Wretched Confluence (-2/-2 a creature, Target player draws 1 and loses 1, Raise Dead for 3BB)
Caller of the Pack (8/5 Trample Myriad for 5GG)
Oreskos Guide (2/2 for 1W, ETB tutor a plains to hand for each opponent with more lands than you)
Shielded by Faith (1WW Aura, enchanted creature is indestructible, Prison Term
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not hyped about wretched confluence....
triple raise dead for 5 is pretty meh.
bad Painful Truths is not very efficient also
the third triple mode is mostly bad Flesh to Dust
not hyped about wretched confluence....
triple raise dead for 5 is pretty meh.
bad Painful Truths is not very efficient also
the third triple mode is mostly bad Flesh to Dust
not hyped about wretched confluence....
triple raise dead for 5 is pretty meh.
bad Painful Truths is not very efficient also
the third triple mode is mostly bad Flesh to Dust
The black tripple command would be really strong in Standard.
But as it is, cute card, but -2/-2 just doesnt cut it fairly often.
Its allways value for you, so its not completly terrible (but it could be 2BB easily, which would potentially make it reasonable in legacy as a value card, but 5 is just too much).
not hyped about wretched confluence....
triple raise dead for 5 is pretty meh.
bad Painful Truths is not very efficient also
the third triple mode is mostly bad Flesh to Dust
It's an instant... that's what makes it good.
It's a good magic card.
but all the other Confluences (save maybe the white one) are more interesting.
the blue one and the red one are really powerful cards.
I was hyped for this one, hoping for some kind of "return creature with CMC 2- from grave to battlefield" or some kind of discard.
as is, it's just not interesting nor powerful.
it's the only one of the cycle that could cost 1 less mana than it does without becoming ridiculously overpowered.
The Myriad uncommon cycle really annoys me. It's like Wizards designed the Black and Blue ones then couldn't think of anything the other three could do that wasn't OP, so they just said screw it, let's give them generic combat abilities and nothing that generates advantage like the first two. I mean why bother with a new, precon-specific mechanic if you're just going to slap it on a few uninspired beaters and a few creatures with an interesting ability that will just get chump blocked.
The Explorer is interesting, gift of the Estates as an ETB effect. could get a lot of land if done right (also helpful for those without land drops in white.
The Myriad uncommon cycle really annoys me. It's like Wizards designed the Black and Blue ones then couldn't think of anything the other three could do that wasn't OP, so they just said screw it, let's give them generic combat abilities and nothing that generates advantage like the first two. I mean why bother with a new, precon-specific mechanic if you're just going to slap it on a few uninspired beaters and a few creatures with an interesting ability that will just get chump blocked.
No kidding. They could have easily given the white one lifelink to make it more interesting. The red one could have had some Spark Mage-esque ability, and the green one could get an ability like Brood Sliver. It took me a grand total of one minute to come up with those ideas. (The lifelink idea I came up with immediately upon seeing Herald of the Host.) The people at WotC were working on these decks for, like, a year. They had plenty of time to come up with, playtest, and balance ideas at least as good as mine.
The Myriad uncommon cycle really annoys me. It's like Wizards designed the Black and Blue ones then couldn't think of anything the other three could do that wasn't OP, so they just said screw it, let's give them generic combat abilities and nothing that generates advantage like the first two. I mean why bother with a new, precon-specific mechanic if you're just going to slap it on a few uninspired beaters and a few creatures with an interesting ability that will just get chump blocked.
No kidding. They could have easily given the white one lifelink to make it more interesting. The red one could have had some Spark Mage-esque ability, and the green one could get an ability like Brood Sliver. It took me a grand total of one minute to come up with those ideas. (The lifelink idea I came up with immediately upon seeing Herald of the Host.) The people at WotC were working on these decks for, like, a year. They had plenty of time to come up with, playtest, and balance ideas at least as good as mine.
It's not a lack of imagination, but a conscious choice not to. The reminder text for Myriad is already six lines long and has some rather complex rules implications, there's a reason they only put incredibly simple yes-or-no abilities that don't affect the board on the blue and black versions. Yes blah blah we're all magic geniuses who want more complexity but these products are already hella complex for the majority of players.
It's a good magic card.
but all the other Confluences (save maybe the white one) are more interesting.
the blue one and the red one are really powerful cards.
The blue one is the best no question but I honestly think this is better than the Red one. Red is Pyroclasm or Destroy 3 artifacts, neither are that great at 4 mana sorcery (you can get much better sweepers or artifact destruction for that cost and the modular nature is less good on the Red confulence than most due to the small numbers involved). This is almost as good card draw as the blue, can recur valuable creatures in the grave, and kill utility Creatures (if any are on the field)... IMO it goes Blue->Black->Green->Red->White.
So basically the black confluence is the instant-speed value-town one. I'm down. It's less stupidly powerful than mystic confluence, but it's a lot of little modular card advantage in a black 5 drop. Outside dredge-reanimator I think I'd just narrowly play this over Moonlight Bargain, which is saying something because I love that card and it's insane. Basically this draws three, and you can decide to replace one of those draws with a creature card in your graveyard if it's better than a random card from your deck; the removal mode is mostly just gravy when you need it, and there's a lot of dangerous utility dudes in this format that die to just one or two uses of that ability.
Choo choo! The train to value town is now departing the station.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
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)
It's not a lack of imagination, but a conscious choice not to. The reminder text for Myriad is already six lines long and has some rather complex rules implications, there's a reason they only put incredibly simple yes-or-no abilities that don't affect the board on the blue and black versions. Yes blah blah we're all magic geniuses who want more complexity but these products are already hella complex for the majority of players.
