"Kid"? I'm old, and have been playing Magic The Gathering since Alpha.
Eh, it was more of a nod to Casablanca than me actually assuming you were a kid.
Playing since Alpha also does not make you old... I have been playing about as long as you and I am pretty young, not a kid, but I would hardly use the word old.
Horribly Awry on the play is insane. This is a slow, plodding format. All control decks will find room for 4 Jaces and this will be the card to break serve. Counter your Jace, play mine, go. Already they're on the back foot. On the play countering hangarback walker is amazing. I don't think you appreciate how atrocious removal spells have become.
Dragonmaster Outcast has potential as a finisher in a Jeskai control deck. The card becomes insane in a control deck that has four copies of Ojutai's Command.
Dragonmaster Outcast sucks. It is good in EDH and limited, bad in everything else. Don't waste time trying to get this fool's gold card to work.
There are no playable landfall cards. Nissa's renewel reads "skip your 6th turn".
Stopped reading there. "There are no playable landfall cards". How edgy are you trying to be here?
All of the landfall creatures in BFZ suck and are inefficient.
Forest, Scythe Leopard, Wooded Footfills, fetch Mountain, Atarka's Command 3 damage + pull Wooded Foothills, fetch Cinder Glade. That's 8 damage turn 2. Sure, Steppe Lynx would have done 11 but 8 is plenty efficient enough in standard.
Yes in goldfish land where your opponent plays nothing, that is awesome. In practice, it is easily chump blocked, then the landfall creatures splutter out as you wait to draw lands because they suck without landfall.
Also, that scenario you pointed out requires 5 cards to happen, as well as your opponent not having any chump blockers or removal of their own. And even if all of that happens, it's only 8 damage. What happens all of the times you don't have a perfect magical christmas hand? Even the good landfall creatures like Steppe Lynx and Plated Geopede in decks with 12 fetchlands splutter out regularly.
Well, in the more likely event: Grove Rumbler T3 after a dork on T2. Fetchland T4 fetch a land, play Explosive Vegetation so up 4 landfall triggers this turn, swing an 11/11 trample. 9/9 trample if you dont have the fetchland. Seems pretty beefy for standard.
Ugin's Insight seems like a decent draw spell. It's sorcery, but the effect and flavor text can not be overlooked.
It'll find a spot in experimental Delve decks since they can put out high CMC creatures and it allows them to refocus Delve resources to other Delve cards by substituting for Treasure Cruise/Dig Through Time
Well, in the more likely event: Grove Rumbler T3 after a dork on T2. Fetchland T4 fetch a land, play Explosive Vegetation so up 4 landfall triggers this turn, swing an 11/11 trample. 9/9 trample if you dont have the fetchland. Seems pretty beefy for standard.
That is more magical christmas land, and requires your opponent just letting grove rumbler sit there and then not killing it when it attacks on turn 4 too. And then landfall deck putters out. I know how landfall decks work because I've played lots of them. After the initial burst there is no CA like Ranger of Eos so you rely on top decks. There are also all the games where all you draw are ramp and lands because your deck has so much of it.
With Lynx and Geopede that risk was worth it because they beefed up +2/+2 with each landfall trigger. The new landfall creatures are too weak to justify building a deck around them IMO. I've been playtesting vs a lot of these new RG landfall decks online and they suffer the same as all RG decks-stop the initial rush and they die. Because these landfall decks rely on pumping cards to boost only a few creatures, they are very easy to stop. They rely on you drawing powerful hands and your opponent sitting on his own hands for 3-4 turns doing nothing.
Ugin's Insight will see precisely zero play. There is no good reason to spend 5 mana when a 1 mana equivalent exists.
All the landfall scenarios happens multiple turns into the game and require 4 and 5 card combinations that don't even end the game on the spot. I swear watching people evaluate cards it's like, do they play standard?
Dragonmaster Outcast has potential as a finisher in a Jeskai control deck. The card becomes insane in a control deck that has four copies of Ojutai's Command.
Dragonmaster Outcast sucks. It is good in EDH and limited, bad in everything else. Don't waste time trying to get this fool's gold card to work.
The thing is I'd normally agree with you, but there are two instant speed ways to bring it back from the graveyard in standard right now which makes it more useful. In the early game it can be cast for R and either act as a target for removal or just chump block to save a bit of life, then once a player has 6 lands out they can bring it back at the end of their opponent's turn with Ojutai's Command for 2WU or with Rally the Ancestors for 1WW and will almost guarantee at least one 5/5 flier out of the deal unless their opponent has instant speed removal in their hand.
The exile clause on Horribly Awry cannot be ignored. Graveyard interaction became prime post-DTK, so this card and Transgress the Mind could do a good job of keeping them in check. Who knows? Maybe these two cards cards alone could hate Deathmist Raptor and Den Protector right out of Standard.
Dragonmaster Outcast has potential as a finisher in a Jeskai control deck. The card becomes insane in a control deck that has four copies of Ojutai's Command.
Dragonmaster Outcast sucks. It is good in EDH and limited, bad in everything else. Don't waste time trying to get this fool's gold card to work.
The thing is I'd normally agree with you, but there are two instant speed ways to bring it back from the graveyard in standard right now which makes it more useful. In the early game it can be cast for R and either act as a target for removal or just chump block to save a bit of life, then once a player has 6 lands out they can bring it back at the end of their opponent's turn with Ojutai's Command for 2WU or with Rally the Ancestors for 1WW and will almost guarantee at least one 5/5 flier out of the deal unless their opponent has instant speed removal in their hand.
Play with this card if you want but the situations you're describing are very situational. Believe me, I have tried every way to make this card work since it came out. Control can be playing a million cards better once they get to 6 mana and it is absolutely garbage before then. Even when you top deck it late game it usually dies before it produces a dragon because it is so easy to kill.
2 cards and 4 mana (dragonmaster+rally) to get a 5/5 flying dragon is a bad deal and no good control player will build a deck with that in mind. The other situation you describe, bringing it back with Outijai, is also dumb and extremely situational. Why not just play a good card, rather than play a card like dragonmaster outcast that is only good if you're playing graveyard recursion and even then it isn't very good?
Good luck, maybe you can get the card to be useful, but after years of testing and experimenting I am confident to say Dragonmaster Outcast is crap in everything but EDH.
I advise you to spend games testing it out to see if you like it. In theorycraft magic, Dragonmaster is amazing, great CA and tempo, all that, but in practice it rarely performs how you want it to.
TL/DR: In aggro decks, Dragonmaster sucks because a good aggro deck wants to win before turn 6. In control decks it sucks because by the time they get to 6 mana there are a load of much better cards control decks will rather play. I advise people to not waste time trying to make Dragonmaster Outcast work.
The exile clause on Horribly Awry cannot be ignored. Graveyard interaction became prime post-DTK, so this card and Transgress the Mind could do a good job of keeping them in check. Who knows? Maybe these two cards cards alone could hate Deathmist Raptor and Den Protector right out of Standard.
It counters Morph creatures being casted since face-down are 0 mana.
I'm gonna echo others and say horribly awry is the real deal here. Yes, there have been other cards similar to it than are better comparatively in a vaccuum, but in the context of the metagame going forward, there's so much utility. Counters ALL of the flip walkers, the perfect counter to the death/den package, lolhangerback, siege rhino (notice how most of these cards I listed all see play in the more than likely still dominant deck going forward) and more.
I mean, I could be the fool here, but I can easily see some troll 6 months down the road pluck dissenting comments from this thread and display them on reddit for the world to see. I genuinely think it will see play.
Retreat to Coralhelm will be useful. The untap and tap ability has many uses.
Combine with G with its mana source creatures.
Artifacts using Renowned Weaponsmith. With a fetch land can get 6.
Activate fetch lands during the opponent's turn to tap their creature. Humble Defector with fetch lands to draw more.
After testing on Untap the last 2 weeks nearly I can say without a doubt that Horribly Awry is insane. Between the fact it hits 70-80% of the creatures that are seeing play in the test meta there (Atarka Red, WB Allies and/or Warriors, UBx Dragons, Abzan variants, RG midrange variants, Jeskai Midrange, and a few other decks), and the exile clause it allows UBx control to stop pretty much every deck dead in its tracks at least a full turn sooner than usually is possible. Plus the fact it doesn't require UU makes it possible to keep hands that previously would be a risk.
Also I'd say Brutal Expulsion, and Radiant Flames aren't getting the appreciation they deserve even if they're not exactly sleepers.
I love how everyone says this format will be slow and clunky. I have friends testing various Aggro strategies (Abzan, tokens, Atarka command decks, Warriors), and I can tell you that this format is not slow at all.
I still think the absolute stupid mana possibilities available have yet to sink in for a lot of players. Therefore...
My sleeper: Any card that says converge on it. Specifally Woodland Wanderer, but they're all better than theyre getting credit for.
I don't know how anyone thinks Horribly Awry could be more played than Essence Scatter in previous formats, unless they plan to use processor effects in their deck.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
Crumble to Dust is the bane of nonbasic lands. Herald of Kozilek can reduce its mana cost. Howl of the Horde can copy it to exile up to 3 nonbasic lands on the battlefield and the opponent loses up to 12 lands from their deckcount.
I don't know how anyone thinks Horribly Awry could be more played than Essence Scatter in previous formats, unless they plan to use processor effects in their deck.
Because standard is going into a completely different direction we've never seen before. No lightning strike no doom blade no 4 mana sweepers, this isn't your grama's standard
Woodland Wanderer trades the drain 3 ability of Siege Rhino for vigilance and the ability to be a 6/6. I think this card could either be an answer or a replacement to everyone's favorite Rhino.
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Eh, it was more of a nod to Casablanca than me actually assuming you were a kid.
Playing since Alpha also does not make you old... I have been playing about as long as you and I am pretty young, not a kid, but I would hardly use the word old.
All of the landfall creatures in BFZ suck and are inefficient.
Forest, Scythe Leopard, Wooded Footfills, fetch Mountain, Atarka's Command 3 damage + pull Wooded Foothills, fetch Cinder Glade. That's 8 damage turn 2. Sure, Steppe Lynx would have done 11 but 8 is plenty efficient enough in standard.
Dragonmaster Outcast sucks. It is good in EDH and limited, bad in everything else. Don't waste time trying to get this fool's gold card to work.
Yes in goldfish land where your opponent plays nothing, that is awesome. In practice, it is easily chump blocked, then the landfall creatures splutter out as you wait to draw lands because they suck without landfall.
Also, that scenario you pointed out requires 5 cards to happen, as well as your opponent not having any chump blockers or removal of their own. And even if all of that happens, it's only 8 damage. What happens all of the times you don't have a perfect magical christmas hand? Even the good landfall creatures like Steppe Lynx and Plated Geopede in decks with 12 fetchlands splutter out regularly.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
It'll find a spot in experimental Delve decks since they can put out high CMC creatures and it allows them to refocus Delve resources to other Delve cards by substituting for Treasure Cruise/Dig Through Time
That is more magical christmas land, and requires your opponent just letting grove rumbler sit there and then not killing it when it attacks on turn 4 too. And then landfall deck putters out. I know how landfall decks work because I've played lots of them. After the initial burst there is no CA like Ranger of Eos so you rely on top decks. There are also all the games where all you draw are ramp and lands because your deck has so much of it.
With Lynx and Geopede that risk was worth it because they beefed up +2/+2 with each landfall trigger. The new landfall creatures are too weak to justify building a deck around them IMO. I've been playtesting vs a lot of these new RG landfall decks online and they suffer the same as all RG decks-stop the initial rush and they die. Because these landfall decks rely on pumping cards to boost only a few creatures, they are very easy to stop. They rely on you drawing powerful hands and your opponent sitting on his own hands for 3-4 turns doing nothing.
All the landfall scenarios happens multiple turns into the game and require 4 and 5 card combinations that don't even end the game on the spot. I swear watching people evaluate cards it's like, do they play standard?
The thing is I'd normally agree with you, but there are two instant speed ways to bring it back from the graveyard in standard right now which makes it more useful. In the early game it can be cast for R and either act as a target for removal or just chump block to save a bit of life, then once a player has 6 lands out they can bring it back at the end of their opponent's turn with Ojutai's Command for 2WU or with Rally the Ancestors for 1WW and will almost guarantee at least one 5/5 flier out of the deal unless their opponent has instant speed removal in their hand.
And there will be those Delve decks that want to use Delve for other cards besides Treasure Cruise and Dig Through Time.
el oh el.
unlikely.
Play with this card if you want but the situations you're describing are very situational. Believe me, I have tried every way to make this card work since it came out. Control can be playing a million cards better once they get to 6 mana and it is absolutely garbage before then. Even when you top deck it late game it usually dies before it produces a dragon because it is so easy to kill.
2 cards and 4 mana (dragonmaster+rally) to get a 5/5 flying dragon is a bad deal and no good control player will build a deck with that in mind. The other situation you describe, bringing it back with Outijai, is also dumb and extremely situational. Why not just play a good card, rather than play a card like dragonmaster outcast that is only good if you're playing graveyard recursion and even then it isn't very good?
Good luck, maybe you can get the card to be useful, but after years of testing and experimenting I am confident to say Dragonmaster Outcast is crap in everything but EDH.
I advise you to spend games testing it out to see if you like it. In theorycraft magic, Dragonmaster is amazing, great CA and tempo, all that, but in practice it rarely performs how you want it to.
TL/DR: In aggro decks, Dragonmaster sucks because a good aggro deck wants to win before turn 6. In control decks it sucks because by the time they get to 6 mana there are a load of much better cards control decks will rather play. I advise people to not waste time trying to make Dragonmaster Outcast work.
It counters Morph creatures being casted since face-down are 0 mana.
I mean, I could be the fool here, but I can easily see some troll 6 months down the road pluck dissenting comments from this thread and display them on reddit for the world to see. I genuinely think it will see play.
Combine with G with its mana source creatures.
Artifacts using Renowned Weaponsmith. With a fetch land can get 6.
Activate fetch lands during the opponent's turn to tap their creature.
Humble Defector with fetch lands to draw more.
Also I'd say Brutal Expulsion, and Radiant Flames aren't getting the appreciation they deserve even if they're not exactly sleepers.
I still think the absolute stupid mana possibilities available have yet to sink in for a lot of players. Therefore...
My sleeper: Any card that says converge on it. Specifally Woodland Wanderer, but they're all better than theyre getting credit for.
Follow up with Oblivion Sower.
Because standard is going into a completely different direction we've never seen before. No lightning strike no doom blade no 4 mana sweepers, this isn't your grama's standard
Woodland Wanderer trades the drain 3 ability of Siege Rhino for vigilance and the ability to be a 6/6. I think this card could either be an answer or a replacement to everyone's favorite Rhino.