Oppo-caster has graced us with its presence. Will it make the cut?
For reference, 2/1 First Strike Human Pirate for 1R, no flash, SnapCaster clause on opponent's graveyard while letting you pay for it with any color of mana.
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Vorthos-y Johnny. All will be One
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Oppo-caster has graced us with its presence. Will it make the cut?
For reference, 2/1 First Strike Human Pirate for 1R, no flash, SnapCaster clause on opponent's graveyard while letting you pay for it with any color of mana.
Its bad outside the human deck. There maybe you could play it if you want, not sure it changes much though.
Its worse than abbott of keral keep, and that card sees no play right now. A large % of the time it has no target, is countered by the opponents snapcasters, and is sorcery speed.
Oppo-caster has graced us with its presence. Will it make the cut?
For reference, 2/1 First Strike Human Pirate for 1R, no flash, SnapCaster clause on opponent's graveyard while letting you pay for it with any color of mana.
This would have been absurd with flash. But, so far, RIX is yet another chapter in Wizards' war against instants, so this card gets stuck at sorcery speed.
As it stands, Stealcaster is sweet with Vial and solid in Humans. That's a niche space for the card to shine, but it's certainly playable in those decks like Humans and RW D&T. That said, it's pretty dead in a bunch of top-tier matchups, which could relegate the card to a meta call or SB slot.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
2-drops in supported tribes that draw a card on ETB tend to be playable (Silvergill Adept and Elvish Visionary), so the red reverse Snapcaster Mage could stand a chance in tribal Humans. In true red fashion, it's not actually "draw a card"; you can't run it out on turn 2 if you're hoping to get full value out of it.
Humans plays Aether Vial, so that sort of fixes the no flash problem, especially if you're looking to steal a counterspell. And the pirate is kind enough to filter otherwise unusable mana from Cavern of Souls and Unclaimed Territory for the stolen card.
Well, Merfolk is clearly getting some love. Another 2- mana lord, Deeproot Elite, Swift Warden, and potentially even some decent midrange-y threats like Kumena, Tyrant of Orzca and Forerunner of the Heralds. I'm wondering if we'll see a diversification in Merfolk tribal strategies, which would be neat.
Famished Paladin is worth keeping in the back of your head, for another infinite life combo- if we find/get a card that taps it to gain life.
Induced Amnesia is also another combolicious card- if there's some way of repeatedly flickering it, it's a combination of Draw spell and Win Condition, which is absolutely worth looking into.
Warsail Marauder seems neat in a Tempo shell. It basically turns off a blocker.
Admiral's Order had me super excited, until I realized that it was only a 1 cmc counter during your turn, and only from your second main and end step at that. That said, it could be a decent sideboard choice in any sort of deck that runs Disrupting Shoal.
Dire Fleet Daredevil seems like a strong sideboard card against Snappy decks, though without flash it's not main deckable.
I think Vampire Tribal may have gotten some decent tools if you want to go Mardu. White provides you a lord, Path to Exile, Sorin, white sideboard cards, and other white vamps. It could end up being on the better aggro tribes out there with some good 1 drops, 2 drops, and 3 drops with Aether Vial and discard, kill spells, etc.
I think the new merfolk lord is interesting but probably not better than any other lord the deck currently runs, unless they plan on dumping all their 3 mana cards but reejerry is so good
blood sun seems interesting and I'm not sure what this means for blood moon (which is strictly better IMO)
blood sun was almost exciting...almost. Honestly I would have rather just seen a blood moon reprint because screw temur energy in standard. Although that's 2 years of playing with that crap so I dunno lol.
On a side note, it's surprisingly good against fetches if they aren't in play yet. Maybe if decks want moons 5-9 you can get this out early off a simian spirit guide and the like. Pretty much gives you pretty good consistency at t1-2 mooning an opponent off mana they may need. Quick draft would include something along the lines of RW control with maybe the nahiri finisher. Maybe naya with a painful mana base and just hope to dodge burn, so you can run chancellor of the tangle to up your effective fast mana and try and lock someone out early. Deck would probably eat up grixis shadow.
Fanatical Firebrand is yet another 1-mana 1/1 Goblin with Haste. It can ping for 1 the turn it ETB, but then it can't attack and it just sacced itself. Will Goblins throw out Mogg Fanatic for it or not?
Arch of Orazca looks like an OK card draw engine on a land...as long as you have the city's blessing. Which ain't happening as long as you have fewer than 10 permanents. I guess UWx Control hits 9 lands and a Tiago late-game, and BW Tokens hits 6 lands, a Bitterblossom, and 3 tokens late-game, but this is definitely looking like a late-game land to me. Maybe too late-game.
I agree that Slaughter the Strong looks like a decent Plague Wind to me, but let's see which decks it actually affects and which decks can abuse it:
UWx Control: A Spell Queller and a Tiago live. Wall of Omens always lives. Geist of Saint Traft lives. V. Clique lives, but their buddy dies. Big guns die.
Eldrazi Tron: One Thought-Knot Seer or smaller Eldrazi lives. Walking Ballista lives...maybe. The rest die. Pretty decent.
Abzan Company: Any number of mana dorks live. You get to keep two of Vizier of Remedies, Voice of Resurgence, Viscera Seer, Duskwatch Recruiter, Eternal Witness, etc. Scavenging Ooze probably dies. Put a -1/-1 counter on Devoted Druid in response to make more guys live. Throw Kitchen Finks to the wolves.
Death's Shadow: 4/4 and under Death's Shadow lives. 4/5 and under Goyf lives, but they can only keep one. Tasigur lives but competes with small Shadow and Goyf. Gurmag Angler dies. Tiago is expendable. This is awesome if you can nail Shadow and Angler.
BGx Midrange: Small Goyf lives but often kills Bob. Same with Tireless Tracker. Grim Flayer might end up killing Bob if Flayer is a 4/4. Two Bobs live. Ooze often dies. Big Goyf dies. 4 Souls tokens live. OK against them?
Titanshift: Primeval Titan dies. Rest of their chumps live.
Gx Tron: About the only guy you can't kill with this is Walking Ballista. Great otherwise.
Burn: I don't think they need more than 2 guys to kill you, so why board this card in?
Affinity: Cranial Plating guy dies. Loads of others likely live. Ravager gets sacced and put on something else. Meh.
Humans: One Champion of the Parish/Thalia's Lieutenant/Thalia, Heretic Cathar/Mantis Rider lives. You'd be surprised how often 2 of their hate dudes survive.
UR Storm: One Baral and 3 Empty the Warrens tokens live. Eh?
Infect: Everything lives. Boo.
Living End: One of their guys live. Decent until they Living End again.
blood sun can define archetypes. In addition to slowing the opponents and replacing itself, think that Boros Garrison and Simic growth chamber enter the battlefield untapped and there's a new way for amulet bloom-like combos involving fast ramp.
agree...I guess they had no idea about the effects of that card in modern...it is another strong lock-piece that invalidates a lot of lands in a regular modern mana base. In addition to that the synergy with the bounce lands may be worth building around.
I think this card will actually have a negative effekt on modern by creating a Tier2 prison deck that ius miserable to play against with fair decks and giving R/g Tron a great card against hate cards.
Wouldn't the bounce lands still CIP tapped, but they just don't bounce anything?
Wouldn't the bounce lands still CIP tapped, but they just don't bounce anything?
I think they would come into play untapped, under the new ruling (the same that makes shockland CIP untapped without life loss under bloodmoon)
Blood Moon works differently, though. Shocklands ETB untapped and with no life loss under Blood Moon because they are just basic Mountains. My best guess at Blood Sun is that bouncelands would still ETB tapped but not bounce anything like rcwraspy said.
Sun is a badly designed card. Helps Tron and Eldrazi decks, hurts fair decks. Both a missed opportunity to make good hate and a potentially harmful failure. And it took the online community about 10 minutes to realize this; Play Design input can't come soon enough.
Blood Moon works differently, though. Shocklands ETB untapped and with no life loss under Blood Moon because they are just basic Mountains. My best guess at Blood Sun is that bouncelands would still ETB tapped but not bounce anything like rcwraspy said.
Blood Moon interacts on layer 4. Blood Sun interacts on layer 6.
In both instances, both cards will make any 'enters the battlefield' abilities on lands have no effect. So with a Blood Sun in play the Karoo lands literally just ETB and can tap for 2 mana. They will not be tapped, and they will not require you to bounce a land.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Sun is a badly designed card. Helps Tron and Eldrazi decks, hurts fair decks. Both a missed opportunity to make good hate and a potentially harmful failure. And it took the online community about 10 minutes to realize this; Play Design input can't come soon enough.
You mean the Hasbro suits walking into WotC and making half of them leave the building?
Sun is a badly designed card. Helps Tron and Eldrazi decks, hurts fair decks. Both a missed opportunity to make good hate and a potentially harmful failure. And it took the online community about 10 minutes to realize this; Play Design input can't come soon enough.
I think you might be exaggerating a bit. If Tron is playing this on turn 3, they aren't exactly playing a turn 3 Karn that everyone likes to complain about. Most opponents would have already used any possible fetches, and frankly this just gives opponents an additional turn while your opponent wasted their turn 3 doing nothing.
Second of all, they have to revert back to good old GR Tron to even run Blood Sun reliably, losing recent tech of Fatal Push/Collective Brutality (making them softer to certain decks). In regards to Eldrazi Tron, I can't see them diluting their mana bases to run a sideboard card just to counter cards like Ghost Quarter.
I like Blood Sun, it's an interesting card that hits greedy fair decks and has weird build around merits. It also hates on Valakut which is fine by me. We'll see if it has any place in modern.
Sun is a badly designed card. Helps Tron and Eldrazi decks, hurts fair decks. Both a missed opportunity to make good hate and a potentially harmful failure. And it took the online community about 10 minutes to realize this; Play Design input can't come soon enough.
Then the online community should've spent more than 10 minutes thinking about it, because I don't see how it's particularly helpful to either Eldrazi decks or Tron. EldraziTron is colorless, so it's not exactly well equipped to run it. Gx Tron might want it, but it's really only particularly good against the Valakut matchup, as against anything else it's not that impressive--sure, you can turn off Ghost Quarters, and fetchlands, but by the time you actually cast the thing your opponents will have activated theirs, and if your opponent doesn't draw a Ghost Quarter then you just feel stupid for spending time casting it. And if you want the edge against Valakut, you're probably better off with Crumble to Dust because it's also good in the mirror.
I suppose Eldrazi & Taxes might run it, but that'd mean splashing Red in a deck that can't run fetchlands just for a sideboard card that's fairly narrow.
Or maybe the argument is that it'll help them indirectly because decks will run the card, but it won't hurt Tron or Eldrazi. This seems weak, because I don't think people would be taking out their anti-Tron or anti-Eldrazi cards for this. The only exception I can see is that maybe people who have anti-Valakut cards in their sideboard that are also good against Tron or Eldrazi will swap those cards out for this and therefore be weaker against Tron/Eldrazi, but what cards would they be removing to do that? Maaaaybe Fulminator Mage, but under those circumstances you'd be better off replacing Fulminator Mage with good ol' Blood Moon, which does hurt Tron (perhaps not as much as some people think, but it certainly is a stumbling block for the deck to overcome).
Sun is a badly designed card. Helps Tron and Eldrazi decks, hurts fair decks. Both a missed opportunity to make good hate and a potentially harmful failure. And it took the online community about 10 minutes to realize this; Play Design input can't come soon enough.
I think you might be exaggerating a bit. If Tron is playing this on turn 3, they aren't exactly playing a turn 3 Karn that everyone likes to complain about. Most opponents would have already used any possible fetches, and frankly this just gives opponents an additional turn while your opponent wasted their turn 3 doing nothing.
Second of all, they have to revert back to good old GR Tron to even run Blood Sun reliably, losing recent tech of Fatal Push/Collective Brutality (making them softer to certain decks). In regards to Eldrazi Tron, I can't see them diluting their mana bases to run a sideboard card just to counter cards like Ghost Quarter.
I'm not saying Tron is going to be some Tier 0 monster with this card. I'm just saying Sun is a Moon effect that Tron can play, which barely hits their cards but does shut down a ton of cards played by other decks. This includes fetches, two key Affinity lands (a natural Tron predator), and stuff like Quarter and Tec Edge. Eldrazi can use it too; we've seen red-based Eldrazi in the past and this gives them new incentive to go red. It is badly designed because it was a great opportunity to make a legitimate nonbasic land hate card to curtail unfair decks, but it mostly hits fair ones in the nonrotating formats. I know that Standard is Wizards' primary focus, but with some tiny, fairly obvious, changes this would've helped BOTH Standard AND Modern. Instead, we get a card that creates unneccesary risk for fair Modern strategies.
I like Blood Sun, it's an interesting card that hits greedy fair decks and has weird build around merits. It also hates on Valakut which is fine by me. We'll see if it has any place in modern.
It's great that it hates on Valakut. That's definitely a plus. Unfortunately, it also hates on fetchlands which are the bread and butter of all the top fair Modern decks, the best two of which are currently Jeskai Control and GDS. Plus it hates on Affinity. Meanwhile, the two top decks that can use it are Tron (which we've seen can easily switch into RG just as it bounces between BG and G) and Storm. It's particularly nifty in Storm, which already runs Moon in the SB and could benefit from a cantripping Moon effect in some metas. Overall, lots of unnecessary risk and bad design that could have been mitigated with some tiny, obvious changes.
Or maybe the argument is that it'll help them indirectly because decks will run the card, but it won't hurt Tron or Eldrazi. This seems weak, because I don't think people would be taking out their anti-Tron or anti-Eldrazi cards for this. The only exception I can see is that maybe people who have anti-Valakut cards in their sideboard that are also good against Tron or Eldrazi will swap those cards out for this and therefore be weaker against Tron/Eldrazi, but what cards would they be removing to do that? Maaaaybe Fulminator Mage, but under those circumstances you'd be better off replacing Fulminator Mage with good ol' Blood Moon, which does hurt Tron (perhaps not as much as some people think, but it certainly is a stumbling block for the deck to overcome).
Before this card, Tron didn't even have access to a Moon effect. Now it does have access to one that doesn't touch their lands but does turn off enemy fetches, Quarters/Edges, and Affinity's manlands. That's a sweet bonus.
Again, I'm not saying this is a BAN NOW TIER 0 TRON problem. This is a poorly designed card that could have easily addressed a legitimate issue and instead will probably give edges to strategies that didn't need those edges. And I sincerely doubt Wizards did this deliberately. Instead, I'm sure they probably missed it, just like they missed most Modern problems in past sets.
As an 8Rack player, it is going to be interesting to see how Blood Sun will impact the modern meta. It is plausible that RG Tron may see an increase in play. The card does hit problematic pieces such as Nexus, Manavault, Valakut; however, I don't think it has a more crippling effect compared to Blood Moon. Personally, I believe it'll make a splash but not be as relivant as some are making it out to be
Are you arguing that the card is bad because it doesn't do what you think it ought to do?
That would be a bad argument but I'm not seeing anything else. Maybe you hate it and maybe you hate the direction the game is taking, but I've had just about every interaction I've ever liked removed from the game. I got over it. You will too.
For reference, 2/1 First Strike Human Pirate for 1R, no flash, SnapCaster clause on opponent's graveyard while letting you pay for it with any color of mana.
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Its bad outside the human deck. There maybe you could play it if you want, not sure it changes much though.
Its worse than abbott of keral keep, and that card sees no play right now. A large % of the time it has no target, is countered by the opponents snapcasters, and is sorcery speed.
This would have been absurd with flash. But, so far, RIX is yet another chapter in Wizards' war against instants, so this card gets stuck at sorcery speed.
As it stands, Stealcaster is sweet with Vial and solid in Humans. That's a niche space for the card to shine, but it's certainly playable in those decks like Humans and RW D&T. That said, it's pretty dead in a bunch of top-tier matchups, which could relegate the card to a meta call or SB slot.
I'm excited to try it out in a deck similar to this http://www.hareruyamtg.com/jp/k/kD38616S/
Humans plays Aether Vial, so that sort of fixes the no flash problem, especially if you're looking to steal a counterspell. And the pirate is kind enough to filter otherwise unusable mana from Cavern of Souls and Unclaimed Territory for the stolen card.
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Big Johnny.
Famished Paladin is worth keeping in the back of your head, for another infinite life combo- if we find/get a card that taps it to gain life.
Induced Amnesia is also another combolicious card- if there's some way of repeatedly flickering it, it's a combination of Draw spell and Win Condition, which is absolutely worth looking into.
Warsail Marauder seems neat in a Tempo shell. It basically turns off a blocker.
Admiral's Order had me super excited, until I realized that it was only a 1 cmc counter during your turn, and only from your second main and end step at that. That said, it could be a decent sideboard choice in any sort of deck that runs Disrupting Shoal.
Dire Fleet Daredevil seems like a strong sideboard card against Snappy decks, though without flash it's not main deckable.
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Standard Deck:
BUPirates
Modern Deck:
B8-Rack
blood sun seems interesting and I'm not sure what this means for blood moon (which is strictly better IMO)
On a side note, it's surprisingly good against fetches if they aren't in play yet. Maybe if decks want moons 5-9 you can get this out early off a simian spirit guide and the like. Pretty much gives you pretty good consistency at t1-2 mooning an opponent off mana they may need. Quick draft would include something along the lines of RW control with maybe the nahiri finisher. Maybe naya with a painful mana base and just hope to dodge burn, so you can run chancellor of the tangle to up your effective fast mana and try and lock someone out early. Deck would probably eat up grixis shadow.
Arch of Orazca looks like an OK card draw engine on a land...as long as you have the city's blessing. Which ain't happening as long as you have fewer than 10 permanents. I guess UWx Control hits 9 lands and a Tiago late-game, and BW Tokens hits 6 lands, a Bitterblossom, and 3 tokens late-game, but this is definitely looking like a late-game land to me. Maybe too late-game.
I agree that Slaughter the Strong looks like a decent Plague Wind to me, but let's see which decks it actually affects and which decks can abuse it:
UWx Control: A Spell Queller and a Tiago live. Wall of Omens always lives. Geist of Saint Traft lives. V. Clique lives, but their buddy dies. Big guns die.
Eldrazi Tron: One Thought-Knot Seer or smaller Eldrazi lives. Walking Ballista lives...maybe. The rest die. Pretty decent.
Abzan Company: Any number of mana dorks live. You get to keep two of Vizier of Remedies, Voice of Resurgence, Viscera Seer, Duskwatch Recruiter, Eternal Witness, etc. Scavenging Ooze probably dies. Put a -1/-1 counter on Devoted Druid in response to make more guys live. Throw Kitchen Finks to the wolves.
Death's Shadow: 4/4 and under Death's Shadow lives. 4/5 and under Goyf lives, but they can only keep one. Tasigur lives but competes with small Shadow and Goyf. Gurmag Angler dies. Tiago is expendable. This is awesome if you can nail Shadow and Angler.
BGx Midrange: Small Goyf lives but often kills Bob. Same with Tireless Tracker. Grim Flayer might end up killing Bob if Flayer is a 4/4. Two Bobs live. Ooze often dies. Big Goyf dies. 4 Souls tokens live. OK against them?
Titanshift: Primeval Titan dies. Rest of their chumps live.
Gx Tron: About the only guy you can't kill with this is Walking Ballista. Great otherwise.
Burn: I don't think they need more than 2 guys to kill you, so why board this card in?
Affinity: Cranial Plating guy dies. Loads of others likely live. Ravager gets sacced and put on something else. Meh.
Humans: One Champion of the Parish/Thalia's Lieutenant/Thalia, Heretic Cathar/Mantis Rider lives. You'd be surprised how often 2 of their hate dudes survive.
UR Storm: One Baral and 3 Empty the Warrens tokens live. Eh?
Infect: Everything lives. Boo.
Living End: One of their guys live. Decent until they Living End again.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Blood Moon works differently, though. Shocklands ETB untapped and with no life loss under Blood Moon because they are just basic Mountains. My best guess at Blood Sun is that bouncelands would still ETB tapped but not bounce anything like rcwraspy said.
CG
Blood Moon interacts on layer 4. Blood Sun interacts on layer 6.
In both instances, both cards will make any 'enters the battlefield' abilities on lands have no effect. So with a Blood Sun in play the Karoo lands literally just ETB and can tap for 2 mana. They will not be tapped, and they will not require you to bounce a land.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
You mean the Hasbro suits walking into WotC and making half of them leave the building?
Second of all, they have to revert back to good old GR Tron to even run Blood Sun reliably, losing recent tech of Fatal Push/Collective Brutality (making them softer to certain decks). In regards to Eldrazi Tron, I can't see them diluting their mana bases to run a sideboard card just to counter cards like Ghost Quarter.
I like Blood Sun, it's an interesting card that hits greedy fair decks and has weird build around merits. It also hates on Valakut which is fine by me. We'll see if it has any place in modern.
I suppose Eldrazi & Taxes might run it, but that'd mean splashing Red in a deck that can't run fetchlands just for a sideboard card that's fairly narrow.
Or maybe the argument is that it'll help them indirectly because decks will run the card, but it won't hurt Tron or Eldrazi. This seems weak, because I don't think people would be taking out their anti-Tron or anti-Eldrazi cards for this. The only exception I can see is that maybe people who have anti-Valakut cards in their sideboard that are also good against Tron or Eldrazi will swap those cards out for this and therefore be weaker against Tron/Eldrazi, but what cards would they be removing to do that? Maaaaybe Fulminator Mage, but under those circumstances you'd be better off replacing Fulminator Mage with good ol' Blood Moon, which does hurt Tron (perhaps not as much as some people think, but it certainly is a stumbling block for the deck to overcome).
I'm not saying Tron is going to be some Tier 0 monster with this card. I'm just saying Sun is a Moon effect that Tron can play, which barely hits their cards but does shut down a ton of cards played by other decks. This includes fetches, two key Affinity lands (a natural Tron predator), and stuff like Quarter and Tec Edge. Eldrazi can use it too; we've seen red-based Eldrazi in the past and this gives them new incentive to go red. It is badly designed because it was a great opportunity to make a legitimate nonbasic land hate card to curtail unfair decks, but it mostly hits fair ones in the nonrotating formats. I know that Standard is Wizards' primary focus, but with some tiny, fairly obvious, changes this would've helped BOTH Standard AND Modern. Instead, we get a card that creates unneccesary risk for fair Modern strategies.
It's great that it hates on Valakut. That's definitely a plus. Unfortunately, it also hates on fetchlands which are the bread and butter of all the top fair Modern decks, the best two of which are currently Jeskai Control and GDS. Plus it hates on Affinity. Meanwhile, the two top decks that can use it are Tron (which we've seen can easily switch into RG just as it bounces between BG and G) and Storm. It's particularly nifty in Storm, which already runs Moon in the SB and could benefit from a cantripping Moon effect in some metas. Overall, lots of unnecessary risk and bad design that could have been mitigated with some tiny, obvious changes.
Before this card, Tron didn't even have access to a Moon effect. Now it does have access to one that doesn't touch their lands but does turn off enemy fetches, Quarters/Edges, and Affinity's manlands. That's a sweet bonus.
Again, I'm not saying this is a BAN NOW TIER 0 TRON problem. This is a poorly designed card that could have easily addressed a legitimate issue and instead will probably give edges to strategies that didn't need those edges. And I sincerely doubt Wizards did this deliberately. Instead, I'm sure they probably missed it, just like they missed most Modern problems in past sets.
I believe that Blood Sun would disable the bounce part. For amulet titan decks, you would want to be able to bounce tolaria west most of the time.
BB8-RackBB
Pauper:
UUDelverlUU
Are you arguing that the card is bad because it doesn't do what you think it ought to do?
That would be a bad argument but I'm not seeing anything else. Maybe you hate it and maybe you hate the direction the game is taking, but I've had just about every interaction I've ever liked removed from the game. I got over it. You will too.