Blue really needs some sort of card advantage that works in a tempo style deck. Treasure cruise was too good, but the format lacks card draw. It's really hard to get this style of affect costed correctly because if it's too low, every deck would run it (like treasure cruise) and if it's to high it doesn't see any play (like very blue draw spell printed recently). I thought surge was a good way to get one in. Maybe
Draw Spell- Instant 1UU
Draw two cards
Surge- 1U
Is this a big enough draw back and is it correctly costed?
It would be the most powerful draw spell in non-Esper control decks, or pretty much any non-Esper blue decks as well, so probably not.
Draw SpellUUU Instant
Draw 2.
Is probably barely fair (esper charm is allowed to be a bit stronger due to multi-color being slightly more difficult than extensive mono-color), and even then, WotC would probably consider some kind of drawback or restriction. It would then be played in pretty much any deck that could achieve the mana costs, basically anything that also plays Cryptic Command and all mono-blue decks.
3 cmc is much cheaper than WotC would normally allow for an instant speed draw 2, especially in mono-color with a reasonably payable mana cost.
So no, the drawback isn't good enough, that card would probably be overpowered.
Blue really needs some sort of card advantage that works in a tempo style deck. Treasure cruise was too good, but the format lacks card draw. It's really hard to get this style of affect costed correctly because if it's too low, every deck would run it (like treasure cruise) and if it's to high it doesn't see any play (like very blue draw spell printed recently). I thought surge was a good way to get one in. Maybe
Draw Spell- Instant 1UU
Draw two cards
Surge- 1U
Is this a big enough draw back and is it correctly costed?
It would be the most powerful draw spell in non-Esper control decks, or pretty much any non-Esper blue decks as well, so probably not.
Draw SpellUUU Instant
Draw 2.
Is probably barely fair (esper charm is allowed to be a bit stronger due to multi-color being slightly more difficult than extensive mono-color), and even then, WotC would probably consider some kind of drawback or restriction. It would then be played in pretty much any deck that could achieve the mana costs, basically anything that also plays Cryptic Command and all mono-blue decks.
3 cmc is much cheaper than WotC would normally allow for an instant speed draw 2, especially in mono-color with a reasonably payable mana cost.
So no, the drawback isn't good enough, that card would probably be overpowered.
No. Absolutely not. To cast CCC on turn three, you need 22 sources in your deck. To cast XYZ with the same consistency, you're looking for 1 colored mana of each color on turn three (1 colored mana on turn 3 is 12 sources), so if you have an exactly average distribution of dual lands split evenly among the colors (e.g. an equal ratio of the three relevant shocklands), you in fact only need 12 sources of each color. The reality of this is that because of the fetch-shock manabase, it's even less stringent than that, but because of play concerns, it comes out to about 14 sources.
I challenge you to put together a consistent manabase for a three-color midrange deck in modern that can support 22 sources of one color of mana. Compare it to one with the restriction of having 14 of EACH color. I'll give you a hint--the second option is easy--8 on-color fetches and 6 shocks (2-2-2 split) with three basics does it, and that still leaves you with 3-4 slots for other lands and 1-3 slots for colorless (utility) lands. You don't have anywhere near that flexibility in the 22-of-1 case.
I maintain the esper draw-go primer. We primarly splash black FOR access to esper charm. If this UUU divination were printed, it would still be easier on our mana base to continue to play esper charm with a black splash instead of switching to UW.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
No. Absolutely not. To cast CCC on turn three, you need 22 sources in your deck. To cast XYZ with the same consistency, you're looking for 1 colored mana of each color on turn three (1 colored mana on turn 3 is 12 sources), so if you have an exactly average distribution of dual lands split evenly among the colors (e.g. an equal ratio of the three relevant shocklands), you in fact only need 12 sources of each color. The reality of this is that because of the fetch-shock manabase, it's even less stringent than that, but because of play concerns, it comes out to about 14 sources.
