Tactical Operations
Instant RW
Until end of turn, creatures you control get +1/+1 for each attacking creature, and creatures your opponents control get -1/-1 for each blocking creature.
Tactical Operations
Instant RW
Until end of turn, creatures you control get +1/+1 for each attacking creature, and creatures your opponents control get -1/-1 for each blocking creature.
I think I prefer Zealous Persecution because you don't need combat, but this can get really wild. Just block with a few dudes and you can wrath their field
Red and white don't usually use -1/-1, so it should probably say "deals 1 damage to each creature your opponent's control for each blocking creature"
I think I prefer Zealous Persecution because you don't need combat, but this can get really wild. Just block with a few dudes and you can wrath their field
Red and white don't usually use -1/-1, so it should probably say "deals 1 damage to each creature your opponent's control for each blocking creature"
Yeah but then how do you cheese Twin out of a fast win?
Or, thinking ahead and out of other formats, cheap-shot a True-Name Nemesis?
Honestly I'd rather keep weakness effects to Black's slice of the pie, but a compelling flavor argument can be constructed on how the Boros Legion could totally have advantage in numbers, no matter who actually has the larger number.
Here's a mental image to construct: a hallway completely choked up in a mass of struggling Deceiver Exarchs, unable to actually get an attack through due to being all stuck and whatnot. A small defensive force is poised to stab through and declare tactical victory.
You took Concentrate and changed the cost to replace two uncolored mana with one blue mana. I guess it's okay, but frankly, I think blue has enough card draw already, and if you want to reward mono-blue, this can be cast by any deck that can cast Cryptic Command.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
But it's a color intensive sorcery. I guess it's worth it if you're playing a tapout strategy wherein mainphasing the spell is worth the fact you're getting Divination+1, but otherwise it's just... eh.
Between Divination and Ancestral Visions - 1UU
Sorcery
On you next upkeep, draw three cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Stimulate - 1W
Instant
Until the end of turn, whenever you gain life you may draw a card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
WHITE DOESN'T NEED [LIFE-TRIGGERED] DRAW, IT ALREADY DOES EVERYTHING ALREADY.
Also I can't shake the feeling the card is deceptively exploitable. An Essence/Soul Warden away from being Glimpse/Beck.
Last time I checked, white is the least played color in Modern.
White is supposed to be a control color, but it also has the worst card draw and weak tutoring (basically, it can tutor for enchantments and the occasional land). White card advantage is supposed to come from the quality of it's answers, but if you have no cards in hand, well...
This card could be abused, but you would have to be playing a pretty dedicated life gain deck to do it. You have to lifegain twice in one turn to make the card a net gain, which means either having two soul sisters out and playing a creature, or one sister and two creatures. And you're down 2 mana already, so you're not going to be doing that in the early game. There are easier ways to get a lot of cards than building around this one card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
WHITE DOES NOT NEED CARD DRAW! It has the most efficient removal in the format, the best hate-bear style creatures,and it can deal with any nonland permanent type, some times forever. The only thing keeping it from being the best color IS the fact that it has a very difficult time getting hard card advantage. Let's keep it that way.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Last time I checked, white is the least played color in Modern.
White is supposed to be a control color, but it also has the worst card draw and weak tutoring (basically, it can tutor for enchantments and the occasional land). White card advantage is supposed to come from the quality of it's answers, but if you have no cards in hand, well...
This card could be abused, but you would have to be playing a pretty dedicated life gain deck to do it. You have to lifegain twice in one turn to make the card a net gain, which means either having two soul sisters out and playing a creature, or one sister and two creatures. And you're down 2 mana already, so you're not going to be doing that in the early game. There are easier ways to get a lot of cards than building around this one card.
Actually White is more the jack of all trades color, the long standing joke about it being able to do everything isn't just meaningless drivel.
But the problem I have with this card is that
A) Soul Sisters / Martyr Proc are occasionally legitimate decks and can conceivably wedge this thing in for some cheap Glimpse of Nature level action
B) as fragile as it sounds, slamming Essence Warden into an Elves deck and splashing White sounds like a doable thing
I mean, it's innocent looking at first, but if I took up a Martyr of Sands deck of any kind one day I would run a singleton of that card just for the off chance a stupidly explosive situation rears its head.
Actually White is more the jack of all trades color, the long standing joke about it being able to do everything isn't just meaningless drivel.
But the problem I have with this card is that
A) Soul Sisters / Martyr Proc are occasionally legitimate decks and can conceivably wedge this thing in for some cheap Glimpse of Nature level action
B) as fragile as it sounds, slamming Essence Warden into an Elves deck and splashing White sounds like a doable thing
I mean, it's innocent looking at first, but if I took up a Martyr of Sands deck of any kind one day I would run a singleton of that card just for the off chance a stupidly explosive situation rears its head.
White has good answers, but no way to get out of top deck mode. White needs *something*. Not good card draw, but some sort of card draw. Something like "If you have cards in your hand, draw a card" or "draw cards until you are holding as many cards your opponent" like Land Tax for cards.
As for the card, the fact that it might improve some tier two decks doesn't worry me.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
W hasn't the most efficient removal, Lightning Bolt and Abrupt Decay are probably the most efficient and having no way of getting hard card advantage isn't even the glaring weaknes of W. The glaring weaknes is that W is that the decks against W would be very strong got the most bannings resulting in a meta which is unfavourable towards W removal and hatebears. What W needs is something that either catches early creatures without being weak in the lategame (something like Lightning Bolt that can't target another player, but yourself to get life) or cards that synergies well with the tools W has (BB for example to make BW decks stronger).
Oh you mean like Path to Exile and Hatebears' ability to tax you for the freebie land mmmmmmmm?
I admit I'm sometimes disconnect from the day to day Magic scene but now I swear I've been dumped into the Twilight Zone.
The only archetype that could plausibly have a gripe about Path being Path and not Swords to Plowshares is control, which'd care less about lifegain than it does the opponent getting a land. The inverse is the case for aggro, which I'm pretty sure White is quite good at contributing towards.
Mental Hazards1UU - Enchantment
Any player may discard a card and counter target spell.
Deathly Harzards1BB - Enchantment
Any player may sacrifice a creature card and destroy target creature.
Electric Hazards1RR - Enchantment
Any player may discard a card and deal 3 damage to target creature or player.
Crushing Hazards1GG - Enchantment
Any player may sacrifice a land card and destroy target noncreature, nonland permanent.
Combat Hazards1WW - Enchantment
Any player may exile a permanent and exile target attacking or blocking creature.
All with Nothing1B - Sorcery
Each player discards their hand.
Plague of Sorrow1BB - Sorcery
Each player loses 2 life, discards two cards, sacrifices two creatures, then sacrifices two lands.
Molten Earth(P/R)R - Instant
Destroy target land.
Land Claim1RR - Enchantment - Aura
Enchant land - You control enchanted land.
Mental Hazards, Electric Hazards, All with Nothing and Molten Earth are completely broken. Plague of Sorrow is certainly too strong. Land Claim and Deathly Hazard are probably too strong.
But fun
Try messing around with them.
edit
Electric Hazards maybe should be 2 damage instead.
Mental Hazards sounds like the worst hell ever. Not just because it turns every card into a free Counterspell, but because it is itself an ability which means it becomes an uncounterable counterspell.
Mental Hazards sounds like the worst hell ever. Not just because it turns every card into a free Counterspell, but because it is itself an ability which means it becomes an uncounterable counterspell.
Hmm how about Mental Hazards1UU - Enchantment
Any player may discard a card and counter target spell or activated ability or triggered ability.
I admit I'm sometimes disconnect from the day to day Magic scene but now I swear I've been dumped into the Twilight Zone.
The only archetype that could plausibly have a gripe about Path being Path and not Swords to Plowshares is control, which'd care less about lifegain than it does the opponent getting a land. The inverse is the case for aggro, which I'm pretty sure White is quite good at contributing towards.
I know the feeling. I could have sworn that black/green was the big thing in Modern, with blue/red doing well in combo decks. Name a tier one deck that plays white and less than 2 other colors. Tokens, Hatebears and Sisters aren't tier one, according to the forum. Pod is, but it splashes a lot of colors. BG splashes white for one card (I'm told) and UWr is 3 color.
As I said, white control is what needs help most. It folds to combo, can be kept off balance by midrange and tempo, and even aggro gets it if it doesn't draw Wrath. The main issue is that it runs out of cards. I would be perfectly happy if we could just stop it from running out of cards completely.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I know the feeling. I could have sworn that black/green was the big thing in Modern, with blue/red doing well in combo decks. Name a tier one deck that plays white and less than 2 other colors. Tokens, Hatebears and Sisters aren't tier one, according to the forum. Pod is, but it splashes a lot of colors. BG splashes white for one card (I'm told) and UWr is 3 color.
As I said, white control is what needs help most. It folds to combo, can be kept off balance by midrange and tempo, and even aggro gets it if it doesn't draw Wrath. The main issue is that it runs out of cards. I would be perfectly happy if we could just stop it from running out of cards completely.
