What is the "best" 5 cmc creature in Modern or Instant/Sorcery in Modern? Again this would probably be for big mana decks (i.e. Tron).
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I don't think this slots cleanly into current builds of Tron. Most play 19-20 lands. 12 are tron pieces. 4 are for colored sources and then 3 are flex slots. The typical build plays ghost quarter (for the mirror and problem manlands), sanctum of ugin (to help with threat density), and a forest (for path and opposing ghost quarters). I don't see this replacing any of those flex slots. I'm not sure Tron gains enough from the access to color to replace any of those effects. Their threats (Ugin, Karn, Ulamog, Wurmcoil, Worldbreaker) are already plenty strong enough with little to no colored mana requirements.
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EDH UBRJeleva, Nephalia's Scourge BWTeysa,Orzhov Scion GWKarametra, God of Harvests UW Dragonlord Ojutai R Daretti, Scrap Savant
I don't think this slots cleanly into current builds of Tron. Most play 19-20 lands. 12 are tron pieces. 4 are for colored sources and then 3 are flex slots. The typical build plays ghost quarter (for the mirror and problem manlands), sanctum of ugin (to help with threat density), and a forest (for path and opposing ghost quarters). I don't see this replacing any of those flex slots. I'm not sure Tron gains enough from the access to color to replace any of those effects. Their threats (Ugin, Karn, Ulamog, Wurmcoil, Worldbreaker) are already plenty strong enough with little to no colored mana requirements.
Good points. Just wondering if there are any 5 cmc spells out there worth wedging Bring to Light and a copy of this land for. I'm not sure there is anything worth it really. I appreciate the thoughts though.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I would've liked Commit to Memory if its aftermath half had been literally any other blue effect. The 4 mana counterspell/tuck is pretty interesting and a good Aftermath half could've made it playable but Time Reversal is not that
Hieroglyphic Illumination is decent, CA that cantrips in a pinch. Think Twice is better on its own, but Illumination can be flashed back with snapcaster
Commander GUR Maelstrom Wanderer BWU Sydri, Galvanic Genius BGB Meren of Clan Nel Toth WGW Nazahn, Revered Bladesmith RRR Feldon of the Third Path WWW Heliod, God of the Sun
I'm concerned that As Foretold will just end up being too slow to be good, but the gearhulk/illumination synergy might be the edge gearhulk needed to make the lists. I could see the illumination/gearhulk synergy being better than as foretold/ancestral based on individual card strength off the top.
Talk about a case of cards good in opener vs cards good off the top. Right now I'm pretty interested in a 6 snapcaster/gearhulk UW build with Censor and Hieroglyphic Illumination from this set. I'm thinking it looks more promising with a lesser buy-in (deck building constraints) than the as foretold shenanigans.
I'm concerned that As Foretold will just end up being too slow to be good, but the gearhulk/illumination synergy might be the edge gearhulk needed to make the lists. I could see the illumination/gearhulk synergy being better than as foretold/ancestral based on individual card strength off the top.
Talk about a case of cards good in opener vs cards good off the top. Right now I'm pretty interested in a 6 snapcaster/gearhulk UW build with Censor and Hieroglyphic Illumination from this set. I'm thinking it looks more promising with a lesser buy-in (deck building constraints) than the as foretold shenanigans.
From what I've playtested As Foretold is crazy powerful, and speed is not really the issue. What is an issue however is that you have to warp your entire deck around it, and if you do not hit As Foretold turn 3 or it gets Abrupt Decayed, you're in a heap of trouble.
Warping your deck around the card might be worth it if it were faster - and still might be worth it. But that's exactly the problem. If you play it turn 3 and don't have an ancestral in hand or are dead on board, you aren't saving yourself. When I'm on UW, I'm way more concerned about surviving turns 1 - 4 than about winning after that. After turn 4, there are manyroadsthatleadtorome. Arriving in a place where you can cast one of those without dying is the challenge, which I'm more convinced Censor and Gideon of the Trials will help with than As Foretold.
As foretold might be the bomb, no doubt. It's hard to evaluate because it's value is so heavily based on how much mana you get from it, which depends on very tight timings in a wide variety of matchups.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Create two 1/1 white Warrior creature tokens with vigilance.
