Thought I'd start up one of these, the one for EMN got a ton of different lists and overall people ended up predicting the format pretty well.
My top 10:
1. Chandra, Torch of Defiance: This is the real deal. A great aggressive card that doubles as a removal spell and ramp in a pinch, with an ultimate that basically ends the game on the spot.
2. Cataclysmic Gearhulk/Fumigate: I'm putting these in the same slot because they're very similar cards and which one is better really depends on the specific list and how the meta shakes out. Both should see a ton of play though.
3. Noxious Gearhulk: It may die to nearly every removal spell in Standard (4 toughness is not a good place to be at right now) but removal with lifegain and a body tacked on is insanely good.
4. Dovin Baan: This guy is incredibly similar to Jace, Architect of Thought, which saw a ton of play in its day. Granted, that was a very different format, but UW looks to be one of the stronger color pairs this time around, and Dovin's raw power should earn him a spot in many lists.
5. Filigree Familiar: Might seem innocuous but this is a MASSIVE upgrade over Pilgrim's Eye for emerge strategies. Also great in control.
7. Metalwork Colossus: The existence of Sanctum of Ugin makes for absurd chains with this, and a 10/10 body is pretty hard to beat with the current card pool. I don't expect it'll see play after BFZ rotates (we also lose Hedron Archive) but it'll be fun while it lasts.
8. Nissa, Vital Force: She's definitely powerful, but this format has more great 5-drops than any in recent memory. Though it's hard to say if she'll see extensive play, she seems to slot right into BG/x lists.
9. Voltaic Brawler: One of the most efficiently costed beat sticks we've seen in a while. Along with Chandra and many others, this should help take red aggro back to the top.
10. Smuggler's Copter: I'll admit I'm not as high on this as some, but it's a great option for pure aggro lists. The synergy with Vampires and madness in general looks pretty interesting.
So there you have it. I'm interested to see what people come up with!
Alright, so i'm going to start my top 10 by saying, this set is really hard to evaluate right now. It seems that there are a lot of really powerful and original themes in this set, but they don't lend themselves to a lot of the existing strategies. I think there are a lot of really strong aggro cards that involve the use of energy or artifacts, but it's really hard to say how good they will be. I think the obvious power creep on some of the aggro cards is a response to the mistake that is sylvan advocate. I chose my cards based upon their possible impact on standard. Many cards that ended up in the honorable mention list are there because they are more situational and will require a successful strategy that wants them. They are not really build around cards.
This card will be in over 75% of Pro Tour decks. Every deck that isn't aggressive absolutely wants at least 1-2 copies of this to make sure they can curve out properly. Only the most aggressive decks will shy away from this land bc they tend to have very intensive mana costs, and even still, playing some copies is probably reasonable anyway, just as a guaranteed-untapped dual.
This will be the most played creature at the Pro Tour and it won't be close. There are a couple of culprits as to why aggro decks will still struggle to produce in this environment, but the fox is public enemy #1. Against those decks, it'll represent at least 4-5 life saved and will cycle... and literally every deck can play it. This card's ubiquity will hose aggro decks out of the format again.
I don't know after that, but I know that those two cards will define the format more than anything else out of KLD.
I guess I didn't really notice aetherworks marvel at first, but that is a very strong ability and set up that's pretty difficult to interact with. I might need to add that to mine.
1 Nissa, Vital Force
2 Verdurous Gearhulk
3 Harnessed lightning in any deck that can generate energy. there have been so many unplayable pseudo lightning strikes, but this is the real deal I believe
4 smuggler's copter
5 Whirler Virtuoso I'm not sure if the support actually is there, but making thopters is a great way to spend energy. getting two thopters out of this seems awesome.
6 Pia nalaar I think this card still has room to surprise people
7 aetherworks marvel I'm a believer
there really are a ton of interesting cards in this set. all the greahulks are powerful... even the red one.
I think people overestimate the new familiar. getting your one card immediately makes pilgrim's eye much better in my eyes. In a 3-colour deck the fixing is also far from negligible. I'm also not listing Chandra because people really need to cool down on her.
1. Noxious Gearhulk
2. Nissa
3. Chandra
4. Key to the City
5. Metalwork Colossus
6. Unlicensed Disintegration
7. Skysovereign
8, 9, 10, 11. All of the 4 mana artifacts, all of them
I'm probably forgetting something.
Noxious Gearhulk is a better Thragtusk, think about that.
Nissa ults in one turn.
Chandra does too much
Key is a control players dream, dream for finishing the game
Colossus can be sanctum of ugin comboed, I think that was mentioned already, also its just nuts.
UD is the next/better Draconic Roar, and it's best friends with Goblin Dark Dwellers
Skysovereign does 12 damage on turn 6 if you have Hanweir Battlements in play
All of the 4 mana artifacts have effects so strong you have to build decks around them, and they're all VERY playable if you do, its like having four different kinds of "Battle of Wits" cards.
There is too many angles of attack in this format, its really crazy actually.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
1) Chandra, Torch of Defiance (because she just has too many modes. Probably will find a modern home, too)
2) Smugglers Copter
3) Skysovereign, Consul Flagship
4) Aetherworks Marvel
5) Verdurous Gearhulk
6) Nissa, Vital Force
7) Harnessed Lightning
8) Voltaic Brawler
9) Noxious Gearhulk
10) Key to the City
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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!
Key was close on my estimation. Though, I wonder why you think it's Control's dream rather than Aggro.
Key puts the control player two lands behind and one card ahead every turn, if they take control of the game, they can cycle through their deck twice as fast as their opponent, and get a creature through for free in the meantime.
Key is also just as or more useful for B/R lists utilizing madness, and plays well with madness aggro specifically, but I think that archetype simply isn't good enough in this aggro oriented format, if you look at my B/R control thread, you can see what I'm trying to do with Key.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
I'll say that I believe Chandra is really overrated for standard. She's not aggro enough for aggro decks, while Chandra, Flamecaller can actually finish the game.
I'm not saying she wont see play, rather, she's just overhyped right now.
I think Nissa's problem is the green gearhulk costs the same. They'll probably go into different decks, but too often I can see the Gearhulk winning that slot as it can make a much larger impact the turn it's played.
The new chandra is for control and mid-range decks, not the fast aggro decks that are flooding in at the moment. She'll see more play once the new standard environment has settled down a bit.
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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!
The new chandra is for control and mid-range decks, not the fast aggro decks that are flooding in at the moment. She'll see more play once the new standard environment has settled down a bit.
I have to disagree. Chandra is at its worst in control decks. even in midrange there are better options. chandra is at her best in fast proactive decks that care about direct damage. chandra is simply not that good of a card.
Chandra is NOT for control decks, it is for super ramp decks that want to further their game plan and a good tempo card. Dovinn Bann is better for control because he nets you PHYSICAL cards, not pseudo cards.
Chandra is better in g/r eldrazi, gives midrange decks a larger form of ramp to sustain gearhulk casts.
Smuggler's copter is indubitably a powerful 2 drop artifact that will make players MAINBOARD artifact hate from these sets. Most notably fragmentize will be mainboard to answer aetherflux/copter/hedron archive/ etc. While green plays their 3 mana eat everything card. Enchantments are seeing play thanks for the u/r spells deck.
Chandra is a build around card and I think because she does not fit into any obvious archetypes other than ramp she isn't finding a home right now. Anybody saying she isn't crazy powerful is being silly. The first week of new standard formats are usually dominated by preexisting strategies and obvious aggro decks. Not saying that she will be played in control, but doesn't control usually develop in response to an existing format. That's usually why solid control decks don't usually emerge until around the pro tour.
The new chandra is for control and mid-range decks, not the fast aggro decks that are flooding in at the moment. She'll see more play once the new standard environment has settled down a bit.
I have to disagree. Chandra is at its worst in control decks. even in midrange there are better options. chandra is at her best in fast proactive decks that care about direct damage. chandra is simply not that good of a card.
but keep lying to yourself buddy.
I'm sensing some personal attacks in that post. People who think highly of the card are not a collective consciousness prophesying the new walker as the panacea to all ails in the set and attacking a person by saying they are in self denial is petty.
I know she costs a fortune and probably isn't worth the 30 usd (by gods anyone who bought her for 49+ should be rolling in their beds in anguish right about now), but objectively she's a powerful card that is going to find a home inevitably in standard. Unfortunately, the problem is that people got over hyped on Chandra even though historically Chandra has never been a planeswalker that has stuck as a highly desirable, eternally playable walker. My own thoughts is that because red is about being fast and proactive most of the time it just isn't a good color for a card type that wants to stick around like an enchantment.
In a nutshell and especially on these forums people are letting the card sticker price get in the way of an objective conversation. We don't really care if she doesn't fit in every single pro-tour winning deck and we most certainly shouldn't care about her cost when talking about how useful or good a card is in this thread. She just needs to fit in one or two, and I think we may be seeing a glimmer of that at Indianapolis.
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!
The new chandra is for control and mid-range decks, not the fast aggro decks that are flooding in at the moment. She'll see more play once the new standard environment has settled down a bit.
I have to disagree. Chandra is at its worst in control decks. even in midrange there are better options. chandra is at her best in fast proactive decks that care about direct damage. chandra is simply not that good of a card.
but keep lying to yourself buddy.
I'm sensing some personal attacks in that post. People who think highly of the card are not a collective consciousness prophesying the new walker as the panacea to all ails in the set and attacking a person by saying they are in self denial is petty.
I know she costs a fortune and probably isn't worth the 30 usd (by gods anyone who bought her for 49+ should be rolling in their beds in anguish right about now), but objectively she's a powerful card that is going to find a home inevitably in standard. Unfortunately, the problem is that people got over hyped on Chandra even though historically Chandra has never been a planeswalker that has stuck as a highly desirable, eternally playable walker. My own thoughts is that because red is about being fast and proactive most of the time it just isn't a good color for a card type that wants to stick around like an enchantment.
In a nutshell and especially on these forums people are letting the card sticker price get in the way of an objective conversation. We don't really care if she doesn't fit in every single pro-tour winning deck and we most certainly shouldn't care about her cost when talking about how useful or good a card is in this thread. She just needs to fit in one or two, and I think we may be seeing a glimmer of that at Indianapolis.
I apologize for the tone of my reply. I indeed have no way of knowing how informed person you are.
I will still criticize Chandra, however, and the people defending her. every spoiler season is the same (maybe you are not of these people, but still):
"wow, this is the new X!"; "how did they let this happen!?"; "wow, colour y is so busted right now"; "z will see play in every colour y deck!"
people who actually play test with new cards express their disappointment with the said card, but their voices are easily drowned. soon the first results from tournaments start coming in:
"it's just week one of standard, give it some time"; "the metagame just isn't that hospitable for the card, but I'm sure it will change soon enough"; "x doesn't belong in y decks, you will start seeing it in archetype z soon enough"; "people are just afraid to experiment with new cards"
later on the card falls into obscurity and the people who rode the hype train try to forget the painful memories.
-----
to be fair, I don't think Chandra is a very bad card. I think it's on par with Arlinn Kord, except mono-colour, which is a positive. People mostly misvalue her first +1, which is only good for dealing damage in practice. she is not good in control or midrange, unless those decks are very much interested in a sulfuric vortex. there's also the fact she isn't nearly as good at protecting herself as some seem to think.
I think her best play, right now, is when she etb on turn 4 would be to add 2 red mana, then cast her oath. It can at least kill a creature then do the same 2 damage her other plus 1 can. I I think her modes are solid, but her initial impact on the board isn't very powerful.
Yeah, it's that reason that I'm running her in a ramp style deck, though I think my direction actually went from using the current set to using more SOI stuff. The other use she has is that she is a Planeswalker version of Collective Defiance that can also do other things such as +1 to control walkers and get card advantage, or +1 to add two red and either cast another spell on the turn you play her like Harnessed Lightning or drop a 2 cost creature or artifact like Smuggler's Copter or Thermo Alchemist. In the worst case she is a Flame Lash that only targets creatures, so she has that going for her as well.
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!
The new chandra is for control and mid-range decks, not the fast aggro decks that are flooding in at the moment. She'll see more play once the new standard environment has settled down a bit.
I have to disagree. Chandra is at its worst in control decks. even in midrange there are better options. chandra is at her best in fast proactive decks that care about direct damage. chandra is simply not that good of a card.
but keep lying to yourself buddy.
Sounds like someone who hasn't played her.
The lying to yourself comment is absurd. Actually sit down and sleeve up a set before you assume things sir.
Chandra is NOT for control decks, it is for super ramp decks that want to further their game plan and a good tempo card. Dovinn Bann is better for control because he nets you PHYSICAL cards, not pseudo cards.
How do you KNOW what she's good for?
In my testing she was actually better than I had thought. I thought very highly of her also. I threw together a semi basic no Hulk BR Midrange leaning towards control and I tell you, she was very solid. Very solid.
That being said, she is a semi build around me card. In my testing, paired alongside Goblin Dark-Dwellers and burn/removal along with card draw type spells and she can really apply some/a lot of pressure. Not in the normal state that a simple creature but your opponents need to FEAR her ultimate which is easier than one would think. Also her card advantage is real. When you get to the 5-6 lands in play and being able to psudeu cycle lands off the top of your deck makes your card filtering that much better. She makes the cards you run WITH her that much better and her paired with the Dark Goblins is simply insane with what you can do.
I understand people claim she's overhyped I get it but in the right list, shes hands down the best card in the list.
I encourage people to play her, simply stating she is NOT for control or shes way over hyped simply leads me to believe you haven't actually PLAYED her. Please do. You'll be surprised by how good she is. I bought mine for about $37 each I am NOT upset that I did whatever the tag on her now is.
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BGUSULTI ELEVENSBGU
hatred
I will flay the skin from your flesh,
the flesh from your bones,
and scrape your bones dry,
and still you will not have suffered enough!
Quote the Ryxsyn;
NeVeRMoRe!
You either die a hero, or you live long enough to see yourself become the villain!
-Harvey Dent
Well, this set is so good that a top 10 is not enough, but here are my picks:
1) Ovalchase Daredevil - This will make a big splash
2) Harsh Scrutiny - Creature heavy format, scry is epic good
3) Aether Hub - fuels voltaic brawler in aggro, and taps multiple times for any color in control
4) Fragmentize - doesn't hit Metallugic Summonings...
5) Smuggler's Copter - has been covered
6) Veteran Motorist - Scry 2, 3 power and outmuscles opponent's vehicles
7) Voltaic Brawler - Very aggressive
8) Whirler Virtuoso - Control or combo card
9) Bomat Courier - Madness enabler, draw engine, aggro card and lategame enabler for Ghirapur Orrery. Might well be called Ancestral Courier,
10) Metalwork Colossus - Resursive 10/10 for free.
11) Skysovereign - Control card
12) Inventor's Fair - Stops the bleeding, gets free Colossi or Gearhulk (Inventor's Fair into Cataclysmic Gearhulk is a great way to reset the board)
13) Gearhulks - They are literally all good
14) Ceremonious Rejection - This will hit alot. Artifacts, Eldrazi and Devoid spells
15) Harnessed Lightning - Destroy a creature and get the spare energy for Aether Hub or Voltaic Brawler
16) Fast Lands - Format staples
17) Unlicensed Disintegration - Blightning was good, instant removal + bolt will be too.
And I probably forgot a few...
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My top 10:
1. Chandra, Torch of Defiance: This is the real deal. A great aggressive card that doubles as a removal spell and ramp in a pinch, with an ultimate that basically ends the game on the spot.
2. Cataclysmic Gearhulk/Fumigate: I'm putting these in the same slot because they're very similar cards and which one is better really depends on the specific list and how the meta shakes out. Both should see a ton of play though.
3. Noxious Gearhulk: It may die to nearly every removal spell in Standard (4 toughness is not a good place to be at right now) but removal with lifegain and a body tacked on is insanely good.
4. Dovin Baan: This guy is incredibly similar to Jace, Architect of Thought, which saw a ton of play in its day. Granted, that was a very different format, but UW looks to be one of the stronger color pairs this time around, and Dovin's raw power should earn him a spot in many lists.
5. Filigree Familiar: Might seem innocuous but this is a MASSIVE upgrade over Pilgrim's Eye for emerge strategies. Also great in control.
6. Aetherworks Marvel( and Woodweaver's Puzzleknot): A two card combo that lets you cast an Eldrazi titan on turn 4? I'm listening.
7. Metalwork Colossus: The existence of Sanctum of Ugin makes for absurd chains with this, and a 10/10 body is pretty hard to beat with the current card pool. I don't expect it'll see play after BFZ rotates (we also lose Hedron Archive) but it'll be fun while it lasts.
8. Nissa, Vital Force: She's definitely powerful, but this format has more great 5-drops than any in recent memory. Though it's hard to say if she'll see extensive play, she seems to slot right into BG/x lists.
9. Voltaic Brawler: One of the most efficiently costed beat sticks we've seen in a while. Along with Chandra and many others, this should help take red aggro back to the top.
10. Smuggler's Copter: I'll admit I'm not as high on this as some, but it's a great option for pure aggro lists. The synergy with Vampires and madness in general looks pretty interesting.
So there you have it. I'm interested to see what people come up with!
1. Chandra, torch of defiance
2. Noxious Gearhulk
3. Combustible Gearhulk
4. Fumigate
5. Refurbish
6. Nissa, Vital Force
7. Smuggler's Copter
8. Filigree Familiar
9. Fateful Showdown
10. Madcap Experiment
Honorable Mentions (are good cards, but are either sideboard material or will require a successful strategy that wants them)
toolcraft exemplar
Verdurous Gearhulk
Torrential Gearhulk
Bristling Hydra
Voltaic Brawler
Kambal, Consul of allocation
Revolutionary rebuff
Select for inspection this would probably be much better if not for the amount of vigilance existing currently in the format.
This card will be in over 75% of Pro Tour decks. Every deck that isn't aggressive absolutely wants at least 1-2 copies of this to make sure they can curve out properly. Only the most aggressive decks will shy away from this land bc they tend to have very intensive mana costs, and even still, playing some copies is probably reasonable anyway, just as a guaranteed-untapped dual.
2. Filigree Familiar
This will be the most played creature at the Pro Tour and it won't be close. There are a couple of culprits as to why aggro decks will still struggle to produce in this environment, but the fox is public enemy #1. Against those decks, it'll represent at least 4-5 life saved and will cycle... and literally every deck can play it. This card's ubiquity will hose aggro decks out of the format again.
I don't know after that, but I know that those two cards will define the format more than anything else out of KLD.
GW ~ Angels ~ WG
Modern:
RBW ~ Shadowmancer ~ WBR
Legacy:
BUG ~ Shadow Delver ~ GUB
2. Aether Hub
3. Chandra
4. Nissa
5. Filigree Familiar
6. Smuggler's Copter
7. Key to the City
8. 5 CMC Gearhulks
9. Dovin Baan
10. Noxious Gearhulk
I guess I didn't really notice aetherworks marvel at first, but that is a very strong ability and set up that's pretty difficult to interact with. I might need to add that to mine.
1 Nissa, Vital Force
2 Verdurous Gearhulk
3 Harnessed lightning in any deck that can generate energy. there have been so many unplayable pseudo lightning strikes, but this is the real deal I believe
4 smuggler's copter
5 Whirler Virtuoso I'm not sure if the support actually is there, but making thopters is a great way to spend energy. getting two thopters out of this seems awesome.
6 Pia nalaar I think this card still has room to surprise people
7 aetherworks marvel I'm a believer
there really are a ton of interesting cards in this set. all the greahulks are powerful... even the red one.
I think people overestimate the new familiar. getting your one card immediately makes pilgrim's eye much better in my eyes. In a 3-colour deck the fixing is also far from negligible. I'm also not listing Chandra because people really need to cool down on her.
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-Smuggler's Copter is the best card in the set. It should be a 4-of in every aggro deck.
-Chandra has no obvious home
-Cataclysmic Gearhulk has been underwhelming in testing.
-Aetherworks Marvel will either be really good or do nothing.
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The last couple are just really good sideboard material vs the meta, so I could see them often showing up in the 75 for decks that run their colour.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
1. Noxious Gearhulk
2. Nissa
3. Chandra
4. Key to the City
5. Metalwork Colossus
6. Unlicensed Disintegration
7. Skysovereign
8, 9, 10, 11. All of the 4 mana artifacts, all of them
I'm probably forgetting something.
Noxious Gearhulk is a better Thragtusk, think about that.
Nissa ults in one turn.
Chandra does too much
Key is a control players dream, dream for finishing the game
Colossus can be sanctum of ugin comboed, I think that was mentioned already, also its just nuts.
UD is the next/better Draconic Roar, and it's best friends with Goblin Dark Dwellers
Skysovereign does 12 damage on turn 6 if you have Hanweir Battlements in play
All of the 4 mana artifacts have effects so strong you have to build decks around them, and they're all VERY playable if you do, its like having four different kinds of "Battle of Wits" cards.
There is too many angles of attack in this format, its really crazy actually.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
1) Chandra, Torch of Defiance (because she just has too many modes. Probably will find a modern home, too)
2) Smugglers Copter
3) Skysovereign, Consul Flagship
4) Aetherworks Marvel
5) Verdurous Gearhulk
6) Nissa, Vital Force
7) Harnessed Lightning
8) Voltaic Brawler
9) Noxious Gearhulk
10) Key to the City
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!
Key puts the control player two lands behind and one card ahead every turn, if they take control of the game, they can cycle through their deck twice as fast as their opponent, and get a creature through for free in the meantime.
Key is also just as or more useful for B/R lists utilizing madness, and plays well with madness aggro specifically, but I think that archetype simply isn't good enough in this aggro oriented format, if you look at my B/R control thread, you can see what I'm trying to do with Key.
I'm not saying she wont see play, rather, she's just overhyped right now.
That being said...
1 Verdurous Gearhulk
2 Aether Hub
3 Smuggler's Copter
4 Pia Nalaar - super underrated
5 Toolcraft Exemplar
6 Dovin Baan
7 Cataclysmic Gearhulk
8 Unlicensed Disintegration
9 Fleetwheel Cruiser
10 Blossoming Defense
I think Nissa's problem is the green gearhulk costs the same. They'll probably go into different decks, but too often I can see the Gearhulk winning that slot as it can make a much larger impact the turn it's played.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I have to disagree. Chandra is at its worst in control decks. even in midrange there are better options. chandra is at her best in fast proactive decks that care about direct damage. chandra is simply not that good of a card.
but keep lying to yourself buddy.
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Chandra is better in g/r eldrazi, gives midrange decks a larger form of ramp to sustain gearhulk casts.
Smuggler's copter is indubitably a powerful 2 drop artifact that will make players MAINBOARD artifact hate from these sets. Most notably fragmentize will be mainboard to answer aetherflux/copter/hedron archive/ etc. While green plays their 3 mana eat everything card. Enchantments are seeing play thanks for the u/r spells deck.
I'm sensing some personal attacks in that post. People who think highly of the card are not a collective consciousness prophesying the new walker as the panacea to all ails in the set and attacking a person by saying they are in self denial is petty.
I know she costs a fortune and probably isn't worth the 30 usd (by gods anyone who bought her for 49+ should be rolling in their beds in anguish right about now), but objectively she's a powerful card that is going to find a home inevitably in standard. Unfortunately, the problem is that people got over hyped on Chandra even though historically Chandra has never been a planeswalker that has stuck as a highly desirable, eternally playable walker. My own thoughts is that because red is about being fast and proactive most of the time it just isn't a good color for a card type that wants to stick around like an enchantment.
In a nutshell and especially on these forums people are letting the card sticker price get in the way of an objective conversation. We don't really care if she doesn't fit in every single pro-tour winning deck and we most certainly shouldn't care about her cost when talking about how useful or good a card is in this thread. She just needs to fit in one or two, and I think we may be seeing a glimmer of that at Indianapolis.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I apologize for the tone of my reply. I indeed have no way of knowing how informed person you are.
I will still criticize Chandra, however, and the people defending her. every spoiler season is the same (maybe you are not of these people, but still):
"wow, this is the new X!"; "how did they let this happen!?"; "wow, colour y is so busted right now"; "z will see play in every colour y deck!"
people who actually play test with new cards express their disappointment with the said card, but their voices are easily drowned. soon the first results from tournaments start coming in:
"it's just week one of standard, give it some time"; "the metagame just isn't that hospitable for the card, but I'm sure it will change soon enough"; "x doesn't belong in y decks, you will start seeing it in archetype z soon enough"; "people are just afraid to experiment with new cards"
later on the card falls into obscurity and the people who rode the hype train try to forget the painful memories.
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to be fair, I don't think Chandra is a very bad card. I think it's on par with Arlinn Kord, except mono-colour, which is a positive. People mostly misvalue her first +1, which is only good for dealing damage in practice. she is not good in control or midrange, unless those decks are very much interested in a sulfuric vortex. there's also the fact she isn't nearly as good at protecting herself as some seem to think.
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I've played a bit with comboing her with Prophetic Prism as well, since a card that effectively replaces itself and provides mana fixing can be useful at times. dropping her with a Ulvenwald Captive, Servant of the Conduit, or Sylvan Advocate can be handy.
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!
Sounds like someone who hasn't played her.
The lying to yourself comment is absurd. Actually sit down and sleeve up a set before you assume things sir.
How do you KNOW what she's good for?
In my testing she was actually better than I had thought. I thought very highly of her also. I threw together a semi basic no Hulk BR Midrange leaning towards control and I tell you, she was very solid. Very solid.
That being said, she is a semi build around me card. In my testing, paired alongside Goblin Dark-Dwellers and burn/removal along with card draw type spells and she can really apply some/a lot of pressure. Not in the normal state that a simple creature but your opponents need to FEAR her ultimate which is easier than one would think. Also her card advantage is real. When you get to the 5-6 lands in play and being able to psudeu cycle lands off the top of your deck makes your card filtering that much better. She makes the cards you run WITH her that much better and her paired with the Dark Goblins is simply insane with what you can do.
I understand people claim she's overhyped I get it but in the right list, shes hands down the best card in the list.
I encourage people to play her, simply stating she is NOT for control or shes way over hyped simply leads me to believe you haven't actually PLAYED her. Please do. You'll be surprised by how good she is. I bought mine for about $37 each I am NOT upset that I did whatever the tag on her now is.
hatred
I will flay the skin from your flesh,
the flesh from your bones,
and scrape your bones dry,
and still you will not have suffered enough!
Quote the Ryxsyn;
NeVeRMoRe!
You either die a hero, or you live long enough to see yourself become the villain!
-Harvey Dent
1) Ovalchase Daredevil - This will make a big splash
2) Harsh Scrutiny - Creature heavy format, scry is epic good
3) Aether Hub - fuels voltaic brawler in aggro, and taps multiple times for any color in control
4) Fragmentize - doesn't hit Metallugic Summonings...
5) Smuggler's Copter - has been covered
6) Veteran Motorist - Scry 2, 3 power and outmuscles opponent's vehicles
7) Voltaic Brawler - Very aggressive
8) Whirler Virtuoso - Control or combo card
9) Bomat Courier - Madness enabler, draw engine, aggro card and lategame enabler for Ghirapur Orrery. Might well be called Ancestral Courier,
10) Metalwork Colossus - Resursive 10/10 for free.
11) Skysovereign - Control card
12) Inventor's Fair - Stops the bleeding, gets free Colossi or Gearhulk (Inventor's Fair into Cataclysmic Gearhulk is a great way to reset the board)
13) Gearhulks - They are literally all good
14) Ceremonious Rejection - This will hit alot. Artifacts, Eldrazi and Devoid spells
15) Harnessed Lightning - Destroy a creature and get the spare energy for Aether Hub or Voltaic Brawler
16) Fast Lands - Format staples
17) Unlicensed Disintegration - Blightning was good, instant removal + bolt will be too.
And I probably forgot a few...