Is this the White Control that's using an Emeria, The Sky Ruin + Sun Titan Engine?
Because if not, it should.
Unless it's named Death 'n Taxes which is a different story entirely.
Hmm how about Mental Hazards1UU - Enchantment
Any player may discard a card and counter target spell or activated ability or triggered ability.
I think changing it to:
Discard a non-land card: Counter target spell or activated ability from a source named Mental Hazards. Any player may activate this ability.
I think non-land is important since this should be costing you something to do and it means it can't just be a Life from the Loam oppression machine. It still seems too powerful to me in that combining it with something like Phyrexian Arena can be nearly unbeatable. However it is only a 2 card soft lock that has issues with aggro and uncounterable spells. Thrun, Abrupt Decay and Tron are major foils to the card and it improves Enuring Ideal decks. Worth considering though.
Is this the White Control that's using an Emeria, The Sky Ruin + Sun Titan Engine?
Because if not, it should.
It does, yes. Along with Magus of the Tabernacle, Ghostly Prison, Wall of Omens, Wrath of God, Solemn Simulacrum and various other things. It needs card draw of some sort. And a way to fight combo. Not necessarily beat combo, just FIGHT it, right now it folds.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Your opponents may not get mana screwed, and then they could play the actual game instead of just sitting there helplessly!
Mana screw is probably the number one complaint people have about the game, why people want to make it worse is beyond me.
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I think changing it to:
Discard a non-land card: Counter target spell or activated ability from a source named Mental Hazards. Any player may activate this ability.
I think non-land is important since this should be costing you something to do and it means it can't just be a Life from the Loam oppression machine. It still seems too powerful to me in that combining it with something like Phyrexian Arena can be nearly unbeatable. However it is only a 2 card soft lock that has issues with aggro and uncounterable spells. Thrun, Abrupt Decay and Tron are major foils to the card and it improves Enuring Ideal decks. Worth considering though.
True I didn't think about life from loam so non-land seems better.
Tactical Operations
Instant
RW
Until end of turn, creatures you control get +1/+1 for each attacking creature, and creatures your opponents control get -1/-1 for each blocking creature.
I think I prefer Zealous Persecution because you don't need combat, but this can get really wild. Just block with a few dudes and you can wrath their field
Red and white don't usually use -1/-1, so it should probably say "deals 1 damage to each creature your opponent's control for each blocking creature"
Yeah but then how do you cheese Twin out of a fast win?
Or, thinking ahead and out of other formats, cheap-shot a True-Name Nemesis?
Honestly I'd rather keep weakness effects to Black's slice of the pie, but a compelling flavor argument can be constructed on how the Boros Legion could totally have advantage in numbers, no matter who actually has the larger number.
Here's a mental image to construct: a hallway completely choked up in a mass of struggling Deceiver Exarchs, unable to actually get an attack through due to being all stuck and whatnot. A small defensive force is poised to stab through and declare tactical victory.
So....did no one see this card?
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
You took Concentrate and changed the cost to replace two uncolored mana with one blue mana. I guess it's okay, but frankly, I think blue has enough card draw already, and if you want to reward mono-blue, this can be cast by any deck that can cast Cryptic Command.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Well to be fair it's cost efficient.
But it's a color intensive sorcery. I guess it's worth it if you're playing a tapout strategy wherein mainphasing the spell is worth the fact you're getting Divination+1, but otherwise it's just... eh.
Between Divination and Ancestral Visions - 1UU
Sorcery
On you next upkeep, draw three cards.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Stimulate - 1W
Instant
Until the end of turn, whenever you gain life you may draw a card.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
WHITE DOESN'T NEED [LIFE-TRIGGERED] DRAW, IT ALREADY DOES EVERYTHING ALREADY.
Also I can't shake the feeling the card is deceptively exploitable. An Essence/Soul Warden away from being Glimpse/Beck.
Last time I checked, white is the least played color in Modern.
White is supposed to be a control color, but it also has the worst card draw and weak tutoring (basically, it can tutor for enchantments and the occasional land). White card advantage is supposed to come from the quality of it's answers, but if you have no cards in hand, well...
This card could be abused, but you would have to be playing a pretty dedicated life gain deck to do it. You have to lifegain twice in one turn to make the card a net gain, which means either having two soul sisters out and playing a creature, or one sister and two creatures. And you're down 2 mana already, so you're not going to be doing that in the early game. There are easier ways to get a lot of cards than building around this one card.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Actually White is more the jack of all trades color, the long standing joke about it being able to do everything isn't just meaningless drivel.