Finish
Aftermath (Cast this spell only from your graveyard. Then exile it.)
As an additional cost to cast Finish, sacrifice a creature.
Destroy target creature.
Not that anyone cares all that much, but for a grave themed deck, dredge got its first Good (read: Meh) card. Doesnt seem broken when you first look at it, but when you apply it to bridge versions (which are aweful dude to lack of sac grave outlets) it reads "pay 3 mana, sac a ghast, make 1-4 tokens, destroy your own dude, make 1-4 tokens."
Most of us on the dredge deck thread arent thinking this makes bridge viable on its own yet, but it sets it up to be stronger if a easier sac grave outlet also comes to be, giving us a critical mass of that type of card (magic number is 6-8.)
What makes Hieroglyphic Illumination look playable to me is it is relevant in all parts of the game. In the late game you can drop it for two cards, and in the early game you can cycle it to dig through your deck. What it lacks in raw power it gains in versatility. What makes it good is it's never not useful. I think we're really underestimating the power of one U cycling.
Cascading Cataracts + Bring to Light seems fun for a FNM deck. I like it because you don't have to go crazy with a full five color manabase to get the power of BtL. I'm definitely going to try it out. Maybe in a deck with some Expedition Maps or Sylvan Scryings and probably a ton of cantrips. You can also run a land hate package MB if you feel like it.
Shadow of the Grave seem strong in some sort of cycling control shell. Basically you cycle a bunch of cards into your graveyard on your opponent's end step then cast Shadow of the Grave and now you have a full hand of cyclers and stuff. Seems fun especially since you can do it all instant speed. Chances are after you cycle a ton you'll get another one or a Snapcaster Mage and you can wash rinse repeat. Props to you if you have a Curator of Mysteries out.
Glorious End seems like a great way to ensure you combo off next turn. I'm still unsure wether it'll make it further than that.
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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
Looking at Shadow of the Grave with draw/discard cards like Burning Inquiry, Ideas Unbound (gives you a chance to draw Shadow before discarding) or Reforge the Soul, is -2 CA, then +X CA for each card you draw for about 3-4 mana doesn't seem good enough. I think a different avenue is needed.
I don't think its impact on Modern will be significant.
From my limited experience, core sets have provided quite a few modern playable cards.
I count 15 at least from M15, and 16 from Origins.
What I think this set adds to modern isn't Staples for already powerful decks but more Fringe cards to build fun FNM decks. Some of the cards are actually full of potential.
This set intrigues me so much I might buy into a booster box.
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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
Vizier of Remedies is non-legendary Melira 5-8 in any deck that wanted to run more of her for the persist. More interestingly, Vizier plus Devoted Druid is infinite mana as early as T3.
Winds of Rebuke is a non-land bounce spell that advances Mill's gameplan. I'd consider at least 1-2 in the board if you're a Mill player.
Bone Picker is black Delver if you can kill a creature.
Vizier of Remedies is non-legendary Melira 5-8 in any deck that wanted to run more of her for the persist. More interestingly, Vizier plus Devoted Druid is infinite mana as early as T3.
Winds of Rebuke is a non-land bounce spell that advances Mill's gameplan. I'd consider at least 1-2 in the board if you're a Mill player.
Bone Picker is black Delver if you can kill a creature.
I think Bone Picker will see Modern play. It works too well alongside Fatal Push.
Interesting that it plays so poorly with Path though.
-Censor: This card is one of the best counterspells that we have gotten in awhile. Having the option of pitching this for only U means that this card is useful in every phase in the game. While paying 1U for a force spike isn't the greatest, the versatility of this card always having a use is. Being able to cycle this then get it back with snapcaster mage later sounds really good. It also helps blue players get to cryptic command mana. I expect this card to play a lot better than it reads in modern. It wouldn't surprise me if this becomes a staple in blue decks based on the power level.
-Curator of Mysteries: There is a lot to love about this card. 4/4 flyer for 4 mana is already a decent body but the ability to cycle this for only U is crazy. This enables: delve creatures, allows you to keep hands that were not good in the first place, feeds goyf, thins your deck, you can get this back with Liliana, the last hope/kolaghan's command in the late game for it to turn into a finisher, etc. For me this card reads as "Instant draw a card" for most of the game with the option of turning into a 4/4 beater in the late game. Plus the sphinx plays well with other cycling cards, plays into liliana of the veil very will when it's out, doesn't punish you for running a playset and it's not legendary. Sleeper card of the set in my opinion.
-Archfiend of Ifnir: Similar to the sphinx there is a lot to like about this card. The biggest thing to like about this card is that it already has a home in living end decks as a way for that deck to deal with lingering souls/other small creatures that chump block living end creatures. Cycling for 2 colorless is also nice because the archfiend doesn't ask you to commit to any color for living end. Solid new card for them.
Harsh Mentor: While this card reads REALLY GOOD, I actually don't think this will see tons of play in the maindeck of anydeck. Rather I believe that we will see Death and taxes make the red splash for Harsh mentor, lightning bolt, magus of the moon. I don't believe that modern burn/delver want Harsh mentor. A stronger card for legacy/vintage but it will find a home here.
Samut, Voice of Dissent: This card seems almost tailor made for Scapshift decks due to the immense power of giving a primeval titan haste. The haste effect being stapled onto a creature with so many abilities seems very good. Seems really good for them as a 1-2 of.
Cards that might see play:
-Bone Picker: I like how wizards just casually snuck this in the full spoiler preview. They did the same thing with Tireless tracker. This card is very powerful since it's triggered off of any creature dying. Still, that can be hard to trigger as reliably as we would want. A 3/2 flying deathtouch for a B is crazy but I'll be waiting in the wings for someone to break this.
-Scarb Feast: Not the sexist card out there but the ability to cycle this away when you need to is really nice when it's stapled to a hate card. This is potential maindeckable hate.
-Hieroglyphic illumination: Similar to censor, the fact that this only costs one U to cycle is really good. Using Snapcaster mage late game to get full value off of this seems nice. 3U is a steep price for regular cost which leaves me hesitant to say that this will see guaranteed play.
-Enigma Drake: Similar to Cryptic Serpent this card is very interesting for UR decks looking for a beatdown creature. Unlike Spellheart Chimera, this card doesn't die to lightning bolt which makes it a much more attractive creature. Sadly unlike delve creatures or Cryptic Serpent, this card is super susceptible to graveyard hate after it's cast. That means cards like Scavenging ooze or relic of progenitus can shrink this creature whenever it's starts attacking.
-Gideon of the Trials: One of the flashiest cards of the set that will do more in modern/eternal formats than in standard. His emblem can just hose specific strategies by itself, he is a 4/4 indestructible creature, and he can turn off damage from a permanent. There is a lot to like here but his 1WW casting cost does sting and there doesn't seem to be a deck that wants him right now. It's worth noting that he seems good in the As fortold deck that I talk about. He isn't insanely strong but his swiss army knife abilities are something to look out for.
-Soul-Scar Mage: A very powerful ability but I'm not sure what deck wants this card. It's worth noting that this can swing into huge creatures and have lightning bolt as backup so it can either trade or deal damage. I don't know where this card fits in modern. Maybe the old UR prowess deck? Will this make lightning bolt great again?
-Rhonas, the Indomitable: Powerful effect and this god is a 3 drop which means that he fits into Collected company strategies which allows him to be able to attack easier. Goyf/angler/tasigur/knight/etc mean that he shouldn't have that much of an issue with being able to attack. Add that plus his pump option and that means that it's relatively easy to turn this guy on. Will he workout?
-Cast Out: A flash oblivion ring that can be cycled is at least worth looking at. It's notable that it dodges abrupt decay since it cost 4 and you can cycle it for only w.
Cards that are almost there but miss the mark:
-Glorious end: A hilarious card that will probably be in some Saffron Olive brew, but this doesn't do enough to get there in modern. It requires you to either go off the turn you cast this, play some bad card that negates you losing the game, or use hive mind to make your opponent lose.
-Plague Belcher: One hell of a powerful card for the mana you are paying. Sadly it's gated by the fact that you need something to put the counters on. It seems like it requires too much setup to get there.
-Dispossess: Too speicifc to do anything in modern. It's worth keeping in mind in case some random artifact gets printed that black can't deal with.
-Shadowstorm Vizier: Unplayable in modern but man does this have beautiful art.
-Devoted Crop-Mate: While this ability is powerful, it takes too much effort to make it happen. here is no reason to run this when renegade rallier exists.
-Harvest season: This card simply requires too much setup to get the rewards taht it's promises to harvest.
-Commit/memory: This card almost hits the mark but the aftermath part of the card is useless for modern. It's cute with Torrential gearhulk but that's it.
-Pull from Tomorrow: This card has a lot of hype but it's pretty bad when you start to evaluate how much card advantage that it gives. You break even at card advantage at X=2. You don't get ahead in card advantage until you have spent 5 plus mana on this card. At this point why even play this card when sphinx's revelation/ancestral vision/painful truths/think twice/esper charm, etc. exist?
-Glorybringer: Similar to Channeler Initiate, I predict this card to be a standard all star but it will be hard for this dragon to see play here. It faces stiff competition at the 5 spot as other dragons outclass it in skred/land destruction. The flame slash ability is nice but there are very few cards that untap creatures that see play in modern. Much less the decks that want this creature.
-Channeler Initiate: This card will probably be a staple in standard due to the versatility of being a birds of paradise/small beatstick. However in modern this creatures asks a lot in comparison to other creatures.
-failure/comply: I like the idea of making it so your opponent can't cast the same card for two turns but this feels slow. Weaker than reflector mage which doesn't really see play in modern.
-Manglehorn: Great sideboard hate cards and Chord of calling target but it's kinda slow to deal with affinity.
-Nissa, Steward of Elements: One of the most interesting planeswalker designs that we have seen yet. Sadly she can't protect herself and needs a lot of mana to do work which isn't where you want to be in this format.
-Kefnet the Mindful: While paying 2U for a 5/5 indestructible flyer is a really good rate this card has many hurdles to get there. The biggest hurdle that sees a lot of play in modern is liliana of the veil as she will make this card feel real bad to play. To make matters harder for our bird friend discards spells are heavily played in death shadow decks/abzan/traditional jund which round out roughly 25% of the format. (Inquisition of Kozilek, thought seize, collective brutality.). Even if you some how get past all of that path to exile is still a heavily played card.
-Hazoret the Fervent: Probably the most playable of the gods that have been spoiled this far in modern as the Pervert can be top decked and deal 5 hasty damage to the face as an indestructible creature. It also doesn't ask a lot of the player as getting down to 1 card isn't tough with LOTV and brutality being in the format. Still 3R for this ability isn't a great rate and path to exile is heavily played in the format for the hoops that this card makes you jump through. Close but no cigar.
I'm loving this set. Vizier + Melira + Anafenza means you can run up to 12 2-drop Persist-stoppers in a single deck. The turn 3 infinite mana combo is also the quickest way to infinite mana I know of in Modern besides Pili-Pala + Grand Architect, it's more efficient to the tune of 1, and both of the pieces are also useful pieces in other combos in their colors. Seems to me like there is a viable all-in combo deck in there somewhere. I know Abzan CoCo is already a thing, maybe this means they drop the "win with value" plan and just go all-in combo kill? Or maybe an entirely new combo deck will flourish instead. The "critical mass" of being able to play 12 persist stoppers, 12 persisters, and 12 sac outlets that all work together regardless of which you draw sounds pretty appealing. What are the best sac outlets that can get hit by Collected Company?
Bone Picker is interesting, but I'm not sure it will see play. It's Delver of Secrets but with a much more difficult "flip". You don't get to cast it turn 1, flip it turn 2 and swing, instead the earliest this comes out is turn 2 if they play a creature turn 1 and you have a fatal push/bolt in hand. The earliest it can swing is turn 3, which means it's not anywhere near the tempo allstar Delver is.
On the one hand, its a 3/2 flying deathtouch for B in the right conditions. On the other hand, I'm not sure those conditions are anywhere near as easily met as Delver's flip is, and without them it's a useless 3/2 flying deathtouch for 4 mana. It's probably standard playable, but I don't know if it will make it to modern.
Making Bringers of the Dawn great again? (joking.....mostly, cause I love those guys)
What is the "best" 5 cmc creature in Modern or Instant/Sorcery in Modern? Again this would probably be for big mana decks (i.e. Tron).
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I don't think this slots cleanly into current builds of Tron. Most play 19-20 lands. 12 are tron pieces. 4 are for colored sources and then 3 are flex slots. The typical build plays ghost quarter (for the mirror and problem manlands), sanctum of ugin (to help with threat density), and a forest (for path and opposing ghost quarters). I don't see this replacing any of those flex slots. I'm not sure Tron gains enough from the access to color to replace any of those effects. Their threats (Ugin, Karn, Ulamog, Wurmcoil, Worldbreaker) are already plenty strong enough with little to no colored mana requirements.
UBRJeleva, Nephalia's Scourge
BWTeysa,Orzhov Scion
GWKarametra, God of Harvests
UW Dragonlord Ojutai
R Daretti, Scrap Savant
Modern
GB Tron
UW UW Control
Good points. Just wondering if there are any 5 cmc spells out there worth wedging Bring to Light and a copy of this land for. I'm not sure there is anything worth it really. I appreciate the thoughts though.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Spirits
Hieroglyphic Illumination is decent, CA that cantrips in a pinch. Think Twice is better on its own, but Illumination can be flashed back with snapcaster
GURB Grixis/Jund Shadow
RBG Dredge
xUx U Ballista Tron
Commander
GUR Maelstrom Wanderer
BWU Sydri, Galvanic Genius
BGB Meren of Clan Nel Toth
WGW Nazahn, Revered Bladesmith
RRR Feldon of the Third Path
WWW Heliod, God of the Sun
I'm concerned that As Foretold will just end up being too slow to be good, but the gearhulk/illumination synergy might be the edge gearhulk needed to make the lists. I could see the illumination/gearhulk synergy being better than as foretold/ancestral based on individual card strength off the top.
Talk about a case of cards good in opener vs cards good off the top. Right now I'm pretty interested in a 6 snapcaster/gearhulk UW build with Censor and Hieroglyphic Illumination from this set. I'm thinking it looks more promising with a lesser buy-in (deck building constraints) than the as foretold shenanigans.
KnightfallGWUR
Azorius Control UW
Burn RBG
From what I've playtested As Foretold is crazy powerful, and speed is not really the issue. What is an issue however is that you have to warp your entire deck around it, and if you do not hit As Foretold turn 3 or it gets Abrupt Decayed, you're in a heap of trouble.
As foretold might be the bomb, no doubt. It's hard to evaluate because it's value is so heavily based on how much mana you get from it, which depends on very tight timings in a wide variety of matchups.
KnightfallGWUR
Azorius Control UW
Burn RBG
Start // Finish
2W // 2B
Instant // Sorcery
Start
Create two 1/1 white Warrior creature tokens with vigilance.
Finish
Aftermath (Cast this spell only from your graveyard. Then exile it.)
As an additional cost to cast Finish, sacrifice a creature.
Destroy target creature.
Not that anyone cares all that much, but for a grave themed deck, dredge got its first Good (read: Meh) card. Doesnt seem broken when you first look at it, but when you apply it to bridge versions (which are aweful dude to lack of sac grave outlets) it reads "pay 3 mana, sac a ghast, make 1-4 tokens, destroy your own dude, make 1-4 tokens."
Most of us on the dredge deck thread arent thinking this makes bridge viable on its own yet, but it sets it up to be stronger if a easier sac grave outlet also comes to be, giving us a critical mass of that type of card (magic number is 6-8.)
Cascading Cataracts + Bring to Light seems fun for a FNM deck. I like it because you don't have to go crazy with a full five color manabase to get the power of BtL. I'm definitely going to try it out. Maybe in a deck with some Expedition Maps or Sylvan Scryings and probably a ton of cantrips. You can also run a land hate package MB if you feel like it.
Shadow of the Grave seem strong in some sort of cycling control shell. Basically you cycle a bunch of cards into your graveyard on your opponent's end step then cast Shadow of the Grave and now you have a full hand of cyclers and stuff. Seems fun especially since you can do it all instant speed. Chances are after you cycle a ton you'll get another one or a Snapcaster Mage and you can wash rinse repeat. Props to you if you have a Curator of Mysteries out.
Glorious End seems like a great way to ensure you combo off next turn. I'm still unsure wether it'll make it further than that.
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
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
From my limited experience, core sets have provided quite a few modern playable cards.
I count 15 at least from M15, and 16 from Origins.
What I think this set adds to modern isn't Staples for already powerful decks but more Fringe cards to build fun FNM decks. Some of the cards are actually full of potential.
This set intrigues me so much I might buy into a booster box.
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
Instant
Exile target creature that blocked or was blocked by a Zombie this turn.
Idk why, but I really like this card. I can see a deck running a whole bunch of cheap zombies, PTE and this. 8 1 mana exile effects isn't bad.
Winds of Rebuke is a non-land bounce spell that advances Mill's gameplan. I'd consider at least 1-2 in the board if you're a Mill player.
Bone Picker is black Delver if you can kill a creature.
I think Bone Picker will see Modern play. It works too well alongside Fatal Push.
Interesting that it plays so poorly with Path though.
Cards that will see play:
-Scattered Groves, Irrigated Farmland, Fetid Pools, Canyon Slough, Sheltered Thicket(Bicycle lands): Great in numerous strategies and if you are just flooding. Will see play in many midrange decks just for the cantrip ability, life from the loam decks, Seismic Assault,Emeria, the Sky Ruin , etc. Amazing cards that may change many modern mana bases.
-Censor: This card is one of the best counterspells that we have gotten in awhile. Having the option of pitching this for only U means that this card is useful in every phase in the game. While paying 1U for a force spike isn't the greatest, the versatility of this card always having a use is. Being able to cycle this then get it back with snapcaster mage later sounds really good. It also helps blue players get to cryptic command mana. I expect this card to play a lot better than it reads in modern. It wouldn't surprise me if this becomes a staple in blue decks based on the power level.
-Curator of Mysteries: There is a lot to love about this card. 4/4 flyer for 4 mana is already a decent body but the ability to cycle this for only U is crazy. This enables: delve creatures, allows you to keep hands that were not good in the first place, feeds goyf, thins your deck, you can get this back with Liliana, the last hope/kolaghan's command in the late game for it to turn into a finisher, etc. For me this card reads as "Instant draw a card" for most of the game with the option of turning into a 4/4 beater in the late game. Plus the sphinx plays well with other cycling cards, plays into liliana of the veil very will when it's out, doesn't punish you for running a playset and it's not legendary. Sleeper card of the set in my opinion.
-Archfiend of Ifnir: Similar to the sphinx there is a lot to like about this card. The biggest thing to like about this card is that it already has a home in living end decks as a way for that deck to deal with lingering souls/other small creatures that chump block living end creatures. Cycling for 2 colorless is also nice because the archfiend doesn't ask you to commit to any color for living end. Solid new card for them.
Harsh Mentor: While this card reads REALLY GOOD, I actually don't think this will see tons of play in the maindeck of anydeck. Rather I believe that we will see Death and taxes make the red splash for Harsh mentor, lightning bolt, magus of the moon. I don't believe that modern burn/delver want Harsh mentor. A stronger card for legacy/vintage but it will find a home here.
Samut, Voice of Dissent: This card seems almost tailor made for Scapshift decks due to the immense power of giving a primeval titan haste. The haste effect being stapled onto a creature with so many abilities seems very good. Seems really good for them as a 1-2 of.
Cards that might see play:
-Bone Picker: I like how wizards just casually snuck this in the full spoiler preview. They did the same thing with Tireless tracker. This card is very powerful since it's triggered off of any creature dying. Still, that can be hard to trigger as reliably as we would want. A 3/2 flying deathtouch for a B is crazy but I'll be waiting in the wings for someone to break this.
-Scarb Feast: Not the sexist card out there but the ability to cycle this away when you need to is really nice when it's stapled to a hate card. This is potential maindeckable hate.
-Hieroglyphic illumination: Similar to censor, the fact that this only costs one U to cycle is really good. Using Snapcaster mage late game to get full value off of this seems nice. 3U is a steep price for regular cost which leaves me hesitant to say that this will see guaranteed play.
-Cryptic Serpent in Grixis decks looking for another beater. It's 6/5 body makes this attractive because he can trade/outrade many creatures in the format. Plus he only needs 5 instants/soceries in your graveyard to cost UU and he gets a discount for every instant/sorcery so it's not embarrassing to cast this for 1UU. Also makes me want to brew with bedlam reveler again. Likes faithless looting, censor, thought scour, izzet charm, Jace, vryn's prodigy,collective brutality, liliana of the veil and liliana, the last hope. I'm very excited for this card.
-Enigma Drake: Similar to Cryptic Serpent this card is very interesting for UR decks looking for a beatdown creature. Unlike Spellheart Chimera, this card doesn't die to lightning bolt which makes it a much more attractive creature. Sadly unlike delve creatures or Cryptic Serpent, this card is super susceptible to graveyard hate after it's cast. That means cards like Scavenging ooze or relic of progenitus can shrink this creature whenever it's starts attacking.
-As Foretold in UW decks with Restore balance/Ancestral vision. That deck will also need Flagstones of Trokair to recover from the restore balance. There is a lot to like about this deck but it needs tooling.
-Gideon of the Trials: One of the flashiest cards of the set that will do more in modern/eternal formats than in standard. His emblem can just hose specific strategies by itself, he is a 4/4 indestructible creature, and he can turn off damage from a permanent. There is a lot to like here but his 1WW casting cost does sting and there doesn't seem to be a deck that wants him right now. It's worth noting that he seems good in the As fortold deck that I talk about. He isn't insanely strong but his swiss army knife abilities are something to look out for.
-Drake Haven: One of the reasons to run a cycling heavy deck. Drake haven already has cards that it wants (Scattered Groves, Irrigated Farmland, Fetid Pools, Canyon Slough, Sheltered Thicket, Censor, Archfiend of Ifnir, Curator of Mysteries.) and we haven't even seen all the cycling cards yet. It may not get there because this is bad in multiplies, it needs mana to do anything, and it's slow. It does give living end decks an alternate wincon through graveyard hate which is why I think this might see play.
-Soul-Scar Mage: A very powerful ability but I'm not sure what deck wants this card. It's worth noting that this can swing into huge creatures and have lightning bolt as backup so it can either trade or deal damage. I don't know where this card fits in modern. Maybe the old UR prowess deck? Will this make lightning bolt great again?
-Rhonas, the Indomitable: Powerful effect and this god is a 3 drop which means that he fits into Collected company strategies which allows him to be able to attack easier. Goyf/angler/tasigur/knight/etc mean that he shouldn't have that much of an issue with being able to attack. Add that plus his pump option and that means that it's relatively easy to turn this guy on. Will he workout?
-Cast Out: A flash oblivion ring that can be cycled is at least worth looking at. It's notable that it dodges abrupt decay since it cost 4 and you can cycle it for only w.
Cards that are almost there but miss the mark:
-Glorious end: A hilarious card that will probably be in some Saffron Olive brew, but this doesn't do enough to get there in modern. It requires you to either go off the turn you cast this, play some bad card that negates you losing the game, or use hive mind to make your opponent lose.
-Plague Belcher: One hell of a powerful card for the mana you are paying. Sadly it's gated by the fact that you need something to put the counters on. It seems like it requires too much setup to get there.
-Dispossess: Too speicifc to do anything in modern. It's worth keeping in mind in case some random artifact gets printed that black can't deal with.
-Shadowstorm Vizier: Unplayable in modern but man does this have beautiful art.
-Devoted Crop-Mate: While this ability is powerful, it takes too much effort to make it happen. here is no reason to run this when renegade rallier exists.
-Vizier of Remedies: Melira, Sylvok Outcast 8-12. The problem is that Melira, Sylvok Outcast gives that deck resistance to infect creatures and Anafenza, Kin-Tree Spirit bolsters creatures for mini beatdowns. Vizier gets the infinite combo going but that's it. All Vizier does is just be a budget melira.
-Harvest season: This card simply requires too much setup to get the rewards taht it's promises to harvest.
-Commit/memory: This card almost hits the mark but the aftermath part of the card is useless for modern. It's cute with Torrential gearhulk but that's it.
-Pull from Tomorrow: This card has a lot of hype but it's pretty bad when you start to evaluate how much card advantage that it gives. You break even at card advantage at X=2. You don't get ahead in card advantage until you have spent 5 plus mana on this card. At this point why even play this card when sphinx's revelation/ancestral vision/painful truths/think twice/esper charm, etc. exist?
-Renewed Faith: Cycling this to gain 2 life is cute but it's worse than Blessed alliance in many ways.
-Glorybringer: Similar to Channeler Initiate, I predict this card to be a standard all star but it will be hard for this dragon to see play here. It faces stiff competition at the 5 spot as other dragons outclass it in skred/land destruction. The flame slash ability is nice but there are very few cards that untap creatures that see play in modern. Much less the decks that want this creature.
-Channeler Initiate: This card will probably be a staple in standard due to the versatility of being a birds of paradise/small beatstick. However in modern this creatures asks a lot in comparison to other creatures.
-failure/comply: I like the idea of making it so your opponent can't cast the same card for two turns but this feels slow. Weaker than reflector mage which doesn't really see play in modern.
-Manglehorn: Great sideboard hate cards and Chord of calling target but it's kinda slow to deal with affinity.
-Nissa, Steward of Elements: One of the most interesting planeswalker designs that we have seen yet. Sadly she can't protect herself and needs a lot of mana to do work which isn't where you want to be in this format.
-Liliana, Death's Majesty: while I like the design of this card I feel like she is a tad too slow for modern right now. Powerful abilities but she is embarrassing to cast in the face of Thragtusk, reality smasher, Elspeth, Sun's champion,karn liberated, Primeval titan, etc. I can see her being interesting as a grindy option in the esper goyos deck that casts ghost council/jace but that's it.
-Vizier of the Menagerie: There is a lot of power to be had here in terms of card advantage but I don't see what he does that tireless tracker/eternal witness/renegade rallier don't do for card advantage. To make matters worse he is not a hit for collected company decks. It's worth noting that he has great interactions with evoke creatures like mulldrifter.
-Kefnet the Mindful: While paying 2U for a 5/5 indestructible flyer is a really good rate this card has many hurdles to get there. The biggest hurdle that sees a lot of play in modern is liliana of the veil as she will make this card feel real bad to play. To make matters harder for our bird friend discards spells are heavily played in death shadow decks/abzan/traditional jund which round out roughly 25% of the format. (Inquisition of Kozilek, thought seize, collective brutality.). Even if you some how get past all of that path to exile is still a heavily played card.
-Hazoret the Fervent: Probably the most playable of the gods that have been spoiled this far in modern as the Pervert can be top decked and deal 5 hasty damage to the face as an indestructible creature. It also doesn't ask a lot of the player as getting down to 1 card isn't tough with LOTV and brutality being in the format. Still 3R for this ability isn't a great rate and path to exile is heavily played in the format for the hoops that this card makes you jump through. Close but no cigar.
-Oketra the True: Cute in bw tokens build as it gets instantly activated off of casting spectral procession but this is probably worse than Sorin, solemn visitor or gideon, ally of zendikar.
-Honored Hydra: Paying 3G for a 6/6 trample is okay in modern but you can probably do better. Cute card.
-Combat Celebrant: Another infinite with Kiki-Jiki, Mirror Breaker but there is no reason in the world to play this over restoration angel, Village Bell-Ringer, pestermite, or deceiver exarch. This now means that Kiki has an infinite with a card at each rarity. They don't call him the mirror breaker from a areason
-Trueheart Duelist: Cute for value but it's not a good card.
-Dusk/Dawn: Cute in aristocrat decks but not playable because dawn doesn't reanimate.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
Bone Picker is interesting, but I'm not sure it will see play. It's Delver of Secrets but with a much more difficult "flip". You don't get to cast it turn 1, flip it turn 2 and swing, instead the earliest this comes out is turn 2 if they play a creature turn 1 and you have a fatal push/bolt in hand. The earliest it can swing is turn 3, which means it's not anywhere near the tempo allstar Delver is.
On the one hand, its a 3/2 flying deathtouch for B in the right conditions. On the other hand, I'm not sure those conditions are anywhere near as easily met as Delver's flip is, and without them it's a useless 3/2 flying deathtouch for 4 mana. It's probably standard playable, but I don't know if it will make it to modern.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes