Please share here what Cards you find the most powerful & most interesting to you, regardless of Format.
Doin a Top 10 was too tough, cuz i cant determine a clear winner. So many powerful new Cards !
ima go with Cards that are obviously powerful, but also with notable ones to Keep an eye on.
Obvious:
Nahiri, the Harbinger In my opinion the best Planeswalker in the set. Card-cycling, Removal
& of Course something to finish off. arlinn kord Great for Creature Decks. Pump, Tokens & an aggresive nightside.
& thats the one Problem. im forced to go into nightside, if pump is not disired Jace, Unraveler of Secrets Useful, but also boring, but maybe Control will adopt him. sorin, grim nemesis Also something more for Control. Card draw & removal is always useful. archangel avacyn nice Utility finisher relentless dead so much Utility in 2 mana. declaration in stone breaches into Modern & of Course T2 geralf's masterpiece Huge, recurring Finisher with Flying ! anguished unmaking Modern Card. Well net get closer to Vindicate. westvale abbey Mana, Tokens & a huge Finisher d:D sigarda, heron's grace big Flyer, that calls Tokens.
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
I called it, this set is complete trash for constructed.
I'm not spending a dime on this garbage.
Innistrad was amazing, Im pretty upset they ruined this one so hard.
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Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
Top 10: NONE
Which worse Delver? Cause the Aberrant Scientist is costed for his stats, 3/2 Flyers are almost always 4 mana, and he can be a 5/4. And the Heir of Falkonrath is activatible at will, and creates card advantage with Madness.
This set is flavourful, and the Limited looks rather good. I can also see the potential for Grixis Madness, R/B Vampire Madness, Delerium of some kind, Thing in the Ice horror control, and probably a few more that I havent noticed.
All of the set is concentrated in the rares/mythics.
Welcome to design 101: if they won't buy your inferior product, make them buy it by increasing the rarity.
I won't play the new set in standard. However, I may buy individual pieces for modern. That alone however would barely exceed 100$.
This set has amazing flavor, I will give them that. However, not much going in terms of mechanics or ways to counter Eldrazis.
This just in, some magic players prefer simple, obviously powerful cards over complicated synergy!
Tune in to the news at 9 for more stories like this including 'Kittens are Cute,' 'Red Means Stop,' and the shocking conclusion of our 3 part series 'Water is Wet.'
Bound by Moonsilver is a useful Pacifism alike, but more importantly gives a free way to use clues. In most other sets I wouldn't care as much about it, but the ability to move it around by saccing clues makes it at least playable, especially if you're playing with some of the cards which reward doing so.
Behind the Scenes makes it annoyingly hard to block your creatures, the pump is also useful gravy because you can use it after blockers have been declared to further make things a headache for your opponent to deal with.
Kindly Stranger is a bit meh, but the transformation only costs mana and gives you a free kill spell.
Ulvenwald Mysteries is a decent source of clues, and ensures that if you do start running out of creatures that you can go pop some clues to get more.
Skin Invasion is just an absurdly good beater. The necessity of someone having a creature out impedes it some, but if you're doing aggro you can slap it on your own creature and get an awesome replacement when it dies if necessary.
Chill out man! Let out some steam! Honestly, BFZ was a lame set, driven by all the hype around Zendikar. SOI is much better. I don't give a damn on the whole investigation/clues theme and I'm also a Modern player but still think it will be a nice set. It's true, there are no modern playable cards in SOI but there are a couple of funny cards for Standard. Also, you could bild up a Standard werewolf or vampire deck with mostly commons/uncommons and a couple of rares from SOI without the need of droping 300$+ bucks for a playset of Jace, Vryn's Prodigy...so SOI will be a nice set for a standard player's wallet ;)).
Cheers!
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GBR May the Jund'ish side of the Force be with you! GBR
i agree with most of you that SOI is low Powerlevel. once again. But i think we have to get used to it. Unless you wanna wait for another mistake from Wizards.
