The leaked BR rare saga (now with glare-free art) is joined by the BR uncommon land. Good in Limited and probably BR aggro decks in Standard, but doubt it'll make a splash elsewhere.
That land art is glorious. Also cool to see that the saga art is actually a tattoo. (Though maaaybe a little creepy in light of current events in the US involving people who happen to have tattoos celebrating certain atrocities or the groups that perpetrated such atrocities...)
Now the rakdos uncommon land that’s interesting for some people because it’s Basicly Blightning for the sac effect and reminder that crucible of worlds effects exist
Now the rakdos uncommon land that’s interesting for some people because it’s Basicly Blightning for the sac effect and reminder that crucible of worlds effects exist
My only thing with that land is that something must gone horribly wrong with your gameplan in BR for you to want Blightning that costs 5 mana. But as a "break in case of fire" option it seems like a good one.
That land art is glorious. Also cool to see that the saga art is actually a tattoo. (Though maaaybe a little creepy in light of current events in the US involving people who happen to have tattoos celebrating certain atrocities or the groups that perpetrated such atrocities...)
Not to mention said people's affinity for Norse symbology. At least the participants being literal demons reduces the appearance of celebrating such things.
Immersturm Skullcairn's neat. The kind of deck that wants it might be too hurt by the ETB tapped to run it, though.
Wrenn and Six, get to work with the Immersturm Skullcairn. Shame about how expensive the ability is, though...and it's still the cheapest in Jund colours.
My only thing with that land is that something must gone horribly wrong with your gameplan in BR for you to want Blightning that costs 5 mana. But as a "break in case of fire" option it seems like a good one.
It's a parachute. The problem is that B/R beatdown players don't want a parachute, they want to jump out of the plane buck naked and screaming.
The land is the kind of reach that red aggro decks always want.
I'd argue that it's the kind of card that red aggro decks never want, but are often forced to accept because their Plan A isn't good enough.
I mean, an uncounterable Bolt to the dome could hypothetically be a part of Plan A. But, 1) it's five mana, and; 2) the discard is essentially worthless at that point. It goes back to what Crispen Smith said, in that as a beatdown player, the place where this is useful is a place you never want to be, and in fact should not even plan for. If you have to, it means your deck doesn't have what it takes.
Cast your mind back to Ramunap Ruins it dominated standard so hard it had to be banned.
Yeah, but what doesn't break Standard these days? They've had more bannings in recent years than the entire lifespan of Magic before that. It all comes from not providing answers; something that eternal formats have less issue with.
The land is the kind of reach that red aggro decks always want.
I'd argue that it's the kind of card that red aggro decks never want, but are often forced to accept because their Plan A isn't good enough.
I mean, an uncounterable Bolt to the dome could hypothetically be a part of Plan A. But, 1) it's five mana, and; 2) the discard is essentially worthless at that point. It goes back to what Crispen Smith said, in that as a beatdown player, the place where this is useful is a place you never want to be, and in fact should not even plan for. If you have to, it means your deck doesn't have what it takes.
I think that isn't a great argument because every deck has cards that shore up its weaknesses and allow it to cross the finish line. Most decks have a way to try to still win even from an unfavorable position, and that's something every deck wants. It's like saying that Demonic Tutor is a card that combo decks never want but are forced to play with because they can't just play copies 5-8 of functionally identical copies of their combo pieces.
Private Mod Note
():
Rollback Post to RevisionRollBack
Protection from reason (Decadent_Creed can't be blocked, targeted, dealt damage, or enchanted by reason.)
I think that isn't a great argument because every deck has cards that shore up its weaknesses and allow it to cross the finish line. Most decks have a way to try to still win even from an unfavorable position, and that's something every deck wants. It's like saying that Demonic Tutor is a card that combo decks never want but are forced to play with because they can't just play copies 5-8 of functionally identical copies of their combo pieces.
I agree with some of what you're saying. Even fast aggro decks need a way to win from an unfavorable position, absolutely. In fact, as a fast aggro player, you need to approach every turn as if it's an unfavorable position, because time is limited, your chief advantage is early pressure, and every turn you waste, you exhaust that advantage. So, yes. It helps to have multiple ways to quickly ding your opponent's armor.
Combo, control, and midrange all work very differently, though. I'd actually say that combo is the closest cousin to fast aggro, because you need to assemble and fire off your combo before your opponent can stop it, and every turn you wait makes it more likely that you won't. You're correct in that the combo deck would almost certainly prefer copies 5-8 of their combo pieces to a tutor. But that's never been how the game works. So, in a combo deck, Demonic Tutor is kind of like Goblin Guide is in a fast aggro deck. It's part of plan A; it's not a parachute. A better comparison would be skipping some available tutors and instead putting a second combo in your deck: it makes it more likely that your main combo won't go off, and is a good sign that your deck is not good enough to do what you're hoping it will do.
If I run this in fast aggro, it's going to hurt my early game, which is my plan A. And it comes down too late and does too little to count as an effective finisher. So, I don't know what the point of it is. It's probably just an archetype builder for Limited, where the curve is a little different. Maybe some niche EDH decks want it. I dunno. But it's just out of tune with my game plan as a fast aggro player, so I don't think I'd touch it in 1v1 Constructed.
Cast your mind back to Ramunap Ruins it dominated standard so hard it had to be banned.
For reasons that are pretty unapplicable to this land, like how you could get 4-6 uses out of the Ruins.
Exactly. Ruins doesn't enter tapped like this one, so there was no risk of lost tempo.
This new land also requires two colors to activate which is a big drawback, and even targets unlike ruins which gets through leyline of sanctity.
It's good for an uncommon, but balanced and unlikely to be abused.
The saga is certainly good value in a Jund Korvold deck if your turn 1 duskwielder or flaxen intruder survives and attacks with the demon
I think that isn't a great argument because every deck has cards that shore up its weaknesses and allow it to cross the finish line. Most decks have a way to try to still win even from an unfavorable position, and that's something every deck wants. It's like saying that Demonic Tutor is a card that combo decks never want but are forced to play with because they can't just play copies 5-8 of functionally identical copies of their combo pieces.
I agree with some of what you're saying. Even fast aggro decks need a way to win from an unfavorable position, absolutely. In fact, as a fast aggro player, you need to approach every turn as if it's an unfavorable position, because time is limited, your chief advantage is early pressure, and every turn you waste, you exhaust that advantage. So, yes. It helps to have multiple ways to quickly ding your opponent's armor.
Combo, control, and midrange all work very differently, though. I'd actually say that combo is the closest cousin to fast aggro, because you need to assemble and fire off your combo before your opponent can stop it, and every turn you wait makes it more likely that you won't. You're correct in that the combo deck would almost certainly prefer copies 5-8 of their combo pieces to a tutor. But that's never been how the game works. So, in a combo deck, Demonic Tutor is kind of like Goblin Guide is in a fast aggro deck. It's part of plan A; it's not a parachute. A better comparison would be skipping some available tutors and instead putting a second combo in your deck: it makes it more likely that your main combo won't go off, and is a good sign that your deck is not good enough to do what you're hoping it will do.
If I run this in fast aggro, it's going to hurt my early game, which is my plan A. And it comes down too late and does too little to count as an effective finisher. So, I don't know what the point of it is. It's probably just an archetype builder for Limited, where the curve is a little different. Maybe some niche EDH decks want it. I dunno. But it's just out of tune with my game plan as a fast aggro player, so I don't think I'd touch it in 1v1 Constructed.
And this is exactly it... the entire point of Aggro is winning with 2 mountains in play and no cards in hand. Your Plan C -maybe- has room for a 4 mana effect (i.e. Experimental Frenzy and let's be honest, that's not even good enough for many decks. The last really memorable 4CC card I can think of is Hazoret the Fervent). The main reason that Embercleave is even remotely playable is that it can cost as little as 1RR when you are set-up and frequently reads "1RR, instant, you win the game". You are making 2 horrible concessions is you play this card in aggro - 1) It's a tapped land and 2) it costs 5 to active. You want neither of these things in your 60... maybe in your 75 but I'd be very surprised. So aggro is out, that leaves big red... I'm open to the idea that if big red is a thing in your environment you may actually run 1x this land but very skeptical.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The leaked BR rare saga (now with glare-free art) is joined by the BR uncommon land. Good in Limited and probably BR aggro decks in Standard, but doubt it'll make a splash elsewhere.
Source: Miguel Simoes
Now the rakdos uncommon land that’s interesting for some people because it’s Basicly Blightning for the sac effect and reminder that crucible of worlds effects exist
My only thing with that land is that something must gone horribly wrong with your gameplan in BR for you to want Blightning that costs 5 mana. But as a "break in case of fire" option it seems like a good one.
Not to mention said people's affinity for Norse symbology. At least the participants being literal demons reduces the appearance of celebrating such things.
Immersturm Skullcairn's neat. The kind of deck that wants it might be too hurt by the ETB tapped to run it, though.
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
For reasons that are pretty unapplicable to this land, like how you could get 4-6 uses out of the Ruins.
I'd argue that it's the kind of card that red aggro decks never want, but are often forced to accept because their Plan A isn't good enough.
I mean, an uncounterable Bolt to the dome could hypothetically be a part of Plan A. But, 1) it's five mana, and; 2) the discard is essentially worthless at that point. It goes back to what Crispen Smith said, in that as a beatdown player, the place where this is useful is a place you never want to be, and in fact should not even plan for. If you have to, it means your deck doesn't have what it takes.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
I think that isn't a great argument because every deck has cards that shore up its weaknesses and allow it to cross the finish line. Most decks have a way to try to still win even from an unfavorable position, and that's something every deck wants. It's like saying that Demonic Tutor is a card that combo decks never want but are forced to play with because they can't just play copies 5-8 of functionally identical copies of their combo pieces.
Combo, control, and midrange all work very differently, though. I'd actually say that combo is the closest cousin to fast aggro, because you need to assemble and fire off your combo before your opponent can stop it, and every turn you wait makes it more likely that you won't. You're correct in that the combo deck would almost certainly prefer copies 5-8 of their combo pieces to a tutor. But that's never been how the game works. So, in a combo deck, Demonic Tutor is kind of like Goblin Guide is in a fast aggro deck. It's part of plan A; it's not a parachute. A better comparison would be skipping some available tutors and instead putting a second combo in your deck: it makes it more likely that your main combo won't go off, and is a good sign that your deck is not good enough to do what you're hoping it will do.
If I run this in fast aggro, it's going to hurt my early game, which is my plan A. And it comes down too late and does too little to count as an effective finisher. So, I don't know what the point of it is. It's probably just an archetype builder for Limited, where the curve is a little different. Maybe some niche EDH decks want it. I dunno. But it's just out of tune with my game plan as a fast aggro player, so I don't think I'd touch it in 1v1 Constructed.
Exactly. Ruins doesn't enter tapped like this one, so there was no risk of lost tempo.
This new land also requires two colors to activate which is a big drawback, and even targets unlike ruins which gets through leyline of sanctity.
It's good for an uncommon, but balanced and unlikely to be abused.
The saga is certainly good value in a Jund Korvold deck if your turn 1 duskwielder or flaxen intruder survives and attacks with the demon
I used to be a demigod, but now I'm an omnimage
And this is exactly it... the entire point of Aggro is winning with 2 mountains in play and no cards in hand. Your Plan C -maybe- has room for a 4 mana effect (i.e. Experimental Frenzy and let's be honest, that's not even good enough for many decks. The last really memorable 4CC card I can think of is Hazoret the Fervent). The main reason that Embercleave is even remotely playable is that it can cost as little as 1RR when you are set-up and frequently reads "1RR, instant, you win the game". You are making 2 horrible concessions is you play this card in aggro - 1) It's a tapped land and 2) it costs 5 to active. You want neither of these things in your 60... maybe in your 75 but I'd be very surprised. So aggro is out, that leaves big red... I'm open to the idea that if big red is a thing in your environment you may actually run 1x this land but very skeptical.