Now that the full spoiler is up, I'm interested in what people think are the best commons printed in the new set. Post your top 10 in this thread or discuss other peoples picks. I think that the following format works best.
I'll Start...
1) Olivia’s Dragoon| Limited, Standard, Modern |- It has a relevant creature type, evasion, and enables madness, reanimator, etc.
2) Succumb to Temptation| Standard |- Instant speed card draw at 3 mana has never been printed before. This is essential to enabling draw go.
3) Drag Under| Limited, Standard |- It's not as versitile as repeal but most of the time it will be more mana efficient. Instant speed and cantriping means it should be an effective tempo play.
4) Otherworldly Outburst| Pauper, Limited, Standard| - A great way to blow out removal, or fantastic as a combat trick. In a pinch it can get through an extra damage as well.
5) Ingenious Skaab| Limited, Standard |- It has a cost effective body, a relevant creature type and 2 good abilities.
6) It of the Horrid Swarm| Limited, Pauper |- There are plenty of great creatures to sacrifice, and the ability being on cast is huge.
7) Spontaneous Mutation| Pauper, limited |- Blue delver already runs similar effects at sorcery speed in the SB. This should be a welcome upgrade. It's fine in blue fliers draft.
8) Prey Upon| Limited |- Cheap removal at common, is always good. Green has plenty of beefy creatures to abuse this.
9) Sigardian Priest| Limited |- This is a reprint in all but name. I expect it to be just as good.
10) Primal Druid| Limited, Standard |- In limited it's a solid delerium enabler, and color fixing in a pinch. In standard, it will be a great sac target for Eldritch Evolution, etc.
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Here are mine. I'm not that well versed so I will skip the format part:
1) Succumb to Temptation | Sign in Blood has always been good, and making it Instant only makes it better. Sign in Blood at 2 mana is sometimes a trap, as most Control decks can't actually play it T2 on the draw without discarding down to 7, so the 1 extra mana is, most of the time, moot.
2) Thraben Foulbloods | A potential 4/3 Menacing Zombie for 3 is absolutely amazing by any metrics you put it, especially when it works with another card down the list.
3) Drag Under | Repulse is better, but a souped down version of an amazing card is still something to be excited about.
4) Olivia's Dragoon | Black's Wild Mongrel, with an arguably weaker effect but fairly relevant typing.
5) Ironclad Slayer | A 3/2 for 3 with two amazing creature types that gives you a free card? If only there was a great Aura that went to the Graveyard fairly easily... oh wait.
6) Cemetery Recruitment | It's an incredible cheap +1 for Zombie decks. There's not much to say here - Put Zombies in your Graveyard like you already want to and get a sweet payoff out of the deal.
7) Otherworldly Outburst | Surprisingly flexible in Aggro decks. Make your creatures trade up and get a 3/2 out of the deal. Also screws up opponent removal.
8) Galvanic Bombardment | Shocks be Shockin', even when it can't hit opponents.
9) Grapple with the Past | Grisly Salvage that hits two less cards but also returns stuff that was already in the Graveyard. Solid for all Graveyard shenanigans.
10) Stensia Banquet | Bolt you in the face and cantrip? Not bad at all, just like Cemetery Recruitment it's an amazing payoff card for the tribe.
RUNNER UP: Ingenious Skaab | Such a flexible creature. Will blow up people like no tomorrow in Limited.
RUNNER UP 2: Ulvenwald Captive | We won't get Llanowar Elves back in Standard for now, deal with it. This Werebear wannabe in a relevant tribe isn't terrible in the meantime however.
All right I have mine broken down into a top 5 for each color. I feel like a general top is too limited and tends to not worry as much about context which is super important.
White:
1. Choking Restraint
Solid, reasonably costed removal with the extra option to exile and get graveyard value (shoutout to Ironclad Slayer)
2. Sigardian Priest
A classic. Always great.
3. Fiend Binder
This seems great in an aggressive tempo deck where you can force your opponent to either race you or leave up multiple blockers which can set you up for more great tempo plays.
