to make a card that would be viable in Modern, while not that great in Standard. I thought of the idea of a card being reliant on lands in the graveyard. What other mechanics/card attributes are more powerful in Modern than Standard?
T, exile X target lands in an opponent's graveyard: Create X 1/1 black Vampire creature tokens with lifelink or create X 1/1 red Goblin creature tokens with haste.
It should be noted, though, that there are a LOT of sphere effects in vintage. A LOT. Printing yet another similar effect would mean having to print one that's better than the current ones to make in playable, which means it's going end up to break the format or be restricted given that trinisphere, thorn of amethyst, and chalice are already restricted.
Necull is fairly weak. While it preys on fetchlands, what you get for eating 2 fetches is a 1/1, which isn't nearly enough to keep up in modern.
I'd suggest removing the tap requirement and only needing to eat one land.
As for the thread topic, I'd suggest just reprinting wasteland or price of progress, I don't think modern decks even play basics anymore.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
https://mtgcardsmith.com/view/necull-the-gatherer-1?list=user
https://mtgcardsmith.com/view/necull-the-gatherer-1?list=user
And that about sphere effects is probably true, unless you maybe make one that is specificly effective against one kind of 0-1 mana spell, so it could be used in sideboard, maybe?
Does standard decks not run that many nonbasic lands? Or is just not to the degree that Modern decks do?
Its been mentioned already but combo hate is stuff that typicly makes things more expensive to play and in turn make the combo harder to get off, Alternatively Something that HUGELY nerfs artifacts would be applicable ro total number of cards or ability allowed to be in effect in a turn. it also needs to be cheep and preferable colorless (or free).
So example Legacy has oodles of great 1 CC cards (and 2 cc cards) and decks will often run several of them, this means if you can stick a turn one chalnce of the void for 1 you will invalidate a considerable chunk of someones deck. In standard a) you can't play chalance for 1 on turn 1 (no sol lands) and what cards are both powerful enough and played ofen enough to allow to warrant this cards inclusion, Its not worth it.
3sphear (or as it is also known trinsphear) is a 3 casting cost artifact that manes everything you play cost 3 or more. if you would pay less then then by ANY source you instead pay 3. In standard who cares You pay 3 to make your opponent pay a minimum of three for their stuff, you can get this online turn 3 big deal, In legacy you can do it turn 1-2. Turn 1 3sphear is often as good as a turn 1 "take an extra turn". Since unless you are playing against decks that can ALSO generate 3 mana turn one they can't do squat. I have had burn players scoop to turn 1 3sphear.