Narset looks good. She basically works with those additional combat phases cards like Fury of the Horde. Not only can she cast them for free, they'll allow her ability to play again as you can attack with her again. Hit another Fury of the Horde, repeat.
this spoielers sucks, i need to see FETCHLANDS confirmed or dont buy any single booster/card of this crappy block
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Modern: RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries Legacy:BRx Renimator Playing right now:Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
I'm not sure if the jeskai khan is playable in standard or not, she's really good, but with only 2 toughness it's iffy since she can't get through courser. But her ability is REDICULOUSLY POWERFUL, seriously, that's nuts. She'll probably be in a deck with a lot of burn so you can attack get 4 cards, then fire off a lightning strike or magma jet to damage a blocker so her first strike kills it. I think she's probably playable.
I like herald of anafenza. It's a 1 drop soldier which works with the soldier+obelisk of urd deck, and it's a mana sink if you get flooded. I'm positive this will see play, it's pretty strong. It could also see play in a g/w strategy. t2 caryatid, t3 this guy and use his outlast, you get a 2/3 and a 1/1. The only thing I wish was different is that he made soldier tokens instead of warrior ones.
Sultai Charm is ridiculous. It's playability completely hinges on whether or not you can easily play it turn 3 but if you can, oh boy. Main-deckable enchantment and artifact hate that let's you cantrip if you have nothing else to do, plus it adds 2 cards to your yard if you are working towards a delve card.
Speaking of delve cards, necropolis fiend really isn't that bad. He certainly requires a certain shell, but it's totally possible to put him to good use. Black needed a cheap flier that doesn't die to lightning strike since desecration demon is leaving, so he might be playable just based on that. But combine him with the mill cards in green (sayr wayfinder, commune with the gods, kruphix's insight, etc...) and there might be something there. His ability is going to be hard to make relevant, but I think the bigger thing here is that he's a 4/5 flier, with upside, which could potentially be played on turn 4. I wouldn't count him out just yet.
Temur ascendancy is quite powerful. The only thing is that you are going to want to play mystics and caryatids with this which is 12 cards already, you probably play courser as well, so that's 16 plus 24 lands puts you at 40 cards, so you have 20 slots left. I'm assuming this deck would also want to play xenagos, nissa, and maybe a Chandra or two, possibly kiora, so it's a deck that will require a lot of tweaking to get numbers right. This card is probably playable, but it's in a color combination that already has a ton of playables, many of which are not 4/4 creatures. Not sure this makes the cut.
Mardu skull-hunter is SICK! Great for mono black agro. I've been wanting a ravenous rats that has 2 power, now I've got one. I'll be surprised if this doesn't see play. Brain maggot is pretty weak in an agro deck.
I'm not sure why people are saying that crackling doom is super playable. I mean this is the color with the best removal, unless there's a TON of prognostic sphinx's and monstroused fleesemane lions I don't see why you'd want it.
dragonstyle twins has the problem that all of the prowess creatures will probably have, and that's being able to play around a card like lightning strike. Having your 5 mana creature die to a lightning strike would suck, I'll stick with stormbreath dragon.
as for the 7 mana wrath.... I guess it's in a color with ramp, but as that point you'd probably rather have in garruk's wake. Yea I'm not going to defend this, it's pretty bad.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I like the charm... I'll probably like all the charms.
I am not sure how I feel about Delve... but I kind of like it, I am going to have to think quite a bit about how I am going to construct my deck. Since I don't want to be a self mill deck but if there are some good cantrips or a forbidden alchemy style card I could fill my grave without needing to use cards to do it. Give me Logic Knot
Narset is a little dissapointing for me, because I wanted to see a low cost "tempo" commander and this feels too much like Jeleva, not a huge fan of randomness... this one feels UR where most of the other Jeskai ledgends were RW. Zedruu is still the only one that feels Red white and blue.
Just realized that narset says non creature cards. You can play walkers, artifacts and enchantments off of her ability, she just got alittle crazier for me. I'm definitely testing a deck with her in it, free Elspeth anyone?
EDIT:
Something else, prognostic sphinx + narset would be one insane combo. NOW I'm excited.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
this spoielers sucks, i need to see FETCHLANDS confirmed or dont buy any single booster/card of this crappy block
Hahaha on you i bet Sultai charm will see play in modern and people will be using it in Legacy , the mardu card will see play in a zoo type modern deck hahaha on you hahaha
Two of them are cheaper. The third is much more versatile. And the fourth is guaranteed to hit.
And I curse all Team America players who play both TNN and Goyf at the same time.
Or those Deathblade players who play TNN and V. Clique/Batterskull. Heck, a 1+/X with Umezawa's Jitte with 1+ counters on it gets sacced instead of TNN.
So I'm seriously tempted now to swap Intet with Narset. Narset is far more explosive, but Intet can save up cards. Hmm...
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Sarkhan, the Dragonspeaker3RR
Planeswalker - Sarkhan (MR)
+1: Until end of turn, Sarkhan, the Dragonspeaker becomes a 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.
-3: Sarkhan, the Dragonspeaker deals 4 damage to target creature.
-6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
Starting Loyalty: 4
Sarkhan seems kind of awesome. That's a really solid +1.
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Quote from Nirvava »
you can generally tell the easiest road to victory by how many players congregate on it; and the road of counterspells/control has been the freeway of choice in magic for quite some time.
Quote from photodyer »
What I find offensive is not that Wizards is endeavoring to make the game more accessible, but the attitudes of elitists who act as though no one of any age should show their face in the Magic public without first having mastery over the complexities of the game.
Madru Skullhunter: Eeeeh...a slightly beefier, conditional Ravenous Rats that ETB tapped? Not too impressied...
The difference between a 1/1 and a 2/1 for a given cost is huge, and should not be underestimated. A 1/1 for 2 without a huge upside is hardly playable. A 2/1 for 2 with a relatively irrelevant downside for the decks that would play it, and a solid and easy to trigger ability is actually incredibly interesting. Remember the math: In a vacuum, a 1/1 is a twenty turn clock, whereas a 2/1 cuts it in half to a 10 turn clock, knocking off ten full turns of attacking. An opponent at 4 life needs be hit a total of twice to lose with a 2/1, but four times to get killed through a 1/1. There is no more significant difference in power or toughness boosts to a creature than going from 1 power to 2 power. It is easily the most significant jump for aggros decks. A 2/1 for 2 is not at all an unreasonably costed creatures, and the decks that would play it shouldn't have a problem activating the ability or ignoring the generally irrelevant downside for what you want to be doing.
There is a Mono-Black aggro list running that is sort of viable in standard, and it's only really losing Rakdos Cackler. This seems like it will fit in extremely well there simply because it is reasonably aggressively costed with an added upside.
So Sarkhan is basically Archwing Dragon that can also soak 5+ damage, unless you get to ult, in which case he's double Grafted Skullcap. Yeah, this seems pretty good. Between this and Chandra, Pyromaster it seems like they've finally figured out how to make a decent red walker that doesn't require 20+ Mountains to do anything. Only wish the second ability was a -2; for -3 it feels like you should be able to dome players.
Would've worked anyway, if not better.
Cubetutor Link
This is really strange. Real bears are 2/2s everyone knows that. It should just make 2 2/2 bears
hahahahahhaa NOOOOOOOOOOOO
this spoielers sucks, i need to see FETCHLANDS confirmed or dont buy any single booster/card of this crappy block
RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron
R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries
Legacy:BRx Renimator
Playing right now: Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
Temur needs bigger bears. 2/2 Bears aren't satisfying to punch.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Just saying.
I like herald of anafenza. It's a 1 drop soldier which works with the soldier+obelisk of urd deck, and it's a mana sink if you get flooded. I'm positive this will see play, it's pretty strong. It could also see play in a g/w strategy. t2 caryatid, t3 this guy and use his outlast, you get a 2/3 and a 1/1. The only thing I wish was different is that he made soldier tokens instead of warrior ones.
Sultai Charm is ridiculous. It's playability completely hinges on whether or not you can easily play it turn 3 but if you can, oh boy. Main-deckable enchantment and artifact hate that let's you cantrip if you have nothing else to do, plus it adds 2 cards to your yard if you are working towards a delve card.
Speaking of delve cards, necropolis fiend really isn't that bad. He certainly requires a certain shell, but it's totally possible to put him to good use. Black needed a cheap flier that doesn't die to lightning strike since desecration demon is leaving, so he might be playable just based on that. But combine him with the mill cards in green (sayr wayfinder, commune with the gods, kruphix's insight, etc...) and there might be something there. His ability is going to be hard to make relevant, but I think the bigger thing here is that he's a 4/5 flier, with upside, which could potentially be played on turn 4. I wouldn't count him out just yet.
Temur ascendancy is quite powerful. The only thing is that you are going to want to play mystics and caryatids with this which is 12 cards already, you probably play courser as well, so that's 16 plus 24 lands puts you at 40 cards, so you have 20 slots left. I'm assuming this deck would also want to play xenagos, nissa, and maybe a Chandra or two, possibly kiora, so it's a deck that will require a lot of tweaking to get numbers right. This card is probably playable, but it's in a color combination that already has a ton of playables, many of which are not 4/4 creatures. Not sure this makes the cut.
Mardu skull-hunter is SICK! Great for mono black agro. I've been wanting a ravenous rats that has 2 power, now I've got one. I'll be surprised if this doesn't see play. Brain maggot is pretty weak in an agro deck.