4. Desperate Sentry
Not the best in an aggressive deck, but for a slower deck this buys some valuable time with a chump and a trade while later being a potential 2 for 1 with delirium. Solid against most everything except maybe slower blue deck with Drag Under's.
5. Borrowed Grace
Despite being a pretty narrow card made only for wide aggro strategies, I think the instant speed and extra utility will make this better than this slot usually is. 5 mana is pretty comfortable for the last spell you should be playing in a game while the 3 mana minimum makes it easier to go down to 16 lands which I think is important for the wide weenie strategies.
Black:
1. Boon of Emrakul
Solid removal while like Dead Weight can sometimes hit the enchantment check mark for delirium.
2. Olivia's Dragoon
Bear with good upside. I wish there was more madness to work with now that there's actually a good enabler at common, so look to uncommons, rares, and red cards to get the payoff in.
3. Borrowed Malevolence
Leaving one black mana up is no longer an empty bluff as this is just great utility as a combat trick for some very situational opportunities for a 2 for 1.
4. Gavony Unhallowed
This is the body I want Unruly Mob on, a body that can actually be useful and survive some combats with or without counters. It's place as a 4 drop in a zombie deck is just perfect as most early drops will want to trade and get graveyard value which fits perfect with this.
5. Graf Rats/Midnight Scavenger
Idk, seems fun and the meld seems worth it. The plan of trading the rats early until you get a scavenger seems worthwhile if you can get both.
Red:
1. Brazen Wolves
A 3 drop that's a 4/3 on the attack is exactly what aggressive decks want and if you're red you're probably aggressive.
2. Alchemist's Greeting
The Boulder Salvo of Eldritch Moon is amazing with madness and pretty meh without it. It seems kind of weirdly dividing because while red has some solid madness cards, it's not loaded with good enablers outside of Furyblade Vampire at uncommon. Red and black might be a little more dependent on each other for discard (black) and madness (red).
3. Galvanic Bombardment
Cheap removal. It's ironic that it gets better in multiples because it's the exact card that you wouldn't normally want multiples of anyway.
4. Otherworldly Outburst
A very interesting 3/2 for r that's masquerading as crappy combat trick, this just looks fun and flexible, but not great in multiples. It even gets bumped up a little bit as a creature that counts as an instant for the UR instant/sorcery deck as long as it has enough targets.
5. Vildin-Pack Outcast
The trample and +1/-1 ability is a great combination for a red finisher and the transform is a nice bonus option in case you're a little flooded.
Honorable Mention: Themo-Alchemist
Man I want this to be good so bad. I think the extreme number of 3/2's hurts it, but that won't stop me from drafting this and forcing UR instants/sorceries anytime I get passed a Mercurial Geists.
Green:
1. Prey Upon
Cheap pseudo removal best in a creature heavy deck that can play this against a tapped out opponent.
3. Swift Spinner
This is the bluest green card I've ever seen which is probably a good thing. This is going to be a very obvious trap, so also great for bluffing.
4. Backwoods Survivalist
If you can get delirium going, this is great, but until then watch out for a world of 3/2's that want to trade with this guy.
5. Wolfkin Guide
I struggled with the last couple of spots in green and this could be Woodcutter's Grit too because honestly both cards look more fine than good. This reminds me of Knightly Valor enough to give it the benefit of the doubt, but Woodcutter's might end up better (I like that Woodcutter's and Swift Spinner are similarly costed so holding up 4 green with both available will be very flexible)
Blue:
1. Ingenious Skaab
It'd be pretty playable with just one of the abilities, but with both it's exceptionally flexible and does great work on offense and defense.
2. Drag Under
Such a blue card and yeah that's a good thing as tempo plays that act as cantrips are just amazing.
3. Laboratory Brute
This is why cards like Contingency Plan suck, because we can already find that ability at common for free attached to a Hill Giant. The 3/2's hurt the body a little, but 4 cards in the yard ensures solid value either way if your deck has graveyard shenanigans.
4. Tattered Haunter Vampire Interloper is solid once again and this is a little better. Just watch out for 1/1 flying tokens from Shadows.