But at least we got plenty stuff for T2 right ? Like the Planeswalkers. Everyone of them is good enough for T2. & yea, i changed from Modern to T2. im too tired always playin with the same Cards, cuz Wizards refuses to make good Cards for Formats other than T2 & Commander. & found out that T2 is sooo much more fun to Play anyway d:D Cuz that is the purpose of a game actualy.
Alms of the Vein - Is it just me, or does this seem really good? Blood Tithe was 4 mana for basically the same effect, and this is cheaper in both modes.
Autumnal Gloom // Ancient of the Equinox - Okay, so maybe this isn't constructed playable, but damn. The name and the art are just top notch. Gonna try to shove this into an EDH deck, even if it is terrible.
Cryptolith Rite - Turning all of your guys into dorks is pretty damn good. I can think of a lot of utility guys who aren't going to be going on the offense in my EDH decks. Might as well put them to work some other way.
Erdwal Illuminator - Wizards is really pushing the investigations deck for limited. With 22 cards related to clues, I think they're trying to put them all into SOI so they can replace investigate with a new mechanic in EMN. After all, once we've figured out the source of all these shenanigans, we won't need to investigate anymore.
Geier Reach Bandit // Vildin-Pack Alpha - Damn, why didn't they spoil this lady before? She'll definitely be the backbone to werewolves in Standard. Wishing they had made her Gruul and legendary, but one can dream.
Grotesque Mutation - Nothing remarkable about the card, but that art goes a long way to support the Emrakul theory.
Moonlight Hunt - A very solid piece of removal for whatever werewolf deck we get.
Open the Armory - Gonna try to grab a copy of this to hold onto for EDH. I may rebuild Daxos or Heliod in the future, and this would definitely find a home if I do.
Skin Invasion // Skin Shedder - Drop this on an opponent's creature, force them to attack unfavorably and get a free 3/4 out of it? Sounds at least testable.
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
Top 10: NONE
Did you actually expect ST Traft and Delver to be reprinted?
You don't even know what the draft environment will be like yet.
I think the original list of "best" cards could do without Sorin or Arlin, and probably should include Thing in the Ice and Asylum Visitor. Another card with potential that was omitted is Skin invasion (and it'd mentioned a few times here, which is nice).
Dude, all you do is come on to complain about how bad blue is and how bad the sets are, if you don't like it then quit! This set will be good for standard and I don't see the point of you coming on here to diss the set besides making yourself feel better.
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
Top 10: NONE
Hehe, 3 years being a member keeping your posts strictly on how horrible the new set is. Love it
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Any new cool Daretti cards printed in the latest set? Tell me about it!
Rules Advisor
Sin Prodder has NO downside. It's nuts. Easily one of the best 5 cards in the set.
Sin prodder may not have a downside, bu it doesn't have all that large an upside either. It doesn't have any immediate impact or any way of protecting itself from removal. It dies even to a shock. Its ability isn't actually that strong either. About 40% of sin prodder triggers will reveal a land, effectively doing nothing for the turn. Even in the 60% of cases where you do reveal a spell with a positive CMC, you get the worst option of deal damage and draw a card. The card is solid and I expect it to see play alongside Jace and Goblin Dark-Dwellers, but it won't even be the best card in the deck.
The card I'd pick as the most powerful card in SOI is Traverse the Ulvenwald. While it may not get their in standard, though I think it probably will, it will almost certainly be busted in Modern. It isn't that hard to turn delirium on, and the effect is actually absurdly powerful. I don't know what plays it yet, but something will.
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Sin Prodder has NO downside. It's nuts. Easily one of the best 5 cards in the set.
Sin prodder may not have a downside, bu it doesn't have all that large an upside either. It doesn't have any immediate impact or any way of protecting itself from removal. It dies even to a shock. Its ability isn't actually that strong either. About 40% of sin prodder triggers will reveal a land, effectively doing nothing for the turn. Even in the 60% of cases where you do reveal a spell with a positive CMC, you get the worst option of deal damage and draw a card. The card is solid and I expect it to see play alongside Jace and Goblin Dark-Dwellers, but it won't even be the best card in the deck.
