I like this new Huatli. I wasn't expecting it at all, but I like it.
Her +1 does nothing on its own, but it can potentially catapult her to her ultimate, or it can just help to keep her alive in addition to the chump blockers she's using to fuel her +1.
It does make the chance of Azor being a creature higher though.
All interesting and decent cards here. I am surprised Huatli came back, for one, with a nice color shift as well. She seems so good in token decks.
The Chupa is a nice tool for my EDH decks with reanimation and black.
The vampire Lord will find it's way into my Edgar Vamp tribal deck.
Not sure on the others. Pirates seems super aggro which part of me likes and part of me really dislikes, because I want them to be a Commander viable deck.
Anyway some of these cards look quite interesting. I do like the potential for that one drop pirate. I just wonder how many other red pirates you need to make sure it comes out turn one. I wonder if he could fit into my RDW deck.
Should be able to figure that out with the same bicubic probability math used to figure out how many lands you need in order to ensure no missed drops for (x) turns.
Probability of 1/4 Daring Buckaneers and at least 1/X Pirates (including the other 3 buckaneers)
EDIT: The word I was looking for is Hypergeometric - not bicubic.
Population of 30 with 10 pirates in the deck (not including the 1 Buckaneer already in your hand - but it does include the other 3 buckaneers) a sample size of 6 (which is not including the 1 Buckaneer we are assuming we already have) you get a probability of 69% you will draw a 2nd pirate. With 15 other pirates in the deck the probability is ~84%.
Given the probability of drawing 1 out of 4 pirates (or any card) in a 60 card deck on the first turn is only 40% - it's really hard to form an entire first-turn strategy out of this alone - you'd be looking at other first turn plays as well to round it out, and pirates has a couple good options already - Rigging Runner, for example, which can come down on turn one.. or come down on turn 2 behind the buckanner as a 2/2 first striker.
They decided to cut back on the 'usual plains walkers' so we get new names on what likely should have been Ajani.
It does feel a bit win more. Naya isn't strong with draw yet vs control where you want walkers this doesn't do anything since you likely won't have a board.
Vampire is awesome. Better than the mythic by far. Since they build from common up (eyeroll) Elenda might have gotten the 1/1 because of Legion Lieutenant.
New Huatli seems amazingly, aggressively bad in both Modern and Standard. At 3CMC it would have been a merely decent card, I think.
It requires an existing board presence to act at all, the plus ability is contingent upon having more than one creature to be anything but incredibly bad, and the minus ability totally folds to your opponent having any kind of interaction whatsoever, including just a chump blocker.
The chupacabra is really good because it doesn't have that anoying restriction that Nekrataal and Shriekmaw has.
Sure it doesn't have the "non-artifact, non-black" clause of those two. But those two have other benefits:
Shriekmaw has both evasion thanks to fear. And flexibility thanks to Evoke.
Nekrataal has the bonus of first strike.
Of course I still like the new Chupacabra and might look to add it to a commander deck along with the other two, for added redundancy.
The chupacabra is really good because it doesn't have that anoying restriction that Nekrataal and Shriekmaw has.
Sure it doesn't have the "non-artifact, non-black" clause of those two. But those two have other benefits:
Shriekmaw has both evasion thanks to fear. And flexibility thanks to Evoke.
Nekrataal has the bonus of first strike.
Of course I still like the new Chupacabra and might look to add it to a commander deck along with the other two, for added redundancy.
The restriction felt really bad for me when playing in commander.
SO CLOSE on Daring Buccaneer. If it had anything else to it, haste, first strike, trample, I think it could see modern play, but alas, just a 1 mana 2/2. I think Jade light is great though, reminds me of Yavimaya elder.
They hint at this in the storyline;
(The Sun Emperor to Huatli)
[quote]"The Sun expresses itself in three aspects. Creativity, destruction, and sustenance. Your gifts have been lit by the first two, and it seems as if you must explore the last."
So we might get a Gruul Huatli maybe? Then suddenly a Naya Huatli.
That chupacabra is awesome. Murder On a stick with the potential for recursion with the BG flip land is something that can do serious work, given that blink is also a thing in this set (correct me if I'm wrong, haven't been playing much since the PR). Buccaneer will be a staple in pirates aggro and I can see awakening in a more controllish build.
The chupacabra is really good because it doesn't have that anoying restriction that Nekrataal and Shriekmaw has.
Sure it doesn't have the "non-artifact, non-black" clause of those two. But those two have other benefits:
Shriekmaw has both evasion thanks to fear. And flexibility thanks to Evoke.
Nekrataal has the bonus of first strike.
Of course I still like the new Chupacabra and might look to add it to a commander deck along with the other two, for added redundancy.
The restriction felt really bad for me when playing in commander.
Agreed. If you look at the top Commanders on EDHRec, any "non-black" removal spells miss on almost half of the commanders, which likely mean they miss on most creatures in those commander's decks as well. Most alarming is that 8 out of 10 of the top commanders of all time are black! This is probably still worse than Shriekmaw (Evoke offers adding flexibility AND sacrifice/"when this dies" synergy, and a 3/2 evasive body sometimes does work) but this thing is much, much, much better than Nekrataal and is a staple in any black deck unless you really need a Human Assassin. Especially juicy that Reveillark and Alesha, Who Smiles at Death can recur it.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Until Abzan became a thing, i was always a selesnya player, i love the aesthetics of selesnyan groups, i loved the effect of the cards (usually being very fair but powerful cards), but the one thing that i could never wrap my head around was why the GW Planeswalkers always sucked, i honestly can't think of a single GW walker that you can say "this card is amazing in deck x or y" and Huatli is just another one of those walkers, seriously, if she was a 2CMC walker she would still be horrible in any format that isn't EDH, and as an EDH token player i can say for sure she isn't good enough for any of the current token decks, her +1 can get her to survive which is good, but her -1 doesn't give trample so your creature will simply be chump blocked, also since walkers can only use thei abilities in sorcery speed, your opponent will simply wait for you to buff something and destroy it, now her ultimate is pretty good in EDH but it takes two turns to turn it on thats if you're playing 1v1 because if you're playing on a group then someone will destroy her, or you may end up milling yourself because of her ultimate.
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Eh, Huatli seems really underwhelming. And the fact that her inclusion pushes out Azor's chance as a planeswalker just makes her card taste so much more sour.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
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Her +1 does nothing on its own, but it can potentially catapult her to her ultimate, or it can just help to keep her alive in addition to the chump blockers she's using to fuel her +1.
It does make the chance of Azor being a creature higher though.
The Chupa is a nice tool for my EDH decks with reanimation and black.
The vampire Lord will find it's way into my Edgar Vamp tribal deck.
Not sure on the others. Pirates seems super aggro which part of me likes and part of me really dislikes, because I want them to be a Commander viable deck.
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Trading Nekrataal's first strike for a better kill ability is A-okay with me.
Man this makes me wanna build a really janky esper bounce/panharmonicon deck in standard.
Edit: Also this thing is nasty as a blocker with Supernatural Stamina
-Chandra Nalaar
Should be able to figure that out with the same bicubic probability math used to figure out how many lands you need in order to ensure no missed drops for (x) turns.
Probability of 1/4 Daring Buckaneers and at least 1/X Pirates (including the other 3 buckaneers)
EDIT: The word I was looking for is Hypergeometric - not bicubic.
Using this;
https://www.geneprof.org/GeneProf/tools/hypergeometric.jsp
Population of 30 with 10 pirates in the deck (not including the 1 Buckaneer already in your hand - but it does include the other 3 buckaneers) a sample size of 6 (which is not including the 1 Buckaneer we are assuming we already have) you get a probability of 69% you will draw a 2nd pirate. With 15 other pirates in the deck the probability is ~84%.
Given the probability of drawing 1 out of 4 pirates (or any card) in a 60 card deck on the first turn is only 40% - it's really hard to form an entire first-turn strategy out of this alone - you'd be looking at other first turn plays as well to round it out, and pirates has a couple good options already - Rigging Runner, for example, which can come down on turn one.. or come down on turn 2 behind the buckanner as a 2/2 first striker.
It does feel a bit win more. Naya isn't strong with draw yet vs control where you want walkers this doesn't do anything since you likely won't have a board.
Vampire is awesome. Better than the mythic by far. Since they build from common up (eyeroll) Elenda might have gotten the 1/1 because of Legion Lieutenant.
It requires an existing board presence to act at all, the plus ability is contingent upon having more than one creature to be anything but incredibly bad, and the minus ability totally folds to your opponent having any kind of interaction whatsoever, including just a chump blocker.
Sure it doesn't have the "non-artifact, non-black" clause of those two. But those two have other benefits:
Shriekmaw has both evasion thanks to fear. And flexibility thanks to Evoke.
Nekrataal has the bonus of first strike.
Of course I still like the new Chupacabra and might look to add it to a commander deck along with the other two, for added redundancy.
The restriction felt really bad for me when playing in commander.
Pretty damning when a Chupacabra is more exciting than a walker card.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
No need for the splash of white. Ravenous Chupacabra, Noxious Gearhulk, Siren's Ruse, Hostage Taker (targeting your own creatures), even The Scarab God since we are in those colors--the foundation of a decent "my creatures kill your creatures" deck is there. Throw in some removal--Fatal Push, Walk the Plank, Never // Return--some other bounce card like Consign // Oblivion and possibly disruption via Duress or Harsh Scrutiny then see what happens.
Now that I have thought about it I will probably try this after the new set releases. I have nothing to lose but a few matches--nothing important.
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So we might get a Gruul Huatli maybe? Then suddenly a Naya Huatli.
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
Siren's Ruse is the only card in Ixalan that can blink this.
A good add for Grenzo, Dungeon Warden as well.
Agreed. If you look at the top Commanders on EDHRec, any "non-black" removal spells miss on almost half of the commanders, which likely mean they miss on most creatures in those commander's decks as well. Most alarming is that 8 out of 10 of the top commanders of all time are black! This is probably still worse than Shriekmaw (Evoke offers adding flexibility AND sacrifice/"when this dies" synergy, and a 3/2 evasive body sometimes does work) but this thing is much, much, much better than Nekrataal and is a staple in any black deck unless you really need a Human Assassin. Especially juicy that Reveillark and Alesha, Who Smiles at Death can recur it.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Until Abzan became a thing, i was always a selesnya player, i love the aesthetics of selesnyan groups, i loved the effect of the cards (usually being very fair but powerful cards), but the one thing that i could never wrap my head around was why the GW Planeswalkers always sucked, i honestly can't think of a single GW walker that you can say "this card is amazing in deck x or y" and Huatli is just another one of those walkers, seriously, if she was a 2CMC walker she would still be horrible in any format that isn't EDH, and as an EDH token player i can say for sure she isn't good enough for any of the current token decks, her +1 can get her to survive which is good, but her -1 doesn't give trample so your creature will simply be chump blocked, also since walkers can only use thei abilities in sorcery speed, your opponent will simply wait for you to buff something and destroy it, now her ultimate is pretty good in EDH but it takes two turns to turn it on thats if you're playing 1v1 because if you're playing on a group then someone will destroy her, or you may end up milling yourself because of her ultimate.
Art student, EDH lover and a strong believer that Delver has the best design in all of MTG.