5. Take Inventory
I really don't know about this one, but I think with there will enough instant/sorcery incentives that the baseline of a cantrip will be ok. If you can get multiple of these, especially in the UR instants/sorceries deck, you'll be living a dream.
Now that the full spoiler is up, I'm interested in what people think are the best commons printed in the new set. Post your top 10 in this thread or discuss other peoples picks. I think that the following format works best.
I'll Start...
1) Olivia’s Dragoon| Limited, Standard, Modern |- It has a relevant creature type, evasion, and enables madness, reanimator, etc.
2) Succumb to Temptation| Standard |- Instant speed card draw at 3 mana has never been printed before. This is essential to enabling draw go.
3) Drag Under| Limited, Standard |- It's not as versitile as repeal but most of the time it will be more mana efficient. Instant speed and cantriping means it should be an effective tempo play.
4) Otherworldly Outburst| Pauper, Limited, Standard| - A great way to blow out removal, or fantastic as a combat trick. In a pinch it can get through an extra damage as well.
5) Ingenious Skaab| Limited, Standard |- It has a cost effective body, a relevant creature type and 2 good abilities.
6) It of the Horrid Swarm| Limited, Pauper |- There are plenty of great creatures to sacrifice, and the ability being on cast is huge.
7) Spontaneous Mutation| Pauper, limited |- Blue delver already runs similar effects at sorcery speed in the SB. This should be a welcome upgrade. It's fine in blue fliers draft.
8) Prey Upon| Limited |- Cheap removal at common, is always good. Green has plenty of beefy creatures to abuse this.
9) Sigardian Priest| Limited |- This is a reprint in all but name. I expect it to be just as good.
10) Primal Druid| Limited, Standard |- In limited it's a solid delerium enabler, and color fixing in a pinch. In standard, it will be a great sac target for Eldritch Evolution, etc.
I guess my brain just can't comprehend how ****ed this set is. They even printed a sorcery speed counterspell. Jesus H. Christ, can you domb the set down anymore?
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I guess my brain just can't comprehend how ****ed this set is. They even printed a sorcery speed counterspell. Jesus H. Christ, can you domb the set down anymore?
They could have put you in it.
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I guess my brain just can't comprehend how ****ed this set is. They even printed a sorcery speed counterspell. Jesus H. Christ, can you domb the set down anymore?
I seem to recall this similar effect being rather good. Now, this card clearly isn't that but I think you undervalue how annoying this type of effect actually is in a lot of games. They basically have to waste a spell/turn turning it off before they can proceed with their preferred plans. That's a tempo boost. If they're top-decking, it really pins them down. They can't cast that game-stabilizing bomb and they have to wait another turn.
You can't surprise them, no, but now they can't surprise you either. (Not like they can if it's not in play, anwyay.)
Try it out, I think you might be surprised.
Quote from Dragonmaster Outcast »
Sorceries = decisions, decisions make the game harder to play, not dumber.
Absolutely correct. Decisions are hard and taxing and you have to make a lot of them in a game of Magic. Pile on enough decisions and a poor player will lose every game due to bad choices. Cards like this reward tight play and punish sloppy play and poor decisions. I'm not asking for every counterspell to be like this, ok?, but I definitely see the value of this card and I wonder what else they have planned in this sort of space. There's a lot they can do, tbh.
I apologize for getting off topic, but it seems I have been appropriately reprimanded.
Since Drag Under is a sorcery I nominate Desperate Sentry. In Limited its a great delirium enabler and a great delirium card. It doubles as a sacable creature for spells and abilities. Maybe even pauper playable.
P.S. For those of you who would like to discuss Socery Speed vs Instant in this set I made a thread. Feel free to continue the discussion there, but lets keep this thread on topic.
I guess my brain just can't comprehend how ****ed this set is. They even printed a sorcery speed counterspell. Jesus H. Christ, can you domb the set down anymore?
They could have spelled dumb incorrectly while criticizing the intelligence of something else?
I see Primal Druid now, didn't take a look at the spoiler yet. Makes me miss Viridian Emissary a bit more. It could aggro, trade and ramp you all at the same time. Here Druid wait to die, doesn't trade, and isn't in a color that favors defensive/control play. I'd pick one if I had an Eldritch Evolution in my deck, but I wouldn't go crazy over it.
my favorite common of the set is stensia innkeeper. but only because of the possibility of a new mechanic for red, that would have immediate implications without being busted. Everyone and their mother seems to hate land destruction because it makes the game less fun, so they nerfed it to the point of unplayability. Fine. but freezing a land for one turn is not busted at all, would have a real impact, and should not decrease the enjoyment of the game, because they haven't permanently removed the land. give me a three mana 2\1 rare red creature that freezes two lands for one turn and I would auto include 4 of it into every red deck. hell you could even make that mythic if people thought freezing two is too powerful. just please wizards, give us more of that if you want to explore red more, it fits the red land destruction theme without being too harsh
my favorite common of the set is stensia innkeeper. but only because of the possibility of a new mechanic for red, that would have immediate implications without being busted. Everyone and their mother seems to hate land destruction because it makes the game less fun, so they nerfed it to the point of unplayability. Fine. but freezing a land for one turn is not busted at all, would have a real impact, and should not decrease the enjoyment of the game, because they haven't permanently removed the land. give me a three mana 2\1 rare red creature that freezes two lands for one turn and I would auto include 4 of it into every red deck. hell you could even make that mythic if people thought freezing two is too powerful. just please wizards, give us more of that if you want to explore red more, it fits the red land destruction theme without being too harsh
-Maybe a new keyword call "Drought X" -Tap X lands and not untap in next upkeep- It may be included in new sets pair a keyword "Frezze X" for creatures Grip of the Roil effects.
-Them make hit but not destroy red->lands and blue->creatures.
-Changing the subject if I target a oponent creature with Otherworldly Outburst and die, the Token go for me side?
that's an interesting use, but I think it would give you the 3\2, just like if you put skin invasion on an opponents creature when that creature dies skin invasion returns to you flipped. At least I believe that's how it would work. as to your 'drought' and 'freeze' mechanics, that's exactly the type of thing I had in mind. we all know the freeze mechanic isn't broken, it doesn't cripple your opponent, but rather gives you a temporary advantage. that's exactly what 'drought' would do, and it would finally give us a way to actually interact with busted tempo decks like abzans warden into anafenza into siege rhino into wingmate roc, or GW tokens inspector into advocate into nissa into Gideon into avacyn. I know people say land destruction "isn't fun", but playing against decks that tempo out the best possible card for it's cmc every turn and keep turning creatures sideways is just as "not fun". I can handle playing against control decks, because they are just annoying, but can be beaten if you just speed up your threats, but FREEZING THEIR LANDS?! that's the type of thing that FORCES them to interact more. if wizards can push the 'act on impulse' onto at least one red rare or mythic every set, they can do the same with "drought", and I guarantee those cards would see play. as it is, I will be playing 4 stensia innkeepers even if it does cost 4, with gorger out, and a discard outlet, this guy will be downright nasty as a madness card at the beginning of their turn, after upkeep.
Bloodbriar has so many sac targets, just within standard. Evolving Wilds, Vessels, Scion tokens, and that's just at common. I'll definitely try a standard pauper deck with him and see if I can hold my own vs normal standard decks. When I think about the various other cards in pauper with sac effects, I'm finding hard to believe that Bloodbriar won't make an impact there as well.
In a format with very little grave hate, Take Inventory has some serious potential.
It's already great when it draws two- drawing more than that is just extra gravy.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
In a format with very little grave hate, Take Inventory has some serious potential.
It's already great when it draws two- drawing more than that is just extra gravy.
Especially RU with Harness the Storm if you have two in the graveyard.
These would be my top picks for common cards that could make a splash in pauper. There are a couple others that might be good in other formats, but these I feel are the standouts. I'm not going to rank them because it's all biased and I'm not changing anyone's mind if they are already locked into their favorite.
-Wretched Gryff- Muldrifter into Gryff is a nice transition. I was working on a U/b fliers deck now that Warden of Evos Isle has been downgraded. Will fit nice in this deck, and probably others, Tron comes to mind.
-Bloodbriar- .........is amazing. So many cards pump this guy. I have to believe that he can improve existing pauper sacrifice centric decks. He'll be the centerpiece of standard pauper deck I'll be playing in regular standard tournaments. Love this one.
-Take Inventory- ........it's Accumulated Knowledge 5-8. Not much else I can say about it. If you know how good AK 1-4 is the right deck, you'll love having 4 more copies.
-Olivia's Dragoon- A nice free discard outlet in black, could shake up some established lists. Makes standard pauper r/b madness viable now. When I'm not playing Bloodbriar in standard, I'll likely be playing r/b madness.
-Galvanic Bombardment- Nice burn spell that can eventually let you take out bigger threats. It probably doesn't make it in pauper, but, it will do well in standard.
-Otherworldly Outburst- Interesting aggro card. I see this in a deck with aggressive creatures that die at eot, or maybe an evoke style deck
-Ulvenwald Captive- This will be a nice card for ramp as it helps you get more mana early and then turns into a threat late.
-Thermo-Alchemist- This will be a fun card. Might allow you to play Kiln Fiend decks as mono red......not sure, but, will try. In standard it's going to be fun to combo this guy with Prophetic Ravings and madness cards.
While I'm not a huge fan of what Ghostly Flicker did to pauper, it's a strong card to see coming back. This along with two cards that give pauper players a reason to want to try new mechanics is a good sign. Maybe this means Wizards will loosen up the choke hold that they have put on common card design. I still think Wizards missed the mark on the whole Ingest/Process mechanic, as well as Converge, by not representing the mechanic well at the common level. At least Delirium and Meld have some cards that make the mechanics worth exploring..............at least for a little bit, until we all go back to Delver decks..........oops that should have been Drake decks.
Now that the full spoiler is up, I'm interested in what people think are the best commons printed in the new set. Post your top 10 in this thread or discuss other peoples picks. I think that the following format works best.
#) Name of Card | Format(s) |- Brief Explanation
I'll Start...
1) Olivia’s Dragoon | Limited, Standard, Modern |- It has a relevant creature type, evasion, and enables madness, reanimator, etc.
2) Succumb to Temptation | Standard |- Instant speed card draw at 3 mana has never been printed before. This is essential to enabling draw go.
3) Drag Under | Limited, Standard |- It's not as versitile as repeal but most of the time it will be more mana efficient. Instant speed and cantriping means it should be an effective tempo play.
4) Otherworldly Outburst | Pauper, Limited, Standard| - A great way to blow out removal, or fantastic as a combat trick. In a pinch it can get through an extra damage as well.
5) Ingenious Skaab | Limited, Standard |- It has a cost effective body, a relevant creature type and 2 good abilities.
6) It of the Horrid Swarm | Limited, Pauper |- There are plenty of great creatures to sacrifice, and the ability being on cast is huge.
7) Spontaneous Mutation | Pauper, limited |- Blue delver already runs similar effects at sorcery speed in the SB. This should be a welcome upgrade. It's fine in blue fliers draft.
8) Prey Upon | Limited |- Cheap removal at common, is always good. Green has plenty of beefy creatures to abuse this.
9) Sigardian Priest | Limited |- This is a reprint in all but name. I expect it to be just as good.
10) Primal Druid | Limited, Standard |- In limited it's a solid delerium enabler, and color fixing in a pinch. In standard, it will be a great sac target for Eldritch Evolution, etc.
1) Succumb to Temptation | Sign in Blood has always been good, and making it Instant only makes it better. Sign in Blood at 2 mana is sometimes a trap, as most Control decks can't actually play it T2 on the draw without discarding down to 7, so the 1 extra mana is, most of the time, moot.
2) Thraben Foulbloods | A potential 4/3 Menacing Zombie for 3 is absolutely amazing by any metrics you put it, especially when it works with another card down the list.
3) Drag Under | Repulse is better, but a souped down version of an amazing card is still something to be excited about.
4) Olivia's Dragoon | Black's Wild Mongrel, with an arguably weaker effect but fairly relevant typing.
5) Ironclad Slayer | A 3/2 for 3 with two amazing creature types that gives you a free card? If only there was a great Aura that went to the Graveyard fairly easily... oh wait.
6) Cemetery Recruitment | It's an incredible cheap +1 for Zombie decks. There's not much to say here - Put Zombies in your Graveyard like you already want to and get a sweet payoff out of the deal.
7) Otherworldly Outburst | Surprisingly flexible in Aggro decks. Make your creatures trade up and get a 3/2 out of the deal. Also screws up opponent removal.
8) Galvanic Bombardment | Shocks be Shockin', even when it can't hit opponents.
9) Grapple with the Past | Grisly Salvage that hits two less cards but also returns stuff that was already in the Graveyard. Solid for all Graveyard shenanigans.
10) Stensia Banquet | Bolt you in the face and cantrip? Not bad at all, just like Cemetery Recruitment it's an amazing payoff card for the tribe.
RUNNER UP: Ingenious Skaab | Such a flexible creature. Will blow up people like no tomorrow in Limited.
RUNNER UP 2: Ulvenwald Captive | We won't get Llanowar Elves back in Standard for now, deal with it. This Werebear wannabe in a relevant tribe isn't terrible in the meantime however.
White:
1. Choking Restraint
Solid, reasonably costed removal with the extra option to exile and get graveyard value (shoutout to Ironclad Slayer)
2. Sigardian Priest
A classic. Always great.
3. Fiend Binder
This seems great in an aggressive tempo deck where you can force your opponent to either race you or leave up multiple blockers which can set you up for more great tempo plays.
4. Desperate Sentry
Not the best in an aggressive deck, but for a slower deck this buys some valuable time with a chump and a trade while later being a potential 2 for 1 with delirium. Solid against most everything except maybe slower blue deck with Drag Under's.
5. Borrowed Grace
Despite being a pretty narrow card made only for wide aggro strategies, I think the instant speed and extra utility will make this better than this slot usually is. 5 mana is pretty comfortable for the last spell you should be playing in a game while the 3 mana minimum makes it easier to go down to 16 lands which I think is important for the wide weenie strategies.
Black:
1. Boon of Emrakul
Solid removal while like Dead Weight can sometimes hit the enchantment check mark for delirium.
2. Olivia's Dragoon
Bear with good upside. I wish there was more madness to work with now that there's actually a good enabler at common, so look to uncommons, rares, and red cards to get the payoff in.
3. Borrowed Malevolence
Leaving one black mana up is no longer an empty bluff as this is just great utility as a combat trick for some very situational opportunities for a 2 for 1.
4. Gavony Unhallowed
This is the body I want Unruly Mob on, a body that can actually be useful and survive some combats with or without counters. It's place as a 4 drop in a zombie deck is just perfect as most early drops will want to trade and get graveyard value which fits perfect with this.
5. Graf Rats/Midnight Scavenger
Idk, seems fun and the meld seems worth it. The plan of trading the rats early until you get a scavenger seems worthwhile if you can get both.
Red:
1. Brazen Wolves
A 3 drop that's a 4/3 on the attack is exactly what aggressive decks want and if you're red you're probably aggressive.
2. Alchemist's Greeting
The Boulder Salvo of Eldritch Moon is amazing with madness and pretty meh without it. It seems kind of weirdly dividing because while red has some solid madness cards, it's not loaded with good enablers outside of Furyblade Vampire at uncommon. Red and black might be a little more dependent on each other for discard (black) and madness (red).
3. Galvanic Bombardment
Cheap removal. It's ironic that it gets better in multiples because it's the exact card that you wouldn't normally want multiples of anyway.
4. Otherworldly Outburst
A very interesting 3/2 for r that's masquerading as crappy combat trick, this just looks fun and flexible, but not great in multiples. It even gets bumped up a little bit as a creature that counts as an instant for the UR instant/sorcery deck as long as it has enough targets.