The card I'd pick as the most powerful card in SOI is Traverse the Ulvenwald. While it may not get their in standard, though I think it probably will, it will almost certainly be busted in Modern. It isn't that hard to turn delirium on, and the effect is actually absurdly powerful. I don't know what plays it yet, but something will.
If Sin Prodder reveals a land, then I've just missed drawing that land for the turn. I'm happy with that result - and its 40% of the time. An evasive 3/2 for 3 mana is decent (if not amazing) all on its own. "Dies to removal" is not a valid argument for a 3 mana beater. Every turn, it will either mill a land that I probably didn't want to draw anyway, give me a card, or deal extra damage to my opponent.
I really like Traverse as well, especially in something like Dredge. I hope there's a good deck for this in standard.
Cryptolith Rise I also think will be a thing. In a Green/red or blue or black deck with Scions. The amount of mana available quickly is pretty insane.
I think its really tough to evaluate Sin Prodder.If you watch the pre-prerelease you can get a sense of the work it puts in in a limited deck. An evasive 3/2 for three is nearly an auto include in limited. The draw effect is just gravy. The ability, in a tuned deck, could be dangerous. To optimize him, I would consider things with alternate costs. Evoke comes to mind...Stoke the flames seems kinda good here too. Stuff like that.
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Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
If Sin Prodder reveals a land, then I've just missed drawing that land for the turn. I'm happy with that result - and its 40% of the time. An evasive 3/2 for 3 mana is decent (if not amazing) all on its own. "Dies to removal" is not a valid argument for a 3 mana beater. Every turn, it will either mill a land that I probably didn't want to draw anyway, give me a card, or deal extra damage to my opponent.
You really shouldn't be happy with just hitting a land. Doing so does almost literally nothing. Hitting a land off the top will only make you about 1% more likely to hit a nonland with your draw. Hitting a land actually doesn't do anything. My point in bringing up dies to removal is that the creature just doesn't have all that large an upside. Menace isn't actually great as evasion. 2 toughness looks to be sufficiently low that the creature literally dies to everything. There will be decks playing one mana removal spells that just kill it before it does anything, making Sin Prodder a huge potential tempo loss. Virtually every deck in standard will be packing two mana removal that answers sin prodder and grants a tempo advantage. Sin prodder is a fine card that I expect to see play, but it won't even be the best card in the decks it is in.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
are all cards that either WILL see play or at least will be heavily considered, and those are just the rares and mythics. Sure it isn't a bunch of cards that slot into tier 1 decks, but do you really want that? Most of these cards either enable a new strategy completely or at the very least give a huge bonus to some more fringe strategies that are out there.
This is just as bad a set for constructed as Battle for Zendikar was. Wizards these days is just hiding behind the flavor. You're all being blinded by some lame investigating story. The cards are low powered and uninteresting. And this time there aren't even any expeditions to buy packs for. Innistrad draft was fun because you had cool archetypes like Burning Vengeance and Spider Spawning. There's nothing like that in this set. Stop being such fanboys and wake up and realize the crap set you have all been served. Oh and blue is complete trash. Like actual hot flaming garbage. There's also a lot of really weak versions of previous Innistrad cards. An aura that is so bad to honor Geist of Saint Traft. A really horrible Delver of Secrets. What a bad bad bad bad set
Thank you! I shouldn't be surprised, but I can't believe how many people are complaining about this set. It looks like one of the strongest, most spread out, unique, and flavorful sets of recent memory. The value is not tied up in one chase mythic but is actually spread out across most of the rares which are unique (How many sorceries do you know that transform into creatures?) and give this set a ridiculously high ceiling as far as value is concerned. Between eternal all stars (thing in the ice, track the ulvenwald, anguished unmaking) and the tribal pull that casuals love this set will be one of the most sought after for years to come. Really, I am not sure what else people could want?