I'm not sure why people are saying that crackling doom is super playable. I mean this is the color with the best removal, unless there's a TON of prognostic sphinx's and monstroused fleesemane lions I don't see why you'd want it.
dragonstyle twins has the problem that all of the prowess creatures will probably have, and that's being able to play around a card like lightning strike. Having your 5 mana creature die to a lightning strike would suck, I'll stick with stormbreath dragon.
as for the 7 mana wrath.... I guess it's in a color with ramp, but as that point you'd probably rather have in garruk's wake. Yea I'm not going to defend this, it's pretty bad.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I am not sure how I feel about Delve... but I kind of like it, I am going to have to think quite a bit about how I am going to construct my deck. Since I don't want to be a self mill deck but if there are some good cantrips or a forbidden alchemy style card I could fill my grave without needing to use cards to do it. Give me Logic Knot
Narset is a little dissapointing for me, because I wanted to see a low cost "tempo" commander and this feels too much like Jeleva, not a huge fan of randomness... this one feels UR where most of the other Jeskai ledgends were RW. Zedruu is still the only one that feels Red white and blue.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
EDIT:
Something else, prognostic sphinx + narset would be one insane combo. NOW I'm excited.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
Hahaha on you i bet Sultai charm will see play in modern and people will be using it in Legacy , the mardu card will see play in a zoo type modern deck hahaha on you hahaha
You can always save up and buy those fetchlands as they are, rather than whining about MaRo not handing them to you on a silver plate.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
It does, but so does Diabolic Edict, Celestial Flare, Liliana of the Veil, and Council's Judgment.
Two of them are cheaper. The third is much more versatile. And the fourth is guaranteed to hit.
And I curse all Team America players who play both TNN and Goyf at the same time.
Or those Deathblade players who play TNN and V. Clique/Batterskull. Heck, a 1+/X with Umezawa's Jitte with 1+ counters on it gets sacced instead of TNN.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Also: REALLY FRICKIN HUGE BEARS!
"normality is a paved road: it is comfortable to walk, but no flowers grow there."
-Vincent Van Gogh
things I hate:
1. lists.
b. inconsistencies.
V. incorrect math.
2. quotes in signatures
III: irony.
there are two kinds of people in the world: those who can make reasonable conclusions based on conjecture.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
UBR Jeleva Grixis Storm
WBG Karador Boonweaver Combo
WUBRG Food Chain Tazri
Sarkhan, the Dragonspeaker 3RR
Planeswalker - Sarkhan (MR)
+1: Until end of turn, Sarkhan, the Dragonspeaker becomes a 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.
-3: Sarkhan, the Dragonspeaker deals 4 damage to target creature.
-6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
Starting Loyalty: 4
R Citizen Cane (Feldon of the Third Path)
WoW what a card
- ability shoud have been -2 but he looks playable
Also you just need 1 turn before you ultimate hin...
and ultimate is draw 3 each turn and discard your hand at the end step...
looks really sollid for burn
The difference between a 1/1 and a 2/1 for a given cost is huge, and should not be underestimated. A 1/1 for 2 without a huge upside is hardly playable. A 2/1 for 2 with a relatively irrelevant downside for the decks that would play it, and a solid and easy to trigger ability is actually incredibly interesting. Remember the math: In a vacuum, a 1/1 is a twenty turn clock, whereas a 2/1 cuts it in half to a 10 turn clock, knocking off ten full turns of attacking. An opponent at 4 life needs be hit a total of twice to lose with a 2/1, but four times to get killed through a 1/1. There is no more significant difference in power or toughness boosts to a creature than going from 1 power to 2 power. It is easily the most significant jump for aggros decks. A 2/1 for 2 is not at all an unreasonably costed creatures, and the decks that would play it shouldn't have a problem activating the ability or ignoring the generally irrelevant downside for what you want to be doing.
There is a Mono-Black aggro list running that is sort of viable in standard, and it's only really losing Rakdos Cackler. This seems like it will fit in extremely well there simply because it is reasonably aggressively costed with an added upside.
UBDragonlord Silumgar WGKarametra, God of Harvests
BRUNekusar, the Mindrazer BGMazirek, Kraul Death Priest
URMelek, Izzet Paragon UGPrime Speaker Zegana
WUHanna, Ship's Navigator BWUSydri, Galvanic Genius
WUBRGSliver Queen RBBladewing the Risen
WBKarlov of the Ghost Council RGXenagos, God of Revels
GFreyalise, Llanowar's Fury RWAurelia, the Warleader
RIb Halfheart, Goblin Tactician BDrana, Liberator of Malakir
UAzami, Lady of Scrolls WNahiri, the Lithomancer
WBGDoran, the Siege Tower CEmrakul, the Promised End