Golgari Trampler is pretty nuts too. I like Summoning Zone though. Hulk FTW!
it's not all that great since it comes in dies then comes back. You activate his ability and it dies forever.
Not at all; Undying gives it a +1/+1 counter, and if you place a -1/-1 counter on it it essentially just takes the +1/+1 counter off; this thing keeps coming back constantly, allowing you to loop it with Blood Artist as long as you have more life than the opponent.
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Oath of the Gatewatch; the set that caused the competitive community to freak out over Basic Lands.
When you put the counter on it will be a 0/0 with both a +1/+1 counter and a -1/-1 counter on it. When it dies the game will see that it died with a +1/+1 counter on it and it won't come back.
Golgari Trampler is pretty nuts too. I like Summoning Zone though. Hulk FTW!
it's not all that great since it comes in dies then comes back. You activate his ability and it dies forever.
Not at all; Undying gives it a +1/+1 counter, and if you place a -1/-1 counter on it it essentially just takes the +1/+1 counter off; this thing keeps coming back constantly, allowing you to loop it with Blood Artist as long as you have more life than the opponent.
Blood Artist gives you that life back, so you just need to be at 2 life or more and you can infinite damage.
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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)
Would be undercosted at 1 mana, and also resurrection spells tend to be white nowadays (though not always). I would want to give it something more distinctly black, like allowing them to access enemy graveyards:
De-earth - 2B
Sorcery
Return a creature card with cmc 3 or less from any graveyard to the battlefield.
or
Return any number of creatures with a total of 3 cmc or less from any number of graveyards.
Private Mod Note
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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)
No, the -1/-1 counter and the +1/+1 cancel each other out, so it would die and undying would see no counters and bring it back again
I guess you called it Combo Chump for a reason.
I have a fascination with undying too. I want them to print a card to abuse it, but also kinda wish they don't, since it will almost most certainly be broken if they do. I think they looked very careful at previous cards before printing the mechanic.
No, the -1/-1 counter and the +1/+1 cancel each other out, so it would die and undying would see no counters and bring it back again
Actually, no. The state-based action where the creature dies for being 0/0 happens at the same time as the state-based action that cancels out the counters. The creature goes straight from being on the battlefield with both counters on it to being dead.
704.7. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.
Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.
The card would work if you had the ability remove the +1/+1 counter directly though.
I have a fascination with undying too. I want them to print a card to abuse it, but also kinda wish they don't, since it will almost most certainly be broken if they do. I think they looked very careful at previous cards before printing the mechanic.
Ion Storm, Power Conduit, and Ooze Flux all do pretty interesting things with undying for starters, but they all have limits and take a lot of setup to get really stupid. You can get a pretty cool casual deck out of that but it isn't strong enough to be a serious competitive contender.
Fragile Lifewell
Artifact
Fragile Lifewell enters the battlefield tapped.
You gain X life. If you do, sacrifice Fragile Lifewell and draw a card. A million souls awaiting a single moment of life.
People have been remarking how burn has been given cards like atarka's command or skullcrack that lets it easily overcome most countermeasures for burn. In the name of giving certain decks a better shot, this thing essentially guarantees that it will give you life once.
Fragile Lifewell
Artifact
Fragile Lifewell enters the battlefield tapped.
You gain X life. If you do, sacrifice Fragile Lifewell and draw a card. A million souls awaiting a single moment of life.
People have been remarking how burn has been given cards like atarka's command or skullcrack that lets it easily overcome most countermeasures for burn. In the name of giving certain decks a better shot, this thing essentially guarantees that it will give you life once.
Step 1: Spend all your mana on this card's ability
Step 2: In response, get Skullcracked
Step 3: Profit!
The best life gain cards against burn are those that give you life across multiple turns for exactly this reason.
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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 put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
Considering as I glanced over the card I completely missed that, and the other commenter did aswell I do not think the wording is correct. Simply because it is unclear. What about:
" Gain life.
At EOT, if you gained life this turn, sac ____ and draw a card."
"Or when ___ becomes tapped, sac it and draw a card."
Both have their weaknesses. But maybe if you turned it into:
" Gain 1 Life
Sac ____: Gain life. Draw a card"
I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
The problem is that you still loose a chunk of mana, which against a turn 4 deck like burn is like giving them a timewalk. Since each burn card is probably going to do 3 damage, you need to spend at least 3 mana to make this card worth it, then they skullcrack you. Then you can try again on turn 4, but guess what, they're already won.
Private Mod Note
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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)
Drifting Automaton U
Artifact Creature - Construct
Flying
When ~ becomes the target of a spell or ability, the owner of that spell or ability gains control of ~.
2/2
Edit: Oh God I made it an arifact for flavor reasons. Might not want Affinity to have this. Not sure if it would be played there...