I challenge you to put together a consistent manabase for a three-color midrange deck in modern that can support 22 sources of one color of mana. Compare it to one with the restriction of having 14 of EACH color. I'll give you a hint--the second option is easy--8 on-color fetches and 6 shocks (2-2-2 split) with three basics does it, and that still leaves you with 3-4 slots for other lands and 1-3 slots for colorless (utility) lands. You don't have anywhere near that flexibility in the 22-of-1 case.
I maintain the esper draw-go primer. We primarly splash black FOR access to esper charm. If this UUU divination were printed, it would still be easier on our mana base to continue to play esper charm with a black splash instead of switching to UW.
I'll take your word for it. I'm not that good at those sort of calculations, the 3 cmc still applies though, reducing something to 2 cmc seems right out.
I think that since, with Back to Nature, there is a 2 mana instant that destroys all enchantments there should be a similar spell for artifacts, the closest we have is Shatterstorm which is a full 4 mana with 2 colored and at sorcery speed. Thus, for the sake of equity if nothing else, I'd like to see:
Primal Resurgence1G Instant
Destroy all artifacts
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
I think that since, with Back to Nature, there is a 2 mana instant that destroys all enchantments there should be a similar spell for artifacts, the closest we have is Shatterstorm which is a full 4 mana with 2 colored and at sorcery speed. Thus, for the sake of equity if nothing else, I'd like to see:
Primal Resurgence1G Instant
Destroy all artifacts
The reason they don't do that is because artifact creatures are relatively common. Enchantment creatures are a relatively recent thing.
If they did print such a thing, it would be more along the lines of:
Primal Resurgence1G Instant
Destroy all non-creature artifacts.
If they really wanted it equivalent to Back to Nature in game balance.
B, Exile Wandering Ivy from your graveyard: Each opponent loses 1 life.
You may cast Wandering Ivy from exile.
2/1
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Look at your library, then you may shuffle it. If you don't, exchange the top two cards of your library with the bottom two cards. Draw a card, then shuffle your library.
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If you cast Ancient Knowledge for its Flashback cost, scry 2 and draw 2 cards instead.
Flashback 5U
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Look at your library, then you may shuffle it. If you don't, exchange the top two cards of your library with the bottom two cards. Draw a card, then shuffle your library.
If you cast Ancient Knowledge for its Flashback cost, scry 2 and draw 2 cards instead.
Flashback 5U
Please if you making multiple posts and no one has posted before you then use the Edit function to add more to your post so that you are not double or triple posting in topics.
Aside from that, Wandering Ivy is pretty brutal as an infinite wincon that can't be removed. You could easily assemble in infinite engine to drain the opponent over a bunch of turns after locking them out. That said, it's definitely slow enough that it'd be fair. At least it and Deathrite Shaman wouldn't be legal together!
Makes sense, I like the fixed version just as well.
How about some things to help out the weaker color pairs? (RW and GU)
Caste EnforcerUG Creature-Naga Wizard
Flash
When Caste Enforcer enters the battlefield counter target activated or triggered ability
2/2
Soratami Spiritualist1UG Creature-Moonfolk Wizard
Flying
Return a land you control to it's owner's hand: Target Permanent gains hexproof until end of turn
2/2
Champion of the ForgeRW Creature-Dwarf Soldier
Champion of the Forge gets +1/+1 for each equipment you control
2/2
Fires of the BeyondRW Instant
Fires of the beyond deals x damage to target Creature, and you gain x life, where x is the number of cards an opponent owns in exile
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Using Viashino as a creature type, although it doesn't have to be such, just a generally red creature type:
Bloodscale AmbusherR Creature - Viashino Scout
Haste
When ~ enters the battlefield, if it is your first turn, it gains +1/+0 until end of turn. 1R: You may put ~ from your hand onto the battlefield blocking an opponent's attacking creature, it gains +1/+0 until end of turn. Then scry 2. Play this ability only during the blocking step. 1/2
Racing FlagbearerR Creature - Viashino Shaman
Haste
Whenever ~ and at least two other creatures attack, creatures you control gain first strike and: "If this creature dies, scry 1." until end of turn. 1/2
Bloodmad BiterR Creature
Whenever an opponent or a creature you don't control takes damage, you may untap Bloodmad Biter, you may activate this ability only once per turn. 2/1
Draketooth Visionary1R Creature - Viashino Shaman
First Strike
When Draketooth Visionary enters the battlefield, scry 2.