If Sin Prodder reveals a land, then I've just missed drawing that land for the turn. I'm happy with that result - and its 40% of the time. An evasive 3/2 for 3 mana is decent (if not amazing) all on its own. "Dies to removal" is not a valid argument for a 3 mana beater. Every turn, it will either mill a land that I probably didn't want to draw anyway, give me a card, or deal extra damage to my opponent.
You really shouldn't be happy with just hitting a land. Doing so does almost literally nothing. Hitting a land off the top will only make you about 1% more likely to hit a nonland with your draw. Hitting a land actually doesn't do anything. My point in bringing up dies to removal is that the creature just doesn't have all that large an upside. Menace isn't actually great as evasion. 2 toughness looks to be sufficiently low that the creature literally dies to everything. There will be decks playing one mana removal spells that just kill it before it does anything, making Sin Prodder a huge potential tempo loss. Virtually every deck in standard will be packing two mana removal that answers sin prodder and grants a tempo advantage. Sin prodder is a fine card that I expect to see play, but it won't even be the best card in the decks it is in.
1.1% more likely to hit a land on the upkeep of turn 4 - assuming you only hit 3 lands - and you're on the play - and you're not doing any delirium stuff. And it only gets better the longer the game goes on (and if you're on the draw, or if you've picked up more than 3 lands by turn 4), the effect does get worse if you've mulliganed, or if you've missed land drops. And each trigger is cumulative, the first is 1.1%+, the second is 2.4%+ (3.5% total), the third is 3.7%+ (7.2% total). I didn't mean that I would RATHER hit a land than the other options (unless its the last land type I need for Delirium), just that if the card read: "At the beginning of your upkeep reveal the top card of your library, if its a land, put it in your graveyard" I would probably still like the card (not as much, of course), and the actual card is significantly better than that.
Please share here what Cards you find the most powerful & most interesting to you, regardless of Format.
Doin a Top 10 was too tough, cuz i cant determine a clear winner. So many powerful new Cards !
ima go with Cards that are obviously powerful, but also with notable ones to Keep an eye on.
Obvious:
Nahiri, the Harbinger In my opinion the best Planeswalker in the set. Card-cycling, Removal
& of Course something to finish off.
arlinn kord Great for Creature Decks. Pump, Tokens & an aggresive nightside.
& thats the one Problem. im forced to go into nightside, if pump is not disired
Jace, Unraveler of Secrets Useful, but also boring, but maybe Control will adopt him.
sorin, grim nemesis Also something more for Control. Card draw & removal is always useful.
archangel avacyn nice Utility finisher
relentless dead so much Utility in 2 mana.
declaration in stone breaches into Modern & of Course T2
geralf's masterpiece Huge, recurring Finisher with Flying !
anguished unmaking Modern Card. Well net get closer to Vindicate.
westvale abbey Mana, Tokens & a huge Finisher d:D
sigarda, heron's grace big Flyer, that calls Tokens.
Cards with obvious potential:
Gryff's Boon a Rancor in W ^^
Loam Dryad Could this be good enough for a 1 mana manaproducer in creature Decks ?
heir of falkenrath inevitable for Vampires
falkenrath gorger Will be very interesting to watch how good he will do
hanweir militia captain If flipped, a huge threat.
asylum visitor great potential in this Card.
sin prodder nice aggresive creature, that punishes. But you go risk to lose a valuable Card everytime.
bygone bishop good flying Body in creatures hordes that fuels your lategame.
tireless tracker similiar to the Bishop, who can also grow himself.
vessel of nascency maybe the best Delirium enabler.
traverse the ulvenwald great potential in this 1 G mana.
geier reach bandit aggresive Body, that may give you a big Advantage.
Sorry if i forgot any. These just caught my eyes the most.
Top 10: NONE
India called, they want their salt back.
I'm not spending a dime on this garbage.
Innistrad was amazing, Im pretty upset they ruined this one so hard.
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
Which worse Delver? Cause the Aberrant Scientist is costed for his stats, 3/2 Flyers are almost always 4 mana, and he can be a 5/4. And the Heir of Falkonrath is activatible at will, and creates card advantage with Madness.
