Molten Nursery: so there's the engine that rewards you for playing Devoid cards. It looks really gimmicky. Though I guess it's a consideration in Affinity as a contender to Æther Grid (probably not though).
Not really. Lantern plays Grid too, but there is really no comparison. Nursery does at best 1 damage a turn if you draw and play 1 colorless a turn. Grid is an activated repeatable effect that can do plenty more than 1 damage a turn.
god theae spoilers are depressingly bad. the best two cards are a 3 mana 3 life draw 3 and a caed that may not be better than venser which nobody plays.
and maybe kiora and gideon as 1 ofs in tokens and bug if it can become something
Retreat to Coralhelm forms a fatal combo with Knight of the Reliquary.
Use knight to sacrifice a land, which then gives you a new land. This triggers the knight to untap. Tap the land for mana, then use knight again. You can go through all the lands in your library amassing upwards of 16-20 mana floating, then use the final land to grab Kessig Wolf Run, and then swing for 35+ damage with trample.
If you want, you can even keep a fetchland up so that you can untap Knight and grab an emergency Sejiri Steppe to protect itself against removal.
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That's actually pretty sweet. You'd be taking a lot of fetch land damage though (and shocks too, if you wanna float mana from them) unless you create a rally funky mana base (mono basic Forest/Plains).
Wasteland Strangler is interesting too. A mini Flametongue Kavu that needs some setting up. Seems like a valid Chord/CoCo target.
god theae spoilers are depressingly bad. the best two cards are a 3 mana 3 life draw 3 and a caed that may not be better than venser which nobody plays.
and maybe kiora and gideon as 1 ofs in tokens and bug if it can become something
I'll wait til I see all the common and uncommon allies in a set, but realistically while I have been brewing, Modern Allies is really close to a breakout and might already be there with some of the already spoiled cards.
That's actually pretty sweet. You'd be taking a lot of fetch land damage though (and shocks too, if you wanna float mana from them) unless you create a rally funky mana base (mono basic Forest/Plains).
Wasteland Strangler is interesting too. A mini [cardFlametongue Kavu[/card] that needs some setting up. Seems like a valid Chord/CoCo target.
You don't have to let the shocklands come in tapped, and the fetches you would probably want to limit to around 6-8, so you wouldnt have to deal all that much damage to yourself. Also, you dont have to go through all your lands, but it would up the damage you can deal.
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That's actually pretty sweet. You'd be taking a lot of fetch land damage though (and shocks too, if you wanna float mana from them) unless you create a rally funky mana base (mono basic Forest/Plains).
Wasteland Strangler is interesting too. A mini [cardFlametongue Kavu[/card] that needs some setting up. Seems like a valid Chord/CoCo target.
You don't have to let the shocklands come in tapped, and the fetches you would probably want to limit to around 6-8, so you wouldnt have to deal all that much damage to yourself. Also, you dont have to go through all your lands, but it would up the damage you can deal.
That's true but I was referring to the hypothetical scenario where you generate 16-20 mana for Wolf Run (which also stretches your mana by putting you into a 4th color). You'd need that many Forest/Plains to come into play untapped. But just building an arbitrary large Knight simply by dumping lands into the grave seems good enough.
I'm gonna try to break this card. I really like it. Just with Birds/Hierarch it turns into a Bolt proof Lotus Cobra which is pretty good by itself and enables some insane ramping. It also makes Grim Lavamancer take care of bigger threats and a card like Enclave Cryptologist gives it a mana sink while being ridicules together when fully leveled (that might be going too deep though)
Or you know , you could just use the new zendikar lands that check for 2 basics and enter untapped. That will meet the criteria for knights ability.
Also it won't be difficult at all to set-up two basics with fetchlands/knight. In bant colors a tempo/ramp deck could easily be built.
Remands
BoPs
Knight of rel.
serrum visions.
various good ramp stuff.
control magic.
etc.
Would probably play similarly to scapeshift.
I mean imagine :
T1 forest/fetch BoP
T2 Land Knight
T3 enchantment , path to exile BoP ,fetch basic, go crazy.
Woodland Wanderer looks decent. It's a 3/3 for 4 in mono green, a 4/4 for 4 in two colour decks, and a 5/5 for 4 in 3 colour decks. Don't think it'll be replacing Siege Rhino, but seems surprisingly good.
yeah, it's a tough call. It's obviously crap in any deck less than 3 colors, but it has several advantages over siege rhino:
Pros:
- Vigilance
- 5/5 instead of 4/5 means it beats rhino, tasigur, most goyfs, and trades with angler
- Easier mana requirements. Can be played by jund, BUG, or bant
- If you get color screwed, you can still cast it as a 4/4
- If you really get crazy, you could splash a 4th color and have a 6/6
Cons:
- No damage/life gain on resolution
I think this is a card that goes in a deck that wants noble hierarch. Junk, Jund, or BUG can each get the 4th color off hierarch or birds, making it a 6/6, and be swinging with a 7/7 (exalted) trampler that still gets to block by turn 4. That seems modern playable if not exactly a staple. I could see little kid junk playing these over some number of wilt-leaf liege alongside rhino... wilt-leaf is pretty inconsistent in my experience since you have to have a couple dudes on the board to matter. Woodland wanderer has less top end potential but more consistency, and provides further incentive to play qasali pridemage. It's also mono-green, which is occasionally relevant. I've had situations where pro-white really hoses me playing little kid.
These cards are all so weirdly designed... why can't Brutal Expulsion go to the face? Why give lifelink to such a small bodied manland? Why make Ugin's Insight Concentrate for 1 more that's only better if you're already winning?
I expected this set to be weaker since we just came off tarkir but these jsut all strike as lost potential
Retreat to Coralhelm can be a game-ending combo with Knight of the reliquary and is not bad on its own (scry or tapping down blockers to let a Geist or whatever past the defense). Maybe this is strong enough for modern? It represents a turn 3 kill with a good draw (T1 Hierarch, T2 Knight T3 Retreat -> win - you can tap blockers by searhing for fetchlands)
EDIT: the combo is actually limited by the number of plains/forest you run and not the number of lands, so it will be hard to attack for 20
yeah that combo doesn't seem good enough. there's not a lot of filter/draw in GW and that plan specifically requires you to have plains or forests. plus unless you're playing protection spells (meh) you're asking to just die from some plain old removal spell.
Well that's the same problem as the twin combo, but with less flash and not the same shell (and you can't recombo later). For this combo to be ok, retreat should be playable by itself I think, which is not really the case (seems like a bad thassa on its own)
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Woodland Wanderer is interesting because it's first competitively costed beater with vigilance and good P/T. And it can't be chumped.
Which means he can race quite a lot as opposed to goyf\knight\demon\rhino, who may be forced to sit back in some situations.
Sac forest/plains for a fetchland
fetch a forest, make G
sac forest for a fetchland
fetch a plains
sac plains for a fetchland
fetch sacred foundry untapped, make R
sac sacred foundry for a fetchland
fetch a stomping ground tapped
sac stomping ground find Skarrg the Rage Pits or Kessig
That's a 13/13 trampling Knight, just counting Skarrg not Kessig and you only did 6 damage to yourself; without even really trying to optimize it.
wanderer is bad.. its just too expensive for a guy who dies to terminate or path for no value. its a slightly cheaper vorapede thay doesnt come back. i say this as someone who thinks olivia is pretty bad in jund
as far as the combo... that card is really bad if you arent comboing so it probably cant be in a non full combo deck.
painful truths i just noticed is quite strong though in jund and dega especially. blue would rather stick to instants prob
wanderer is bad.. its just too expensive for a guy who dies to terminate or path for no value. its a slightly cheaper vorapede thay doesnt come back. i say this as someone who thinks olivia is pretty bad in jund
as far as the combo... that card is really bad if you arent comboing so it probably cant be in a non full combo deck.
painful truths i just noticed is quite strong though in jund and dega especially. blue would rather stick to instants prob
Careful, I'll quote you.
I'll be testing it out in Junk and 4c gifts. As we all know, every creature gets thoughtseized, countered or removed every game before it ever swings in, or trades on board so no ETB will probably kill off its viability. Same with knight, nacatl, goyf, delver, ect ect.
I don't think you would want the Coralhelm Knight of the Reliquary combo to be entirely all in on the combo. I think ideally, you would build it more similar to something like Melira Coco, or Jeskai Ascendancy Midrange.
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wanderer is bad.. its just too expensive for a guy who dies to terminate or path for no value. its a slightly cheaper vorapede thay doesnt come back. i say this as someone who thinks olivia is pretty bad in jund
as far as the combo... that card is really bad if you arent comboing so it probably cant be in a non full combo deck.
painful truths i just noticed is quite strong though in jund and dega especially. blue would rather stick to instants prob
I don't think the comparison to vorapede is reasonable. First off, 4 mana vs. 5. Second off, it's a LOT harder for junk/jund/bant/BUG/naya/RUG to get GGG2 than Gxx1 (or even Gx2 for a 4/4 in a pinch). We all know "dies to removal" is the oldest argument in the book and is known to be bad logic.
Wanderer isn't a staple that goes in every deck by any means, but I think it'll see play. It looks pretty good in any 3-color beatdown deck that runs hierarch or birds. Little kid junk and "big" naya zoo are the most obvious choices. The biggest thing going against it is non-synergy with collected company.
Not really. Lantern plays Grid too, but there is really no comparison. Nursery does at best 1 damage a turn if you draw and play 1 colorless a turn. Grid is an activated repeatable effect that can do plenty more than 1 damage a turn.
"When you get your opponent down to 0 sanity, you win the game!"
Further proof that WotC hates Blue......
If it had lost the creature provision, it would have been amazing but double conditional counters are just a joke......
and maybe kiora and gideon as 1 ofs in tokens and bug if it can become something
Use knight to sacrifice a land, which then gives you a new land. This triggers the knight to untap. Tap the land for mana, then use knight again. You can go through all the lands in your library amassing upwards of 16-20 mana floating, then use the final land to grab Kessig Wolf Run, and then swing for 35+ damage with trample.
If you want, you can even keep a fetchland up so that you can untap Knight and grab an emergency Sejiri Steppe to protect itself against removal.
Wasteland Strangler is interesting too. A mini Flametongue Kavu that needs some setting up. Seems like a valid Chord/CoCo target.
I'll wait til I see all the common and uncommon allies in a set, but realistically while I have been brewing, Modern Allies is really close to a breakout and might already be there with some of the already spoiled cards.
You don't have to let the shocklands come in tapped, and the fetches you would probably want to limit to around 6-8, so you wouldnt have to deal all that much damage to yourself. Also, you dont have to go through all your lands, but it would up the damage you can deal.
That's true but I was referring to the hypothetical scenario where you generate 16-20 mana for Wolf Run (which also stretches your mana by putting you into a 4th color). You'd need that many Forest/Plains to come into play untapped. But just building an arbitrary large Knight simply by dumping lands into the grave seems good enough.
I'm gonna try to break this card. I really like it. Just with Birds/Hierarch it turns into a Bolt proof Lotus Cobra which is pretty good by itself and enables some insane ramping. It also makes Grim Lavamancer take care of bigger threats and a card like Enclave Cryptologist gives it a mana sink while being ridicules together when fully leveled (that might be going too deep though)
Also it won't be difficult at all to set-up two basics with fetchlands/knight. In bant colors a tempo/ramp deck could easily be built.
Remands
BoPs
Knight of rel.
serrum visions.
various good ramp stuff.
control magic.
etc.
Would probably play similarly to scapeshift.
I mean imagine :
T1 forest/fetch BoP
T2 Land Knight
T3 enchantment , path to exile BoP ,fetch basic, go crazy.
Modern:
UU TronU
URUR StormUR
RBWBurnRBW
EDH:
RBGProssh,skyraider of kherGBR
RKrenko,Mob BossR
URMelek,Izzet ParagonRU
RDaretti, Scrap savantR
WBTriad of fatesBW
yeah, it's a tough call. It's obviously crap in any deck less than 3 colors, but it has several advantages over siege rhino:
Pros:
- Vigilance
- 5/5 instead of 4/5 means it beats rhino, tasigur, most goyfs, and trades with angler
- Easier mana requirements. Can be played by jund, BUG, or bant
- If you get color screwed, you can still cast it as a 4/4
- If you really get crazy, you could splash a 4th color and have a 6/6
Cons:
- No damage/life gain on resolution
I think this is a card that goes in a deck that wants noble hierarch. Junk, Jund, or BUG can each get the 4th color off hierarch or birds, making it a 6/6, and be swinging with a 7/7 (exalted) trampler that still gets to block by turn 4. That seems modern playable if not exactly a staple. I could see little kid junk playing these over some number of wilt-leaf liege alongside rhino... wilt-leaf is pretty inconsistent in my experience since you have to have a couple dudes on the board to matter. Woodland wanderer has less top end potential but more consistency, and provides further incentive to play qasali pridemage. It's also mono-green, which is occasionally relevant. I've had situations where pro-white really hoses me playing little kid.
I expected this set to be weaker since we just came off tarkir but these jsut all strike as lost potential
EDIT: the combo is actually limited by the number of plains/forest you run and not the number of lands, so it will be hard to attack for 20
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
1st turn - Land - Hedron Crab
2nd turn - Land - Ruin Ghost
3rd turn - Land + Accel - Retreat to Coralhelm - exile land - etb - untap Ruin Ghost - repeat - mill opponent
Hey Modern friendly !
(or use Steppe Lynx for infinite attack power. . .)
Add in Knight of the reliquary board control:
And you have Bant Combo-Company
4 Knight of the reliquary
4 Hedron Crab
4 Steppe Lynx
4 Nobel Heirarch
4 Tarmogoyf
4 Birds of Paradise
4 Collected Company
4 Retreat to Coralhelm
Spirits
Which means he can race quite a lot as opposed to goyf\knight\demon\rhino, who may be forced to sit back in some situations.
The thing to remember is the lands are going to the yard for your Knight.
Turn X: Knight of the Reliquary
Turn X+1: Retreat to Coralhelm
Sac forest/plains for a fetchland
fetch a forest, make G
sac forest for a fetchland
fetch a plains
sac plains for a fetchland
fetch sacred foundry untapped, make R
sac sacred foundry for a fetchland
fetch a stomping ground tapped
sac stomping ground find Skarrg the Rage Pits or Kessig
That's a 13/13 trampling Knight, just counting Skarrg not Kessig and you only did 6 damage to yourself; without even really trying to optimize it.
as far as the combo... that card is really bad if you arent comboing so it probably cant be in a non full combo deck.
painful truths i just noticed is quite strong though in jund and dega especially. blue would rather stick to instants prob
Careful, I'll quote you.
I'll be testing it out in Junk and 4c gifts. As we all know, every creature gets thoughtseized, countered or removed every game before it ever swings in, or trades on board so no ETB will probably kill off its viability. Same with knight, nacatl, goyf, delver, ect ect.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I don't think the comparison to vorapede is reasonable. First off, 4 mana vs. 5. Second off, it's a LOT harder for junk/jund/bant/BUG/naya/RUG to get GGG2 than Gxx1 (or even Gx2 for a 4/4 in a pinch). We all know "dies to removal" is the oldest argument in the book and is known to be bad logic.
Wanderer isn't a staple that goes in every deck by any means, but I think it'll see play. It looks pretty good in any 3-color beatdown deck that runs hierarch or birds. Little kid junk and "big" naya zoo are the most obvious choices. The biggest thing going against it is non-synergy with collected company.