With Thing in the Ice, Snappy gets bounced back in your hand, while this thing does... nothing
In all fairness, Snappy doesn't Surveil 2, and it doesn't reduce Bedlam Reveler's cost as much or trigger prowess as many times. I think you are right mentioning that Snap's body is very relevant (especially with Titi and YP), some may have missed your point at first, but Mission Briefing still has its own pros.
I assume noone here is an expert with all blue decks in the format, and there are new applications with this card we can't comprehensively cover in a single message. It will be very interesting to read player's' feedback in the right threads.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
I can't quite see that when Tiago + Bolt is actually a fine way to take down attacking Goyfs. I've had a mediocre time with Mission Briefing in Grixis Death's Shadow as additional Tiagos that don't have bodies but mill instead, and I sense the same thing will happen in other decks. (It's especially apparent when I sometimes feel that 4 Tiagos are actually too many, not too few.)
I still think Grixis Shadow is going be the most obvious shell people try slotting Secrets into. Having 4x Street Wraith helps a lot.
Yeah, GDS is the best shell I've found for Mausoleum Secrets so far--it's been even better than Foretold End, which sometimes ends up with no cyclers for most of the game despite having 14 of them. 4c Death's Shadow has also been a good shell, but MS feels redundant with Traverse the Ulvenwald (although being able to find removal is a big plus).
The Street Wraiths help a ton, but if you want to tutor for a 1-cmc card by Turn 4, I've found you still need additional cyclers. Curator of Mysteries is probably the best cycler in Grixis colours--cheap cycling cost, a 4/4 flier for 4 mana....
You'll have to clarify, but I would be interested in seeing these 'eras' broken down.
I think I can name a few, if I understand what Colt said. Mirrodin should be one, what with being Modern's oldest block. Wizards really took Mirrodin as a chance to go buck-wild design-wise, though the shift in storytelling out of Dominaria also noticeable. The aforementioned Alara was a paradigm shift with the mythic rarity and intro packs indicating a focus on new player appeal. While Colt marks Alara as the start of "battlecruiser" Magic, what with the initially Timmy-centric mythic rares, the term didn't really come into common usage until Rise of the Eldrazi, seven sets into that particular "era."
I actually remember when Alara dropped and my gaming group started talking about it. The fact is that depending on who people ask there are different ways to look at the eras in Magic Design. I sort of agree with Mark Rosewater on his eras, but I do not feel that his picture captures the picture exactly from the players end. The design wiki talks about the eras from Marks perspective found here near the bottom.
My own feeling is that the player perspective comes with the seasons of standard, as players will usually not notice a shift until rotation has taken out all of the older design space. I'd definitely say the last era ended with Hour of Devastation. Ixalan is actually kind of a weak set, so even though it was still under the older design, it is sort of stuck in this transition period between HOU and DOM.
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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!
Interesting, but I'm honestly not feeling you can draw mechanical/balance/power level 'eras' out of this at all. It does however give a name to the person I can perhaps blame for the Eldrazi garbage! Jules Robins.
Interesting, but I'm honestly not feeling you can draw mechanical/balance/power level 'eras' out of this at all. It does however give a name to the person I can perhaps blame for the Eldrazi garbage! Jules Robins.
There are definitely eras, but I don't think there are as many as Colt thinks there are. Mirrodin/10th brought one in, maybe Alara did, then around Theros block they shifted to be much weaker in overall power level. I feel like the pendulum is starting to swing upward again. I'm sure you can make an argument for the change in block schedules and then change back to be "eras" but you could also make an argument that those are different. I wish they had stuck with their initial concept for that - we never got to actually see what they intended.
Interesting, but I'm honestly not feeling you can draw mechanical/balance/power level 'eras' out of this at all. It does however give a name to the person I can perhaps blame for the Eldrazi garbage! Jules Robins.
There are definitely eras, but I don't think there are as many as Colt thinks there are. Mirrodin/10th brought one in, maybe Alara did, then around Theros block they shifted to be much weaker in overall power level. I feel like the pendulum is starting to swing upward again. I'm sure you can make an argument for the change in block schedules and then change back to be "eras" but you could also make an argument that those are different. I wish they had stuck with their initial concept for that - we never got to actually see what they intended.
There aren't that many eras, really. Also, on the subject of power I'm mostly referring to the strength of the mythic vs rare. Vizier of the Menagerie was just insane along with all of the Gods from Amonkhet, even though only two really took off. Before that point it was the gearhulks that really pushed things in Kaladesh. Now compare those two cycles to the elder dinosaurs of Rivals: not exactly anywhere close to the prior two cycles. I'd say Core 2019 had one very pushed planeswalker cycle and Dominaria had a few pushed mythics, but overall the mythics in general outside of a few are not on the same level.
I'm not saying the sets are weaker, it's just how the power in the set is distributed and at what point on the curve they are putting certain abilities. If you want a really good example of this compare Kederekt Parasite from Conflux to Fate Unraveler in Theros.
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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!
Interesting, but I'm honestly not feeling you can draw mechanical/balance/power level 'eras' out of this at all. It does however give a name to the person I can perhaps blame for the Eldrazi garbage! Jules Robins.
There are definitely eras, but I don't think there are as many as Colt thinks there are. Mirrodin/10th brought one in, maybe Alara did, then around Theros block they shifted to be much weaker in overall power level. I feel like the pendulum is starting to swing upward again. I'm sure you can make an argument for the change in block schedules and then change back to be "eras" but you could also make an argument that those are different. I wish they had stuck with their initial concept for that - we never got to actually see what they intended.
There aren't that many eras, really. Also, on the subject of power I'm mostly referring to the strength of the mythic vs rare. Vizier of the Menagerie was just insane along with all of the Gods from Amonkhet, even though only two really took off. Before that point it was the gearhulks that really pushed things in Kaladesh. Now compare those two cycles to the elder dinosaurs of Rivals: not exactly anywhere close to the prior two cycles. I'd say Core 2019 had one very pushed planeswalker cycle and Dominaria had a few pushed mythics, but overall the mythics in general outside of a few are not on the same level.
I'm not saying the sets are weaker, it's just how the power in the set is distributed and at what point on the curve they are putting certain abilities. If you want a really good example of this compare Kederekt Parasite from Conflux to Fate Unraveler in Theros.
Fair points, but I think if you really wanted to compare power in sets as distributed this way, you should come up with some scale to rank each rare/mythic and then compare the averages of each set. We know WotC deliberately prints bad rares and mythics and some are there only for limited purposes, so comparing individual cards is a bit of a red herring.
Interesting, but I'm honestly not feeling you can draw mechanical/balance/power level 'eras' out of this at all. It does however give a name to the person I can perhaps blame for the Eldrazi garbage! Jules Robins.
There are definitely eras, but I don't think there are as many as Colt thinks there are. Mirrodin/10th brought one in, maybe Alara did, then around Theros block they shifted to be much weaker in overall power level. I feel like the pendulum is starting to swing upward again. I'm sure you can make an argument for the change in block schedules and then change back to be "eras" but you could also make an argument that those are different. I wish they had stuck with their initial concept for that - we never got to actually see what they intended.
There aren't that many eras, really. Also, on the subject of power I'm mostly referring to the strength of the mythic vs rare. Vizier of the Menagerie was just insane along with all of the Gods from Amonkhet, even though only two really took off. Before that point it was the gearhulks that really pushed things in Kaladesh. Now compare those two cycles to the elder dinosaurs of Rivals: not exactly anywhere close to the prior two cycles. I'd say Core 2019 had one very pushed planeswalker cycle and Dominaria had a few pushed mythics, but overall the mythics in general outside of a few are not on the same level.
I'm not saying the sets are weaker, it's just how the power in the set is distributed and at what point on the curve they are putting certain abilities. If you want a really good example of this compare Kederekt Parasite from Conflux to Fate Unraveler in Theros.
Fair points, but I think if you really wanted to compare power in sets as distributed this way, you should come up with some scale to rank each rare/mythic and then compare the averages of each set. We know WotC deliberately prints bad rares and mythics and some are there only for limited purposes, so comparing individual cards is a bit of a red herring.
I'm probably being naive to say that power is really different between the cycles of cards as much as the formats they are designed for. Case in point, there was this article that kind of made a lot of people wonder if the elder dinosaurs were actually designed for testing the brawl format: https://magic.wizards.com/en/articles/archive/feature/checking-brawl-2018-07-09 and as I recall, that particular conversation started even earlier over on MagicTCG from something that showed up on twitter.
From my own perspective and people who also play constructed 60 card formats, these insane casting cost cards are garbage. Heck, I'd say a lot of them are garbage even in EDH unless the deck is really focused on ramping or multiplayer. Also, even low casting cost legendary creatures are kind of dead weight in a lot of decks because of only being able to have one copy of them on the field. Modern decks pride themselves on consistency, so unless someone is running a toolbox deck it is very hard to work with multiple copies of a legendary creature. Unless someone wants to argue that Naban, Dean of Iteration is somehow modern playable when even Sram, Senior Edificer only sees limited play.
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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!
Might "Lightning of Signal Fire" see play in Blue Moon decks? While it's a sorcery that costs 1UR just to deal damage to target creature equal to the number of instant plus sorcery cards you own in your graveyard and in exile combined, it does have Jump-start, and Blue Moon generally otherwise has a hard time killing stuff that dodges Bolt (so yes, I would be willing to Jump-start this to kill a second fattie).
In the meantime, this updated build of Dredge has been successful so far for me:
I've always been a fan of Tome Scour in Dredge--it's probably the best one-shot self-mill for 1 mana in Modern, and I've found that my colour consistency is still high enough. Thus, I felt confident with shaving a land, all 2 flex slots, and a Life from the Loam and going down to all 1-drop enablers.
Insolent Neonate has been flaking out on me lately, so I switched to 4 Shriekhorn and 2 Neonates.
Creeping Chill has been great as a 4-of--it feels downright unfair to have a 6-12-point life buffer and opponent doming close to every game. Thus, I switched my rainbow land base to as many painlands as possible, as I've found I have plenty of life and can afford to lose some life points on my mana. Gemstone Mine saccing itself sometimes got annoying, anyway.
This feels like Dredge got some of its explosiveness back, and your pre-board games with this are generally favourable against Affinity/Humans/Hardened Scales/Grixis Death's Shadow from my latest play-testing. BridgeVine feels more even, and Spirits are decent harassers because of Mausoleum Wanderer and Spell Queller (and then Remorseful Cleric feels like a kick in the teeth).
Now all I need is Dream Twist with Jump-start instead of Flashback....
Might "Lightning of Signal Fire" see play in Blue Moon decks? While it's a sorcery that costs 1UR just to deal damage to target creature equal to the number of instant plus sorcery cards you own in your graveyard and in exile combined, it does have Jump-start, and Blue Moon generally otherwise has a hard time killing stuff that dodges Bolt (so yes, I would be willing to Jump-start this to kill a second fattie).
Three mana sorcery speed is not really where Blue Moon wants to be. If I'm already making that concession on speed, I'm likely playing Flame Slash or Roast over this any day. I would (and have) also consider Harvest Pyre, which was a UR staple from the old days.
If the spells don't get much better for Izzet, I'll probably borrow some Goyfs and brew with Sultai after RTRTRTR drops.
Fact I sold out of my BG cards..means I won't be on the BUG train.
This new card is neat if we could get one to go to the face as well. A UR bolt that has this kind of rule...
Jump Start continues to underwhelm
But we got Ionize! We should be thankful for such generosity!
If they gave Ionize Jump-start, it'd actually make it an interesting card choice. I think people are under-valuing Jump-start and WoTC is definitely playing it safe, but man, even just straight Cancel with Jump-Start would be interesting (could see it as a 1-of at that point).
Am I crazy or could this end up in ad nauseum? Instant speed free turns and they already avoid death with angels grace. Maybe a build with this would use Gideon of the Trials emblem instead of phyrexian unlife or something?
Even if it doesn't go well with ad nauseum combo, there are enough "you can't lose" effects in modern to make me think an instant speed 3 mana Time Walk might find a home. Best comparison is Savor the Moment, which has an arguably worse drawback for a sorcery speed version of the effect (without the indestructible clause either).
You're not going to burn your Angel's Grace unless you can combo off or are dead on board that turn. You're certainly not going to burn it to take an undercosted extra turn, draw Ad Nauseam, then stare at the Angel's Grace sitting in the graveyard wishing you hadn't spent it.
The instant speed is not as good as it looks. If you cast it on your opponent's turn, you get 1 turn before losing, not 2.
I don't see it for Deafening...there is no deck that wants that. The decks that use boardwipes tend to have no creatures and better wipe options. The aggro decks that could exploit arenn't really in White. I mean maybe in Burn but that seems a real stretch but that is a real stretch. I don't anything about RW Prison so maybe they can use but in terms of major decks I don't see it.
There is one thing Deafening Clarion has going for it, and that's being Wishable. Vs Firespout, one requires 1RW and the other 1RG (sometimes you can get away with just 1 color), so depending on the deck Clarion might be easier to cast.
Honestly it just seems like a throwback to Boros Reckoner. If you give Reckoner lifelink and indestructibility and damage it once, it gains you infinite life. Clarion makes the combo take up fewer slots by combining lifelink and damage into one card.
You're not going to burn your Angel's Grace unless you can combo off or are dead on board that turn. You're certainly not going to burn it to take an undercosted extra turn, draw Ad Nauseam, then stare at the Angel's Grace sitting in the graveyard wishing you hadn't spent it.
The instant speed is not as good as it looks. If you cast it on your opponent's turn, you get 1 turn before losing, not 2.
I mean if you are playing a deck that abuses this then the instant speed is good, because you dont lose thanks to angels grace/gideon/platinum angel/lich's mastery and so you still get 2 turns.
Unmoored Ego
1UB
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles their library, then draws a card for each card exiled from their hand this way.
so, this is an effect we often see show up. however this version has zero restrictions on what you can name. notably land cards are on the table.
seems like some quite powerful sideboard tech against decks like tron or certain combo strategies. 3-mana hit your urza land, kci, valakut, grapeshot, etc.
edit: also it looks like the 1 mana surveil cantrip dream is dead. 2 cmc surveil 2 draw 1 card was spoiled.
Yeah, Unmoored Ego looks like a legit sideboard card for UBx decks (Death's Shadow builds, Grixis Midrange/Control, etc.). You notably can't hit yourself and name Eternal Scourge, but you notably can hit LANDS. And yes, you can stop Gx Tron from completing the Tron by naming the one Tron land they don't have on the battlefield on your Turn 3 on the play. You can also name Valakut and turn all their Scapeshifts dead and their Primeval Titans into merely big rampers...or you can be too late to name Valakut and thus name Scapeshift instead. (I guess there's naming basics when you're on a Blood Moon deck, but then you're stuck naming the basic they didn't fetch for in response.) Yes, in this meta, I'm willing to lose the uncounterability of Slaughter Games for this.
In the meantime, they just handed black close-to-Strategic Planning with Discovery // Dispersal. Which non-blue deck will like it the best? I'll be testing Abzan Traverse Midrange tonight with this card--the self-mill will be dandy in that Delirium-loving deck.
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In all fairness, Snappy doesn't Surveil 2, and it doesn't reduce Bedlam Reveler's cost as much or trigger prowess as many times. I think you are right mentioning that Snap's body is very relevant (especially with Titi and YP), some may have missed your point at first, but Mission Briefing still has its own pros.
I assume noone here is an expert with all blue decks in the format, and there are new applications with this card we can't comprehensively cover in a single message. It will be very interesting to read player's' feedback in the right threads.
I can't quite see that when Tiago + Bolt is actually a fine way to take down attacking Goyfs. I've had a mediocre time with Mission Briefing in Grixis Death's Shadow as additional Tiagos that don't have bodies but mill instead, and I sense the same thing will happen in other decks. (It's especially apparent when I sometimes feel that 4 Tiagos are actually too many, not too few.)
Yeah, GDS is the best shell I've found for Mausoleum Secrets so far--it's been even better than Foretold End, which sometimes ends up with no cyclers for most of the game despite having 14 of them. 4c Death's Shadow has also been a good shell, but MS feels redundant with Traverse the Ulvenwald (although being able to find removal is a big plus).
The Street Wraiths help a ton, but if you want to tutor for a 1-cmc card by Turn 4, I've found you still need additional cyclers. Curator of Mysteries is probably the best cycler in Grixis colours--cheap cycling cost, a 4/4 flier for 4 mana....
I actually remember when Alara dropped and my gaming group started talking about it. The fact is that depending on who people ask there are different ways to look at the eras in Magic Design. I sort of agree with Mark Rosewater on his eras, but I do not feel that his picture captures the picture exactly from the players end. The design wiki talks about the eras from Marks perspective found here near the bottom.
My own feeling is that the player perspective comes with the seasons of standard, as players will usually not notice a shift until rotation has taken out all of the older design space. I'd definitely say the last era ended with Hour of Devastation. Ixalan is actually kind of a weak set, so even though it was still under the older design, it is sort of stuck in this transition period between HOU and DOM.
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!
Spirits
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
There aren't that many eras, really. Also, on the subject of power I'm mostly referring to the strength of the mythic vs rare. Vizier of the Menagerie was just insane along with all of the Gods from Amonkhet, even though only two really took off. Before that point it was the gearhulks that really pushed things in Kaladesh. Now compare those two cycles to the elder dinosaurs of Rivals: not exactly anywhere close to the prior two cycles. I'd say Core 2019 had one very pushed planeswalker cycle and Dominaria had a few pushed mythics, but overall the mythics in general outside of a few are not on the same level.
I'm not saying the sets are weaker, it's just how the power in the set is distributed and at what point on the curve they are putting certain abilities. If you want a really good example of this compare Kederekt Parasite from Conflux to Fate Unraveler in Theros.
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!
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
Thought about this a bit and remembered this old article from three years ago: http://blog.mtgprice.com/2015/06/30/protrader-anatomy-of-a-modern-playable/
I'm probably being naive to say that power is really different between the cycles of cards as much as the formats they are designed for. Case in point, there was this article that kind of made a lot of people wonder if the elder dinosaurs were actually designed for testing the brawl format: https://magic.wizards.com/en/articles/archive/feature/checking-brawl-2018-07-09 and as I recall, that particular conversation started even earlier over on MagicTCG from something that showed up on twitter.
From my own perspective and people who also play constructed 60 card formats, these insane casting cost cards are garbage. Heck, I'd say a lot of them are garbage even in EDH unless the deck is really focused on ramping or multiplayer. Also, even low casting cost legendary creatures are kind of dead weight in a lot of decks because of only being able to have one copy of them on the field. Modern decks pride themselves on consistency, so unless someone is running a toolbox deck it is very hard to work with multiple copies of a legendary creature. Unless someone wants to argue that Naban, Dean of Iteration is somehow modern playable when even Sram, Senior Edificer only sees limited play.
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!
In the meantime, this updated build of Dredge has been successful so far for me:
3 Dakmor Salvage
2 Gemstone Mine
4 Mana Confluence
4 City of Brass
1 Scalding Tarn
1 Stomping Ground
1 Breeding Pool
2 Mountain
Creatures
2 Insolent Neonate
4 Stinkweed Imp
4 Golgari Thug
4 Narcomoeba
4 Bloodghast
4 Prized Amalgam
4 Faithless Looting
4 Tome Scour
4 Shriekhorn
2 Conflagrate
4 Creeping Chill
2 Life from the Loam
2 Pithing Needle
1 Engineered Explosives
1 Nature's Claim
1 Lightning Axe
1 Ancient Grudge
1 Darkblast
1 Dismember
2 Assassin's Trophy
2 Failure // Comply
2 Thoughtseize
1 Collective Brutality
I've always been a fan of Tome Scour in Dredge--it's probably the best one-shot self-mill for 1 mana in Modern, and I've found that my colour consistency is still high enough. Thus, I felt confident with shaving a land, all 2 flex slots, and a Life from the Loam and going down to all 1-drop enablers.
Insolent Neonate has been flaking out on me lately, so I switched to 4 Shriekhorn and 2 Neonates.
Creeping Chill has been great as a 4-of--it feels downright unfair to have a 6-12-point life buffer and opponent doming close to every game. Thus, I switched my rainbow land base to as many painlands as possible, as I've found I have plenty of life and can afford to lose some life points on my mana. Gemstone Mine saccing itself sometimes got annoying, anyway.
This feels like Dredge got some of its explosiveness back, and your pre-board games with this are generally favourable against Affinity/Humans/Hardened Scales/Grixis Death's Shadow from my latest play-testing. BridgeVine feels more even, and Spirits are decent harassers because of Mausoleum Wanderer and Spell Queller (and then Remorseful Cleric feels like a kick in the teeth).
Now all I need is Dream Twist with Jump-start instead of Flashback....
Three mana sorcery speed is not really where Blue Moon wants to be. If I'm already making that concession on speed, I'm likely playing Flame Slash or Roast over this any day. I would (and have) also consider Harvest Pyre, which was a UR staple from the old days.
If the spells don't get much better for Izzet, I'll probably borrow some Goyfs and brew with Sultai after RTRTRTR drops.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
This new card is neat if we could get one to go to the face as well. A UR bolt that has this kind of rule...
Jump Start continues to underwhelm
Spirits
But we got Ionize! We should be thankful for such generosity!
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
If they gave Ionize Jump-start, it'd actually make it an interesting card choice. I think people are under-valuing Jump-start and WoTC is definitely playing it safe, but man, even just straight Cancel with Jump-Start would be interesting (could see it as a 1-of at that point).
Am I crazy or could this end up in ad nauseum? Instant speed free turns and they already avoid death with angels grace. Maybe a build with this would use Gideon of the Trials emblem instead of phyrexian unlife or something?
Even if it doesn't go well with ad nauseum combo, there are enough "you can't lose" effects in modern to make me think an instant speed 3 mana Time Walk might find a home. Best comparison is Savor the Moment, which has an arguably worse drawback for a sorcery speed version of the effect (without the indestructible clause either).
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
The instant speed is not as good as it looks. If you cast it on your opponent's turn, you get 1 turn before losing, not 2.
| Ad Nauseam
| Infect
Big Johnny.
Honestly it just seems like a throwback to Boros Reckoner. If you give Reckoner lifelink and indestructibility and damage it once, it gains you infinite life. Clarion makes the combo take up fewer slots by combining lifelink and damage into one card.
| Ad Nauseam
| Infect
Big Johnny.
Looks fun to use. This somehow reminds me of Final Fortune, although Glorious End has a slightly different approach.
These cards feel a little like yugi-oh cards...
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I mean if you are playing a deck that abuses this then the instant speed is good, because you dont lose thanks to angels grace/gideon/platinum angel/lich's mastery and so you still get 2 turns.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
1UB
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles their library, then draws a card for each card exiled from their hand this way.
so, this is an effect we often see show up. however this version has zero restrictions on what you can name. notably land cards are on the table.
seems like some quite powerful sideboard tech against decks like tron or certain combo strategies. 3-mana hit your urza land, kci, valakut, grapeshot, etc.
edit: also it looks like the 1 mana surveil cantrip dream is dead. 2 cmc surveil 2 draw 1 card was spoiled.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)In the meantime, they just handed black close-to-Strategic Planning with Discovery // Dispersal. Which non-blue deck will like it the best? I'll be testing Abzan Traverse Midrange tonight with this card--the self-mill will be dandy in that Delirium-loving deck.