But the problem I have with this card is that
A) Soul Sisters / Martyr Proc are occasionally legitimate decks and can conceivably wedge this thing in for some cheap Glimpse of Nature level action
B) as fragile as it sounds, slamming Essence Warden into an Elves deck and splashing White sounds like a doable thing
I mean, it's innocent looking at first, but if I took up a Martyr of Sands deck of any kind one day I would run a singleton of that card just for the off chance a stupidly explosive situation rears its head.
White has good answers, but no way to get out of top deck mode. White needs *something*. Not good card draw, but some sort of card draw. Something like "If you have cards in your hand, draw a card" or "draw cards until you are holding as many cards your opponent" like Land Tax for cards.
As for the card, the fact that it might improve some tier two decks doesn't worry me.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Any player may discard a card and counter target spell.
Deathly Harzards 1BB - Enchantment
Any player may sacrifice a creature card and destroy target creature.
Electric Hazards 1RR - Enchantment
Any player may discard a card and deal 3 damage to target creature or player.
Crushing Hazards 1GG - Enchantment
Any player may sacrifice a land card and destroy target noncreature, nonland permanent.
Combat Hazards 1WW - Enchantment
Any player may exile a permanent and exile target attacking or blocking creature.
All with Nothing 1B - Sorcery
Each player discards their hand.
Plague of Sorrow 1BB - Sorcery
Each player loses 2 life, discards two cards, sacrifices two creatures, then sacrifices two lands.
Molten Earth (P/R)R - Instant
Destroy target land.
Land Claim 1RR - Enchantment - Aura
Enchant land - You control enchanted land.
I loathe creatures! Praise Prison and Land Destruction!
My Peasant Cube (looking for feedback)
Oh you mean like Path to Exile and Hatebears' ability to tax you for the freebie land mmmmmmmm?
I admit I'm sometimes disconnect from the day to day Magic scene but now I swear I've been dumped into the Twilight Zone.
The only archetype that could plausibly have a gripe about Path being Path and not Swords to Plowshares is control, which'd care less about lifegain than it does the opponent getting a land. The inverse is the case for aggro, which I'm pretty sure White is quite good at contributing towards.
But fun
Try messing around with them.
edit
Electric Hazards maybe should be 2 damage instead.
I loathe creatures! Praise Prison and Land Destruction!
My Peasant Cube (looking for feedback)
Hmm how about
Mental Hazards 1UU - Enchantment
Any player may discard a card and counter target spell or activated ability or triggered ability.
I loathe creatures! Praise Prison and Land Destruction!
My Peasant Cube (looking for feedback)
I know the feeling. I could have sworn that black/green was the big thing in Modern, with blue/red doing well in combo decks. Name a tier one deck that plays white and less than 2 other colors. Tokens, Hatebears and Sisters aren't tier one, according to the forum. Pod is, but it splashes a lot of colors. BG splashes white for one card (I'm told) and UWr is 3 color.
As I said, white control is what needs help most. It folds to combo, can be kept off balance by midrange and tempo, and even aggro gets it if it doesn't draw Wrath. The main issue is that it runs out of cards. I would be perfectly happy if we could just stop it from running out of cards completely.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Is this the White Control that's using an Emeria, The Sky Ruin + Sun Titan Engine?
Because if not, it should.
Unless it's named Death 'n Taxes which is a different story entirely.
I think changing it to:
Discard a non-land card: Counter target spell or activated ability from a source named Mental Hazards. Any player may activate this ability.
I think non-land is important since this should be costing you something to do and it means it can't just be a Life from the Loam oppression machine. It still seems too powerful to me in that combining it with something like Phyrexian Arena can be nearly unbeatable. However it is only a 2 card soft lock that has issues with aggro and uncounterable spells. Thrun, Abrupt Decay and Tron are major foils to the card and it improves Enuring Ideal decks. Worth considering though.
It does, yes. Along with Magus of the Tabernacle, Ghostly Prison, Wall of Omens, Wrath of God, Solemn Simulacrum and various other things. It needs card draw of some sort. And a way to fight combo. Not necessarily beat combo, just FIGHT it, right now it folds.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Seems fair to me, what could go wrong
Your opponents may not get mana screwed, and then they could play the actual game instead of just sitting there helplessly!
Mana screw is probably the number one complaint people have about the game, why people want to make it worse is beyond me.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
True I didn't think about life from loam so non-land seems better.
Black has sinkhole it only makes sense to give red the best LD card.
I loathe creatures! Praise Prison and Land Destruction!
My Peasant Cube (looking for feedback)