Whenever another Viashino enters the battlefield, scry 1. 2/2
Dragonmaw CallerRR Creature - Viashiono Shaman
Whenever ~ and at least two other Viashino creatures attack, Viashino creatures you control gain menace until end of turn. 3/1
Claw EnhancerRR Creature - Viashino Shaman
Trample
Other viashino creatures you control have trample. 2/2
Thunderscale ScreecherRR Creature - Viashino Shaman
Reach
Whenever a creature with flying attacks you or a planeswalker you control, you may untap target Viashino and grant it reach until end of turn.
Thunderscale Screecher gains double-strike until end of turn if it blocks or is blocked by a creature with flying. 2/2
Insistent Scalechief1RR Creature - Viashino Shaman Warrior
~ can't be countered.
Haste
Viashino spells you cast can't be countered.
Other Viashino creatures you control get +1/+1. 2/2
Bolas Cultist1RR Creature - Viashino Wizard
Trample, Menace, Prowess
Other viashino creatures you control get +1/+1 and trample. 2/2
Claw RaidR Instant
Play only during the declare attackers step of your combat phase.
Choose one:
*Claw Raid deals damage to target creature or player equal to the number of Viashino you control.
*Put a 1/1 red viashino warrior creature token tapped and attacking onto the battlefield.
Dragonblood RitualRR Enchantment
Whenever a Viashino you control attacks, it gets +1/+0 until end of turn.
Whenever a player casts a dragon spell of converted mana cost 4 or greater, put a +1/+1 counter on each Viashino you control.
Tended Scalemaster3RR Creature - Dragon
Tended Scalemaster can't be countered if you control a viashino creature.
Flying
When Tended Scalemaster enters the battlefield, put a 1/1 red viashino creature token onto the battlefield.
Viashino creatures you control get haste and first strike. 4/4
Festering AlchemistUB Creature-Zombie Wizard
When Festering Alchemist dies, choose one
-Target Creature gets -2/-2 until end of turn
-Draw a card
2/2
Innocent DeadB Creature-Zombie
When Innocent Dead dies, target player sacrifices a creature
1/1
Stubborn Skaab U Creature-Zombie
Stubborn Skaab cannot attack or block unless you control another zombie
1B: Return Stubborn Skaab from your Graveyard to the battlefield tapped, activate this ability only if you control 2 or more zombies
2/3
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Look at your library, then you may shuffle it. If you don't, exchange the top two cards of your library with the bottom two cards. Draw a card, then shuffle your library.
If you cast Ancient Knowledge for its Flashback cost, scry 2 and draw 2 cards instead.
Flashback 5U
Please if you making multiple posts and no one has posted before you then use the Edit function to add more to your post so that you are not double or triple posting in topics.
Aside from that, Wandering Ivy is pretty brutal as an infinite wincon that can't be removed. You could easily assemble in infinite engine to drain the opponent over a bunch of turns after locking them out. That said, it's definitely slow enough that it'd be fair. At least it and Deathrite Shaman wouldn't be legal together!
Sorry about the chain of posts, ideas kept coming and it didn't occur to me that it would come across as obnoxious.
I'm basically in love with the Wandering Ivy, and in my opinion it's a fixed Deathrte Shaman. It would require to much investment to become a combo, but it's a lot of value in a small package.