I was thinking more along the lines of a 1 mana Gossamer Phantasm. It shouldn't be too powerful in Modern considering there's already Delver of Secrets.
I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
The problem is that you still loose a chunk of mana, which against a turn 4 deck like burn is like giving them a timewalk. Since each burn card is probably going to do 3 damage, you need to spend at least 3 mana to make this card worth it, then they skullcrack you. Then you can try again on turn 4, but guess what, they're already won.
Hmmm... does that mean that we need something like this?
Utopian Ideals W
Instant (rare)
Life totals can't change until end of the turn (Players can't gain or lose life. Players can't pay any amount of life except 0) No war. No conflict Only eternity.
It seems like a nice little work-around for effects that prevent damage prevention and has the capacity to act as a time-walk against burn (where a large number of 3-for-1s like lava spike or chain lightning are sorcery speed) without having much more presence than aholy day.
Utopian Ideals W
Instant (rare)
Life totals can't change until end of the turn (Players can't gain or lose life. Players can't pay any amount of life except 0) No war. No conflict Only eternity.
I like that. I'd add "Players cannot sacrifice permanents until end of turn" to give it extra relevance. Not that that's super relevant in the current metagame, I just like sideboard cards that do more than one thing.
I like that hate card. That said, is it really better than Angel's Grace? I mean, it prevents all the damage outright (instead of just preventing it from killing you), but the old saying goes "The only life that matters is your last", and Grace does more than just prevent Burn or Twin from killing you that turn, it also prevents all sorts of other cornercase combos. This card seems to narrow in that context.
Sounds like a Angel of Jubilation slapped on a Fog variant. I think some old heavy white tokens decks used her (rarely) in the SB, but now that tokens is a more real deck thanks to BB and Mentor etc, and Pod is banned I'm not sure how relevant the card is. And Fog is a known notorious trap for non dedicated decks. I agree Angel's Grace probably already fits the bill better than that card does. I also think Silence fits the slot way better than that card does too.
AetherBreak U
Instant
Kicker 1U
Counter target spell unless its controller pays 1, if the kicker cost was paid, counter target spell instead.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
It's the fact that "Hand to top of deck" is a highly abusable effect that they just don't want in modern. I'd like it personally, but I can see why they're concerned.
How about this? It prevents the hand to top of deck part that people are worried about with Brainstorm.
Nerfed Brainstorm 1U
Instant
Look at the top 3 cards of your library, then put them back in any order. Draw a card.
It's the fact that "Hand to top of deck" is a highly abusable effect that they just don't want in modern. I'd like it personally, but I can see why they're concerned.
How about this? It prevents the hand to top of deck part that people are worried about with Brainstorm.
Nerfed Brainstorm 1U
Instant
Look at the top 3 cards of your library, then put them back in any order. Draw a card.
Eh, I think it might be safe to go with:
ExpensiveFast Preordain1U Instant
Scry 3.
Draw a card.
I also think Impulse would be safe though, and some people think the new Anticipate is the limit of what is safe for Modern.
More control stuff again:
Spell Suppression1U Instant
Counter target spell with converted mana cost three or less.
EnergizeW Instant
Gain 2 life. Draw a card.
Rapid DaydreamingUUU Instant
Draw two cards.
Enhanced MeditationWWUU Instant
Gain 3 life. Draw three cards.
Wishful ThinkingUUU Instant
Search your library for three cards with different names, reveal them to a chosen opponent. That player picks one of them, and you put that card into your hand. Shuffle the other two into your library.
Return to EnergyWW Instant
Exile target creature, it's controller gains life equal to it's converted mana cost plus two. Magic is life. Summoned beings are made of magic.
Become ImageWU Instant
Exile target creature. It's controller gets a 3/4 blue and white illusion wall creature token with defender and flying. Legends become painted, painted becomes legends.
Reality SealWWU Sorcery
Put target non-land permanent on the bottom of it's owner's library.
Guardian of Light2WWUU Creature - Angel Illusion
Guardian of Light can't be countered.
Flash
Flying, Vigilance 1W, t: Guardian of Light becomes indestructible until end of turn and you gain 2 life. 1U, t: You and Guardian of Light become hexproof until end of turn. 5/5
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This + Blood Artist seems pretty broken.
Golgari Trampler is pretty nuts too. I like Summoning Zone though. Hulk FTW!
it's not all that great since it comes in dies then comes back. You activate his ability and it dies forever.
Not at all; Undying gives it a +1/+1 counter, and if you place a -1/-1 counter on it it essentially just takes the +1/+1 counter off; this thing keeps coming back constantly, allowing you to loop it with Blood Artist as long as you have more life than the opponent.
Blood Artist gives you that life back, so you just need to be at 2 life or more and you can infinite damage.
-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)
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Ending the turn moves you into the cleanup step. There is no way (that I am aware of) to skip the cleanup step. See the Gatherer rulings on Time Stop.
Also, the wording on the effects that allow you to "play a land" should to be "put a land into play".
Would be undercosted at 1 mana, and also resurrection spells tend to be white nowadays (though not always). I would want to give it something more distinctly black, like allowing them to access enemy graveyards:
De-earth - 2B
Sorcery
Return a creature card with cmc 3 or less from any graveyard to the battlefield.
or
Return any number of creatures with a total of 3 cmc or less from any number of graveyards.
-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 guess you called it Combo Chump for a reason.
I have a fascination with undying too. I want them to print a card to abuse it, but also kinda wish they don't, since it will almost most certainly be broken if they do. I think they looked very careful at previous cards before printing the mechanic.
The card would work if you had the ability remove the +1/+1 counter directly though.
Ion Storm, Power Conduit, and Ooze Flux all do pretty interesting things with undying for starters, but they all have limits and take a lot of setup to get really stupid. You can get a pretty cool casual deck out of that but it isn't strong enough to be a serious competitive contender.
Fragile Lifewell
Artifact
Fragile Lifewell enters the battlefield tapped.
You gain X life. If you do, sacrifice Fragile Lifewell and draw a card.
A million souls awaiting a single moment of life.
People have been remarking how burn has been given cards like atarka's command or skullcrack that lets it easily overcome most countermeasures for burn. In the name of giving certain decks a better shot, this thing essentially guarantees that it will give you life once.
Step 1: Spend all your mana on this card's ability
Step 2: In response, get Skullcracked
Step 3: Profit!
The best life gain cards against burn are those that give you life across multiple turns for exactly this reason.
-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)
Considering as I glanced over the card I completely missed that, and the other commenter did aswell I do not think the wording is correct. Simply because it is unclear. What about:
" Gain life.
At EOT, if you gained life this turn, sac ____ and draw a card."
"Or when ___ becomes tapped, sac it and draw a card."
Both have their weaknesses. But maybe if you turned it into:
" Gain 1 Life
Sac ____: Gain life. Draw a card"
You get a Relic of Lifegain that I could see actually being played.
The problem is that you still loose a chunk of mana, which against a turn 4 deck like burn is like giving them a timewalk. Since each burn card is probably going to do 3 damage, you need to spend at least 3 mana to make this card worth it, then they skullcrack you. Then you can try again on turn 4, but guess what, they're already won.
-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)
Sorcery
Destroy target land.
I loathe creatures! Praise Prison and Land Destruction!
My Peasant Cube (looking for feedback)
Hmmm... does that mean that we need something like this?
Utopian Ideals W
Instant (rare)
Life totals can't change until end of the turn (Players can't gain or lose life. Players can't pay any amount of life except 0)
No war. No conflict Only eternity.
It seems like a nice little work-around for effects that prevent damage prevention and has the capacity to act as a time-walk against burn (where a large number of 3-for-1s like lava spike or chain lightning are sorcery speed) without having much more presence than aholy day.
I like that. I'd add "Players cannot sacrifice permanents until end of turn" to give it extra relevance. Not that that's super relevant in the current metagame, I just like sideboard cards that do more than one thing.
Instant
Kicker 1U
Counter target spell unless its controller pays 1, if the kicker cost was paid, counter target spell instead.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Nerfed Brainstorm 1U
Instant
Look at the top 3 cards of your library, then put them back in any order. Draw a card.
Eh, I think it might be safe to go with:
ExpensiveFast Preordain 1U
Instant
Scry 3.
Draw a card.
I also think Impulse would be safe though, and some people think the new Anticipate is the limit of what is safe for Modern.
More control stuff again:
Spell Suppression 1U
Instant
Counter target spell with converted mana cost three or less.
Energize W
Instant
Gain 2 life. Draw a card.
Rapid Daydreaming UUU
Instant
Draw two cards.
Enhanced Meditation WWUU
Instant
Gain 3 life. Draw three cards.
Wishful Thinking UUU
Instant
Search your library for three cards with different names, reveal them to a chosen opponent. That player picks one of them, and you put that card into your hand. Shuffle the other two into your library.
Return to Energy WW
Instant
Exile target creature, it's controller gains life equal to it's converted mana cost plus two.
Magic is life. Summoned beings are made of magic.
Become Image WU
Instant
Exile target creature. It's controller gets a 3/4 blue and white illusion wall creature token with defender and flying.
Legends become painted, painted becomes legends.
Reality Seal WWU
Sorcery
Put target non-land permanent on the bottom of it's owner's library.
Guardian of Light 2WWUU
Creature - Angel Illusion
Guardian of Light can't be countered.
Flash
Flying, Vigilance
1W, t: Guardian of Light becomes indestructible until end of turn and you gain 2 life.
1U, t: You and Guardian of Light become hexproof until end of turn.
5/5