So while modern is in a good place right now, there are still some key card slots that are missing. For example, an instant speed cantrip. These are the cards I wish were printed.
Opt. This one is obvious. For instant speed blue decks to thrive, they need an efficient instant speed cantrip.
Innocent Blood, this one is less obvious, but think about it. Obviously fatal push is better against wide decks, but this is great against deaths shadow and tasigur decks that often have less creatures. It's a great card for pure control decks that have a tough time against midrange.
Crop Rotation. Now from the start, I know there are a lot of decks that would kill for this.
To name a few:
Jund
Abzan
Tron
Titanshift (Although I'm not sure about this one, because it seems like they want more of "ramp to a game winning card" and this doesn't do that very well.
But it would open up a ton of new avenues for decks that have fallen away a bit. It might even create a mono green eldrazi list.
Here are a few decks that would benefit:
Bant Eldrazi
Amulet Titan
Bogles Maybe
Knight of the Reliquary decks
Green control decks that want to run land toolbox packages.
Crucible of Worlds decks
Delirium decks
Merged with the "Print this Wizards (so I can play it in modern)" thread. - Torpf
To build off of this last post.
One down, two to go!
I still stand by Innocent Blood being amazing in Modern. It's such a great answer to top heavy creature decks and early threats for pure control decks. It wouldn't benefit classic Jund or Junk, but Esper Control variants would love it. It makes Eldrazi Tron a much better matchup. It also works extremely well with Lingering Souls.
On Crop Rotation, it just seems like a really versatile and powerful card. I think it would help out fringe decks more than it would help existing decks. Tron is strange with Crop Rotation, I think it would benefit it, but it only really allows fixing, not making land drops. If you have two lands and you need your third tron land, it's not a very good card. It is, however, really good with Dakmor Salvage and Life from the Loam. I can't see it helping Titanshift either, they just want removal, bombs, and ramp.
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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
Brainstorm 2.0 U
Instant
Draw two cards then put a card from your hand on top of your library.
I think discard should have some counter-play to it and Brainstorm is the best effect. OG brainstorm is too good for Modern, but a "fixed" version would be nice. Might enable Terminus a little as well which would be nice.
To build off of a card I mentioned before, only in a way that I feel could "fix" that card a bit:
Spontaneous Mutation4UG
Sorcery
Creature Offering (You may cast this card any time you could cast an instant by sacrificing a Creature and paying the difference in mana costs between this and the sacrificed Creature. Mana cost includes color.)
Search your library for a creature card with converted mana cost 6 or less and put it onto the battlefield. Sacrifice that creature at the beginning of the next end step. The hunter was confused. He thought he was following a deer. Which turned out to actually be a bear. Which vanished after he realized he'd need new pants.
I decided to balance out the mana cost a bit, but make it able to be made cheaper by making use of a Kamigawa mechanic *gasp*
Tajuru ReformistBG Creature - Elf Shaman
When Tajuru Reformist enters the battlefield, each opponent sacrifices a colorless nonland permanent.
Whenever a colorless permanent enters the battlefield under an opponent's control, create a token that is a copy of Tajuru Reformist. [1/3]
Affinity and ETron hate all in one. Possibly broken in a combo shell as well but eh, it's fantasy cardsmithing.
I know it might be corner case, but I'd love to see a Magical Hack reprint. I imagine I'll never see it given they made Spectral Shift but one can hope.
Ascent of the LeaderWW Enchantment
When Ascent of the Leader enters the battlefield, if you control less creatures than an opponent, create a 2/2 white soldier token with vigilance, if you didn't create that token, instead gain 4 life.
Creatures you control have +0/+1 and vigilance.
Ascent of the MindUU Enchantment
When Ascent of the Mind enters the battlefield, if you have less cards in your hand than an opponent, draw a card, if you didn't draw that card, instead create a 1/2 blue illusion creature token with vigilance and flying.
Your opponents play with their hands revealed.
Ascent of AmbitionBB Enchantment
When Ascent of Ambition enters the battlefield, if you have less life than an opponent, each opponent with more life than you discards a card, if you didn't cause any opponents to discard a card this way, instead scry 3.
Your opponents have a maximum hand size of one more than your current hand size.
Ascent of the HeartRR Enchantment
When Ascent of the Heart enters the battlefield, if an opponent has taken damage this turn from a source you control, each opponent who has taken damage that way this turn sacrifices a permanent, if no opponents sacrifice a permanent this way, instead add R to your mana pool.
At the start of combat on your turn, target creature you control gains +1/+0 and your choice of haste, trample, or first strike.
Ascent of the SoulGG Enchantment
When Ascent of the Soul enters the battlefield, if you control more lands than any opponent, create a 2/4 green elemental creature token, if you didn't create a token this way, instead gain 4 life.
Whenever you or a creature you control becomes the target of a spell or ability you don't control, scry 1 and you may put a +1/+1 counter on target creature you control.