This set is flavourful, and the Limited looks rather good. I can also see the potential for Grixis Madness, R/B Vampire Madness, Delerium of some kind, Thing in the Ice horror control, and probably a few more that I havent noticed.
All are rares/mythics.
All of the set is concentrated in the rares/mythics.
Welcome to design 101: if they won't buy your inferior product, make them buy it by increasing the rarity.
I won't play the new set in standard. However, I may buy individual pieces for modern. That alone however would barely exceed 100$.
This set has amazing flavor, I will give them that. However, not much going in terms of mechanics or ways to counter Eldrazis.
RETIRED - GAME SUCKS
Modern:
UUUMerfolksUUU
RGoblinsR
Ad Nauseam
BR 8 Racks RB
WUB Mill BUW
Legacy:
XOps! All splels! X
What I think of MaRo
Tune in to the news at 9 for more stories like this including 'Kittens are Cute,' 'Red Means Stop,' and the shocking conclusion of our 3 part series 'Water is Wet.'
*Ahem*
On topic, I'll steer away from the rares/mythics and draw attention to some of the commons/uncommons that I find intriguing. Autumnal Gloom, Nagging Thoughts, Kessig Forgemaster, Skin Invasion, Not Forgotten, and Crawling Sensation are all cards that are on my personal radar. The 2 green enchantments inparticular seem really interesting.
Bound by Moonsilver is a useful Pacifism alike, but more importantly gives a free way to use clues. In most other sets I wouldn't care as much about it, but the ability to move it around by saccing clues makes it at least playable, especially if you're playing with some of the cards which reward doing so.
Behind the Scenes makes it annoyingly hard to block your creatures, the pump is also useful gravy because you can use it after blockers have been declared to further make things a headache for your opponent to deal with.
Kindly Stranger is a bit meh, but the transformation only costs mana and gives you a free kill spell.
Ulvenwald Mysteries is a decent source of clues, and ensures that if you do start running out of creatures that you can go pop some clues to get more.
Skin Invasion is just an absurdly good beater. The necessity of someone having a creature out impedes it some, but if you're doing aggro you can slap it on your own creature and get an awesome replacement when it dies if necessary.
Cheers!
But at least we got plenty stuff for T2 right ? Like the Planeswalkers. Everyone of them is good enough for T2. & yea, i changed from Modern to T2. im too tired always playin with the same Cards, cuz Wizards refuses to make good Cards for Formats other than T2 & Commander. & found out that T2 is sooo much more fun to Play anyway d:D Cuz that is the purpose of a game actualy.
We as a community suck at evaluating cards. Go re-read some threads about original Innistrad and watch as people dramatically underestimate cards that went on to define multiple formats like Delver of Secrets, Liliana of the Veil, and Snapcaster Mage while freaking out about the awesome power of Ludevic's Test Subject. Seriously, go and read: Why Is Snapcaster Mage Believed to Be So Good?.
So I beg to differ. This set looks leagues better than BFZ in terms of flavor, style, and design. I absolutely think there's plenty of playables here and not just in Standard: I look forward to seeing what can happen with Thing in the Ice, Skin Invasion, Arlinn Kord, Gryff's Boon (which I totally missed is only W to cast), Jace, Unraveler of Secrets, Asylum Visitor, From Under the Floorboards, Avacyn's Judgment, Sin Prodder, , Falkenrath Forger, Vessel of Volatility, Inexorable Blob, Nahiri, the Harbinger, Sorin, Grim Adversary, Brain in a Jar, The Gitrog Monster...lots of potentially quite strong things here.
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
Did you actually expect ST Traft and Delver to be reprinted?
You don't even know what the draft environment will be like yet.
