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The World of Mirrodin II: Darksteel and the Fifth Dawn
 
The Magic Market Index Amonkhet Set Review
 
The Magic Market Index for April 21, 2017
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    posted a message on Nicole Bolas art in Hours
    May be the art for the HoD Gameday Champion playmat.
    Posted in: The Rumor Mill
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    posted a message on Start//End - Jeuxvideo.com spoilers
    This is most likely Start to Finish. As to keep it in line with the others.
    Posted in: The Rumor Mill
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    posted a message on Protection of the Hekma
    Quote from idSurge »
    Can we even say good in limited?


    Possibly, depending on the speed of the format. Cumber Stone and Dampening Pulse were playable, and incredibly taxing on your opponent in multiples. This costs 1 more and that is the lynch pin. The fact that it prevents damage from non-creature sources seems mostly irrelevant.
    Posted in: The Rumor Mill
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    posted a message on From Hour of Devastation on, there'll be less Gatewatch Planeswalkers.
    Quote from Caranthir »
    Seeing just the title made me thought that the number of Gatewatch members will be reduced...


    I had a similar feeling. Perhaps not killed off, but corrupted at the very least. Gideon maybe, although the Amon preview video shows his shield activating when Hazoret tries to pierce his heart. Could see Lili getting her comecomeuppance as well.
    Posted in: The Rumor Mill
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    posted a message on Aaron Forsthe Twitter Champion of Rhonas
    Quote from RedGauntlet »
    Doesn't seem right a Desert world where Green is getting the power houses. Maybe to compesate for the lack of Invocations XD


    I've posted previously, we are looking at a reverse Torment/Judgement block. WG is going to be be nuts in Amon, and Grixis will swoop in and lay the smackdown in HoD.
    Posted in: The Rumor Mill
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    posted a message on Aaron Forsthe Twitter Champion of Rhonas
    lmao, Okie dokey then. Seems very very very dumb.

    Hazoret's Favor
    This.
    Tee hee.
    Tip of the iceberg.

    edit: bah, sac clauses. Whatever, abuse inc.
    Posted in: The Rumor Mill
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    posted a message on From Hour of Devastation on, there'll be less Gatewatch Planeswalkers.
    Quote from MinaHarcourt »
    Ashiok is Therosian.


    He came to Theros, but his place of birth is still a matter of speculation according to multiple sources. As far as Amonkhet spec, there is an image circulating that shows Ashiok and a Amonkheti minotaur wearing identical spaulders. Plus his friggin head is practically tiny, less curved Bolas horns. Or perhaps more akin to the Talon Gates themselves.

    Bolas, Ramaz, Ashiok. The HoD 3. That would be savage.

    Posted in: The Rumor Mill
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    posted a message on From Hour of Devastation on, there'll be less Gatewatch Planeswalkers.
    Good.

    This guy for starters works for the current story.

    We saw Vraska on the Atlazan packaging and Ashiok is speculated to be Amonkheti. Many more PWs mentioned in passing and new ones to meet.
    I for one am in favor of this policy shift.
    Posted in: The Rumor Mill
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    posted a message on 4/6 Mothership Spoilers - PW deck cards and some others
    That Sphinx is the Mayor of Valuetown.
    Posted in: The Rumor Mill
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    posted a message on Floodwaters
    Cycling. Making mediocre cards better since 1998.
    Posted in: The Rumor Mill
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    posted a message on Ready / Fight - Spanish DailyMTG
    Quote from jshrwd »
    Quote from Pseudofate »
    Everyone complaining about the rarity of this card are the probably the same people who would be the first to say "omfg why is this uncommon" if it were printed at uncommon and it just got done getting beating you over the head in draft/sealed.

    Your net is too wide with this all-encompassing generalization.

    I've played since the days of Overrun and have never complained about cards like that. My comments about rarity are based on my recollection of similar cards. That is all.


    I'm not calling you out directly bud.
    Posted in: The Rumor Mill
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    posted a message on Ready / Fight - Spanish DailyMTG
    Everyone complaining about the rarity of this card are the probably the same people who would be the first to say "omfg why is this uncommon" if it were printed at uncommon and it just got done getting beating you over the head in draft/sealed. Remember Armed // Dangerous? That card wasn't quite at rare power levels, but it sure was stupid. Once again, sets are built with Limited in mind more so than any other format.

    The rarity of this card might actually be an indicator of the power of limited spot removal in the set. I'm starting to get a feeling we are about to be playing a reverse Torment-Judgement style block. White and Green will be strong now, then Hour will drop and Grixis will come in and just punch everyone in the mouth.

    Posted in: The Rumor Mill
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    posted a message on Amonkhet God Animation Mechanic Speculation
    Hazoret - Hellbent (spoiled)

    White God - Battalion-esque Mechanic
    Blue God - If you cast two spells this turn
    Black God - Morbid
    Green God - Formidible
    Posted in: Speculation
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    posted a message on Amonkhet gods are mono-colored - MaRo Blogatog
    Could see each member of the Gatewatch squaring off against their God counterparts given this information.
    Posted in: The Rumor Mill
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    posted a message on Magic removes "the Gathering"?
    When I first got into Magic 20 friggin years ago I didn't understand card backs or the name of the damn game for that matter. This is how I ended up buying 100 bucks worth of Vampyre the Masquerade: Jyhad at Babbages one day.
    Posted in: The Rumor Mill
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    posted a message on Dusk / Dawn - AKH Split card?
    Quote from MTGS_User8233 »
    Quote from Pseudofate »
    This is fairly damning as well in my opinion.


    If the story behind the card is real, it got stuck in the packaging machine during the Amonkhet print. The same machine was used some time later to pack Modern Masters 2017 boosters - this time the card was released and went into the MM2017 booster. Mark Rosewater said that things like that happen from time to time. What you mark here supports the story.


    Interesting. It is definitely more of a gouge, as if it was pressed up or against the machinery. Visually it could be taken both ways, a gouge or a separate layer peeling back. However as stated in my first post, the aptitude and equipment required to produce a sticker of this caliber is upper echelon caliber printing. Which sounds unreasonable to me in regards to someone trying to produce a fake for the purposes of spoiler season.
    Posted in: The Rumor Mill
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    posted a message on Dusk / Dawn - AKH Split card?
    This is fairly damning as well in my opinion.

    Posted in: The Rumor Mill
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    posted a message on Dusk / Dawn - AKH Split card?
    Quote from Creedmoor »

    Also I saw blown up images of the card, and it looked as if its a sticker overtop of another magic card. You can look at the top left corner of the card and notice that along the top it appears to be either another card behind it... or it's a sticker or something. Has anyone seen this? I am starting to doubt this is real, now, after seeing this image.

    Can you link the larger picture. If this is a sticker it was impeccably placed, perfectly cut and adhered with no issues. I run multiple printers at my place of employment and have done this myself to proxy for testing (albeit a few mm smaller to ensure they fit). Depending on the material used, you would see air bubbles, misalignment, image degradation, and raised edges. If in fact a sticker, this is a top of the line printer on highest settings with adhesion capabilities built in, or a masterful use of a secondary machine. Also incredibly thin material would have been used.
    Posted in: The Rumor Mill
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    posted a message on Planeswalkers of Amonkhet
    Quote from SimicNuggets »
    Crucius, please.

    This. This. All day this. Crucius v. Tezz. Etherium fight!

    Probably no Ugin. Dude is salty.
    Posted in: Speculation
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    posted a message on February MCC Round 1 - "Recruitment"
    Purposeful Repurposer
    3U
    Creature - Vedalken Artificer [R]
    If a spell or ability an opponent controls would cause a nontoken artifact you control to be put into the graveyard from the battlefield, exile it with X time counters on it instead, where X is its converted mana cost. If it doesn’t have suspend, it gains suspend.
    "The Consulate can’t take everything."
    1/4
    Posted in: Custom Card Contests and Games
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    posted a message on January 2017 MCC Round 4 — Difference Engine
    Paradoxical Soverign 3UB
    Creature — Sphinx [M]
    Flying
    Each creature you control assigns combat damage equal to the absolute value of its power. (If your creature's power is negative, it assigns combat damage as though its power wasn't negative.)
    1U: Another target creature gets -2/-0 until end of turn.
    1B: Paradoxical Soverign gets -2/-0 until end of turn.
    It is the night with no dawn, the tale with no end, the riddle with no answer.
    -2/6

    Design -
    (2/3) Appeal: Timmy might be scared off until he realizes this is big dumb flying beater. Johnny finds some build around potential. Probably to weak for spike.
    (3/3) Elegance: Good thing that reminder text is there, cause idiots like me who just barely got past Math2 would just run into traffic upon reading this. Easily understandable otherwise.

    Development -
    (2.5/3) Viability: Such an oddity is right at home in UB. This could be a rare though.
    (2/3) Balance: I don’t see any balance issues here. If anything, this might come off as a bit weak. 2/6 flyer for 5 is fine, and its self pump ability isn’t going to break the bank. The pump others ability, and it’s absolute value clasue doesn’t seem like it is going to be very viable outside of whatever block this would find itself in. But figuring that out is for those more Johnny then I.

    Creativity -
    (3/3) Uniqueness: The absolute value clause is very creative, which is it’s most unique aspect. This thing has firebreathing, a tradtionally red mechanic , but flavor wise (especially regarding the name) allows the color-swap to work. And clearly blue has has dominon over P/T swap, and Black owns “shade” pump.
    (3/3) Flavor: The name, the abilities and the flavor text all work so well together.

    Polish -
    (3/3) Quality: No issues
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallanges met.

    Total: 22.5/25
    Wistful Desire BG
    Sorcery (R)
    Return up to seven minus X cards from your graveyard to your hand, where X is the number of cards in your library. Exile Wistful Desire.
    Exile your hand: Return Wistful Desire from your graveyard to your hand.
    As the future runs short, the past looks ever better.

    Design -
    (1.5/3) Appeal: Timmy is uninterested, has Johnny written all over it. Some Spikes, not all.
    (3/3) Elegance: No comprehension issues.

    Development -
    (2/3) Viability: Fits fine into BG I suppose. Though it feels a little bluey to me.
    (1/3) Balance: I’m trouble figuring out what this card is even supposed to do. It’s so strange. Reading it the first time it looks like it does absoloutely nothing due to the parameters required to obtain maximum effect. There must be some shenanigans you can pull off as drawing 7 cards has historically been uhhhhhh, strong, banhammer inducing text.

    Creativity -
    (2/3) Uniqueness: We just got Wildest Dreams, this feel like a weird re-thinking of that card.
    (3/3) Flavor: Love the name, love the flavor text.

    Polish -
    (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (2/2) *Main Challenge: Challenge satisfied.
    (1/2) Subchallenges: Not a creature.

    Total: 18.5/25
    Faunacaller Treefolk 3GGGG
    Creature — Treefolk Shaman (MR)
    Vigilance, reach
    When Faunacaller Treefolk enters the battlefield, look at the top ten cards of your library. You may reveal up to X creature cards, where X is equal to the total amount of toughness among creatures you control divided by three, rounded down, and put them into your hand. Put the rest of the revealed cards on the bottom of your library in any order.
    Everyone hears the call of the wilds.
    7/9

    Design -
    (3/3) Appeal: Trifecta secured. Yuge green Timmy buddy, Johhny is going to go through the effort to get max value. Spike is gonna ramp this guy out ASAP and start swinging and casting the backup he generates.
    (2/3) Elegance: It’s not hard to comprehend, but there sure is a hell of a lot going on. Might be one extra comma in here (divided by three rounded down)

    Development -
    (3/3) Viability: No question this is a green mythic and would be out of place any other way.
    (3/3) Balance: Seems balanced. Huge dude and huge effect for huge cost. Wouldn’t surprise me that if something like this ever got printed the creatures would got directly into play. But I’m happy that isn’t the case here.

    Creativity -
    (2.5/3) Uniqueness: Big fat green creature does big fat green things. We’ve seen it before, we have not seen this math twist
    (3/3) Flavor: I have no problem imagining this as a printed card.

    Polish -
    (2.75/3) Quality: Final round super nitpicks, extra comma as far as I can tell (aformentioned).
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met. Thanks gatherer: power = + = 7, tough = + = 9 (0)


    Total: 23.25/25
    Posted in: Custom Card Contests and Games
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    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    As of this very moment, I have begun judging R4

    edit: Finished
    Posted in: Custom Card Contests and Games
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    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    There's only 3 cards to judge but fair warning, I probably won't have an opportunity to judge until the afternoon of 2/1
    Posted in: Custom Card Contests and Games
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    posted a message on R/b/x Aggro
    Quote from Harbinger »

    Just curious what role Collective Defiance plays in your matchups? Is it typically just a removal spell or is the hand refresh worth it?

    4 toughness is a big deal in the format (something that unfortunately makes Regent somewhat sub par) To me Defiance is a Char with a to the face Bolt tacked on. Further testing throughout the week will confirm or disprove it's viability.
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    [quote from="Pseudofate »" url="http://www.mtgsalvation.com/forums/the-game/standard-type-2/established-standard/756979-r-b-x-copter-madness?comment=411"]
    So Im confused as to why you're even using Heart in this deck. The only creature that can crew it is your Scrapheap (the big guys will want to actually attack). The deck seems really solid but that just doesn't fit there, imo. Those 3 slots could open you up to other options, such as other artifacts that will have more impact or even something like Fiery Temper to work along with your Axes.


    As it so happens, that card was soooooooooo terrible tonight. The damn big flashy powerful mythic bug bit me. In other news, Hope did WORK.

    Round 1 0-2 vs. RG NRG
    This always felt like a bad matchup even before the ban. Hydra is near impossible to deal with and it just wallops you with the right draws. Tonight was no different. Might have kept pace and stayed on curve but these stupid Foreboding Ruins are terrible draws. Screwed me over in both matches. Cut em!

    Round 2 2-1 vs. Dynavolt
    Hope does it's job with fantastic results. Screwing blue out of post combat counterspells. Still, he able to edge out one win while at 1 and I can't push in for a damn damage. SB in Flows over Disintegrates in spite of the Gearhulk threat because I want to be able to go straight to face to close out games. Which works out beautifully. No more so than in the final stages of game 3 I play a Flow which gets countered, followed by Chandra that hits the board, and I +1 revealing another Flow. So savage.

    Round 3 0-2 vs. Jeskai Cat Combo
    These were great games despite losing. Deal a ton of damage game 1 while he plays the patience game and I kill one Cat Lady. He disallows a Bomat sacrifice (dirty play guy), which kind of screw me over, and he eventually draws and scrys enough to combo out. Game two is a slow start but I definitely keep 3 Swamp, Lost Legacy opener (w/ 2 Heralds and a Chandra). Proceed to rip Cat Lady out of his deck. We go to war, Fumarole, cat scratches and counterplay vs. little dudes and a Harvester. At the point in which its 8(me) to 10, I am going to close things out next turn with the 2 the Heralds I have on board vs. his Fumaroles and empty hand. But my previous game's Chadra badassery was only a karmic precursor, and he rips a friggin Fumigate off the top and swings for the win.

    Honestly I'm not disappointed with this result as this event since at it's core it was a glorified playtest.

    -4 Ruins
    -3 Heart
    +1 Hope
    +1 Harvester
    +4 Mountain
    +1 Swamp

    SB
    -3 Fatal Push
    +3 Battle at the Bridge



    SB probably needs more control elements.
    Posted in: Established (Standard)
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    posted a message on January 2017 MCC Round 3 — Unlikely Explorers

    StonerOfKruphix
    Offering to the Godslayer 2WB
    Legendary Enchantment (MR)
    When Offering to the Godslayer enters the battlefield, exile target nonland permanent.
    Sacrifice four creatures, pay 4 life: Exile Offering to the Godslayer, then return it to the battlefield transformed under its owner's control.
    After Ajani spread the word of Elspeth's death a cult quickly formed, devoted to make sure that the champion who will destroy Theros' pantheon would return by any means possible.
    ////
    Elspeth, Vengeful Returned
    ((W/B)) Planeswalker — Elspeth (MR)
    Creatures you control have lifelink.
    +1: Create two 2/1 white Cleric enchantment creature tokens.
    -4: Exile each other nonland permanent with converted mana cost 5 or less.
    -7: Exile all other permanents except for tokens.
    [4]

    Design -
    (2/3) Appeal: Think it’s to much for Timmies. Johnny is all over it. Strong enough for spike.
    (3/3) Elegance: Easy to understand. ETB does this, pay this and transform.

    Development -
    (2.75/3) Viability: Flavor and ability wise this hits the mark for a WB card. Exception being the clerics should be WB too.
    (3/3) Balance: Permanent exile for 4 is normal. The fragility of enchantment coupled with the high price of transformation makes the walker side balanced in that regard. Smart to make the -4 ability essentially a sac effect. Lots of setup involved for maximum effect.

    Creativity -
    (2.5/3) Uniqueness: Well everyone gets an auto point here due to the nature of the challenge. Now then. Super O-Ring into. Walker side is reminicent to Sun’s Champion, sans ultimate.
    (3/3) Flavor: Believeable names, flavor text story tie in. It wouldn’t surprise me if this actually happens. Someone is gonna need to protect Theros from Phyrexia after she’s done laying waste to the Pantheon. Who better? Top notch.

    Polish -
    (3/3) Quality: No issues. Came dangerous close to microtexting.
    (2/2) *Main Challenge: Challenege satisfied.
    (2/2) Subchallenges: Subchalleneges met.

    Total: 23.25/25
    Raptorchan
    Experiment of Evil Genius 1RR
    Legendary Enchantment (M)
    At the beginning of your upkeep, create a 1/1 red Devil creature token. It has "When this creature dies, it deals 1 damage to target creature or player."
    Whenever an opponent is dealt noncombat damage, if that opponent was dealt 3 or more noncombat damage this turn, exile Experiment of Evil Genius, then return it to the battlefield transformed under its owner's control.
    //
    Tibalt, Evil Genius
    (R) Planeswalker - Tibalt (M)
    If a source you control would deal noncombat damage to a creature or player, it deals that many plus one damage to that creature or player instead.
    +1: Discard a card at random. Tibalt, Evil Genius deals damage to target player equal to that card's converted mana cost.
    -2: Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
    -6: You get an emblem with "At the beginning of combat on your turn, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn."
    [4]

    Design -
    (2/3) Appeal: Avoided by Tim. Johhny latches on, at this cost, seems to be a very strong token generator for spike.
    (2.5/3) Elegance: A bit wordy. The term “dealt 3 or more noncombat damage” is clunky, but unavoidable.

    Development -
    (3/3) Viability: Definetivley red.
    (2/3) Balance: Should probably cost 4. Compare to Goblin Assault and Blossom, this has no drawback. Walker side feels a little weak. But then again if you could choose the card, or deal damage to player’s it would be busted.

    Creativity -
    (2/3) Uniqueness: Fairly fresh. Take alot of pre-existing thigns we’ve all seen before and puts them in one package.
    (2.75/3) Flavor: The name should have “the” in it or be pluralized. Otherwise, quite flavorful.

    Polish -
    (2.75/3) Quality: “it deals that many” should be “it deals that much”
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.
    Total: 21/25


    Tilwin
    Perilous Nightmare 1UB
    Legendary Enchantment (M)
    Whenever you cast an instant or sorcery, put a nightmare counter on Perilous Nightmare and up to one target creature gets -1/-1 until end of turn.
    Whenever a player discards one or more cards, put a nightmare counter on Perilous Nightmare and scry 1.
    Remove five nightmare counters from Perilous Nightmare: Exile Perilous Nightmare, then return it to the battlefield transformed under its owner's control.
    A shadow promising eternal night covered the skies of Latharia. Even dreams denied sanctuary in its wake.
    ///
    ((U/B)) Ashiok, Nightmare Incarnate
    Planeswalker - Ashiok (M)
    Ashiok has hexproof as long as it has two or fewer loyalty counters on it.
    (+1): Create a blue and black enchantment token named Nightmare with "Sacrifice this enchantment: Counter target spell or activated ability unless its controller pays 1. (Mana abilities can't be targeted.)"
    (-2): Each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature loses 3 life or discards a card.
    (-8): You get an emblem with "You may cast nonland cards from you graveyard. Instant or sorcery spells cast this way are then exiled."
    (5)

    Design -
    (1/3) Appeal: I think only Johnny is going to be even remotely interested. Timmy’s head is going to explode trying to read it, and probably to weak and taxing for most Spikes.
    (1/3) Elegance: IThere is just wayyyyyyyy too much going on here. Wall of text on both sides. Ench side would be microtext. +1 might be too.

    Development -
    (2.5) Viability: Blue feels a little tack on for the sake of the abilities. This could probably have been mono black if tweaked a little.
    (3/3) Balance: None of these abilitties seem especially punishing. And flipping it feels like it might be difficult. Obviously meant to be built around.

    Creativity -
    (2.75/3) Uniqueness: Feels very unique. Especially the ench tokens. Which make sense thematticly. Ultimate is similar to uhhhhh, one of them. Gatherer just went down for matinence.
    (2.5/3) Flavor: Great name. Flavor text missing a word it seems or has an extra one. Should be “Even dreams were denied sanctuary in its wake” or simply. “Dreams denied sanctuary in its wake”

    Polish -
    (2/3) Quality: This would be microtext unfortunetly. Should say “instant or sorcery spell” Ultimate ability is worded weird. Pretty sure it would have a “gain(s)” template. Or go full ham, give em Rebound!
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 18.75/25
    Jimmy Groove
    Convoy Carrier 5
    Artifact - Vehicle (MR)
    Haste, trample
    2: Exile Convey Carrier and return it to the battlefield transformed under its owner's control.
    Crew 1
    6/6
    /////////
    Karn, Prime Mover
    Planeswalker - Karn (MR)
    Vehicles you control are creatures in addition to their other types.
    2: Exile Karn, Prime Mover and return him to the battlefield transformed under his owner's control. He is a creature in addition to his other types until end of turn.
    <+1>: Tap up to one untapped artifact you control. Karn deals damage to target creature equal to that artifact's converted mana cost.
    <-6>: Search your library for up to seven artifact creatures and/or vehicles, reveal them, and put them into your hand. Shuffle your library.
    [4]
    Design -
    (2/3) Appeal: Timmy and Spike. Not a lot of combo potential for Johhny.
    (3/3) Elegance: Clear cut and concise.

    Development -
    (3/3) Viability: Karn the artifact man deals with artifacts. Hard to misconstrue.
    (0/3) Balance: Honestly this seems to fall somewhere between too strong and derp teir busted. Crew 1 makes this too much of a turn 5 beast, it practically can’t die, and then it costs me 2 mana a turn to slam you in the face over and over again. Or If I don’t wannt to do that, just smack you around with the rest of my dumb undercosted vehicles that no don’t have to be crewed. Also this ultimate ability is just…. Ridiculous. Seven? Good lord. 3 maybe.

    Creativity -
    (2.5/3) Uniqueness: Well big dumb vehciles certainly are in fashion lately. Walker side feels fresh.
    (2/3) Flavor: What convoy, whose convoy? Some flavor text here would have been good.

    Polish -
    (2/3) Quality: Convey instead of Convoy in text. Should be “exile then” not “exile and” This happens twice. Iv’e never seen the word “He” in a text box. Should be Convoy Carrier becomes a creature…” I think.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.
    Total: 18.5/25
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on R/b/x Aggro
    Quote from Harbinger »
    How do we feel about Walking Ballista in this build? Probably too slow I guess?

    Was part of the original build when I was trying to abuse Revolution/Marionnete. Play it for 0, take 4, can I have this back please? No? Take 3. Sac this other artifact with trawler on the board. Repeat, repeat, repeat. Honestly I'm not convinced some sort of BR(x) Control deck using this strategy isn't a possibility, but that's another thread entirely.

    It is to slow for this build. It's no more than a crappy 1/1 for 2. No ramp or Snek to abuse it's ability.
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    All right, think I've settled on a good mix for tonight's Testing. Hope back in for better chance at t4 Herald of Dragon, one less Harvester, three Hearts. Gives us 13 artifacts in the 1 & 2 drop slots.


    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    Quote from Nevelo »
    Seems like you would want a lot more T1 and T2 artifacts. It's an interesting direction though.

    I agree, but it's a hard balancing act currently. Maybe I'm reading too much into Hope being Legendary and it should replace Nerd Ape. Scrounger is honestly the only viable 2 drop. Scrawler was in here for a minute, but I can justify cutting removal or Chandra over it, but I may reverse the -1 Heart/Harvester +1 Axe/Defiance decision pending testing.

    Jammed 2 Inspiring Statuary in here early on too cause it felt real good to play all three modes on Defiance for 3 mana. But as fun as that is, Statuary is redundant.
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    I had also been considering that a B/R Improvise midrange could evolve from this. What turn are you seeing the Herald and Regent drop?

    Also how do you guys feel about about the Inventor's Apprentice? I replaced with Forerunner of Slaughter and Hope of Ghirapur, both of which I think are better, but with Walking Ballista walking around, it seems that the 3 toughness could be relevant. Also, Pia is still iffy for me but I haven't found a solid replacement yet.


    Very limited testing so far. Will know more tomorrow after Wednesday Standard. Also in that limited test, this was more oriented towards being "too cute" and trying to abuse Marionette Master and Pia's Revolution Rolleyes

    I had Hope in here then noticed that buzzkill "Legendary" word in its type line. Forerunner though! Damn it Gatherer. Devoid screws up all my searches lol. Was looking for another three power 2 drop. Doesn't improvise but pilots Heart.
    Posted in: Established (Standard)
  • 0

    posted a message on R/b/x Aggro
    Quote from Himashi »
    What do you guys think of the lists in the MTGO leagues that went 5-0?

    Looks pretty streamlined to me especially to beat splinter cat, and a little sideboard for midrange strategies. Gonna give it a try this week at a local tournament.


    Would you link them? I couldn't find any in a quick search.

    Decklists

    I have taken a fundamentally different approach to this since the banning and AER rotating in. The build probably doesn't even belong in here anymore but it's still BR damn it! So here ya go.


    Up until 30 seconds ago this had +1 Heart/Harvester -1 Axe/Defiance. On the fence about it. I want to jam Herald t4. No SB yet.
    Posted in: Established (Standard)
  • 0

    posted a message on U(W) Improvised Clues
    Quote from bwachter70 »
    Besides the Journal, I dont think there's a way to tutor up Enchantments, besides Bring to Light or Diabolic Tutor

    Open the Armory. For Mechanized Production at least

    I too am fiddling around with this brew with some emphasis on Super Friends (Dovin/Tamiyo/Jace)
    Posted in: Deck Creation (Standard)
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Put it in the books.

    Judgings
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on January 2017 MCC Round 2 — The Snow, the Waste, the Brightness

    Await Processing 3CW
    Enchantment {R}
    When Await Processing enters the battlefield, exile X target creatures until Await Processing leaves the battlefield, where X is the number of times W was paid to cast Await Processing.
    3CC, Put a card exiled with Await Processing into its owner’s graveyard: Put X +1/+1 counters on target creature, where X is the card’s converted mana cost.

    Design -
    (2/3) Appeal: Spike all day due to the power level. Johhny can find combo potential despite this being a dead blink card.
    (2/3) Elegance: Fairly wordy but clearly defined.

    Development -
    (2/3) Viability: A bit odd. This card has distinct qualities of White, Green and to a lesser extent Blue (themeaticly)
    (1/3) Balance: This is absurdly strong. Exile 4 creatures for 5 mana. Having one colorless in its CC doesn’t compensate for its power level. Compare to four O-Rings, which would cost 8WWWW.

    Creativity -
    (3/3) Uniqueness: Takes inspiration from the Processor creature type, aside from that its completely orginal.
    (1.5/3) Flavor: The name is fantastic and apprehensive. But to me it is odd the way in which this works thematicaly. Exiles enemies to buff your own guys. When it should exile your own guys then return them to the battlefield with counters. To me, that’s processing/compleation. However the card wouldn’t work as intended if it did. This could just be you and I having fundemental difference of opinions on how Phyrexia operates. It’s ambigious.

    Polish -
    (3/3) Quality: No Issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (1/2) Subchallenges: Card has CMC of 5.

    Total: 17.5/25
    Winter Without End 2SG
    Sorcery (U)
    Glacial (As you cast this spell, you may put an ice counter on any number of non-snow lands you control to reduce the cost of this spell by S for each of those lands. Lands with ice counters on them are snow lands.)
    Search your library for up to two basic snow Forests and put them onto the battlefield tapped. Shuffle your library afterwards.
    "This ice age should have ended, but instead the glaciers now reach Jamuraa. Time has been rewritten."
    - Karn, Planeswalker

    Design -
    (1/3) Appeal: Probably exclusive to Spike.
    (2/3) Elegance: Wordy but comprehensible.

    Development -
    (3/3) Viability: Land ramp is distincly green.
    (2/3) Balance: On par with Culti/Kodama for the most part. Putting both lands into play is strong even if the lands searched for are niche. Clerly a niche/snow deck would run this to get the maximum value. The ability without a doubut just makes this 2G all the time.

    Creativity -
    (2/3) Uniqueness: Quirky ramp spell.
    (2/3) Flavor: Can see this being the name of a card, albeit a card that does something totally different. Good flavor text tie in to TSP block.

    Polish -
    (3/3) Quality: No Issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (1/2) Subchallenges: Card has CMC of 4.

    Total: 19/25
    Infantry Recruiter 4
    Creature - Human Soldier (R)
    ( can be paid with either W or C.)
    When Infantry Recruiter enters the battlefield, deposit two times. (To deposit, create a colorless Coin artifact token with "Sacrifice this artifact: Add C to your mana pool.")
    Sacrifice a Coin: Create a 1/1 white Soldier creature token.
    4/4

    Design -
    (2/3) Appeal: Timmy not so much, ditto Johnny. Format dependent, it a bomb rare/build around in draft for spike.
    (3/3) Elegance: Very easy to understand.

    Development -
    (2.5/3) Viability: White very very rarely gets access to mana production.
    (3/3) Balance: This feels well balanced on it’s own. 6 for a possible 6 power. Obviously in what ever world is handing out coins, he could be a limited bomb and a build around card.

    Creativity -
    (2/3) Uniqueness: This is an ability we’ve seen in the past in white and with soldiers. Deposit is an interesting spin on Eldazi Spawn.
    (3/3) Flavor: Ate some of the best wings I’ve ever had the other day and this card is almost as flavorful as they were.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met

    Total: 22.5/25


    Phyrexian Editor 17.5/25
    Jimmy Groove 19/25
    doomfish 22.5/25
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on B/R Midrange/Constructs
    Quote from santhellz »
    What a about Walking Ballista and Scrap Trawler? These seem to have good synergies with the Mimic.
    Walking Balista can do a lot in a game, it can attack and ping in response of destruction, going back to your hand with Scrap Trawler triggers.

    I don't know if that's correct.
    The target artifact card must have a lesser converted mana cost than the artifact that caused Scrap Trawler’s ability to trigger by being put into a graveyard. Use the artifact’s converted mana cost as it last existed on the battlefield to determine what may be returned.
    While on the battlefield or in a graveyard, X in an object’s mana cost is 0.

    Not that you'd have trouble reccuring Ballista with Trawler anyway in this deck. Just not off of itself.
    Posted in: Deck Creation (Standard)
  • 0

    posted a message on January 2017 MCC Round 1 — Creature (Type) Feature


    Rakdos Prankster
    Creature — Clown Horror (R)
    Haste, menace
    Whenever Rakdos Prankster deals combat damage to a player, that player discards a card.
    Whenever an opponent discards a card, Rakdos Prankster deals 1 damage to that player.
    "Let me show you a trick."
    2/2

    Design -
    (2/3) Appeal: Too small for Tim. John is going to look to abuse the static damage ability. A very appealing aggro card for Spikes.
    (3/3) Elegance: Easily understood.

    Development -
    (3/3) Viability: This does everything I would expect BR to be doing.
    (2/3) Balance: Good solid card, but might be a bit much in Limited. If you slam this down turn 3 and your opponent stalls for even one turn it could very well take the game over by itself.

    Creativity -
    (2/3) Uniqueness: “Specter Strike” is nothing new. Additional punishment is.
    (3/3) Flavor: God I wish you have named this Pennywise Prankster. That aside, card is awash with flavor. Spot on.

    Polish -
    (2.5/3) Quality: That templating looks fine to me, but the only creature in existence with haste and menance at the moment is Chittering Host and they templated the keywords on two seperate lines.
    (2/2) *Main Challenge: Challenge satisfied.
    (1/2) Subchallenges: Card is multicolored.

    Total: 20.5/25


    Doomsday Arkhulk 4WW
    Artifact Creature — Ark Construct (MR)
    Lifelink
    When Doomsday Arkhulk enters the battlefield, exile all other creatures you control until Doomsday Arkhulk leaves the battlefield.
    2WW: Destroy all creatures.
    Salvation and judgement made one.
    6/6

    Design -
    (2.5/3) Appeal: Timmy check. Johhny is going to find a way to flash this in and abuse ETB triggers. This is probably not quite up Spike’s alley, but perhaps finge play.
    (3/3) Elegance: Very apparent what this does and the flavor text wraps it up nicely.

    Development -
    (3/3) Viability: Everything about this card is white.
    (3/3) Balance: I think you nailed it here. 6/6 for 6 is on curve. Tacking on lifelink isn’t problematic. Honestly I could see WotC putting flash on this thing if it was ever printed. That would make it a super ultra powerhouse. As is, I see no issues.

    Creativity -
    (2.5/3) Uniqueness: Mass blink effects are rare but have been seen before. This is obviously slower but that plays into the nature of the card.
    (3/3) Flavor: High marks here. I can picture an Arkhulk cycle.

    Polish -
    (3/3) Quality: No issues
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 24/25


    Sartra, Wicked Jester 1RR
    Legendary Creature - Human Clown (MR)
    Menace
    At the beginning of your end step, if you control three or more artifacts, sacrifice all artifacts you control. If you do, Satra, Wicked Jester deals 5 damage to each other creature, then transform it.
    He seemed a loyal, if twisted, servant of Emperor Morger, but he reality he was merely biding his time.
    3/2
    /////
    Sartra, Overlord of Ruin
    Legendary Creature - Horror Clown (MR)
    Flying, Menace
    At the beginning of each opponent's end step, flip a coin. If it is heads, Sartra, Overlord of Ruin deals 5 damage to a random creature that opponent controls. If it is tails, that opponent sacrifices a land.
    Now he rules over a devastated world, gleefully delivering his random and terrible "justice."
    5/5

    Design -
    (1.5/3) Appeal: Half of this is in Timmy’s wheelhouse, not a ton of build around potential for Johhny due the chaotic aspect of it. Spike may touch it, but the slow end up clause may make him reconsider.
    (2/3) Elegance: Very techincal, lots of stipulations.

    Development -
    (3/3) Viability: Red all the way. A legendary with this much technical text would definetly be mythic.
    (3/3) Balance: This feels balanced. The flip clause is obviously build around, and it’s a global wipe. The transformed side is very powerful, but chaotic, so there isn’t an easy way to abuse it.

    Creativity -
    (3/3) Uniqueness: Clearly a one of a kind card.
    (2.75/3) Flavor: Name is as realistic as any Legend. Flavot text tells a story. I just don’t like the word “random” in there. Reads weird to me.

    Polish -
    (2.25/3) Quality: Error in flavor text. “but he reality he”. Quotations for justice missaligned.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    21.5/25


    Renegade Merchant 2R
    Creature - Human Barterer (U)
    Revolt - T, Discard a card: Draw a card. Draw two cards instead if a permanent left the battlefield this turn.
    "I can't stay long, but if you're with Miss Nalaar, we can work out a deal."
    1/1

    Design -
    (2/3) Appeal: Johhny and Spike all day.
    (3/3) Elegance: Easily understood.

    Development -
    (2/3) Viability: Diggers belong to red. This could probably be rare.
    (1/3) Balance: Oh boy. Uhhhhh. I guess the jury is still out on Revolt, but all the hubbub surrounding Fatal Push and fetches at the very least leads me to suspect this could be stupid efficient in certain formats. Even in Standard this could become. “Sac a clue: play something with madness, draw 3 cards” Granted that’s going to cost a minimum 3 mana.

    Creativity -
    (2/3) Uniqueness: It’s a digger.
    (3/3) Flavor: Would fit thematically into the current block no doubt.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 20/25


    Harmless Mannequin 2
    Artifact Creature — Dummy [R]
    2: Regenerate Harmless Mannequin. When Harmless Mannequin regenerates this way, transform it, then untap it.
    Every night, the shopkeeper swears the doll looks more and more sinister.
    0/1
    ////
    Lifeless Killer
    (B) Artifact Creature — Dummy Horror
    Indestructible
    t: Destroy target creature. Remove all damage from Lifeless Killer, then transform it.
    Every morning, the shopkeeper has to clean off a murky, sticky liquid that wasn't there before.
    0/1

    Design -
    (1/3) Appeal: This feels like the kind of rare that you open and go. “Oh, this guy” No one is particuallry interested in having it.
    (2/3) Elegance: A bit technical. The remove damage clause is odd.

    Development -
    (3/3) Viability: Black does enjoy murdering things.
    (2/3) Balance: This card is very diffcult to deal with it seems. And it makes attacking a nightmare.

    Creativity -
    (2.75/3) Uniqueness: Reminiscient of Creepy Doll while being completely different.
    (3/3) Flavor: Well this is just adorable.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 20.75/25


    Mercurial Dealer 1R
    Creature — Goblin Barterer (U)
    T, Discard an artifact card: Reveal cards from the top of your library until you reveal an artifact card. Put it into your hand. Then put the rest on the bottom of your library in a random order.
    Few goblins understand the real value of goods they have.
    1/1

    Design -
    (1/3) Appeal: Maybe Johhny, and he has to put some effort into it.
    (3/3) Elegance: Easy to understand.

    Development -
    (3/3) Viability: Totally red.
    (2.5/3) Balance: Filtering tutor cards like this are inherently powerful. But there is random chance involved so the effect becoming degenerate is unlikely unless you build around them. However since the activation requires you discard an artifact to begin with, the abuse potential is offset. (I’m thinking in terms of a deck like Zombie Hunt)

    Creativity -
    (2.5/3) Uniqueness: Clearly Madcap Experiment is the inspiration here.
    (2.5/3) Flavor: Name could be a card. Flavor text speaks to the intellect of goblins, but at the same time I don’t think it fits this particualr card that well.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 21.5/25



    Flatline - 20.5
    Stoner - 24
    Jimmy - 21.5

    Necarg - 20
    Admiral - 21
    Shinike - 21.5

    Posted in: Custom Card Contests and Games
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    December judging done.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on MCC December Round 4


    Temporal Recoil 2UU
    Instant (M)
    If it's an opponent's turn, you may have that player take an extra turn after this one rather than pay Temporal Recoil's mana cost.
    Put target spell or permanent on the bottom of its owner's library.
    "Five seconds ago, I will experience a peculiar temporal phenomenon."
    —Temporal Adept, first words

    Design -
    (1.5/3) Appeal: I feel like the people interested in this are Johhny’s, and that might be a stretch but it could allow for political play and short terma alliances in Commander. Don’t think Timmy is going to care. Hard casting probably to high for Spike, and he damn well doesn’t want his opponents taking extra turns on his dime. Fringe SB maybe, to disable game winning combo.
    (3/3) Elegance: Simplistic and easy to comprhend.

    Development -
    (3/3) Viability: Completely blue without exception. Could probably be rare imo, but in recent times, any card having to do with turns is mythic.
    (3/3) Balance: Without the alt cost, the ability to CC ratio feels spot on. The alt cost doesn’t unbalance it whatsoever due to the intense drawback it can create.

    Creativity -
    (1/3) Uniqueness: Tucking has been around, though generally you are given a choice of top or bottom. Alt cost is completely new.
    (3/3) Flavor: Very realistic name. Flavor text is great.

    Polish -
    (3/3) Quality: No issues
    (2/2) *Main Challenge: Satisfied
    (2/2) Subchallenges: Subchallenges met.

    Total: 21.5/25


    Revert 2U
    Instant (U)
    You may put an Island you control on top of its owner's library rather than pay Revert's mana cost.
    Put target spell on top of its owner's library.
    "I would give anything to return to a simpler time. A time before the onset of this seemingly endless conflict."

    Design -
    (1/3) Appeal: I think Spike would welcome this card. It’s fairly stong and easy to splash.
    (3/3) Elegance: No comprehension problems.

    Development -
    (3/3) Viability: Blue card all the way, rarity is just right.
    (2/3) Balance: Strong card for sure. Would perfer the hard CC at 1UU

    Creativity -
    (1/3) Uniqueness: Comparable to Memory Lapse, Lapse of Certainty, and more recently, Unsubstantiate. “Counters” the uncounterable unlike the first two.
    (3/3) Flavor: Good name, good flavor text.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 20/25


    Tolarian Weirding 3U
    Enchantment - Aura (U)
    Enchant Island
    Enchanted Island has " : Add U to your mana pool for each artifact you control."
    The time magic that was once abundant at the Tolarian Academy still flows through its ruins. Miles of ocean are randomly thrown back to the height of the Academy's glory, only to reappear in the present day hours later.

    Design -
    (2.5/3) Appeal: This is probably going to be sought after by all three groups but Timmy less so. Oozes combo potential for Johhny, oozes power abuse potential for Spike.
    (3/3) Elegance: No issues here.

    Development -
    (2/3) Viability: Could see this being rare due to the reference of such a legendary location.
    (1/3) Balance: Oh lawd the Academy. This twist on it is obviously strong, and if not dealt with quickly will probably be degenerate. Honestly I would have liked this to tap the land in question as the enchanment is being attached, since even instant speed LD isn’t going to completely stop the combo potential.

    Creativity -
    (3/3) Uniqueness: Unique and fresh while feeling familiar at the same time.
    (2.5/3) Flavor: Concept and name are great, flavor text is good, but reads a bit odd towards the end.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge met.
    (2/2) Subchallenges: Subchallenges met.

    Total: 21/25


    Letter to Yourself
    (Color Indicator - Blue)
    Sorcery (R)
    You may discard three cards rather than pay Letter to Yourself's suspend cost.
    Suspend 2—2UU.
    Search your library for up to two cards and put them into your hand. Then shuffle your library.
    "Had I known where I would fall I wouldn't have come to that place at all."

    Design -
    (2/3) Appeal: Johnny and Spike are going to go to great lengths to cheat this and reap the benefits.
    (3/3) Elegance: No issues.

    Development -
    (2/3) Viability: Blue tutoring is usually more card type specific. Gifts being the exception, but the reason for that is the stipulations of Gifts itself.
    (1/3) Balance: Problem here is, Cascade is a thing, other cheat methods are a thing.

    Creativity -
    (2/3) Uniqueness: Only card that remotely comes close to this would be Gifts Ungiven. A super tutor isn’t completely unique, but the mechanics on the card give it a certain peculairty.
    (2/3) Flavor: Name makes sense thematically, but it’s a little weak for my taste. Same with the flavor text, but hey it rhymes well.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Challenge satisfied.
    (2/2) Subchallenges: Subchallenges met.

    Total: 19/25
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on January MCC Judge Signup Thread
    *pays U"

    Yeah what up now Lion!?

    I'll be the fourth.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Also done. There may be an issue if I misinterpreted something.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on MCC December Round 3

    Wrath of Progress 2R
    Instant (U)
    Wrath of Progress deals X damage to target creature and its controller, where X is equal to the number of +1/+1 counters on that creature.
    The shamans of the Muragandan jungles knew full well how to contain the alarmingly growing beasts, but only after they accidentally lost some of their own talents.

    This spell does not remove the creature described in the challenge. Therefore it has not satisfied the requirement and is subject to disqualification.
    VS

    Tough Decision WW
    Sorcery (U)
    Desrtoy target multicolored creature.
    "While declaring tolerance and mercy for defeated enemies, Abzan can be pretty xenophobic when it comes to safety."
    —Tasigur, the Golden Fang

    Design -
    (2/3) Appeal: Removal appeals to all. Still, no combo potential.
    (3/3) Elegance: Hard to misinterpret four words.

    Development -
    (3/3) Viability: No issues.
    (3/3) Balance: It’s strong for sure. But obviously only deals with a subgroup of creatures. Right to be a sorcery. Cost is comparative to other white removal.

    Creativity -
    (3/3) Uniqueness: Surprisingly this exact text does not exist. The closest similar card is Pure/Simple.
    (2/3) Flavor: Name seems way off. But the flavor text pulls it together.

    Polish -
    (2/3) Quality: “Desrtoy” SMH. SMH Sir! *Willy Wonka voice*
    (2/2) *Main Challenge: Main challenge satisfied
    (2/2) Subchallenges: Subchallenges met.

    Total: 22/25



    Peace 1W
    Sorcery (U)
    Exile all cards from all graveyards.
    // Fuse (You may cast one or both halves of this card from your hand.)
    Quiet W
    Sorcery (U)
    Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.

    (2/3) Appeal: Johhny and Spike feel no remorse runing your Reanimator plan.
    (2/3) Elegance: Very simple. And an elegant way to spit in Mimeo’s face when fused. But at the same time feels forced to effect that card alone.

    Development -
    (3/3) Viability: This is white’s wheelhouse.
    (1/3) Balance: With the exception of Relic of Progenitus, Peace’s ability is found exclusively on Rares. It’s a strong effect. Quiet is on par if not weaker than any blink spell in existence.

    Creativity -
    (1/3) Uniqueness: Similarities to be found for both halves on numerous cards. In fact, Peace is an exact copy of Morningtide.
    (1/3) Flavor: Peace AND Quiet is a card in existence. I highly doubt they would print a card with a name that for all intents and purposes is the same. They probably would of done so already since they work together so well.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: When fused, it satisfies the challenge
    (2/2) Subchallenges: This is tricky. The card can not be used as hard removal against Hornets Nest even though it “removes” it. As slow blink is not hard removal, I believe both points are appropriate here.

    Total: 17/25
    VS

    Strike Down 1RW
    Instant (U)
    Strike Down has lifelink as long as it targets an attacking creature.
    Strike Down deals damage to target creature equal to its power.
    "When we all stand together, few can stop our advance and none can breach our ranks."
    —Aurelia

    Design -
    (2/3) Appeal: Removal appeals to all. Still, no combo potential.
    (3/3) Elegance: Very smooth, easy to comprehend.

    Development -
    (3/3) Viability: No issues here. See below, top tier uncommon, but not so good (or necessary) to be rare.
    (2/3) Balance: This might a just a beeeeeeeeeeet too strong, but not so strong that it will degrade the environment it’s found in, specifically limited. This would be a first pick uncommon all day. 3 mana instant speed mostly non-conditional removal.

    Creativity -
    (3/3) Uniqueness: It’s a very believable spin on Boros removal
    (3/3) Flavor: Top notch in this category.

    Polish -
    (3/3) Quality: Ok uhhh, I see what you did here. I like it. It reduces what I would expect this to have printed on it. Which would be akin to “When Strike Down deals damage you gain life equal to the damage dealt if the creature it targets is attacking” Ugh, how ugly, and probably not even correct.
    (2/2) *Main Challenge: Challenge met.
    (2/2) Subchallenges: Subchallenges met.

    Total: 23/25
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Aight we're all set.

    Double Post, sorry Moss.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on MCC December Round 2
    Voxzorz
    A Stitch in Time 2U
    Instant (Rare)
    Each permanent you control phases out.
    Draw a card.
    "Until our previous meeting."

    Design -
    (1/3) Appeal: Timmy is scratching his head, Johnny will play “real” flicker effects that already exist (as phasing does not help combo at all) probably the same attitude for Spikes, if they would even bother.
    (3/3) Elegance: As simple as it gets. Well, phasing is going to confuse the S out of newbies, but that’s their cross to bear, not yours.

    Development -
    (2/3) Viability: Phasing is a distinctly blue ability (and inexplicably in green as well) so that’s all in order. This could be an uncommon. As phasing in does not trigger ETB abilities, there would be no overpoweredness associated with the ability.
    (3/3) Balance: No balance issues

    Creativity -
    (1/3) Uniqueness: This doesn’t strike me as unique aside from the fact that it uses phasing rather than the modern templating seen on Eerie Interlude or Ghostway. So clearly the idea has been implemented before.
    (1.5/3) Flavor: Adding the word “A” does not a new card name make sir. An oversight I’m sure. Flavor text is…. befuddling, but I understand what was attempted. Phasing and Terferi have kinship.

    Polish -
    (3/3) Quality: No issues
    (2/2) *Main Challenge: Main challenge met.
    (2/2) Subchallenges: Subchallenges met.

    Total: 18.5/25

    IcariiFA
    Attenuate 1U
    Instant (R)
    Change the text of target instant or sorcery spell by replacing all instances of "destroy" and "exile" with "tap."
    Draw a card.
    "I thought that'd hurt a lot more. No wait, that's a lie."
    —Dack Fayden

    Design -
    (3/3) Appeal: Each demographic wants to protect their board state. Timmy’s big creature, John’s combo piece, and Spike’s win con. Also Spike looooooooves to draw cards. Eh, who doesn’t?
    (3/3) Elegance: The name and ability are in perfect sync. Very hard to misunderstand this.

    Development -
    (3/3) Viability: Rare is correct, as spells of this caliber and unique function usually are. Blue is the color of spell disempowerment and it’s not a rules headache.
    (3/3) Balance: This is very strong, better than Remand strong, but it is very narrow, considerably worse than Remand narrow. That being the case, it appears perfectly balanced. Plus there are instances where an opponent tapping down something would be tantamount to destroying it, so this won’t always save you.

    Creativity -
    (3/3) Uniqueness: Text swapping abilities are rare and mostly affect colors. In that regard this is still fresh design space, manipulating the text of spells in order to empower them or this case, disempower them. Loved this as soon as I read it.
    (3/3) Flavor: Name perfectly describes the effect, flavor text has Dack’s snark.

    Polish -
    (3/3) Quality: I don’t know what to do here. Overload reminder text uses quotes, but all other templating of this type (most notably Magical Hacker) do not. I won’t fault you for it seeing as Overload is far newer than Magical Hacker..
    (2/2) *Main Challenge: Main Challenge met.
    (2/2) Subchallenges: Subchallenges met.

    Congrats.
    Total: 25/25

    Doomfish
    Wild Ricochet 1R
    Instant (U)
    Reselect the target of target spell with a single target at random. (Select from among all legal targets.)
    Draw a card.
    Boros officers quickly learned that it's a very bad idea to try to arrest Rakdos guild members in public places.

    Design -
    (1.5/3) Appeal: Things happening at random is unappealing to each demographic. With the possible exception of Johnny.
    (2.5/3) Elegance: Aside from the odd use of “Reselect” it is easy to understand.

    Development -
    (3/3) Viability: Color is fine, encompassing red’s ability to create chaos and uncertainty. Definetly an uncommon.
    (3/3) Balance: No rarity or balance issues.

    Creativity -
    (1.5/3) Uniqueness: Deflection effects are nothing new. The result being random is only present on one card in the Magic library as far as I can tell (Grip of Chaos) Nothing extraordinarily new here.
    (1/3) Flavor: This name has already been used on a card. Flavor text is fine.

    Polish -
    (2/3) Quality: Though not necessarily wrong, since it is templated similarly as Grip of Chaos, the card is more akin to Reroute due to it being an Instant. So I believe “Reselect” should simply read “Change”
    (1/2) *Main Challenge: The challenge was for the card to prevent the target from being destroyed. This card MAY prevent that, but won’t unequivocally stop it from happening.
    (2/2) Subchallenges: Subchallenges met.

    Total: 17.5/25

    Flatline
    Delay the Inevitable
    Instant (U)
    Put target spell or nonland permanent on top of its owner's library.
    "Although the hour is bleak and defeat seems inescapable, perhaps we can put it off another day?"

    Design -
    (2/3) Appeal: This might cost to much for effect for Spike.
    (3/3) Elegance: Simple and straightforward.

    Development -
    (3/3) Viability: This could probably just be blue, but adding white takes nothing away from it and makes it more balanced cost wise.
    (3/3) Balance: The casting cost of this card saves it from being unbalanced. Typical “super bounce” costs 3 (Temporal Spring etc.) “Countering” then “wasting” a draw is strong, so 4 mana with the color requirements looks good.

    Creativity -
    (2/3) Uniqueness: Non-counter counters and “super bounce” have been seen in the past. This meshes them both eloquently.
    (2.5/3) Flavor: Name describes the effect very well. I can picture some generals standing around a table while the quote is spoken in regards to a spell (ala Master Warcraft) Though it fails a little when describing tucking a permanent. I’m admittedly being real finicky here.

    Polish -
    (3/3) Quality: No issues.
    (2/2) *Main Challenge: Main challenge met.
    (2/2) Subchallenges: Subchallenges met.

    Total: 22.5/25


    Voxzorz 18.5/25
    IcariiFA 25/25
    Doomfish 17.5/25
    Flatline 22.5/25
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    My judgements will be up by mid to late afternoon, no later than 6pm EST. Sorry for the delay.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on R/b/x Aggro
    Reposts regarding SB

    Quote from Nevelo »
    There are a several options. The first four listed below are played in most successful deck lists.

    • Trangress the Mind - One of the more versatile sideboard cards. Good against control, Marvel, and bigger midrange decks.
    • Galvanic Bombardment - Good against other aggressive decks like RWx.
    • Chandra, Torch of Defiance - Good against control. Varies against certain midrange. Can come in if you side into control vs aggro. Versatile enough that it is mainboardable.
    • Kalitas, Traitor of Ghett - Comes in against aggro for the lifelinke. The exiling effect is also good against dredge/zombies.
    • Lighting Axe - Decent removal if you need extra ways to kill large threats.
    • Reckless Bushwhacker - Generally would come in against a control deck playing sweepers
    • Magmatic Chasm - Can be effective against BG midrange decks looking to lock up the ground.
    • To the Slaughter - Can be a blow out against RG Pummeler under the right circumstances. Sometimes hard to setup though.
    • Collective Defiance - Good against UR spells style decks as well as spell heavy control.
    • Call of the Bloodline - Interesting end game engine vs Grixis and UR spells, who likely cannot remove it.
    • Weaver of Lightning - Good against RWx and Spirits.



    Quote from Nevelo »


    Vs. Delerium
    IN: +4 Transgress, +2 Chandra
    OUT: -4 Priest, -2 Courier

    Priest can't smash through Ishkanah, and its trigger will only really kill an early Grim Flayer or Spider Token. Courier tends to get blanked on the ground early, so it can be tough to get value. I don't like cutting Courier too much since it makes our apprentices less reliable.

    Vs. WU Flash (midrange/spirits)
    IN: +3 Weaver, +4 Galvanic
    OUT: -3 Courier, -4 Heir

    Vs. WU Flash (control)
    IN: +4 Transgress, +2 Chandra
    OUT: -4 Flow, -2 Key

    What is good and bad in this matchup really depends on if UW is more of a control shell, with Avacyns and Gearhulks as their main creatures, or more of a spirits midrange deck with Thraben Inspector, Reflector Mage, and so forth. Against a control version, it really depends on how many creatures they are running. If they are running Queller, I'm more likely to want to cut Heir rather than Flow.

    Vs. Vehicles
    IN: +4 Bombardment, +2 Kalitas, +3 Weaver, +2 Chandra
    OUT: -4 Copter, -4 Courier, -2 Key, -1 Apprentice

    Basically, you want to be the control deck. I think siding out Copter when we are the control deck is likely right. We are cutting back on a lot of our threats to add more removal, and so having pilots can be tough to manage. Copter isn't the greatest on defense either, since it forces us to tap down one of our blockers. Its close between whether or not we should cut Heir or Courier. I think keeping Courier might be better. Hier is not great on defensive either. Most of the time we are looking to trade, and we will have to discard to get to that point. Add the fact that RW will have 4/4 copters half the time. And cutting Courier along with the rest of our 2-drop artifacts makes Apprentices pretty bad, which is otherwise a decent defensive 2/3. One thing in Heirs favour is that it gives us a way to madness our Tempers and Priests, even after we've cut Key and Copter.

    Vs. Mirror
    IN: +4 Bombardment, +2 Kalitas, +2 Chandra
    OUT: -4 Courier, -2 Copter, -2 Key

    Similar to RW, but I think Heir gets the edge here since we can actually trade with a Copter with it. Your build likely has the edge due to the Priests, so I would likely just play the control game on both play and draw.

    Vs. Aetherworks
    IN: +4 Transgress
    OUT: -4 Disintegration

    Disintegration doesn't really kill anything except for Cranes, and it really isn't worthwhile for that alone. Game plan is to stay aggressive as possible and use Transgress to hopefully buy yourself a couple of turns.

    Vs. Zombies
    IN: +2 Kalitas, +4 Galvanic
    OUT: -4 Disintegration

    This choice is probably fully dependent on what kind of Zombie deck we are talking about. If they are running the big flip vampire, then keeping Disintegration looks a lot better (maybe cut Courier). Otherwise, I think you want to swap it for cheaper removal to keep yourself on tempo to race them. Flow is one of our best cards and should be targeting their Haunted Dead and Scroungers when possible, but taking out and Amalgam is also good.

    OUT:?
    Vs. RG NRG
    IN: +4 Transgress, +4 Galvanic
    OUT: -4 Scrounger, -4 Flow

    I'm not really sure what the best plan is for these guys. Transgress seems like a given to take out a Hydra before it resolves. I think maybe bringing in Galvanic over Flow is correct, as we want instant speed interaction where possible. I think cutting Scrounger might be the right call since we are not looking to go long and it cannot block. The plan is to kill their main threats as they cast them and have some sort of tempo like pressure like Copter while we do so.

    Vs. Jeskai Control
    IN: +4 Transgress, +2 Chandra
    OUT: -2 Key, -4 Flow

    I like cutting Flow more so than cutting Disintegration. Disintegration can be a pretty backbreaking play when they are trying to flash in an Avacyn to stablize the board. Granted, it is awkward if they do not have a target. Flow generally is just going to go to the face though, so I think the tempo play is more valuable.

    Vs. Dynavolt
    IN: +4 Transgress, +2 Chandra
    OUT: -2 Key, -4 Disintegration

    Here, cutting Disintegration is definitely the right call, since they have far fewer targets. If they are running Thing in the Ice, you might still want to use the Jeskai plan.
    Posted in: Established (Standard)
  • 0

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Mine are up. None of this judge on the weekend BS for me. Sucka!
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on The Next Four Years
    Based off of packaging spoilers.

    2017: Amonket (confirmed)
    2018: Atlazan
    Early 2019: Conquest

    Conquest font, looks techie. Egypt prior. Egypt + Tech = Stargate
    Stargate has rings, Vyrn has rings.

    Late 2019: Vyrn
    2020: Oopsie, there was a ring on Mirrodin. Nice job guys.
    Posted in: Baseless Speculation
  • 0

    posted a message on MCC December Round 1


    Redistribute 1WU
    Instant (R)
    Whenever a source would deal damage this turn, its controller draws a card instead.
    "I'd rather you didn't do that, actually... Have some gold instead."


    (1.5/3) Appeal: Timmy hates it. Johhny can see the applications, as can Spike. Though Spike is probably not going to bother. Format dependent.
    (3/3) Elegance: Feel like every card this round is getting a 3/3 here. As it goes hand in hand with the challenge.


    Development -
    (3/3) Viability:Hits the mark for color wheel compatibility. I could see this as a mono blue card too. Rare seems right. The most devastating thing this card can accomplish is a token alpha strike then opting to refill your hand, which is really damn strong, but a somewhat niche scenario.
    (2/3) Balance: At first I thought this was completely busted by utilizing it with infinite damage combos, then remembered why bother even casting this if you have an active infinite damage combo going. So what we are left with is arguably the worst fog ever, a fairly balanced all players draw cards trick, or the aforementioned alpha strike windfall. That being said, I hate letting opponent’s draw cards on my dime, even if I get to do the same. In the end, it feels a little weak. I’m passing this card in draft, and then passing it again when it tables.


    Creativity -
    (3/3) Uniqueness: Gatherer searches yielded no results as to similar cards in existence.
    (2.5/3) Flavor: The name seems a little off. Redistribution effects tend to deal with counters, this is more of a transmutation, though admittedly I can’t think of a better name for it at the moment either. Seems like Vorthos would be pleased here. The thing I first noticed here, whether it was intentional or not, was the flavor text similarity to Reparations. Which I love.


    Polish -
    (3/3) Quality: Everything appears to be in order.
    (2/2) Main Challenge: Moneychanging? Bribery? Welcome to Ravnica.
    (2/2) Subchallenges: Subchallenges met.


    Total: 22/25


    Pleasing Trick 2U
    Instant (U)
    Until the end of turn target creature gains “Spells and abilities with target must target this creature first”.
    “The art of pleasing is the art of deceiving.”
    — Lazav.


    Design -
    (1.5/3) Appeal: Timmy doesn’t care. Johhny might get a kick out of screwing their opponent out of going off, Spike knows this costs too much for the effect.
    (1/3) Elegance:I see what was trying to be accomplished here. But this has been done in the past on permanents. The templating is also something to be desired. I understand it, but newer players may be perplexed.


    Development -
    (2/3) Viability: This type of ability is traditionally white. It’s been done before and it hasn’t broken magic. Though it made EMA draft annoying as hell when someone drafted 4 Coalition Honor Guards. This could probably be common at 2U.
    (3/3) Balance: Seems perfectly balanced. Could probably even cost 1U or U at the current rarity.


    Creativity -
    (2/3) Uniqueness: I have no idea how long you have been playing Magic so it is presumable that you have never heard of Flagbearing. This kind of thing has been done before albeit not in instant speed form. So in that way it’s somewhat original.
    (2/3) Flavor: Name could be better. Flavor text is genius.


    Polish -
    (1/3) Quality: Spelling is fine, but this has disjointed syntax and is templated incorrectly and should read more along the lines of the flagbearing ability. “Until the end of turn, target creature gains “While choosing targets as part of casting a spell or activating an ability, your opponents must choose this creature if able.”
    (1/2) *Main Challenge: I feel the intent was there, but the card seems interchangeable between numerous planes/storylines. Your post says first draft, I get the feeling this would of came out better had there been edits.
    (2/2) Subchallenges: Subchallenges met.


    Total: 16.5/25


    Primal Wisdom GU
    Sorcery - rare
    Scry X, where X is the greatest power among creatures you control, then draw a card.
    "Let nature bestow wisdom on you"
    - Prime Speaker Zegana


    Design -
    (3/3) Appeal: Feel like it hits all three demographics here. Timmy gonna want a big dude out to begin with. Johhny can abuse. Spike loves card advantage.
    (3/3) Elegance: Play big dude, cast this, profit. Simple.


    Development -
    (3/3) Viability: Color choice is spot on. Nothing nutty going on here. Might even be safe at uncommon.
    (3/3) Balance: Everything is fine on this front. Requires a large creature for best results, sorcery speed and, only let’s you draw one card. Nothing overpowering.


    Creativity -
    (2/3) Uniqueness: Reminiscent of Ugin’s Insight. Flawlessly throws green into the mix.
    (1.5/3) Flavor: I’m not a fan here. The Simic are not “primal” Zegana and the Simic’s entire reason for being is to manipulate nature, not praise it or let it do anything on it’s own.


    Polish -
    (3/3) Quality: Everything looks good. I don’t care that it says “Rare” and not {R}.
    (2/2) *Main Challenge: Power matters is an interchangeable setting ability, but here it clearly fits into the Simic theme of evolution.
    (2/2) Subchallenges: Subchallenges met.


    Total: 22.5/25


    Ral Zarek's Weirding 1UR
    Instant (R)
    Gain control of target instant or sorcery spell. You may choose new targets for it.
    Power that can't be replicated must be taken directly from the mind's eye.


    Design -
    (2/3) Appeal: I think Timmy is a 50/50 shot here, same with Johnny. Spike is could perhaps run this in sideboards.
    (3/3) Elegance: Again, the challenge led to this being an auto 3 points


    Development -
    (3/3) Viability: Right colors. Ability has been done before so no gamebrake. Definitely a rare.
    (3/3) Balance: Every once in awhile this is going to be a straight up overpowered blow out. Which if you're running this card is what you’re looking to accomplish. Considering this is useless against other counterspells and any global spells I don’t see a balance problem.


    Creativity -
    (1/3) Uniqueness: Honestly, this just a neutered version of Aethersnatch that costs half as much..
    (3/3) Flavor: Everything on this end is fine however.


    Polish -
    (3/3) Quality: No problems.
    (2/2) Fresh twist on Izzet spell manipulation with Ral’s name on it.
    (2/2) Subchallenges: Subchallenges met.


    Total: 22/25


    Blazing Burst 1R
    Instant (R)
    Target creature you control gains double strike until end of turn.
    Overload — 1RR, sacrifice two lands. (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")


    Design -
    (3/3) Appeal: Honestly I think each player type would be happy and find a use for this.
    (3/3) Elegance: Simple and defined.


    Development -
    (3/3) Viability: Distinctly red. Definitely rare. We don’t need another Overrun situation.
    (2/3) Balance: Cards of this nature have never broken formats before. That being said, the Overload can be downright insane and could just win the game on the spot, and if it’s not winning the game on the spot it’s putting you so far ahead whether you attacked into blockers or blocked. The rarity keeps it balanced. If this had trample written on it I’d kill you.


    Creativity -
    (1/3) Uniqueness: We’ve had instant speed D-Strke cards before in a multitude of costs. This for the most part is Temur Battle Roid Rage.
    (2.75/3) Flavor: Sounds like a Magic card to me, and reminds me of Flame-Kin, first seen on Ravnica.


    Polish -
    (3/3) Quality: Spot on.
    (2/2) *Main Challenge: Has a keyword directly linked to Ravnica
    (2/2) Subchallenges: Subchallenges met.


    Total: 22/25


    Chromatic Trick U
    Instant (U)
    Tap three target creatures.
    Whenever you cast a multicolored spell, return Chromatic Trick from your graveyard to your hand.


    Design -
    (1/3) Appeal: Honestly I think all the demographics are going to be bored with this.
    (3/3) Elegance: Hit’s the mark.


    Development -
    (3/3) Viability: No complaints here.
    (2/3) Balance: This should probably cost 1U to keep it line with previous iterations of this kind of spell.


    Creativity -
    (2/3) Uniqueness: We’ve seen “super twiddles” before. The recursion gives it its uniqueness.
    (1/3) Flavor: Falls flat here. It’s just kinda boring. No flavor text to give it some “oopmh” and the name relates more to colors. I understand that’s what the “eidolon” ability is trying to accomplish here.


    Polish -
    (3/3) Quality: All fine.
    (1/2) *Main Challenge: The “eidolon” ability hits the mark, but that ability has also been seen on Alara and during Invasion. The first ability could fit anywhere.
    (2/2) Subchallenges: Subchallenges met.


    Total:18/25



    Voxzorz 22/25
    Mirodin71 16.5/25
    Tesco(black)lotus 22.5/25
    BrainPo 22/25
    Shinike1729 22/25

    Scrad_the_wanderer 18/25
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on MCC December Judge Signup Thread
    I'll judge. Moss can vet me, but I'll judge that card anyway if you want.
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    At risk of usurping the MCC's natural order, I decided to judge Necarg's bracket and put the second round of the MCC up. You can find my judgments in the thread for the first round of the MCC.

    Despite bombing out, I agree with the course of action taken. The month is half over.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on R/b/x Aggro
    Quote from Nevelo »
    @Pseudofate: Sorry I haven't replied. I do want to provide some suggestions as far as sideboarding and will try to post something later.
    Quote from Nevelo »
    STUFF

    It's all good buddy. The "puzzle" was open to all not specifically a task for you. The information you provided will be invaluable and I thank you. Interestingly enough, I had the same thoughts on a few of the suggestions, especially Scrounger vs. RG Energy.

    Had our weekly Wednesday standard last night, only 8 participants but LGS still pays $100 credit split between t4 and was able to net a piece for myself going 2-1 losing only to Energy because I drew a mountain a turn too late. Otherwise it was gonna be a blowout! Bombard your Hydra with trigger on stack, next turn flip Heir putting hellbent Priest into play with copter on field already. Boom. Was able to defeat Delerium off the back of 4 "Lightning Bolts" and played against some weird Dynatower/Fog deck.

    I made a quick change prior to the event due to Galv's suggestion and replaced Keys with Chandra for the night and put Lost Legacy back in the SB. I dunno, I have a real crush on that card. It can just destroy a lot of win cons. Though I think it may be less effective against Delerium now a days because every deck runs a unique amount of the core creatures. For example, I ripped one last night vs Delerium and promptly named Ish and the dude had ONE in the deck. Was surprising. I will probably put her back in the SB rather than the main. Though she is very good at getting in for shocks, this format is particularly creature heavy and Key will probably benefit the deck more then easily side her in vs. creatureless builds.

    Posted in: Established (Standard)
  • 0

    posted a message on R/b/x Aggro
    Quote from Nevelo »
    There are a several options. The first four listed below are played in most successful deck lists.

    • Trangress the Mind - One of the more versatile sideboard cards. Good against control, Marvel, and bigger midrange decks.
    • Galvanic Bombardment - Good against other aggressive decks like RWx.
    • Chandra, Torch of Defiance - Good against control. Varies against certain midrange. Can come in if you side into control vs aggro. Versatile enough that it is mainboardable.
    • Kalitas, Traitor of Ghett - Comes in against aggro for the lifelinke. The exiling effect is also good against dredge/zombies.
    • Lighting Axe - Decent removal if you need extra ways to kill large threats.
    • Reckless Bushwhacker - Generally would come in against a control deck playing sweepers
    • Magmatic Chasm - Can be effective against BG midrange decks looking to lock up the ground.
    • To the Slaughter - Can be a blow out against RG Pummeler under the right circumstances. Sometimes hard to setup though.
    • Collective Defiance - Good against UR spells style decks as well as spell heavy control.
    • Call of the Bloodline - Interesting end game engine vs Grixis and UR spells, who likely cannot remove it.
    • Weaver of Lightning - Good against RWx and Spirits.

    Ahhh, bless this post. One of my weakest points is knowing what to SB in against what. In fact, I'm still struggling lol. So here's my little puzzle.


    Vs. Delerium
    IN: +4 Transgress, +?
    OUT: ?
    Vs. WU Flash
    IN: +4 Transgress, +3 Weaver, +?
    OUT:?
    Vs. Vehicles
    IN: +4 Bombardment, +2 Kalitas, +3 Weaver, +?
    OUT:?
    Vs. Mirror
    IN: +4 Bombardment, +2 Kalitas, +?
    OUT: -2 Key,
    Vs. Aetherworks
    IN: +4 Transgress, +?
    OUT:?
    Vs. Zombies
    IN: +2 Kalitas, +?
    OUT:?
    Vs. RG NRG
    IN: ?
    OUT:?
    Vs. Jeskai Control
    IN: +4 Transgress, +2 Chandra, +?
    OUT: -2 Key, -4 Disintegration
    Vs. Dynavolt
    IN: +4 Transgress, +2 Chandra, +?
    OUT: -2 Key, -4 Disintegration

    My current brew for reference.

    Neonate, Pia, and Olivia were cut. (+4 Nerd Ape, +2 Key, +2 Priest)
    Posted in: Established (Standard)
  • 0

    posted a message on Replacement Effect Question
    Forgot this sub forum existed. Thanks.
    Posted in: Custom Card Rulings
  • 0

    posted a message on Replacement Effect Question
    Quote from WizardMN »

    However, I am not aware of a card that replaces exiling a card with putting it into the graveyard. Is there a specific card you have in mind for this interaction?

    It's for my MCC submission haha.

    Current wording:
    If a permanent would be exiled from the battlefield, put it into its owner's graveyard instead.
    Spells can't be cast and permanents can't enter the battlefield from exile.
    Posted in: Custom Card Rulings
  • 0

    posted a message on Replacement Effect Question
    If a replacement effect caused a permanent that would normally be placed into exile, placed it into the graveyard instead, would it still return to the battlefield if a card such as Deadeye Navigator attempted to blink it?
    Posted in: Custom Card Rulings
  • 0

    posted a message on November MCC Round 1 - A (Un)Daunting Task
    Æther Dysfunction
    3BR
    Enchantment
    Rare

    Undaunted
    If a card would be exiled from anywhere, put it on the bottom of it's owner's library instead.
    Spells can't be cast and permanents can't enter the battlefield from exile.

    "This fate Dominaria now endures as a result of my actions is preferable to what Phyrexia would have wrought."
    - Urza to Xantcha
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on GP Providence -- Standard -- 10/22-23
    GP Prov T8

    1st Black-Green Delirium
    2nd Black-Green Delirium
    3rd Black-Red Zombies
    4th Red-White Vehicles
    5th White-Blue Flash
    6th Black-Green Delirium
    7th Black-Green Delirium
    8th Red-White Vehicles

    GP KP T8

    1st Mardu Vehicles
    2nd White-Blue Flash
    3rd White-Blue Flash
    4th White-Blue Flash
    5th White-Blue Flash
    6th White-Blue Flash
    7th White-Blue Flash
    8th Mardu Vehicles
    Posted in: Standard (Type 2)
  • 0

    posted a message on R/b/x Aggro
    Greetings fellow BR'ers. Here to report on my glorious failure at GP Providence. I am a sullen man today.

    First off, I made some last minute edits to my original build posted previously to bring it more in line with most shells while keeping with sub-vampire theme and evasion.



    Now when I say glorious failure, it isn't all bad. I started the day 5-1 with no byes. But unfathomably, somehow could not seal the deal and win ONE more match in the next three rounds(x-3s made day 2 due to attendance). It's a huge let down for me, bordering on infuriating. Especially going in with zero expectations and though not new to Magic by any means, my foray into standard has only recently begun again. And this is very reminiscent to my showing at a RPTQ for Honolulu, so there's some bad memories too! (4-1 start into a 4-3 finish, ugh)

    Ok enough moaning. Round recaps (to the best of my memory), highlights, lowlights and what did we learn.


    RD1 vs. Delirium, W 2-0
    Hazy memory, it's been a long day. Win game one handily as he didn't seem to have much going for him. SB in 3 Legacy and rip all three game two decimating his library, exiling Emrakul, Ishkana's & Kalitas's 1-0

    RD2 vs. UB Zombies, L 1-2
    This matchup is simple. Did your opponent play Cryptbreaker t1? Y/N? If no, proceed to smash face with Heir and Olivia. If yes. Kill it. Oh you didn't kill it? Well then please understand Cryptbreaker is savage gas fueling the brush fire that is UB Zombies and you're gonna get pooped on. Couldn't handle the synergy, did not draw Kalitas. 1-1

    RD3 vs. RW Vehicles, W 2-0
    Incredibly close games won in part to a play mistake by my opponent (Disintegrated his Exemplar, he took the damage, put it in the GY, did not crew his Fleetwheel) My flyers break open any board stalls we have in the next game. 2-1

    RD4 vs. Jeskai Control, W 2-0
    Game one is very back and forth. I play stuff, some of it sticks, some of it doesn't. Standard operating procedure. I get him to 1 with me at 20. I'm hellbent and he stabilizes with Avacyn. Swing, 16. rip a flow, he counters, swing 12, swing 8, rip temper, he counters, swing 4. rip another temper, and it does him in. Game two he stumbles and I pounce on him. 3-1

    RD5 vs. Grixis Control, W 2-0
    Control decks in general don't seem to pose much of a threat to us. This match isn't much of a challenge, and it's topped off with getting him to 6 after an alpha strike which causes him to tap out to avoid dying, leaving a Neonate on the board. But I'm holding another one in hand along with two Tempers and bolt him twice. 4-1

    RD6 vs. Jeskai Control, W 2-0
    Similar to round four. He just can't stop the horde of creatures. But he does manage to ruin some of my fun when I attempt to Pia with Olivia on the board, setup for double discard triggers one of which was a Temper. Would of been 14 damage on t4. Copter, Olivia, Temper, 3/3 Hastey Pia, 2/2 Hastey Thopter. 5-1

    And then Rome fell Frown

    RD7 vs. WR Vehicle, L 0-2
    Honestly this match I drew like complete garbage and couldn't keep up. Pair that with a surprise visit by Nahiri to make Scrounger's life miserable and we have ourselves a loss. No big right? Two more shots. 5-2

    RD8 vs. Delirium, L 1-2
    Win game one with no problem, but holy hell this guy's sideboard tech was savage and decimated my early game. Natural State, Dead Weight, Flaying Tendrils. All realllllllllllllllly good against me. Game two I actually have to attempt to just burn him down after he deals with my Neonate, Copter and Heir (my hand was 3 Flow, Temper, Disintegrate at one point). Get him to 9 then Kalitas joins the party. Game three Looks very promising as I curve into Courier, Scrounger, Olivia. He Dead Weights the Oliva then Tendrils the following turn, completely destroying my follow up. Double discard trigger Pia into 5/5 double shocking haste Priest the next turn. I can not make a suitable comeback after the board wipe as he generates to much card advantage. I'm worried now. 5-3

    RD9 vs. UW Flash, L 1-2
    The lance through the heart. I can hear it on the wind after the match. The ghosts of a thousand former pro players whispering in raspy voices "Getttttttttttttt goooooooooood" /melodrama
    Game 1 I nickel and dime his life away with a combination of burn, scroungers and thopter tokens (drew all 3 Pia's) Game two I have to mull to 5 and have an ok start. But anything more (Olivia & Priest) is shut down by Spell Quellers and any attempt to kill them is thwarted by either counters (including Wanderers), Rattlechains, Selfless Spirit, Avacyn. Pretty much the whole damn deck. Game three.... I mull to five again, roll my eyes, place the cards back on top of my library and say to my opponent. "My brain just broke" Draw my opening four, one land 2 Scroungers, Disintegration. If that doesn't sound like enough to you don't worry, your not wrong. I do draw the second land needed, but he curves out nicely and my day ends. 5-4.


    The deck dominates control builds.

    The deck holds it owns against other aggro builds. And this build in particular takes advantage of flying in extraordinary ways when facing it.

    Did not play against any NRG or Aetherworks builds. But in play testing, playing against NRG seems like Vintage came to standard and is based solely on whoever draws the better opening 7. This analysis based off of the "infect" combo build of the deck not the midrange build. Aetherworks seems straightforward, pray game 1 then draw and cast your Transgresses and Legacy's game 2/3.

    Going forward I can see UW being not only being a problem for us, but a popular choice for players in the future. It seemed to perform well today from my understanding. But we will have a better idea in the coming days when results come in.

    I vastly underestimated Pia. On her own she was anywhere from solid to MVP tier. Pairing her with Olivia can be disgustingly powerful even off single discard trigger, presumably the thopter.

    On the topic of Olivia, her absolute best friend is Scrounger. Do you know how many 4/3 haste Scroungers I dumped onto the battlefield today? Well, not that many, but when I did, it was sweet! Obviously haste doesn't always come into play as you will Scrounge at opponent EOT.

    Priest was underwhelming. I may cut them for a third Olvia and a fourth Pia.

    I cut Key at the last minute and honestly didn't regret it Though again, in this particular build, Neonate, Heir and Olivia are additional discard outlets, and Neo doubles up as a draw outlet.

    Always get a second opinion from a second judge. One glaring instance today was a guy activating Shambling Vent then using Nissa's +1 on it. The first judge ruled the Vent became a 7/8, the second judge was like "wtf are you talking about 7/8?"

    Watched a guy play 3 Metalworks Colossi in one turn. That was neat.

    In the end, I can't help but be disappointed with the result. Coming within 3 points of day 2 and then just plummeting. Future looks bright though, and I'm definitely enjoying constructed after playing strictly limited for most of my career. Next up, Pittsburgh!
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    Quote from GlavTech »

    Side topic: Why do I find Pia to be such an underwhelming card? Like I know she's good, her play rate is very simple proof of that, but I just can't figure out what makes her so universally used over other, cheaper creatures.

    I don't like her either.

    Quote from Nevelo »

    I don't like the sideboard much though. At the very least, I think you'll want to make room for 2-4 Transgress the Mind. Also, the sweepers seem more harmful than they are beneficial.

    There will clearly be scenarios where a sweeper will do equal harm, but I don't think it will necessarily do more harm to our board than an opponents. Courier and Neonates can be sac'd in response, Scrounger doesn't care, and Rain won't kill Olivia/Priest. Where as the RW decks will crumble with far less card advantage at their disposal. Sabotage is necessary for when Depala is in play.

    Be that is it may, I did some due diligence. These are the card counts from 20 varying builds of this deck.
    GALVANIC BOMBARDMENT - 60
    LIGHTNING AXE - 32
    CALL THE BLOODLINE - 12
    TRANSGRESS THE MIND - 71
    KALITAS - 35
    WEAVER OF LIGHTNING - 27
    BUSHWHACKER - 18
    CHANDRA - 9

    FRINGE CARDS
    OATH OF LILIANA
    HARNESSED LIGHTNING
    SKYSOVEREIGN
    LATHNU HELLION
    KEY
    COLLECTIVE BRUTALITY
    DARK DWELLERS
    TO THE SLAUGHTER
    MAGMATIC CHASM
    HANWEIR GARRISON
    HANWEIR BATTLEMENTS
    INVERTER OF TRUTH

    Averages

    GALVANIC BOMBARDMENT - 3
    LIGHTNING AXE - 1.6
    CALL THE BLOODLINE - .6
    TRANSGRESS THE MIND - 3.55
    KALITAS - 1.75
    WEAVER OF LIGHTNING - 1.35
    BUSHWHACKER - .9
    CHANDRA - .45

    So perhaps a more appropriate SB would look like this


    I question the usefulness of Bombardment and Axe. If someone can put it in perspective for me. Neither hit the face and our removal suite already seems better than these two cards. I would argue running Tormentor here against Control, and more sweepers vs. aggro builds are the better options. Looking somewhat like this.

    4 Transgress the Mind
    2 Kalitas, Traitor of Ghet
    3 Lost Legacy
    2 Biting Rain
    2 Incendiary Sabotage
    2 Elusive Tormentor

    Oversight on my part with Transgress, as it snatches most threats, the biggest of which in my opinion is Aetherworks Marvel.


    vs. RW Token & RG NRG, Sultai Midrange
    +2 Biting Rain
    +2 Kalitas
    -4 Courier
    Sub Sabotage for Rain vs. Sultai.

    vs. Grixis Control, UR Spells, Jeskai Control
    +2 Elusive Tormentor
    -2 Keys

    vs. Aetherworks & Delirium
    +3 Lost Legacy
    +4 Transgress
    -3 Disintegration
    -4 ???

    vs. RW Vehicle, Mardu Vehicle, UW Flash
    +2 Rain
    +2 Sabotage
    +2 Kalitas
    -3 Courier
    -1 Each Removal Spell
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    Quote from Nevelo »
    Going more madness focused could be alright, but not running Smuggler's Copter seems like a mistake.


    Ack! More like, a typo. Edited.
    Posted in: Established (Standard)
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    posted a message on R/b/x Aggro
    Never thought a Standard thread would bring me out of my stasis.

    Prepping for GP Providence, going with a variation on this brew. Looking for feedback on the below build and my take on cards available to us.



    CHOICES

    ONE DROPS
    Neonate & Courier over Gorger and Apprentice

    Even while running Olivia main and Tormentor in SB, I opt out of including Gorger due to it's lack of versatility. I don't feel it's ability offers enough since no vampires (save the niche Tormentor) cost over 3. (I consider Priest a 3 drop) However the ability to EOT vamps into play for pseudo-haste can not be understated, but you would need to be holding back cards.

    Apprentice is undoubtedly strong, and obviously crews once facing an enemy x/3. But, like Goger it's a god awful topdeck and I would much rather pseudo-cycle a Neonate if need be.

    Speaking of Neonate, I feel it's possible for it to do on par damage as an Apprentice due to menace. Also prefer it for the aforementioned card draw. Courier can generate ludicrous card advantage and Priest shock shenanigans. It is however outmatched easily and quickly vs. some decks, but then it becomes discard fodder or gets punted post-sideboard.

    TWO & THREE DROPS
    Heir to Falkenrath & Olivia over Pia and Bushwhacker
    Scrounger & Priest, No Fleetwheel Cruiser


    I'm just not hype for Pia. There, I said it. 3 power for 3, sure, but she lacks..... zazz. Olivia on t3 can generate something degenerate like a t4 5/5 hasted double shock Priest. Also she flies and this build is more evasive than the other builds we have seen thus far. And that's where Heir also comes in. I just think this card is very strong. Strong enough to bail on Pia. Your opponent doesn't want to deal with two 3 power fliers. On that note I've considered running 3 Olivias and cutting a Courier.

    Bushwhacker doesn't even belong in this deck as far as I'm concerned. But now I have a hankering to brew GarrisonWhack.

    Scrounger gets the nod because it just doesn't die.

    Priest is a three drop! I'm sad if I have to tap 4 lands for this. I have also omitted Fleetwheel from the build, as I feel it's too fragile and costs 4. This build tops off at 3. Don't forget... Priest is a three drop!

    Removal/Burn spells and Keys, no change.

    SIDEBOARD

    I felt these cards stand up against the early meta the best in theory and vs. the following decks. Of all the areas I'm looking for feedback in, the sideboard takes priority as I have never felt I had a good handle on how to construct them.

    vs. RW Token & RG NRG, Sultai Midrange
    +3 Biting Rain
    +2 Kalitas
    -4 Courier
    -1 Key
    Sub Sabotage for Rain vs. Sultai.

    It seems to me, Biting Rain absolutely wrecks RW token. Pending variations in builds, it should kill everything on their board save Copter

    vs. Grixis Control, UR Spells, Jeskai Control
    +3 Elusive Tormentor
    -2 Keys
    -1 Courier

    These decks have little in the way of creatures (Jeskai is stronger in this regard) and seem like they would have a difficult time dealing with Tormentor as long as you kept some ammo in the clip to flip him when needed.

    vs. Aetherworks & Delirium
    +3 Lost Legacy
    +2 Sinister Concoction
    -3 Disintegration
    -2 Keys (Aetherworks)
    -2 Courier (Delirium)

    I'll gladly let you draw 3-4 cards to wipe out your win con. Concoction is an Emrakul panic button.

    vs. RW Vehicle, Mardu Vehicle, UW Flash
    +3 Rain
    +2 Sabotage
    +2 Kalitas
    -4 Courier
    -1 Each Removal Spell

    Same reasoning as vs. RW Token. Sabotage will destroy RW and Mardu pre or mid combat, killing everything except Looter Scooter crewed by Veteran. UW suffers more from Rain, making Selfless Spirit much weaker, but the Sabo is still needed for their x/3s

    vs. every other possible deck in the format
    ¯\(°_o)/¯. ¯\_(ツ)_/¯

    Notable Exclusions
    Lightning Axe - Anything this can kill Disintegration can kill better.
    Transgress - Not an aggro card.
    Galvanic Bombardment - Better in the spells deck.
    Weaver - Too slow, defensive.
    Harness Lightning - Doesn't hit the face.

    Thanks for reading.
    Posted in: Established (Standard)
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    posted a message on BTT p1p5
    There is an error with this pack. Snake should not be here. Replace it with Elite Skirmisher.
    Posted in: Team E
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