Mono colored fetchlands that only get one land type at uncommon. It would help so many players get into modern and get rid of having to have one or two of a full on fetchland.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Mono colored fetchlands that only get one land type at uncommon. It would help so many players get into modern and get rid of having to have one or two of a full on fetchland.
I would rather see fixed fetchlands that can only grab basics (like evolving wilds) but that bring them into play untapped (like the good fetches)
Mono colored fetchlands that only get one land type at uncommon. It would help so many players get into modern and get rid of having to have one or two of a full on fetchland.
I would rather see fixed fetchlands that can only grab basics (like evolving wilds) but that bring them into play untapped (like the good fetches)
Fixed fetchlands would be good, but that won't help as much as one would think due to the lack of interaction with the shock lands. This would probably drop the demand somewhat on the existing fetches.
I think fixed fetchlands are more likely to be the rare land cycle in a future set though as opposed to uncommon.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
they wont even reprint 3 mana landy anymore 2 mana for that low a drawback is insane heck Anguished Unmaking makes you rfg and still doesnt hit land and you lose 3 life.
This thread is full of idiots... Lightning Bolt is NOT being reprinted.
Many times has a writer in Wizards said so, because of the plain and simple fact that it's too powerful for what it costs. x/3 creatures shouldn't be able to die at instant speed for one mana without a signifigant drawback. (like PTE giving you a land)
I absolutely guarantee that LB will not be printed in M10, and you can quote me on that.
With Tron rising in popularity, I was wondering what sort of cards that we could create to combat the deck which would also be an acceptable power level for standard
Instead of attacking their mana-base, I thought of doing something else: attacking the payoff spells they try to slam once they have the mana
Realm of the Meek1W
Enchantment
Spells with converted mana cost 4 or greater cannot be cast
This would effectively deal with quite a lot of powerful cards in the format: Most of tron, scapeshift and primeval titan, gifts ungiven and past in flames
Here's another creature that specifically deals with land-based strategies such as Tron and Valakut. It's a meddling mage for lands.
Sage of the Forbidden1G
Creature - Human Druid
As ~ enters the battlefield, name a land card other than a basic land.
If the named card would enter the battlefield, its controller puts that land card into his or her graveyard instead.
2/2
Of course prevents them from assembling Tron, or from tutoring up Valakuts
How do we feel about a mono coloured fetch land cycle?
I feel like it could either be super helpful or simply just not necessary
Mono Blue Fetch Land
{T}, Pay 1 life, Sacrifice Mono Blue Fetch: Search your library for an island card and put it onto the battlefield. Then shuffle your library.
GUR
Instant
Pick 3, each mode may be picked more than once.
- Do 1 damage to target creature or player.
- Counter target spell unless its controller pays 1.
- Target creature gets +1/+1 until end of turn.
Flood Moon 2U
Enchantment
All non-basic lands are Islands.
Forsake wealth W
Instant
Each player sacrifices a colorless nonland permanent. Then, if only one player sacrificed a permanent in this way, each player sacrifices another corlorless nonland permanent.
Tithe Ward W
Enchantment
All spells cost an additional 1 to play.
Whenever a creature enters the battlefield, its’ controller sacrifices it unless he or she pays 1
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():
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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"
creature
If a player would draw a card that is not the first card drawn during their draw step, that player must discard a card. If they cannot, they draw no cards instead.
2/2
Private Mod Note
():
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pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
To build off of this last post.
One down, two to go!
I still stand by Innocent Blood being amazing in Modern. It's such a great answer to top heavy creature decks and early threats for pure control decks. It wouldn't benefit classic Jund or Junk, but Esper Control variants would love it. It makes Eldrazi Tron a much better matchup. It also works extremely well with Lingering Souls.
On Crop Rotation, it just seems like a really versatile and powerful card. I think it would help out fringe decks more than it would help existing decks. Tron is strange with Crop Rotation, I think it would benefit it, but it only really allows fixing, not making land drops. If you have two lands and you need your third tron land, it's not a very good card. It is, however, really good with Dakmor Salvage and Life from the Loam. I can't see it helping Titanshift either, they just want removal, bombs, and ramp.
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
Salt is part of the game. Deal with it.
Instant
Draw two cards then put a card from your hand on top of your library.
I think discard should have some counter-play to it and Brainstorm is the best effect. OG brainstorm is too good for Modern, but a "fixed" version would be nice. Might enable Terminus a little as well which would be nice.
Spontaneous Mutation 4UG
Sorcery
Creature Offering (You may cast this card any time you could cast an instant by sacrificing a Creature and paying the difference in mana costs between this and the sacrificed Creature. Mana cost includes color.)
Search your library for a creature card with converted mana cost 6 or less and put it onto the battlefield. Sacrifice that creature at the beginning of the next end step.
The hunter was confused. He thought he was following a deer. Which turned out to actually be a bear. Which vanished after he realized he'd need new pants.
I decided to balance out the mana cost a bit, but make it able to be made cheaper by making use of a Kamigawa mechanic *gasp*
For reference seen Patron of the Akki.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Creature - Elf Shaman
When Tajuru Reformist enters the battlefield, each opponent sacrifices a colorless nonland permanent.
