Hey guys, just taking a quick look around at standings on SCG when I just noticed- Pod is nowhere to be seen. What happened? Where did it go and why? Is it just a really bad deck right now or is everyone hopped up on the Q? (UR Delver/Burncruise/ETC that is).
4 Bloodstained Mire
4 Caves of Koilos
4 Battlefield Forge
4 Mana Confluence
That's 16- he's correct. And that's just untapped Nonbasics. With Temples this becomes easier and less painful, and woth basics its just as quick, less painful, but harder.
*shrug* At this point, this is up to personal choice. I, personally, don't see anything wrong with creating the Raid mechanic from a cohesion perspective.
If you do, that's fair.
Yeah, I understand both sides of the situation.
But let me ask something: What would you think if there were ability words whose fulfillment conditions were drawing a card, having an opponent lose life, having a creature enter the battlefield, and having a creature/permanent with a counter on it, if they were all fully flavorfully justified and were in sets or blocks that would be printed in the next few years?
If you think about it, most abilities are just thigs that happen. Unleash- hey cast this guy. Overload- Spend more mana, more boom. Landfall- play those lands! Battalion- attack! Heroic- play cards that target dudes.... On dudes! When you breal anything down to basics, it will seem, well- basic. But basic mechanics are good mechanics because they don't take away from the flow of the game.
I work at a theme park as a ride operator, and I kid you not, the other day I leaned in to the microphone, and rather than saying "As my attendant comes around and checks your restraints," I instead say "As my opponent casts restraints,".
The wording of those abilities on Avacyn sounds like they are killing Protection as an evergreen keyword for good.
...wat. Not at all. Its just a fog effect. Creatures can still be hit with removal, can still be blocked, and can still be targeted. Of the I believe 4 or 5 effects in the realm of "Protection From X", this covers but 1 facet.
As for the actual card, its kinda underwhelming. It'll be fun in EDH as its able to be used politically though. That being said, it makes her a little... idk, less flavorful maybe? Like, she's not as impressive now?
Hey all, so I'm running B/W Midrange, and I'm trying to figure out where to put Pack Rat in the list. He hasn't been in the deck for a while now, but after some recent changes, testing shows he'd be like... reallly good. This is my current list;
Hello everyone, I'm looking towards the future standard right now, and I'm wondering, which of these two is the better removal spell? I'd like opinions on this, as I'm not entirely certain myself. The way I see it is;
Gild
+Costs pseudo-3 mana
+Can help color fix, which might be an issue come rotation
-Sorcery Speed
Silence the Believers
+Can hit multiple targets
+Instant Speed
-Always at least 4 mana
-Heavy mana cost for more than 1 target
I'm going to move Baron as soon as I'm not playing him, but Revelation I'll hold onto- mostly because I plan on building UWR Control in Modern, but also because I think it'll hold value. As for the other cards, yeah, I'm gonna dump a lot of those. Domri I think sees a decent amount of Modern play.
Hey all, first time posting in Magic General. I'm currently not playing this game very much, and haven't gone to an FNM in a long time. I do hope to start going again soon, but I've a problem. I can't figure out quite when to move my standard stuff. I'm thinking probably right after M15 hits, but I'm not certain. Any and all help would be appreciated.
You do realize that if any of this is disrupted you have no good board position by turn 4, synergistic creatures that have to drawn in the right order, creatures that do nothing by themselves, and also WW and GG. That means no scry land in the first 4 turns of the game or you don't hit above your curve.
There are so many things wrong with this that Teir 1 decks will exploit. This is why I say it is unplayable. Not only do you have to play this very fragile card you also have to play other cards that are just terrible. People jamming on mana bloom. I have tried every way possible for it to be playable. The truth is you cast it on turn 2. Get one use out of it and never cast it again. It is a huge tempo loss to cast it over and over with no benefit.
Even if I was drawing a card off of it. I am still losing tempo. This is super bad when the threats in the format are presented on turn 2: MonoB pack, G/R domri, MonoU 1 drop 2 drop threatening active thassa soon, Control thanking you for no pressure before a verdict.
Come on guys this stuff isn't hard to evaluate. This format is too fast for this card plain and simple. Does it have hope after rotation? Maybe. That all depends on the core set. It seems like spot removal has seen a massive nerf in efficiency and casting cost. If there is going to be any cheap effective removal it will come from the core set. There is no reason to even invest in this bulk rare for a long long time.
Dear lord, its like you didn't even read my post. I said right in it "Magic Christmasland". In case you couldn't tell by that, I also said "not a 10/10 card". I realize its a 1 in a million, but it doesn't make it any less fun for casual.
Thanks,
~X
4 Typhoid Rats
4 Pharika's Chosen
4 Ruthless Ripper
4 Monastery Swiftspear
Spells
4 Sign in Blood
4 Crowd's Favor
4 Coordinated Assault
4 Magma Jet
4 Lightning Strike
4 Thoughtseize
1 Urborg, Tomb of Yawgmoth
4 Bloodstained Mire
4 Temple of Malice
6 Mountain
5 Swamp
Because First Strike and Deathtouch is the best It's fun looking, that's for sure.
~X
4 Caves of Koilos
4 Battlefield Forge
4 Mana Confluence
That's 16- he's correct. And that's just untapped Nonbasics. With Temples this becomes easier and less painful, and woth basics its just as quick, less painful, but harder.
~X
If you think about it, most abilities are just thigs that happen. Unleash- hey cast this guy. Overload- Spend more mana, more boom. Landfall- play those lands! Battalion- attack! Heroic- play cards that target dudes.... On dudes! When you breal anything down to basics, it will seem, well- basic. But basic mechanics are good mechanics because they don't take away from the flow of the game.
Just my two cents.
~X
I actually fell off my chair laughing at myself.
~X
...wat. Not at all. Its just a fog effect. Creatures can still be hit with removal, can still be blocked, and can still be targeted. Of the I believe 4 or 5 effects in the realm of "Protection From X", this covers but 1 facet.
As for the actual card, its kinda underwhelming. It'll be fun in EDH as its able to be used politically though. That being said, it makes her a little... idk, less flavorful maybe? Like, she's not as impressive now?
~X
~X
I have a somewhat creature heavy meta- literally 0 control decks.
~X
So, what do you guys think I should cut or change to make room for Rats? Should I run a full four?
Thanks in advance,
~X
Gild
+Costs pseudo-3 mana
+Can help color fix, which might be an issue come rotation
-Sorcery Speed
Silence the Believers
+Can hit multiple targets
+Instant Speed
-Always at least 4 mana
-Heavy mana cost for more than 1 target
Thanks,
~X
~X
~X
Also, anything from RtR/M14 to hold on to?
Thanks,
~X
Dear lord, its like you didn't even read my post. I said right in it "Magic Christmasland". In case you couldn't tell by that, I also said "not a 10/10 card". I realize its a 1 in a million, but it doesn't make it any less fun for casual.
~X