Playing lands doesn't use the stack. You wouldn't get priority until he either casts a spell or the phase is ending, so long after both lands have entered.
305.1. A player who has priority may play a land card from his or her hand during a main phase of his
or her turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see
rule 114). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on
the stack, it is never a spell, and players can’t respond to it with instants or activated abilities
I don't personally understand the use of this format. It's just a different modern, isn't it?
What's to stop the best decks or busted combos from coming out? If it's not officially controlled by anyone then it's just a wild west with random house rules at every LGS or game group. I just can't see this really going anywhere as people are suggesting. I've heard a bit of buzz, but no more than I heard for tiny leaders. And look where that ended up.
You're going to be looking at some very, very expensive manabases to make this type of deck work with any sort of consistency. I mean, you can run a budget version but you're going to run into a lot of hands that just don't have the colors you need. It's not really a challenge imo, you're just shooting yourself in the foot trying to stretch your manabase so far.
Your opponent in this case is correct. You have to pay the cost to activate the ability and choose legal targets for it before both players get a chance to respond to it.
Erebos' Prize is a really weird design to me. It doesn't really seem like an enchantment. An artifact of some sort, sure, but it just doesn't feel like an enchantment.
I agree Animated Words is way too pushed. It's a really, really strong one drop. Even Delver of Secrets has the modicum of difficulty of making you reveal an instant or sorcery on your turn. It needs to have some kind of downside if you're going to give it all of those upsides.
Deathless One is also really pushed and very, very easy to break. If it bounced to the hand, sure, but immediately returning to the battlefield is a bit much for no work.
I'm also skeptical on Extract the Soul. Is the extra 1 damage compared to other similar effects (Whipflare, Pyroclasm) worth the ton of damage you're going to be taking? I'm not terribly sure.
This is broken, as you want it, it is so powerful that the cost to cast from exile would have to be so high that the cards are near unplayable; it is too easy to simply endlessly cast this from exile. Exile is supposed to be the place to get rid of things permanently, this mechanic is just another step in the dangerous direction of having exile becoming just another graveyard.
Endlessly cast from exile? You realize if you cast it from exile it just ends up back in the graveyard, right? Or were you referring to the guy above you and not the OP?
Even the other person's version doesn't really recycle. I mean, it does, but when you cast it for its Flashforward cost it goes to exile with 0 counters on it.
I can't help but think the game has really lost some of its character. It's obvious that Hasbro has identified MtG as a cash cow in light of its booming popularity over the last few years, and has really pushed the limits of how much they can monetize it--hence the switch to two/blocks year and an ever growing list of supplemental products. It looks like it's starting to backfire as secondary market prices on a lot of cards seem to be down as of late.
I don't know if it's as much losing its character as consolidating the art of the game into a single, cohesive style. Early magic was a mess. Cards rarely made sense and the art was so diverse it was almost like each card came from a different game. I personally like having a single style that's easily identifiable and can be super detailed.
And haven't secondary market prices been something players have been begging for for years now? That's exactly what just about every player has wanted, especially with the increase in reprints we see to push some of those cards down in price. I think secondary market prices going down was what they were going for.
If you could just destroy them then what's the point? There are some good ones, but they usually don't win you the game on the spot. And you have to invest a lot of time and usually resources to protect them, and they often kill themselves ultimating. They'd be absolutely god awful if you could just destroy them like artifacts. That or the card that specifically gets rid of emblems would never be played because it's so narrow and just killing the planeswalkers is not that hard.
It's not the worst idea, but just make sure to keep them separate. Like I always have counters on the card itself, but temporary effects I'll keep track of under or to the side of the card if there are a lot of them.
My big green EDH slime ramp will be happy. But other than that just seems ok outside of being a limited bomb on a fairly stable board. Gives you something good to do with all that mana.
I think it is also worth mentioning that buying a "pack or two at a time" really decreases your odds of pulling a mythic. I am confident you would see a significant uptick in your mythic pulls if you bought 5-8 packs at a time every 3rd WalMart trip instead of 1-2 per trip. Odds of pulling a Mythic are about 1 in 8.
Your odds of pulling a mythic out of any single pack are the same whether you're buying one or a hundred. That's how probability works.
OP, I've pulled mythics from packs bought at Target and doubt I've bought more than half a dozen over the last several years, so it sounds like you're just having a run of bad luck.
If you believe that opening one pack gives you the same odds of opening a mythic as opening 8 consecutive packs, then all I can say is best of luck to you in future pack opening endeavors.
You totally missed what he's saying. Opening 8 packs at once has no difference on your chances. Opening 8 over a period of time will have the same chances.
I will grant you that the sorc speed of outlast is a real downside (will add it to the op Con list). That being said we are still talking about a 1cc token generator in white that has no enforced upkeep restrictions like Sacred Mesa. It also becomes a threat on its own while pumping out critters.
Early game, before you have the mana to Outlast him and counter a spell, you can use him to swing or block (rather well for a utility 1 drop). You also now have the option to do something useful with your mana (other than bluffing) if you are not holding a counterspell. Sure, he may eat a bolt, but worst case scenario thats a 1 for 1 trade and it keeps that bolt off your Delver. And yes I think in a UW control'ish shell your opponent would have to kill this before delver in many cases to avoid it snowballing. That alone should say something.
You cannot jam this card into every deck playing white the way you could with DRS, but that still leaves a lot of room for development of decks that can abuse this card.
In Modern there are not a lot of great monowhite token decks. They all splash black because black complements the strategy so well by giving removal and protection.
Why fetches? Deck thinning has been mathematically proven to be almost completely negligible, especially in an early format where hyper aggressive decks are going to be common. There is absolutely no use for them in this list.
I do agree you need to lower your curve a bit to get under the midrangey strategies that will try to pop up.
I love the art but I wish there was only 2 mages. Then it would be like 2 red mages are casting the spell together to make sure it's really cheap. The third mage isn't helping reduce that cost with convoke at all.
Except he is? With three red mages helping the cost effectively becomes R for 4 damage.
This is some sweet art, and I have a feeling 4 damage is going to be doing a lot of work with everyone eyeing Courser of Kruphix. Not to mention the splash of Stormbreath Dragons we'll probably see.
305.1. A player who has priority may play a land card from his or her hand during a main phase of his
or her turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see
rule 114). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on
the stack, it is never a spell, and players can’t respond to it with instants or activated abilities
What's to stop the best decks or busted combos from coming out? If it's not officially controlled by anyone then it's just a wild west with random house rules at every LGS or game group. I just can't see this really going anywhere as people are suggesting. I've heard a bit of buzz, but no more than I heard for tiny leaders. And look where that ended up.
I agree Animated Words is way too pushed. It's a really, really strong one drop. Even Delver of Secrets has the modicum of difficulty of making you reveal an instant or sorcery on your turn. It needs to have some kind of downside if you're going to give it all of those upsides.
Deathless One is also really pushed and very, very easy to break. If it bounced to the hand, sure, but immediately returning to the battlefield is a bit much for no work.
I'm also skeptical on Extract the Soul. Is the extra 1 damage compared to other similar effects (Whipflare, Pyroclasm) worth the ton of damage you're going to be taking? I'm not terribly sure.
Even the other person's version doesn't really recycle. I mean, it does, but when you cast it for its Flashforward cost it goes to exile with 0 counters on it.
I don't know if it's as much losing its character as consolidating the art of the game into a single, cohesive style. Early magic was a mess. Cards rarely made sense and the art was so diverse it was almost like each card came from a different game. I personally like having a single style that's easily identifiable and can be super detailed.
And haven't secondary market prices been something players have been begging for for years now? That's exactly what just about every player has wanted, especially with the increase in reprints we see to push some of those cards down in price. I think secondary market prices going down was what they were going for.
Just google "pauper combos mtg" and a bunch will pop up.
You totally missed what he's saying. Opening 8 packs at once has no difference on your chances. Opening 8 over a period of time will have the same chances.
In Modern there are not a lot of great monowhite token decks. They all splash black because black complements the strategy so well by giving removal and protection.
Why fetches? Deck thinning has been mathematically proven to be almost completely negligible, especially in an early format where hyper aggressive decks are going to be common. There is absolutely no use for them in this list.
I do agree you need to lower your curve a bit to get under the midrangey strategies that will try to pop up.
Except he is? With three red mages helping the cost effectively becomes R for 4 damage.
This is some sweet art, and I have a feeling 4 damage is going to be doing a lot of work with everyone eyeing Courser of Kruphix. Not to mention the splash of Stormbreath Dragons we'll probably see.