On Jilt vs. Brutal Expulsion - Brutal Expulsion is a much more flexible cards with some fantastic uses in modern.
First of all as a Twin player, one of my biggest worries is an early Auriok Champion, which this card deals with wonderfully. But that's a niche purpose.
This is a big play against Snapcaster Mage, especially against the K-Command variants decks that can recur him. And against decks with Tasigur or other delve cards, this can amount to a two-for-one.
It can also bounce your own Snapcaster, Clique, Pestermite, etc., while still taking out one of their guys.
I don't know how well this will fare in competition with Cryptic and K-Command, but it's a strong tempo play with a lot of utility.
The new lands are significantly worse than shocks in modern, but I can see them being useful in certain decks, and possibly replacement dual lands in some legacy decks.
I'm not going to sweat the premium lands since I already own a foil Guildpact Steam Vents and guru Mountain (I had a full set; I sold the rest for college) to show off, but I certainly wouldn't mind to pull one. I may just buy a box, depending on the set and buy-a-box promo.
People don't play fetchlands just for the thinning effect. That is not a thing. Math proves that wrong. The benefit is negligible in Constructed; in Limited it is negligible in all but the most stalled/deadlocked of games.
Hyper aggressive decks like Burn or RDW run fetches for thinning, but they are running far fewer lands which slightly raises the effectiveness. But overall, I agree that the vast majority of decks see negligible benefit to thinning with fetches.
It has been mathematically shown that it is incorrect for Burn for run fetchlands just for thinning. The fact that people are still claiming otherwise on the internet baffles me. If Burn runs fetches, it is either for a splash color or to enable Grim Lavamancer.
I didn't say that thinning is the only reason; the primary reason to run fetches in Burn is to trigger Searing Blaze's Landfall ability at instant speed, as well as a few other tricks like Lavaman or Treasure Cruise (before it was banned). What I mean is that the negligible thinning effect is considered gravy on top of those abilities, and that the chances of thinning making any kind of difference is slightly increased as you play fewer lands.
People don't play fetchlands just for the thinning effect. That is not a thing. Math proves that wrong. The benefit is negligible in Constructed; in Limited it is negligible in all but the most stalled/deadlocked of games.
Hyper aggressive decks like Burn or RDW run fetches for thinning, but they are running far fewer lands which slightly raises the effectiveness. But overall, I agree that the vast majority of decks see negligible benefit to thinning with fetches.
Wasn't there something about removing or renamino "protection" to something else? Now that I think about it... I am quite baffled at jow goblin piledriver is even here because of that article talking about what sort of mechanics we can expect.
They're eliminating Protection as an evergreen keyword, but are willing to use it in special circumstances (such as a reprint).
This makes me sad I sold my Rabblemasters for $15; I'll probably sit out of standard until it rotates. That, or play elves instead. But after that...I'm playing Goblins.
After Modern Masters 2, more people are trying to build modern decks and that's driving demand on the cards that weren't reprinted. In addition Collect Call Elves is doing really well right now, and is a thing in Legacy too.
Did tempo twin just get a new tool that encourages the goyf splash?
Is the spoiler legit?
If so i, for one, welcome the new official Twin deck, RUG Twin. So long grixis.
- L
I don't think so. Exarch lives through Bolt and the evasion on Pestermite matters. Besides, Tasigur interacts with blue based decks better than Goyf does.
Will this see play in the current (modern) Junk decks? Considering Rhino, Tasigur, and (more than likely) Goyf will live through this it seems pretty solid.
The problem is that opponent's Tasigurs, Rhinos, and Goyfs will also live. With the prevalence of Tasigur being splashed into U/R decks and the other names cards covering Abzan decks, as well as the card being useless against Twin, I see this as a situational sideboard choice at best.
It's a card game. I repeat, IT'S A CARD GAME. As long as they aren't cheating, any player can draft any card they want for any reason they want. None of this should ever have been a thing in the first place.
I like jace a lot. People compares it to Snapcaster, but this lets you use flashback with full mana over snapcasters -2 (on the other hand it does not work so well on counters). It also loots and I think I would rather have this planeswalker on 2 when snapcaster (who is basically a 2/1 do nothing) after flashbacking a card.
You can still flash in Snapcaster on turn two to block and 1-for-1 a Dark Confidant or a similar small threat. It's not optimal, but sometimes it's correct.
I do like Jace, and I feel like he'll act like a wonky Snapcaster that might get you more than one card.
Depending on what BfZ brings, I believe Nissa might be being under looked. She could be a good card to flip for profit if she hits $5 before BfZ.
I agree with you but i think Prowess is even too good.
I mean, it's good because can gain little advantage from non creature cards (like tempo cards and so on) but can make U aggressive decks viable and U is not supposed to be the best color in combat.
Khans has 10 prowess cards, Fate has 8 prowess cards, Dragons has some pseudo prowess card and Origins would give us more cards. How you can balance a new standard environment if prowess becomes common like other evergreen (50+ standard legal cards for ex.) and you have only limited time to understand the mechanic and develop the environment?
What do you think?
Well, U is no stranger to aggressive decks and constitutes some of the best aggro decks in the entire game (Delver, Merfolk, Mono-Blue Devotion, etc.), so I think saying that the color shouldn't excel at combat is untrue.
As for questions of how balanced Prowess could or could not be, my thought is to just try it. They can change their minds if it doesn't work, but otherwise I don't believe they should take the "wait-and-see" approach to development.
I'm skeptical of Prowess. The fact that they had decided to make it evergreen before players had even gotten ahold of it rubs me the wrong way. I know they feel confident in it, but I'd have preferred some more time for playing with it before announcing it as evergreen.
That's understandable, but I personally believe Prowess has already proven itself on some powerful cards that have broken into all formats (Monastery Swiftspear, and to a lesser extent Seeker of the Way), and in Limited it promotes a lot of cards that are typically ignored in that format.
First of all as a Twin player, one of my biggest worries is an early Auriok Champion, which this card deals with wonderfully. But that's a niche purpose.
This is a big play against Snapcaster Mage, especially against the K-Command variants decks that can recur him. And against decks with Tasigur or other delve cards, this can amount to a two-for-one.
It can also bounce your own Snapcaster, Clique, Pestermite, etc., while still taking out one of their guys.
I don't know how well this will fare in competition with Cryptic and K-Command, but it's a strong tempo play with a lot of utility.
I'm not going to sweat the premium lands since I already own a foil Guildpact Steam Vents and guru Mountain (I had a full set; I sold the rest for college) to show off, but I certainly wouldn't mind to pull one. I may just buy a box, depending on the set and buy-a-box promo.
I didn't say that thinning is the only reason; the primary reason to run fetches in Burn is to trigger Searing Blaze's Landfall ability at instant speed, as well as a few other tricks like Lavaman or Treasure Cruise (before it was banned). What I mean is that the negligible thinning effect is considered gravy on top of those abilities, and that the chances of thinning making any kind of difference is slightly increased as you play fewer lands.
Hyper aggressive decks like Burn or RDW run fetches for thinning, but they are running far fewer lands which slightly raises the effectiveness. But overall, I agree that the vast majority of decks see negligible benefit to thinning with fetches.
They're eliminating Protection as an evergreen keyword, but are willing to use it in special circumstances (such as a reprint).
This makes me sad I sold my Rabblemasters for $15; I'll probably sit out of standard until it rotates. That, or play elves instead. But after that...I'm playing Goblins.
I don't think so. Exarch lives through Bolt and the evasion on Pestermite matters. Besides, Tasigur interacts with blue based decks better than Goyf does.
The problem is that opponent's Tasigurs, Rhinos, and Goyfs will also live. With the prevalence of Tasigur being splashed into U/R decks and the other names cards covering Abzan decks, as well as the card being useless against Twin, I see this as a situational sideboard choice at best.
But good card is good. Hello Collected Company.
You can still flash in Snapcaster on turn two to block and 1-for-1 a Dark Confidant or a similar small threat. It's not optimal, but sometimes it's correct.
I do like Jace, and I feel like he'll act like a wonky Snapcaster that might get you more than one card.
Depending on what BfZ brings, I believe Nissa might be being under looked. She could be a good card to flip for profit if she hits $5 before BfZ.
Well, U is no stranger to aggressive decks and constitutes some of the best aggro decks in the entire game (Delver, Merfolk, Mono-Blue Devotion, etc.), so I think saying that the color shouldn't excel at combat is untrue.
As for questions of how balanced Prowess could or could not be, my thought is to just try it. They can change their minds if it doesn't work, but otherwise I don't believe they should take the "wait-and-see" approach to development.
That's understandable, but I personally believe Prowess has already proven itself on some powerful cards that have broken into all formats (Monastery Swiftspear, and to a lesser extent Seeker of the Way), and in Limited it promotes a lot of cards that are typically ignored in that format.