I agree that it is probably for complexity reason why the uncommon myriad cycle don't have many abilities. Frankly I'm even surprised that Caller of the Pack has trample. While trample is an evergreen ability, MaRo has stated it is one of the most complex evergreen abilities and it is hard to explain/teach to new players. I'm surprised the green myriad creature doesn't have had deathtouch or hexproof instead.
It's not a lack of imagination, but a conscious choice not to. The reminder text for Myriad is already six lines long and has some rather complex rules implications, there's a reason they only put incredibly simple yes-or-no abilities that don't affect the board on the blue and black versions. Yes blah blah we're all magic geniuses who want more complexity but these products are already hella complex for the majority of players.
I agree that it is probably for complexity reason why the uncommon myriad cycle don't have many abilities. Frankly I'm even surprised that Caller of the Pack has trample. While trample is an evergreen ability, MaRo has stated it is one of the most complex evergreen abilities and it is hard to explain/teach to new players. I'm surprised the green myriad creature doesn't have had deathtouch or hexproof instead.
Even for pros it just adds to the board state complexity rather inordinately. They didn't use any abilities that change combat math (Double Strike, Prowess, Menace, triggers involving the board) w/ Myriad on purpose; and if there's only space for one migraine-inducing myriad card, it makes more sense for it to be Sword of Selves than something specific.
It's not a lack of imagination, but a conscious choice not to. The reminder text for Myriad is already six lines long and has some rather complex rules implications, there's a reason they only put incredibly simple yes-or-no abilities that don't affect the board on the blue and black versions. Yes blah blah we're all magic geniuses who want more complexity but these products are already hella complex for the majority of players.
Okay, sure, getting to aim pings every which way each combat is hella complex. Even getting a fat stack of tokens can complicate the board state math. But what about lifelink? Padding your life total is pretty darn simple, but it would have made the white one so much more interesting.
Black confluence should have been 2BB. Even then it would still be boring, but at least it would compare well with ambition's cost/ancient craving. Why are 2 of its modes each "+1 card?"
-3/-3 would also have been nice, and not unreasonable. That might have pushed it into Cube relevance.
There are a lot of good 2 toughness commanders, but 5 mana is too slow to kill them before they do their thing.
I know it's an instant, but at 5 mana it's just not good. Moonlight bargain is a much better card IMO. Not a good place to be.
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Wretched Confluence (-2/-2 a creature, Target player draws 1 and loses 1, Raise Dead for 3BB)
Caller of the Pack (8/5 Trample Myriad for 5GG)
Oreskos Guide (2/2 for 1W, ETB tutor a plains to hand for each opponent with more lands than you)
Shielded by Faith (1WW Aura, enchanted creature is indestructible, Prison Term
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
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Many thanks to DNC at Heroes of the Plane Studios
This is probably the best crop of new cards so far, way more hits than misses.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
triple raise dead for 5 is pretty meh.
bad Painful Truths is not very efficient also
the third triple mode is mostly bad Flesh to Dust
It's an instant... that's what makes it good.
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It's an instant and modular though.
Bad, very bad.
But as it is, cute card, but -2/-2 just doesnt cut it fairly often.
Its allways value for you, so its not completly terrible (but it could be 2BB easily, which would potentially make it reasonable in legacy as a value card, but 5 is just too much).
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It's a good magic card.
but all the other Confluences (save maybe the white one) are more interesting.
the blue one and the red one are really powerful cards.
I was hyped for this one, hoping for some kind of "return creature with CMC 2- from grave to battlefield" or some kind of discard.
as is, it's just not interesting nor powerful.
it's the only one of the cycle that could cost 1 less mana than it does without becoming ridiculously overpowered.
The Myriad uncommon cycle really annoys me. It's like Wizards designed the Black and Blue ones then couldn't think of anything the other three could do that wasn't OP, so they just said screw it, let's give them generic combat abilities and nothing that generates advantage like the first two. I mean why bother with a new, precon-specific mechanic if you're just going to slap it on a few uninspired beaters and a few creatures with an interesting ability that will just get chump blocked.
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No kidding. They could have easily given the white one lifelink to make it more interesting. The red one could have had some Spark Mage-esque ability, and the green one could get an ability like Brood Sliver. It took me a grand total of one minute to come up with those ideas. (The lifelink idea I came up with immediately upon seeing Herald of the Host.) The people at WotC were working on these decks for, like, a year. They had plenty of time to come up with, playtest, and balance ideas at least as good as mine.
Choo choo! The train to value town is now departing the station.
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)
I agree that it is probably for complexity reason why the uncommon myriad cycle don't have many abilities. Frankly I'm even surprised that Caller of the Pack has trample. While trample is an evergreen ability, MaRo has stated it is one of the most complex evergreen abilities and it is hard to explain/teach to new players. I'm surprised the green myriad creature doesn't have had deathtouch or hexproof instead.
Okay, sure, getting to aim pings every which way each combat is hella complex. Even getting a fat stack of tokens can complicate the board state math. But what about lifelink? Padding your life total is pretty darn simple, but it would have made the white one so much more interesting.
-3/-3 would also have been nice, and not unreasonable. That might have pushed it into Cube relevance.
There are a lot of good 2 toughness commanders, but 5 mana is too slow to kill them before they do their thing.
I know it's an instant, but at 5 mana it's just not good. Moonlight bargain is a much better card IMO. Not a good place to be.
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