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Modern: G Stompy G UR Izzet Prowess/Delver UR UWB Spirits UWB UWB Brain Control UWB WUB Esper Reveillark WUB EDH: WUBRG Horde of Notions WUBRG W Nine-and-a-Half TailsW WGUR Kynaios and Tiro of Meletis WGUR
Makes sense, I like the fixed version just as well.
How about some things to help out the weaker color pairs? (RW and GU)
Caste EnforcerUG Creature-Naga Wizard
Flash
When Caste Enforcer enters the battlefield counter target activated or triggered ability
2/2
Soratami Spiritualist1UG Creature-Moonfolk Wizard
Flying
Return a land you control to it's owner's hand: Target Permanent gains hexproof until end of turn
2/2
Champion of the ForgeRW Creature-Dwarf Soldier
Champion of the Forge gets +1/+1 for each equipment you control
2/2
Fires of the BeyondRW Instant
Fires of the beyond deals x damage to target Creature, and you gain x life, where x is the number of cards an opponent owns in exile
I find color pairs usually get really good if they have a 1-3 great one drops that fit the general game plan.
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Modern: G Stompy G UR Izzet Prowess/Delver UR UWB Spirits UWB UWB Brain Control UWB WUB Esper Reveillark WUB EDH: WUBRG Horde of Notions WUBRG W Nine-and-a-Half TailsW WGUR Kynaios and Tiro of Meletis WGUR
Draw two cards, then put one card from your hand on top of your library.
Most likely wouldn't be much better than Sleight of Hand for combo decks but would help Delver significantly because of instant speed and the ability to set up Delver.
Yeah I admit that I might have downplayed the powerlevel of that card by a bit, but the two best uses I see with that effect are Delver and Miracle cards and neither of them does particularly well in Modern so it could increase the diversity.
Yeah I admit that I might have downplayed the powerlevel of that card by a bit, but the two best uses I see with that effect are Delver and Miracle cards and neither of them does particularly well in Modern so it could increase the diversity.
Miracle cards only see play in Legacy in conjunction with Sensei's Divining Top. The Miracle mechanic would probably still not be consistent enough with just one cantrip to set it up to become a problem in Modern.
Miracle cards only see play in Legacy in conjunction with Sensei's Divining Top. The Miracle mechanic would probably still not be consistent enough with just one cantrip to set it up to become a problem in Modern.
That is why I said 'might'. Also, you say 'one card' but there is other topdeck manipulation out there, perhaps not as accurate as this, but a deck with this and good scry sources could hit critical mass, especially with scry appearing more often as an evergreen mechanic. It's one of those things where a single strong card can work (like top), but also critical mass of middling cards. Something to be careful of and at least consider, although not sure to be a problem.
Anyway, don't want to diverge too much from the thread topic with discussion, so time for some card ideas:
Quick Divination1UU Instant
Draw two cards.
Rapid Concentration1UUU Instant
Draw three cards.
Sky Arena2UU Enchantment
At the start of your upkeep, draw a card.
(I don't think a plain effect like this exists at a proper cost, it's basically meant to be phyrexian arena with blue and a higher mana cost to make up for not costing life as well)
Outpost Arena1RR Enchantment
At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
(Khans part of Outpost Siege as a separate card with a lower but more difficult mana cost)
Inspired PassionsRR Sorcery
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
(maybe 1R, but this felt a lot stronger at 2 cmc than 3 cmc)
MarducateWBR Sorcery
Destroy target permanent.
(harder to cast than plain old Vindicate, to make it fairer for Modern, also helps that it isn't including both B and G in it's cost as a 3 color cost to avoid giving yet more reasons to play BGx midrange)
Well Organized Mind3U Enchantment
When you cast Well Organized Mind, draw a card.
At the start of your upkeep, scry 2.
When Well Organized Mind enters your graveyard from the battlefield, scry 4.