5. Vildin-Pack Outcast
The trample and +1/-1 ability is a great combination for a red finisher and the transform is a nice bonus option in case you're a little flooded.
Honorable Mention: Themo-Alchemist
Man I want this to be good so bad. I think the extreme number of 3/2's hurts it, but that won't stop me from drafting this and forcing UR instants/sorceries anytime I get passed a Mercurial Geists.
Green:
1. Prey Upon
Cheap pseudo removal best in a creature heavy deck that can play this against a tapped out opponent.
2. Ulvenwald Captive
Two drop ramp with late game potential. Yes please. Shoutout to Waxing Moon.
3. Swift Spinner
This is the bluest green card I've ever seen which is probably a good thing. This is going to be a very obvious trap, so also great for bluffing.
4. Backwoods Survivalist
If you can get delirium going, this is great, but until then watch out for a world of 3/2's that want to trade with this guy.
5. Wolfkin Guide
I struggled with the last couple of spots in green and this could be Woodcutter's Grit too because honestly both cards look more fine than good. This reminds me of Knightly Valor enough to give it the benefit of the doubt, but Woodcutter's might end up better (I like that Woodcutter's and Swift Spinner are similarly costed so holding up 4 green with both available will be very flexible)
Blue:
1. Ingenious Skaab
It'd be pretty playable with just one of the abilities, but with both it's exceptionally flexible and does great work on offense and defense.
2. Drag Under
Such a blue card and yeah that's a good thing as tempo plays that act as cantrips are just amazing.
3. Laboratory Brute
This is why cards like Contingency Plan suck, because we can already find that ability at common for free attached to a Hill Giant. The 3/2's hurt the body a little, but 4 cards in the yard ensures solid value either way if your deck has graveyard shenanigans.
4. Tattered Haunter
Vampire Interloper is solid once again and this is a little better. Just watch out for 1/1 flying tokens from Shadows.
5. Take Inventory
I really don't know about this one, but I think with there will enough instant/sorcery incentives that the baseline of a cantrip will be ok. If you can get multiple of these, especially in the UR instants/sorceries deck, you'll be living a dream.
Drag Under is a Sorcery, not an Instant.
Storm Crow is strictly worse than Seacoast Drake.
I guess my brain just can't comprehend how ****ed this set is. They even printed a sorcery speed counterspell. Jesus H. Christ, can you domb the set down anymore?
They could have put you in it.
Catalog, Abzan Charm, Sultai Charm, Esper Charm, and Thirst for Knowledge ... for a start.
I seem to recall this similar effect being rather good. Now, this card clearly isn't that but I think you undervalue how annoying this type of effect actually is in a lot of games. They basically have to waste a spell/turn turning it off before they can proceed with their preferred plans. That's a tempo boost. If they're top-decking, it really pins them down. They can't cast that game-stabilizing bomb and they have to wait another turn.
You can't surprise them, no, but now they can't surprise you either. (Not like they can if it's not in play, anwyay.)
Try it out, I think you might be surprised.
Absolutely correct. Decisions are hard and taxing and you have to make a lot of them in a game of Magic. Pile on enough decisions and a poor player will lose every game due to bad choices. Cards like this reward tight play and punish sloppy play and poor decisions. I'm not asking for every counterspell to be like this, ok?, but I definitely see the value of this card and I wonder what else they have planned in this sort of space. There's a lot they can do, tbh.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Since Drag Under is a sorcery I nominate Desperate Sentry. In Limited its a great delirium enabler and a great delirium card. It doubles as a sacable creature for spells and abilities. Maybe even pauper playable.
P.S. For those of you who would like to discuss Socery Speed vs Instant in this set I made a thread. Feel free to continue the discussion there, but lets keep this thread on topic.
They could have spelled dumb incorrectly while criticizing the intelligence of something else?
that's an interesting use, but I think it would give you the 3\2, just like if you put skin invasion on an opponents creature when that creature dies skin invasion returns to you flipped. At least I believe that's how it would work. as to your 'drought' and 'freeze' mechanics, that's exactly the type of thing I had in mind. we all know the freeze mechanic isn't broken, it doesn't cripple your opponent, but rather gives you a temporary advantage. that's exactly what 'drought' would do, and it would finally give us a way to actually interact with busted tempo decks like abzans warden into anafenza into siege rhino into wingmate roc, or GW tokens inspector into advocate into nissa into Gideon into avacyn. I know people say land destruction "isn't fun", but playing against decks that tempo out the best possible card for it's cmc every turn and keep turning creatures sideways is just as "not fun". I can handle playing against control decks, because they are just annoying, but can be beaten if you just speed up your threats, but FREEZING THEIR LANDS?! that's the type of thing that FORCES them to interact more. if wizards can push the 'act on impulse' onto at least one red rare or mythic every set, they can do the same with "drought", and I guarantee those cards would see play. as it is, I will be playing 4 stensia innkeepers even if it does cost 4, with gorger out, and a discard outlet, this guy will be downright nasty as a madness card at the beginning of their turn, after upkeep.
Yeah i like him Too, you should feed him with Clues to make him grow!
he also likes Lands in a Gitrog Deck.
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Otherworldly Outburst and Make Mischief are funny.
Specially using with Mirrorwing Dragon
Also i love now Thermo-Alchemist and want to make much fun with him.
Just enchant him with Prophetic Ravings, now use Madness Spells for fun!
but only one person has mentioned the sorcery speed Accumulated Knowledge (Take Inventory).
In a format with very little grave hate, Take Inventory has some serious potential.
It's already great when it draws two- drawing more than that is just extra gravy.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Especially RU with Harness the Storm if you have two in the graveyard.
These would be my top picks for common cards that could make a splash in pauper. There are a couple others that might be good in other formats, but these I feel are the standouts. I'm not going to rank them because it's all biased and I'm not changing anyone's mind if they are already locked into their favorite.
-Wretched Gryff- Muldrifter into Gryff is a nice transition. I was working on a U/b fliers deck now that Warden of Evos Isle has been downgraded. Will fit nice in this deck, and probably others, Tron comes to mind.
-Bloodbriar- .........is amazing. So many cards pump this guy. I have to believe that he can improve existing pauper sacrifice centric decks. He'll be the centerpiece of standard pauper deck I'll be playing in regular standard tournaments. Love this one.
-Take Inventory- ........it's Accumulated Knowledge 5-8. Not much else I can say about it. If you know how good AK 1-4 is the right deck, you'll love having 4 more copies.
-Olivia's Dragoon- A nice free discard outlet in black, could shake up some established lists. Makes standard pauper r/b madness viable now. When I'm not playing Bloodbriar in standard, I'll likely be playing r/b madness.
-Galvanic Bombardment- Nice burn spell that can eventually let you take out bigger threats. It probably doesn't make it in pauper, but, it will do well in standard.
-Otherworldly Outburst- Interesting aggro card. I see this in a deck with aggressive creatures that die at eot, or maybe an evoke style deck
-Ulvenwald Captive- This will be a nice card for ramp as it helps you get more mana early and then turns into a threat late.
-Thermo-Alchemist- This will be a fun card. Might allow you to play Kiln Fiend decks as mono red......not sure, but, will try. In standard it's going to be fun to combo this guy with Prophetic Ravings and madness cards.
Honorable Mentions:
Midnight Scavengers/Graf Rats,Desperate Sentry, Displace
While I'm not a huge fan of what Ghostly Flicker did to pauper, it's a strong card to see coming back. This along with two cards that give pauper players a reason to want to try new mechanics is a good sign. Maybe this means Wizards will loosen up the choke hold that they have put on common card design. I still think Wizards missed the mark on the whole Ingest/Process mechanic, as well as Converge, by not representing the mechanic well at the common level. At least Delirium and Meld have some cards that make the mechanics worth exploring..............at least for a little bit, until we all go back to Delver decks..........oops that should have been Drake decks.