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  • posted a message on another Journey to Nowhere variant .:. starting with A or B .:. not fully translated .:. who reads Japanese?
    Yeah, I'm still not convinced that a 2CMC sorcery speed removal spell that only hits 3CMC creatures is good enough. I think the metagame has to care about exiling for this to be what you want, so I do agree with your point about getting rid of embalm/eternalize creatures. If you're using this to get rid of a 7/7 cub, either your opponent was way too trigger happy with the cub, or you've already taken some serious damage from it. The fact that it's sorcery means you can't kill virtuoso with it's energy trigger on the stack, for example, so your opponent will have the option of an extra thopter (similarly Mavren Fein has likely made a few tokens before going down). I think the card is powerful enough for standard in a vacuum, just not sold on it in the current metagame. I should point out that I am by no means a standard expert, and so I accept that I might be completely wrong :p
    Posted in: The Rumor Mill
  • posted a message on another Journey to Nowhere variant .:. starting with A or B .:. not fully translated .:. who reads Japanese?
    Quote from Viledrone »
    If you want to pretend the only targets in modern are gofy, then yes, this card is better
    There are some things with a higher CMC than 3 in modern unfortunately


    Which is why I didn't specify either as being better, I merely pointed out why Journey is not strictly better. Baffling End isn't even necessarily better than Silkwrap, it's just different. It would be metagame dependent which one you wanted to run, if you were insistent on running a 2CMC enchantment removal spell for whatever reason.

    Anyways, it does have standard potential, but I have a hard time figuring out which threats currently in standard this answers efficiently. It seems pretty bad against Ramunap Red (if only it could hit Hazoret!), and seems only okay at best against energy decks. Maybe it's alright against Gift decks?
    Posted in: The Rumor Mill
  • posted a message on another Journey to Nowhere variant .:. starting with A or B .:. not fully translated .:. who reads Japanese?
    It's strictly worse because Journey to Nowhere can exile ANY creature for 1W as an enchantment without the drawback of creating a 3/3 dinosaur token for your opponent. This card only can exile creatures with a converted mana cost of a 3 or less and can grant them a dinosaur later. In other words, it's certainly not modern playable (Journey to Nowhere isn't even modern playable and that card is much better).


    Perhaps you are still referencing the original mis-translation of the card? Note that Baffling End does not return the creature you exiled when it dies, so the point is that sometimes giving them a 3/3 is a less severe drawback than giving them back their creature. This explains Urash's question: if you exile a Tarmogoyf with Journey to Nowhere, and your opponent kills the Journey, they get Goyf back. If you exile Tarmogoyf with Baffling End and your opponent kills it, they only get a 3/3. Which scenario is better? Baffling end is not strictly worse than Journey to Nowhere, it's just different. I do agree with your general comment though that the removal available in Modern is too strong for this to see much play.
    Posted in: The Rumor Mill
  • posted a message on Emeria Shepherd + Imprisoned in the Moon
    I was playing on Magic Online, and the following has happened to me twice: I have Emeria Shepherd in play, and Imprisoned in the Moon in my graveyard. I play a Plains, and use the Shepherd's ability to return Imprisoned in the Moon to the battlefield. The client asks me to choose a target for the aura, and I do (in the first case it was Emrakul, the Promised End, while in the second case it was Archangel Avacyn). In both cases, after choosing my target, my Imprisoned in the Moon immediately goes right back to the graveyard, leaving their creature alone. It's not clear to me why what I'm trying to do doesn't work, and a quick search didn't return any results, so could somebody who knows the rules a little better than I do please explain to me why this happens? Thanks!
    Posted in: Magic Rulings
  • posted a message on Ocean's Eleven
    Well I've done it on MTGO and it worked, perhaps that's just a bug?
    Posted in: Standard Archives
  • posted a message on Ocean's Eleven
    The Cast

    1. Danny Ocean

    He needs no introduction. The driving force behind the team, he brings out the strengths of every member and lets everyone take advantage of them. "I'm not sure what four nines does, but the ace, I think, is pretty high.".

    2. Duskwatch Recruiter

    Danny's right hand man. Who do you think helped him gather this squad of misfits?

    3. Lambholt Pacifist

    She may seem nice, but she has a dark secret. If the moon is out or the team is watching, she can do some real damage, especially if she's learned a few tricks from Danny.

    4. Sylvan Advocate

    A reliable fellow, with Danny's help he keeps the other guys on their toes.

    5. Den Protector

    The group's sneaky pickpocket. Just when you think something's lost forever she'll hand it back to you.

    6. Bygone Bishop

    A true detective, he helps the team uncover vital clues that will help them along their journey. When he and Danny get together, the guys really feel like they can fly.

    7. Iroas's Champion

    She may seem small, but she can do some real damage. Don't take her lightly.

    8. Veteran Warleader

    The geezer of the group, this guy knows all the tricks of the trade. Just don't ask him if he's ready... he's ready.

    9. Arlinn Kord

    A rowdy comrade, she can really get all the other guys fired up.

    10. Nahiri, the Harbinger

    Great for dismantling traps or other protective barriers, she can also bring some machinations of her own that Danny can use to make the group feel invincible.

    11.Sigarda, Heron's Grace

    Danny' guardian angel, the team would feel incomplete without her.

    And there you have it, a real motley crew! Who knows what kind of dangers they will encounter as they traverse the Ulvenwald in search of fame and glory? Better tune in to this thread to find out!

    The Deck

    So obviously this is a Naya deck meant to take advantage of Odric, Lunarch Marshal. Before adding in some comments, I present to you the list:



    And now for the comments. First, this is not a tuned list. I understand that there's no removal in there, it's because I want to test out which cards are actually good with the main strategy of flooding the board with creatures and dropping Odric for fame and glory. If no removal worries you (as it should!), the obvious choice is Dromoka's Command. Unfortunately I don't happen to have any on MTGO and don't really want to drop 8 tix each on them... but if you have them then feel free to test it out and let me know how it goes! Second, the list isn't meant to be hyper-competitive, but of course we should try to get it to be as strong as possible! I personally will be sticking to the theme of eleven (I guess I'll allow anywhere from eleven to thirteen!) characters in the deck, to me it's a fun deck building challenge as well as a cool theme, but don't feel obligated to do so yourself. Any testing of a Naya Odric-based deck is welcome. My final comment regards the omission of Collected Company... with so many 3 CMC or less creatures, it seems natural to turn this into a Naya CoCo deck. The reason I didn't include it is because, of course, it misses Odric! I thus opted for Traverse the Ulvenwald to help find Odric, and tried to fit in Gather the Pack to help enable delirium. The deck is still pretty bad at hitting delirium, so any suggestions regarding finding Odric would be appreciated.

    Challenge: Assemble the team in a game!

    Thanks for reading, and happy brewing!
    Posted in: Standard Archives
  • posted a message on What would Innocent Blood do?
    Quote from JovianHomarid »

    while Innocent Blood has a rather severe downsides of being sorcery speed and making both players sacrifice a creature.


    You can build your deck in such a way that sacrificing your own creature is an upside. Then this becomes a one mana edict with upside. (As a primitive example of this in standard, imagine the new Liliana that is about to print in Origins which turns into a planeswalker whenever something dies)
    Posted in: Standard Archives
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