(I couldn't really justify scry 2 on upkeep at 3 cmc, so I went with 4 cmc and some strong upsides, like a cast trigger draw, rather than a ETB trigger draw, and scrying big if it's destroyed/sacrificed or whatnot, not really sure it's even playable at this point though, since it has the 4 cmc and basically doesn't win the game immediately problem, still, I thought a relatively clean scry 2 on upkeep thing would be nice)
Wise Forester1GG Creature - Elf Scout Shaman
Reach
When ~ enters the battlefield, scry X, where X is the number of lands you control. 1/4
Village Elder Council1WW Creature - Human
Defender
When ~ enters the battlefield, scry X, where X is the number of creatures you control.
Sacrifice Village Elder Council: Creatures you control get +0/+1 and vigilance until end of turn and up to two target other creatures you control are indestructible until end of turn. 1/3
Miracle cards only see play in Legacy in conjunction with Sensei's Divining Top. The Miracle mechanic would probably still not be consistent enough with just one cantrip to set it up to become a problem in Modern.
That is why I said 'might'. Also, you say 'one card' but there is other topdeck manipulation out there, perhaps not as accurate as this, but a deck with this and good scry sources could hit critical mass, especially with scry appearing more often as an evergreen mechanic. It's one of those things where a single strong card can work (like top), but also critical mass of middling cards. Something to be careful of and at least consider, although not sure to be a problem.
Anyway, don't want to diverge too much from the thread topic with discussion, so time for some card ideas:
Quick Divination1UU Instant
Draw two cards.
Rapid Concentration1UUU Instant
Draw three cards.
Sky Arena2UU Enchantment
At the start of your upkeep, draw a card.
(I don't think a plain effect like this exists at a proper cost, it's basically meant to be phyrexian arena with blue and a higher mana cost to make up for not costing life as well)
Outpost Arena1RR Enchantment
At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
(Khans part of Outpost Siege as a separate card with a lower but more difficult mana cost)
Inspired PassionsRR Sorcery
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
(maybe 1R, but this felt a lot stronger at 2 cmc than 3 cmc)
MarducateWBR Sorcery
Destroy target permanent.
(harder to cast than plain old Vindicate, to make it fairer for Modern, also helps that it isn't including both B and G in it's cost as a 3 color cost to avoid giving yet more reasons to play BGx midrange)
Well Organized Mind3U Enchantment
When you cast Well Organized Mind, draw a card.
At the start of your upkeep, scry 2.
When Well Organized Mind enters your graveyard from the battlefield, scry 4.
(I couldn't really justify scry 2 on upkeep at 3 cmc, so I went with 4 cmc and some strong upsides, like a cast trigger draw, rather than a ETB trigger draw, and scrying big if it's destroyed/sacrificed or whatnot, not really sure it's even playable at this point though, since it has the 4 cmc and basically doesn't win the game immediately problem, still, I thought a relatively clean scry 2 on upkeep thing would be nice)
Wise Forester1GG Creature - Elf Scout Shaman
Reach
When ~ enters the battlefield, scry X, where X is the number of lands you control. 1/4
Village Elder Council1WW Creature - Human
Defender
When ~ enters the battlefield, scry X, where X is the number of creatures you control.
Sacrifice Village Elder Council: Creatures you control get +0/+1 and vigilance until end of turn and up to two target other creatures you control are indestructible until end of turn. 1/3
Quick Divination is very to the point, literally does exactly what the name says.
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it's also exactly what most hard control players have been asking for since, oh, I don't know, FOREVER.
Please, let me play UW draw-go without having to resort to crap like wall of omens.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Alright I believe I've got a juicy winner for enabling Madness in modern.
Maddening Crypt
Land - Swamp Mountain ( : Add B or R to your mana pool.)
As Maddening Crypt enters the battlefield, you may discard a card. If you don't, Maddening Crypt enters the battlefield tapped.
-
So I think this is particularly good for cards such as From Under the Floorboards, Welcome to the Fold, and Avacyn's Judgment because it lets you have to play just 1-2 copies of this land in your deck so that lategame you can fetch this land at the end of your opponent's turn with something like a Bloodstained Mire to fire madness cards off at instant speed (also it lets you fire them off for the full amount of what X can be since it will come into untapped, maximizing X). It also seems fairly balanced in other scenarios (as far as I can tell at least).
The issue this solves I think best is that madness enablers are very bad to have to play in your modern deck for the most part (especially in any type of controlling deck, currently it seems you're kind of forced to play with little jace which is a total bummer), so when it is a land then it doesn't take up important slots in the deck that it needs to otherwise function with.
It would be the most powerful draw spell in non-Esper control decks, or pretty much any non-Esper blue decks as well, so probably not.
Draw Spell UUU
Instant
Draw 2.
Is probably barely fair (esper charm is allowed to be a bit stronger due to multi-color being slightly more difficult than extensive mono-color), and even then, WotC would probably consider some kind of drawback or restriction. It would then be played in pretty much any deck that could achieve the mana costs, basically anything that also plays Cryptic Command and all mono-blue decks.
3 cmc is much cheaper than WotC would normally allow for an instant speed draw 2, especially in mono-color with a reasonably payable mana cost.
So no, the drawback isn't good enough, that card would probably be overpowered.
No. Absolutely not. To cast CCC on turn three, you need 22 sources in your deck. To cast XYZ with the same consistency, you're looking for 1 colored mana of each color on turn three (1 colored mana on turn 3 is 12 sources), so if you have an exactly average distribution of dual lands split evenly among the colors (e.g. an equal ratio of the three relevant shocklands), you in fact only need 12 sources of each color. The reality of this is that because of the fetch-shock manabase, it's even less stringent than that, but because of play concerns, it comes out to about 14 sources.
I challenge you to put together a consistent manabase for a three-color midrange deck in modern that can support 22 sources of one color of mana. Compare it to one with the restriction of having 14 of EACH color. I'll give you a hint--the second option is easy--8 on-color fetches and 6 shocks (2-2-2 split) with three basics does it, and that still leaves you with 3-4 slots for other lands and 1-3 slots for colorless (utility) lands. You don't have anywhere near that flexibility in the 22-of-1 case.
I maintain the esper draw-go primer. We primarly splash black FOR access to esper charm. If this UUU divination were printed, it would still be easier on our mana base to continue to play esper charm with a black splash instead of switching to UW.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I'll take your word for it. I'm not that good at those sort of calculations, the 3 cmc still applies though, reducing something to 2 cmc seems right out.
Gourd Geist G
Creature - Spirit
Delirium - Gourd Geist gets +2/+2 and hexproof
1/2
Or a new Spiketail
Spiketail Shorediver 1UU
Creature - Drake
Flying, Flash
Sacrifice Spiketail Shorediver: Counter target spell unless it's controller pays 2.
A juicy fish or a tasty spell is all the same to the hungry opportunist.
2/2
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
Primal Resurgence 1G
Instant
Destroy all artifacts
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
The reason they don't do that is because artifact creatures are relatively common. Enchantment creatures are a relatively recent thing.
If they did print such a thing, it would be more along the lines of:
Primal Resurgence 1G
Instant
Destroy all non-creature artifacts.
If they really wanted it equivalent to Back to Nature in game balance.
Creature - Elemental Shaman
B, Exile Wandering Ivy from your graveyard: Each opponent loses 1 life.
You may cast Wandering Ivy from exile.
2/1
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Sorcery
Look at your library, then you may shuffle it. If you don't, exchange the top two cards of your library with the bottom two cards. Draw a card, then shuffle your library.
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Sorcery
Scry 1.
Draw a Card.
If you cast Ancient Knowledge for its Flashback cost, scry 2 and draw 2 cards instead.
Flashback 5U
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Aside from that, Wandering Ivy is pretty brutal as an infinite wincon that can't be removed. You could easily assemble in infinite engine to drain the opponent over a bunch of turns after locking them out. That said, it's definitely slow enough that it'd be fair. At least it and Deathrite Shaman wouldn't be legal together!
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
How about some things to help out the weaker color pairs? (RW and GU)
Caste Enforcer UG
Creature-Naga Wizard
Flash
When Caste Enforcer enters the battlefield counter target activated or triggered ability
2/2
Soratami Spiritualist 1UG
Creature-Moonfolk Wizard
Flying
Return a land you control to it's owner's hand: Target Permanent gains hexproof until end of turn
2/2
Champion of the Forge RW
Creature-Dwarf Soldier
Champion of the Forge gets +1/+1 for each equipment you control
2/2
Fires of the Beyond RW
Instant
Fires of the beyond deals x damage to target Creature, and you gain x life, where x is the number of cards an opponent owns in exile
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
I need these to run in my cat tribal deck
Bloodscale Ambusher R
Creature - Viashino Scout
Haste
When ~ enters the battlefield, if it is your first turn, it gains +1/+0 until end of turn.
1R: You may put ~ from your hand onto the battlefield blocking an opponent's attacking creature, it gains +1/+0 until end of turn. Then scry 2. Play this ability only during the blocking step.
1/2
Racing Flagbearer R
Creature - Viashino Shaman
Haste
Whenever ~ and at least two other creatures attack, creatures you control gain first strike and: "If this creature dies, scry 1." until end of turn.
1/2
Bloodmad Biter R
Creature
Whenever an opponent or a creature you don't control takes damage, you may untap Bloodmad Biter, you may activate this ability only once per turn.
2/1
Draketooth Visionary 1R
Creature - Viashino Shaman
First Strike
When Draketooth Visionary enters the battlefield, scry 2.
Whenever another Viashino enters the battlefield, scry 1.
2/2
Dragonmaw Caller RR
Creature - Viashiono Shaman
Whenever ~ and at least two other Viashino creatures attack, Viashino creatures you control gain menace until end of turn.
3/1
Claw Enhancer RR
Creature - Viashino Shaman
Trample
Other viashino creatures you control have trample.
2/2
Thunderscale Screecher RR
Creature - Viashino Shaman
Reach
Whenever a creature with flying attacks you or a planeswalker you control, you may untap target Viashino and grant it reach until end of turn.
Thunderscale Screecher gains double-strike until end of turn if it blocks or is blocked by a creature with flying.
2/2
Insistent Scalechief 1RR
Creature - Viashino Shaman Warrior
~ can't be countered.
Haste
Viashino spells you cast can't be countered.
Other Viashino creatures you control get +1/+1.
2/2
Bolas Cultist 1RR
Creature - Viashino Wizard
Trample, Menace, Prowess
Other viashino creatures you control get +1/+1 and trample.
2/2
Claw Raid R
Instant
Play only during the declare attackers step of your combat phase.
Choose one:
*Claw Raid deals damage to target creature or player equal to the number of Viashino you control.
*Put a 1/1 red viashino warrior creature token tapped and attacking onto the battlefield.
Dragonblood Ritual RR
Enchantment
Whenever a Viashino you control attacks, it gets +1/+0 until end of turn.
Whenever a player casts a dragon spell of converted mana cost 4 or greater, put a +1/+1 counter on each Viashino you control.
Tended Scalemaster 3RR
Creature - Dragon
Tended Scalemaster can't be countered if you control a viashino creature.
Flying
When Tended Scalemaster enters the battlefield, put a 1/1 red viashino creature token onto the battlefield.
Viashino creatures you control get haste and first strike.
4/4
Festering Alchemist UB
Creature-Zombie Wizard
When Festering Alchemist dies, choose one
-Target Creature gets -2/-2 until end of turn
-Draw a card
2/2
Innocent Dead B
Creature-Zombie
When Innocent Dead dies, target player sacrifices a creature
1/1
Stubborn Skaab U
Creature-Zombie
Stubborn Skaab cannot attack or block unless you control another zombie
1B: Return Stubborn Skaab from your Graveyard to the battlefield tapped, activate this ability only if you control 2 or more zombies
2/3
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
Sorry about the chain of posts, ideas kept coming and it didn't occur to me that it would come across as obnoxious.
I'm basically in love with the Wandering Ivy, and in my opinion it's a fixed Deathrte Shaman. It would require to much investment to become a combo, but it's a lot of value in a small package.
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
I find color pairs usually get really good if they have a 1-3 great one drops that fit the general game plan.
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Draw two cards, then put one card from your hand on top of your library.
Most likely wouldn't be much better than Sleight of Hand for combo decks but would help Delver significantly because of instant speed and the ability to set up Delver.
Miracle might be too strong for Modern.
Anyway, don't want to diverge too much from the thread topic with discussion, so time for some card ideas:
Quick Divination 1UU
Instant
Draw two cards.
Rapid Concentration 1UUU
Instant
Draw three cards.
Sky Arena 2UU
Enchantment
At the start of your upkeep, draw a card.
(I don't think a plain effect like this exists at a proper cost, it's basically meant to be phyrexian arena with blue and a higher mana cost to make up for not costing life as well)
Outpost Arena 1RR
Enchantment
At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
(Khans part of Outpost Siege as a separate card with a lower but more difficult mana cost)
Inspired Passions RR
Sorcery
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
(maybe 1R, but this felt a lot stronger at 2 cmc than 3 cmc)
Marducate WBR
Sorcery
Destroy target permanent.
(harder to cast than plain old Vindicate, to make it fairer for Modern, also helps that it isn't including both B and G in it's cost as a 3 color cost to avoid giving yet more reasons to play BGx midrange)
Well Organized Mind 3U
Enchantment
When you cast Well Organized Mind, draw a card.
At the start of your upkeep, scry 2.
When Well Organized Mind enters your graveyard from the battlefield, scry 4.
(I couldn't really justify scry 2 on upkeep at 3 cmc, so I went with 4 cmc and some strong upsides, like a cast trigger draw, rather than a ETB trigger draw, and scrying big if it's destroyed/sacrificed or whatnot, not really sure it's even playable at this point though, since it has the 4 cmc and basically doesn't win the game immediately problem, still, I thought a relatively clean scry 2 on upkeep thing would be nice)
Wise Forester 1GG
Creature - Elf Scout Shaman
Reach
When ~ enters the battlefield, scry X, where X is the number of lands you control.
1/4
Village Elder Council 1WW
Creature - Human
Defender
When ~ enters the battlefield, scry X, where X is the number of creatures you control.
Sacrifice Village Elder Council: Creatures you control get +0/+1 and vigilance until end of turn and up to two target other creatures you control are indestructible until end of turn.
1/3
Quick Divination is very to the point, literally does exactly what the name says.
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Please, let me play UW draw-go without having to resort to crap like wall of omens.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Maddening Crypt
Land - Swamp Mountain
( : Add B or R to your mana pool.)
As Maddening Crypt enters the battlefield, you may discard a card. If you don't, Maddening Crypt enters the battlefield tapped.
-
So I think this is particularly good for cards such as From Under the Floorboards, Welcome to the Fold, and Avacyn's Judgment because it lets you have to play just 1-2 copies of this land in your deck so that lategame you can fetch this land at the end of your opponent's turn with something like a Bloodstained Mire to fire madness cards off at instant speed (also it lets you fire them off for the full amount of what X can be since it will come into untapped, maximizing X). It also seems fairly balanced in other scenarios (as far as I can tell at least).
The issue this solves I think best is that madness enablers are very bad to have to play in your modern deck for the most part (especially in any type of controlling deck, currently it seems you're kind of forced to play with little jace which is a total bummer), so when it is a land then it doesn't take up important slots in the deck that it needs to otherwise function with.