Whenever a colorless permanent enters the battlefield under an opponent's control, create a token that is a copy of Tajuru Reformist.
[1/3]
Affinity and ETron hate all in one. Possibly broken in a combo shell as well but eh, it's fantasy cardsmithing.
Avatar and Signature by XenoNinja via Heroes of the Plane Studios
Modern: Storm
Legacy: ANT
I would have to say "extremely unlikely" since it messes with the untap step and they don't do that anymore.
Enchantment
When Ascent of the Leader enters the battlefield, if you control less creatures than an opponent, create a 2/2 white soldier token with vigilance, if you didn't create that token, instead gain 4 life.
Creatures you control have +0/+1 and vigilance.
Ascent of the Mind UU
Enchantment
When Ascent of the Mind enters the battlefield, if you have less cards in your hand than an opponent, draw a card, if you didn't draw that card, instead create a 1/2 blue illusion creature token with vigilance and flying.
Your opponents play with their hands revealed.
Ascent of Ambition BB
Enchantment
When Ascent of Ambition enters the battlefield, if you have less life than an opponent, each opponent with more life than you discards a card, if you didn't cause any opponents to discard a card this way, instead scry 3.
Your opponents have a maximum hand size of one more than your current hand size.
Ascent of the Heart RR
Enchantment
When Ascent of the Heart enters the battlefield, if an opponent has taken damage this turn from a source you control, each opponent who has taken damage that way this turn sacrifices a permanent, if no opponents sacrifice a permanent this way, instead add R to your mana pool.
At the start of combat on your turn, target creature you control gains +1/+0 and your choice of haste, trample, or first strike.
Ascent of the Soul GG
Enchantment
When Ascent of the Soul enters the battlefield, if you control more lands than any opponent, create a 2/4 green elemental creature token, if you didn't create a token this way, instead gain 4 life.
Whenever you or a creature you control becomes the target of a spell or ability you don't control, scry 1 and you may put a +1/+1 counter on target creature you control.
Undermine
Prohibit
Tireless Tribe
Basking Rootwalla
Circular Logic
Wild Mongrel
Pernicious Deed
Flametongue Kavu
Kavu Titan
Temple of the False God
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I would rather see fixed fetchlands that can only grab basics (like evolving wilds) but that bring them into play untapped (like the good fetches)
Fixed fetchlands would be good, but that won't help as much as one would think due to the lack of interaction with the shock lands. This would probably drop the demand somewhat on the existing fetches.
I think fixed fetchlands are more likely to be the rare land cycle in a future set though as opposed to uncommon.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
they wont even reprint 3 mana landy anymore 2 mana for that low a drawback is insane heck Anguished Unmaking makes you rfg and still doesnt hit land and you lose 3 life.
“Homo homini lupus est.”
Instead of attacking their mana-base, I thought of doing something else: attacking the payoff spells they try to slam once they have the mana
Realm of the Meek 1W
Enchantment
Spells with converted mana cost 4 or greater cannot be cast
This would effectively deal with quite a lot of powerful cards in the format: Most of tron, scapeshift and primeval titan, gifts ungiven and past in flames
Here's another creature that specifically deals with land-based strategies such as Tron and Valakut. It's a meddling mage for lands.
Sage of the Forbidden 1G
Creature - Human Druid
As ~ enters the battlefield, name a land card other than a basic land.
If the named card would enter the battlefield, its controller puts that land card into his or her graveyard instead.
2/2
Of course prevents them from assembling Tron, or from tutoring up Valakuts
Dark Summoning Ritual B
Sorcery
Add BBB to your mana pool. Use this mana only for black creature spells with converted mana cost 3 or less.
I think creature spells only would be enough of a drawback. Rituals start to become problematic when they are chained together
Yeah that is why I think something like this would be good to print into standard for black but unfortunately its not up to me.
instant
~deals 1 damage to target creature or player
draw two cards, then discard a card
2cmc cantrip that can be CA.
I feel like it could either be super helpful or simply just not necessary
Fleet-Foot Elves
G
1/1
Flash
Instant
Pick 3, each mode may be picked more than once.
- Do 1 damage to target creature or player.
- Counter target spell unless its controller pays 1.
- Target creature gets +1/+1 until end of turn.
Enchantment
All non-basic lands are Islands.
Forsake wealth W
Instant
Each player sacrifices a colorless nonland permanent. Then, if only one player sacrificed a permanent in this way, each player sacrifices another corlorless nonland permanent.
Tithe Ward W
Enchantment
All spells cost an additional 1 to play.
Whenever a creature enters the battlefield, its’ controller sacrifices it unless he or she pays 1
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"
creature
If a player would draw a card that is not the first card drawn during their draw step, that player must discard a card. If they cannot, they draw no cards instead.
2/2
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Enchant player- Curse
All spells cast by enchanted player cost an additional 1 to cast. Whenever a spell is cast, put a gold counter on Import Tithes.
During each end step, if there are 4 or more gold counters on Import Tithes, sacrifice it and each player draws 2 cards.