I'd still love to see more power in black at 5cc. Here's my stab at it
Creature - Zombie Knight 3BB
Lifelink
When ~ enters the battlefield, you may put any number of target creature cards from your graveyard with a combined power of 3 or less onto the battlefield. Those creatures are black zombies in addition to their other colors and types.
3/3
I think that's plenty strong (maybe too strong). If it's not, changing it to a 3/4 or giving it deathtouch would do it, I'd think.
Would also love to see a Boros spells matter card. Something like (this is probably busted):
Human Monk RW
Prowess
Whenever you cast a noncreature spell, you may have ~ deal 1 damage to target creature or player and you gain 1 life.
2/1
For simic, an opposition on a stick:
Legendary Merfolk Wizard 2GU
When ~ enters the battlefield, create two 1/1 blue and green merfolk tokens.
Tap another merfolk you control: tap target permanent.
2/1
And for Rakdos:
Legendary Vampire Warrior 1BR
Haste
Flying, Double strike
Whenever ~ deals combat damage to a player, you may put a creature card from your graveyard with converted mana cost less than or equal to that amount of damage onto the battlefield tapped.
1/3
Didn't a non-mod used to run this thread? I think that might be more effective if we're not going to get timely updates. The first post is no longer remotely accurate. I understand they have busy jobs, just think they ought to hand off duties to a volunteer who is willing to keep it current.
LOTV was not dominant while she was in standard, by any stretch of the imagination. She was played in Jund in INN-RTR but that was basically the only real deck she was in during that time period, and she wasn't even the best, second best, or third best card in that deck (that honor goes to bonfire, thragtusk, huntmaster - hell farseek was probably more important than she was).
She was immediately great in older formats, but she's an amazing example of a card that was solid in standard but better in legacy/modern (like treasure cruise, but less busted). She'd be totally fine to reprint in the right standard environment, because her abilities simply have more impact in older formats.
Her playability will be limited by the fact that she dies to wild slash. Yes I get dies to removal is often a bad argument but its more valid when there's a mana efficiency difference of 2 or more. Monastery mentor has seen less play for just this reason...he's a turn 4 2/2 if you want any value.
That's super rough. But he'd also been warned for slow play and for flipping a card over - that's like 5 warnings in one match. At some point, there's gonna be consequences.
Just sold my MTGO collection to MTGO traders/cape fear. Transaction was super easy and incredibly fast - they have a great and efficient process. Had a quote within a few hours, and the collection sold/my store credit in my account by early the next afternoon. I've bought cards from their physical store in the past and they were always in exactly as advertised condition, shipped quickly and securely, and often with a personal note.
It takes a minimum of two turns for it to *potentially* affect the board at all, during which time it can be killed. It telegraphs whether it's even a threat or not with its + ability. Has this person exiled a threat? Then I should kill this walker. Have they not - then I can continue beating down your life total if I'm aggressive or durdle around with my draw spells and eventually get an answer if I'm not.
It's not a threat to end the game via milling, and is worse than the soon-departing nephalias drownyard, a land, at the task of killing via mill because it costs mana to play, can't be activated at instant speed (or mill yourself if you need to). Against some decks its -X will be a total blank, meaning it can't protect itself.
Its ultimate can't be reached until turn 7, at which point it might as well read "exile target graveyard" against most decks.
Compare it to domri rade, another three mana walker. He draws your cards with his + ability - card advantage. He protects himself with his fight ability. And his ultimate is always incredibly dangerous, even if you're topdecking.
This guy will often do nothing but net you some life.
I like your list and am looking to play Tezzeret in modern. Deciding between straight u/b, esper, and bug.
A few of questions.
Should deathrite shaman be included in this list? You're in the colors, and he's one of the most powerful cards in the format, and with a fetch in the yard can help power out a turn 3 tezzeret which I think is one of this decks strongest plays.
Alternatively, should phyrexian revoker be considered instead of or in addition to pithing needle?
What are the advantages of the thopter foundry over something like wurmcoil engine?
Why so few mana rocks? Tezz can turn them into 5/5s, and the legacy lists run I think 6. Is it their poor interaction with ratchet bomb/engineered explosives vs. the targets we normally want to hit (cmc 2/3)?
Does the legend rule make mox opal something to consider for this deck?
Is 6 mb board wipes (explosives, ratchet bomb, and damnation) necessary or could some of that be relegated to the side?
Thirst for knowledge seems awesome in this kind of deck, and again the legacy decks run at least 2.
Finally, I think every list like this should include at least one darksteel citadel. 5/5 indestructible is not a bad place to be, plus it can be sacced and then recurred with crucible of the worlds.
Should cryptic command be considered, or is this deck more tap out?
Creature - Zombie Knight
3BB
Lifelink
When ~ enters the battlefield, you may put any number of target creature cards from your graveyard with a combined power of 3 or less onto the battlefield. Those creatures are black zombies in addition to their other colors and types.
3/3
I think that's plenty strong (maybe too strong). If it's not, changing it to a 3/4 or giving it deathtouch would do it, I'd think.
Would also love to see a Boros spells matter card. Something like (this is probably busted):
Human Monk
RW
Prowess
Whenever you cast a noncreature spell, you may have ~ deal 1 damage to target creature or player and you gain 1 life.
2/1
For simic, an opposition on a stick:
Legendary Merfolk Wizard
2GU
When ~ enters the battlefield, create two 1/1 blue and green merfolk tokens.
Tap another merfolk you control: tap target permanent.
2/1
And for Rakdos:
Legendary Vampire Warrior
1BR
Haste
Flying, Double strike
Whenever ~ deals combat damage to a player, you may put a creature card from your graveyard with converted mana cost less than or equal to that amount of damage onto the battlefield tapped.
1/3
You can do both. I am looking forward to casting this, discarding griselbrand and a land, dealing 8 to two creatures, then reanimating.
She was immediately great in older formats, but she's an amazing example of a card that was solid in standard but better in legacy/modern (like treasure cruise, but less busted). She'd be totally fine to reprint in the right standard environment, because her abilities simply have more impact in older formats.
From: https://twitter.com/kimhn1198/status/573643700649132032
That's too bad - red/white and blue/red in particular could use some splashy cards for edh/cubes/etc.
Great, customer-drive business.
It takes a minimum of two turns for it to *potentially* affect the board at all, during which time it can be killed. It telegraphs whether it's even a threat or not with its + ability. Has this person exiled a threat? Then I should kill this walker. Have they not - then I can continue beating down your life total if I'm aggressive or durdle around with my draw spells and eventually get an answer if I'm not.
It's not a threat to end the game via milling, and is worse than the soon-departing nephalias drownyard, a land, at the task of killing via mill because it costs mana to play, can't be activated at instant speed (or mill yourself if you need to). Against some decks its -X will be a total blank, meaning it can't protect itself.
Its ultimate can't be reached until turn 7, at which point it might as well read "exile target graveyard" against most decks.
Compare it to domri rade, another three mana walker. He draws your cards with his + ability - card advantage. He protects himself with his fight ability. And his ultimate is always incredibly dangerous, even if you're topdecking.
This guy will often do nothing but net you some life.
A few of questions.
Should deathrite shaman be included in this list? You're in the colors, and he's one of the most powerful cards in the format, and with a fetch in the yard can help power out a turn 3 tezzeret which I think is one of this decks strongest plays.
Alternatively, should phyrexian revoker be considered instead of or in addition to pithing needle?
What are the advantages of the thopter foundry over something like wurmcoil engine?
Why so few mana rocks? Tezz can turn them into 5/5s, and the legacy lists run I think 6. Is it their poor interaction with ratchet bomb/engineered explosives vs. the targets we normally want to hit (cmc 2/3)?
Does the legend rule make mox opal something to consider for this deck?
Is 6 mb board wipes (explosives, ratchet bomb, and damnation) necessary or could some of that be relegated to the side?
Thirst for knowledge seems awesome in this kind of deck, and again the legacy decks run at least 2.
Finally, I think every list like this should include at least one darksteel citadel. 5/5 indestructible is not a bad place to be, plus it can be sacced and then recurred with crucible of the worlds.
Should cryptic command be considered, or is this deck more tap out?
Doom Blade at uncommon matters only for limited - and for that, it's a good decision.