Hehe, 3 years being a member keeping your posts strictly on how horrible the new set is. Love it
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Rules Advisor
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
Sin prodder may not have a downside, bu it doesn't have all that large an upside either. It doesn't have any immediate impact or any way of protecting itself from removal. It dies even to a shock. Its ability isn't actually that strong either. About 40% of sin prodder triggers will reveal a land, effectively doing nothing for the turn. Even in the 60% of cases where you do reveal a spell with a positive CMC, you get the worst option of deal damage and draw a card. The card is solid and I expect it to see play alongside Jace and Goblin Dark-Dwellers, but it won't even be the best card in the deck.
The card I'd pick as the most powerful card in SOI is Traverse the Ulvenwald. While it may not get their in standard, though I think it probably will, it will almost certainly be busted in Modern. It isn't that hard to turn delirium on, and the effect is actually absurdly powerful. I don't know what plays it yet, but something will.
- Manite
If Sin Prodder reveals a land, then I've just missed drawing that land for the turn. I'm happy with that result - and its 40% of the time. An evasive 3/2 for 3 mana is decent (if not amazing) all on its own. "Dies to removal" is not a valid argument for a 3 mana beater. Every turn, it will either mill a land that I probably didn't want to draw anyway, give me a card, or deal extra damage to my opponent.
I really like Traverse as well, especially in something like Dredge. I hope there's a good deck for this in standard.
Cryptolith Rise I also think will be a thing. In a Green/red or blue or black deck with Scions. The amount of mana available quickly is pretty insane.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
You really shouldn't be happy with just hitting a land. Doing so does almost literally nothing. Hitting a land off the top will only make you about 1% more likely to hit a nonland with your draw. Hitting a land actually doesn't do anything. My point in bringing up dies to removal is that the creature just doesn't have all that large an upside. Menace isn't actually great as evasion. 2 toughness looks to be sufficiently low that the creature literally dies to everything. There will be decks playing one mana removal spells that just kill it before it does anything, making Sin Prodder a huge potential tempo loss. Virtually every deck in standard will be packing two mana removal that answers sin prodder and grants a tempo advantage. Sin prodder is a fine card that I expect to see play, but it won't even be the best card in the decks it is in.
- Manite
...Excuse me?
arlinn kord
archangel avacyn
jace, unraveler of secrets
mindwrack demon
nahiri, the harbinger
relentless dead
anguished unmaking
asylum visitor
brain in a jar
cryptolith rite
declaration in stone
diregraf colossus
eerie interlude
drownyard temple
falkenrath gorger
from under the floorboards
prized amalgam
rattlechains
sin prodder
thalia's lieutenant
thing in the ice
tireless tracker
traverse the ulvenwald
are all cards that either WILL see play or at least will be heavily considered, and those are just the rares and mythics. Sure it isn't a bunch of cards that slot into tier 1 decks, but do you really want that? Most of these cards either enable a new strategy completely or at the very least give a huge bonus to some more fringe strategies that are out there.
Thank you! I shouldn't be surprised, but I can't believe how many people are complaining about this set. It looks like one of the strongest, most spread out, unique, and flavorful sets of recent memory. The value is not tied up in one chase mythic but is actually spread out across most of the rares which are unique (How many sorceries do you know that transform into creatures?) and give this set a ridiculously high ceiling as far as value is concerned. Between eternal all stars (thing in the ice, track the ulvenwald, anguished unmaking) and the tribal pull that casuals love this set will be one of the most sought after for years to come. Really, I am not sure what else people could want?
1.1% more likely to hit a land on the upkeep of turn 4 - assuming you only hit 3 lands - and you're on the play - and you're not doing any delirium stuff. And it only gets better the longer the game goes on (and if you're on the draw, or if you've picked up more than 3 lands by turn 4), the effect does get worse if you've mulliganed, or if you've missed land drops. And each trigger is cumulative, the first is 1.1%+, the second is 2.4%+ (3.5% total), the third is 3.7%+ (7.2% total). I didn't mean that I would RATHER hit a land than the other options (unless its the last land type I need for Delirium), just that if the card read: "At the beginning of your upkeep reveal the top card of your library, if its a land, put it in your graveyard" I would probably still like the card (not as much, of course), and the actual card is significantly better than that.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing