Now, it's not quite that boring. There's lots of different ways to make those manlands. For example, the GU one could be an ophidian or a MaRo, or the tough-to-deal-with guy I made. There are as many ways to reimagine that cycle as there are to make french vanilla creatures.
I can see it being boring next to someone who presented a colorless charm or a neat build-around-me card, but it's nowhere near as boring as making a llanowar elf.
Also, your cycle reminds me of Ilgreven's recent cycle combining the old Ravinca mechanics with the new Ravinca mechanics.
<Rant>Also, I greatly preferred almost all of old Ravinca's mechanics over new Ravinca's mechanics. The old ones mostly all made the game more complex and offered options galore (not bloodthirst), but the new ones all either benefit from creatures and attacking or make creatures or make creatures attacking better. Even overload exists almost exclusively on cards that deal with creatures. Cipher requires a creature to cipher onto. Extort I suppose is an exception, but appears almost exclusively on creatures as well. I mean, I get that it's the new world order and they want to make the game all about creatures turning sideways, but damnit, I want Forecast and Replicate back.</rant>
So, a 2/2 manland that can't be killed is dangerous to you? I'd be more apprehensive of Roaring Meadow or Cascading Mountainside. Roaring Meadow is a freaking 5/5 that you can still tap for mana, being the largest manland ever printed, and Cascading Mountainside has both evasion and double strike, likely becoming the most aggressive manland ever printed. Yet your apprehensive of Elusive Kelp Strand, which is not particularly aggressive, it's better as a blocker, but it's not a great blocker, either. It can bounce back one creature a turn, sure, but it's not likely to kill it, being only a 2/2
Though, apparently people don't like manlands. Or is it that these designs are predictable as well?
Hehehehe don't take it awful hard. I really just thought it was funny. Animate and aggressive seaweed that is not only impervious to harm but also my wiliest of machinations sounds absolutely hilarious to me. A stout man can't even stand in it's path, though an elephant might!
Anyway, I've played with a lot of man lands over the years, mostly in cube or standard constructed and most of those decks have been blue. Man lands are good in blue because they let you pile your deck with more permission elements to make your plan really consistent, plus they love having tonnes of lands and attackers you wont lose to a sweeper.
What I'm trying to say is: I can see this land going the distance and being a big factor in a lot of games if it were printed
And let me tell you that only tickles me more. Imagine all the games won on the back of the indestructible super kelp's blocking or late game chipping. Imagine KELP WARS! I just thought your card painted a really colourful image and I wanted to share it with everyone.
As for man lands, I tend to like them, but I get sick of them easily, and there were a few of yours I feel like I've seen before (cube forum is always excited about fleshing out the enemy end of that man land cycle) I rather liked your BW one but it seemed like it would be a total brick house. It's easy to get frustrated with your solid designs on this circuit. I know I don't understand these people, I just like em.
Vanguard Pugilist1RW
Creature - Human Soldier (U)
Vigilance T: Vanguard Pugilist fights target attacking or blocking creature. “They mocked me for not carrying a weapon. Now I mock them for not being able to carry a weapon.”
2/3
Yeah I was actually thinking it would be cooler for the enemy zendikar lands to have bad ass abilities instead of becoming contrived creatures. Good Show!
I'll better move the following comment from my daily entry to here, for the sake of discussion:
"Seriosuly, no love for Mythic/casual/complex dudes/spells? Designing almost exclusively for Spike at the DCC becomes a little boring after, let's say 20 days... (and, unfortunately, it's the most effective way to get votes *sad panda is sad*)"
For example, there's a OP better version of (zillion.0) Awakening Zone at today's poll (uncommon, by the way) that's getting votes, while there are other more complex and balanced designs that aren't being given the proper attention. It's really frustrating to be always between designing for Spike and stepping over the OP line without crossing it to get votes.
Where are the Vorthos, Timmies and Johnnies there at the DCC's polls? Are we all Spikes? :-/:-/
Well, let's still making some 2/3cmc 3/3 dudes with cool abilities and see if I can get back the week I wasted designing for non-spikes.
I dunno, I find the cards that do well here are a little more interesting and cute value oriented than straight spike cards. They tend to resemble more so the spike cards from formats like today's standard where the big plays are so chock full of value they are hard to pass up and cards that excell in formats that don't keep players with "interesting" or "exciting" ideas honest with soul crushing disruption or an aggro clock that resists being dialed back.
A lot if these are Timmy or Johnny cards made good enough to be played. Cards that look like remnants of urza block tend to do poorly in these while something that resembled sphinx's revelation I would imagine would be quite popular.
I'm not trying up say you are wrong, but one of the few traits I do see getting more votes than others is simplicity and how ugh elegantly sparse a card can attempt to be. Or at least complicated cards harken back in the name or other cues to cards that are well known to ease the uptake.
I think my runner today (Ambition's Price) is a real vorthos contender really. I started with a name and I think I managed to align feel and flavor and mechanics quite nicely. I suppose it's also a spike card because I didn't bump it to 1UB, but who hasn't been longing for good UB cards? Who doesn't like laquatus?
I like cards I can imagine enjoying building around or playing. Or maybe being blown out by. What do you enjoy blackbull?
I agree BlackBlull (as the card you reference is mine). I know I have been the one who has showcased on multiple occasions that undercosted, spike cards are the ones that sell. That said, I think it's because Spike cards are the most difficult to design. For example, yesterday I submitted a fun casual red fatty and I got 0 votes. Was the card good design? I believe so. Was it difficult to design? Not even a little bit.
Perhaps we could do something like a DCC challenge where each day there is some minor parameter that needs to be fulfilled so that cards can be properly evaluated?
Perhaps we could do something like a DCC challenge where each day there is some minor parameter that needs to be fulfilled so that cards can be properly evaluated?
Freakin brilliant Koopa! Sort of DCC meets Club Flamingo Would be interesting to see what a whole month of that looks like :)!!
I'd be up for trying it next month. Normally I do a month on, month off because I run out of fresh designs. Having a small guide would keep me in the contest every month. Just something like "Make a Red Creature"
Well, to be honest, I enjoy any card that's properly balanced in general: From taking in consideration wich format/psychographic the card would be oriented to, to wich impact would the card have in a hypothetical limited enviroment. I usually like any card that seems to be fairly designed as a whole, despite formats and/or psychographics. Even so, I must recognize the biggest part of my inner MtG side is very spikey, probably Melthos Spike... No, seriously, I think I would probably choose a good spikey design from over a good johnny/timmy one. The aspect that amazes me the most is the generalized complexity of this card game.
Also, what I like is that my post leaded to a nice idea for a new type of game/contest. It sounds interesting! (Koopa, I didn't want to be unmannerly by specifying who made the card in question. :thumbsup:)
<Rant>Also, I greatly preferred almost all of old Ravinca's mechanics over new Ravinca's mechanics. The old ones mostly all made the game more complex and offered options galore (not bloodthirst), but the new ones all either benefit from creatures and attacking or make creatures or make creatures attacking better. Even overload exists almost exclusively on cards that deal with creatures. Cipher requires a creature to cipher onto. Extort I suppose is an exception, but appears almost exclusively on creatures as well. I mean, I get that it's the new world order and they want to make the game all about creatures turning sideways, but damnit, I want Forecast and Replicate back.</rant>
I completely agree with you. I was wondering why I felt underwhelmed by the mechanics of RTR, and I couldn't quite put my finger on it, but I think it's because the mechanics make the entire block too creature-centric. When that happens the guilds begin to lose their identity, and the game distills down to who has the best creatures, regardless of what guild/mechanic they represent. I really felt a tension between the battle of the color combinations with the original Ravnica: there were dredge decks, B/W spirits, Dimir mill strategies, U/R combo decks, etc. The biggest decks in RTR are mono-red (really?) and a control deck that just plays the most powerful cards from three colors. Thematically, the most Ravnican-feeing deck is probably Maze's End, just because it has a unified purpose.
I wonder why they didn't bring back some old mechanics to use along with the new ones. Graft+Evolve would have been sweet for Simic, and Convoke+Populate seem made for each other.
As for future DCC ideas, I know I am new here, but have you tried using different criteria to judge cards? Maybe a 5 star scale evaluating Flavor, Balance, Playability and Creativity? Sometimes, you might just want to design a card based on flavor, and not playability.
It's funny I thought the new mechanics made limited into a way more interesting game, at least in gtc where phasing was really important. Old Ravnica drafting was great but had little to do with the silly mechanics. But man is when you play a creature or knowing when or when not to play things for little bits of value great in post gtc return limited. I guess I feel like there were a couple flops and the cards with the mechanics could have been more pushed for standard play but that doesn't feel as important to me as an interesting limited format.
Also does koopa's illusion maker card go infinite this time around?
Rudyard's card today really reminds me of fact or fact or fiction or murmurs from beyond, which I like, except that it costs one. I get the feeling most people will end up making you discard the other copy if ancestral reckoning you drew because they don't want you casting that again.
I rather like that you get to decide if you want to wait to cast something important in your hand before hitting this, and that it is easy to cast just one turn off drop with an important spell since it only costs 1. What a strong spell.
It's so cool that after all this time we can still be excitedly thinking up more broken things for blue to do.
I can see it being boring next to someone who presented a colorless charm or a neat build-around-me card, but it's nowhere near as boring as making a llanowar elf.
Also, your cycle reminds me of Ilgreven's recent cycle combining the old Ravinca mechanics with the new Ravinca mechanics.
<Rant>Also, I greatly preferred almost all of old Ravinca's mechanics over new Ravinca's mechanics. The old ones mostly all made the game more complex and offered options galore (not bloodthirst), but the new ones all either benefit from creatures and attacking or make creatures or make creatures attacking better. Even overload exists almost exclusively on cards that deal with creatures. Cipher requires a creature to cipher onto. Extort I suppose is an exception, but appears almost exclusively on creatures as well. I mean, I get that it's the new world order and they want to make the game all about creatures turning sideways, but damnit, I want Forecast and Replicate back.</rant>
Hehehehe don't take it awful hard. I really just thought it was funny. Animate and aggressive seaweed that is not only impervious to harm but also my wiliest of machinations sounds absolutely hilarious to me. A stout man can't even stand in it's path, though an elephant might!
Anyway, I've played with a lot of man lands over the years, mostly in cube or standard constructed and most of those decks have been blue. Man lands are good in blue because they let you pile your deck with more permission elements to make your plan really consistent, plus they love having tonnes of lands and attackers you wont lose to a sweeper.
What I'm trying to say is: I can see this land going the distance and being a big factor in a lot of games if it were printed
And let me tell you that only tickles me more. Imagine all the games won on the back of the indestructible super kelp's blocking or late game chipping. Imagine KELP WARS! I just thought your card painted a really colourful image and I wanted to share it with everyone.
As for man lands, I tend to like them, but I get sick of them easily, and there were a few of yours I feel like I've seen before (cube forum is always excited about fleshing out the enemy end of that man land cycle) I rather liked your BW one but it seemed like it would be a total brick house. It's easy to get frustrated with your solid designs on this circuit. I know I don't understand these people, I just like em.
Cube talk, design community and much much more!
karatekyle.jpg
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I had to look that up. I suppose the flavor text suits that meme well.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
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Oh I know. That's what I get for posting when I'm tired.
EDIT: And on that note, I must say Rithaniel, you may have found the solution to making lands that don't produce mana having other abilities.
Choose one of these judge of creation:
Make Strionic Resonator shine!
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"Seriosuly, no love for Mythic/casual/complex dudes/spells? Designing almost exclusively for Spike at the DCC becomes a little boring after, let's say 20 days... (and, unfortunately, it's the most effective way to get votes *sad panda is sad*)"
For example, there's a OP better version of (zillion.0) Awakening Zone at today's poll (uncommon, by the way) that's getting votes, while there are other more complex and balanced designs that aren't being given the proper attention. It's really frustrating to be always between designing for Spike and stepping over the OP line without crossing it to get votes.
Where are the Vorthos, Timmies and Johnnies there at the DCC's polls? Are we all Spikes? :-/:-/
Well, let's still making some 2/3cmc 3/3 dudes with cool abilities and see if I can get back the week I wasted designing for non-spikes.
A lot if these are Timmy or Johnny cards made good enough to be played. Cards that look like remnants of urza block tend to do poorly in these while something that resembled sphinx's revelation I would imagine would be quite popular.
I'm not trying up say you are wrong, but one of the few traits I do see getting more votes than others is simplicity and how ugh elegantly sparse a card can attempt to be. Or at least complicated cards harken back in the name or other cues to cards that are well known to ease the uptake.
I think my runner today (Ambition's Price) is a real vorthos contender really. I started with a name and I think I managed to align feel and flavor and mechanics quite nicely. I suppose it's also a spike card because I didn't bump it to 1UB, but who hasn't been longing for good UB cards? Who doesn't like laquatus?
I like cards I can imagine enjoying building around or playing. Or maybe being blown out by. What do you enjoy blackbull?
Cube talk, design community and much much more!
Perhaps we could do something like a DCC challenge where each day there is some minor parameter that needs to be fulfilled so that cards can be properly evaluated?
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Freakin brilliant Koopa! Sort of DCC meets Club Flamingo Would be interesting to see what a whole month of that looks like :)!!
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Cube talk, design community and much much more!
Also, what I like is that my post leaded to a nice idea for a new type of game/contest. It sounds interesting! (Koopa, I didn't want to be unmannerly by specifying who made the card in question. :thumbsup:)
I completely agree with you. I was wondering why I felt underwhelmed by the mechanics of RTR, and I couldn't quite put my finger on it, but I think it's because the mechanics make the entire block too creature-centric. When that happens the guilds begin to lose their identity, and the game distills down to who has the best creatures, regardless of what guild/mechanic they represent. I really felt a tension between the battle of the color combinations with the original Ravnica: there were dredge decks, B/W spirits, Dimir mill strategies, U/R combo decks, etc. The biggest decks in RTR are mono-red (really?) and a control deck that just plays the most powerful cards from three colors. Thematically, the most Ravnican-feeing deck is probably Maze's End, just because it has a unified purpose.
I wonder why they didn't bring back some old mechanics to use along with the new ones. Graft+Evolve would have been sweet for Simic, and Convoke+Populate seem made for each other.
As for future DCC ideas, I know I am new here, but have you tried using different criteria to judge cards? Maybe a 5 star scale evaluating Flavor, Balance, Playability and Creativity? Sometimes, you might just want to design a card based on flavor, and not playability.
Memento Mori, if the nineth lion ate the sun.
Also does koopa's illusion maker card go infinite this time around?
Cube talk, design community and much much more!
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Cube talk, design community and much much more!
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
It's so cool that after all this time we can still be excitedly thinking up more broken things for blue to do.
Cube talk, design community and much much more!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Cycling through card types? I don't see a theme in the card mechanics...
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor