Cards like this make me really sad that WotC blacklisted Tribal Cards from ever being designed again
Something like this would be interesting and justifiable if it was at least technically a Dinosaur as well
Putting an axe to the Tribal subtype mechanic made me sad as well. I think that mechanic is very fun, creates cool synergies, was powerful, but not so powerful it warps the game like Phyrexian Mana or whatever.
Probably too difficult to get this thing to grow reliably, but I love the design. Can't really judge how good this thing is without playing it. Using it to fight other creatures or a pump spell to keep it from trading in combat is probably too cute.
IIRC, WotC did say a couple years back that Rampant Growth and kin, along with 1 CMC mana dorks, were not where they wanted the format to be. Green mana acceleration was to be 2-mana creatures, which we've seen a lot of variation on since like Sylvan Caryatid, or 3 mana search spells, or 2 mana search spells that are more narrow like this card and Ruin in Their Wake. Rampant Growth is a very good card in Standard, and if Dinosaurs ends up being a playable/competitive deck, it will be because of this card IMO. It's better than it looks.
You could add a third and maybe a fourth The Gitrog Monster because he's the payoff here. You might also want more cards that help draw off the frog horror, potentially things like Gather the Pack or Evolving Wilds as alrightgame mentioned. I'd bet Jace, Vryn's Prodigy will be all over the place, more than ever even, and think Dead Weight is one of the best answers, especially when Delirium is considered. I would maindeck three Dead Weight's. The numbers on the disruption package are hard to nail down when there's not a metagame established.
Landfall - Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
4/3
I didn't think of any combo applications, but did think this card was pushed, and surprised it's an uncommon. With a fetchland it attacks for 10 the turn after it's played, which is well above the curve. I could see a couple copies at the top end of some Atarka Red deck.
She seems really good. The state of standard isn't in the perfect place where this card shines, I agree, but the power level is high. It rewards you for playing Magic, and fuels itself. It dies a lot, but is a must answer, and can replace itself the turn it is played some of the time. It's a bit like Sygg, River Cutthroat, which saw no play, but Jori En, Ruin Diver seems better in my mind. This seems like a card Patrick Chapin might build around.
Although it's a very different time now, Explosive Vegetation was a powerhouse when it was in standard. It still seems strong in the current metagame. Frontier Siege seemed to vanish after week 1 of Fate Reforged standard, but this could revitalize the 2-4-6/7 mana strategy those lists were employing. In green mid-range mirrors, when one player has the turn two Sylvan Caryatid and the other doesn't, the Caryatid player has a good edge. The same could be true with Explosive Vegetation. I would be surprised if it doesn't see solid play this season.
I read in a Daily MTG article that says something along the lines of, "for a deck to be good in Modern, it it has to be able to beat Affinity, Twin, and BG Rock two out of three times after you sideboard." Do you agree with this statement? I think personally, in the words of Boromir of Gondor, "one does not simply beat Affinity, Twin, and BG Rock with a single deck."
You're mis-quoting. The quote, by Matej Zatlkaj, is "the decks you absolutely need to be prepared for are: Affinity, Black-Green-X, and Splinter Twin. If you can't beat two out of these three consistently after sideboarding, you're in a bad spot". It's not saying you have to beat all three decks to be competitive, but rather you want to be able to beat two out of three of them consistently, because you'll be playing against those decks most often.
what this guy said , its just Bob people , a bob reprint, sell them while they are hot
Agreed. I'd be surprised if it were anything else based on the original post. I don't recall the card ever being too good at any point, and if it were in standard right now it wouldn't be too good either.
Did anyone come up with a good theory on why confidant was corrected confident?
It was misspelled and corrected the way it is on purpose to make it painfully obvious they are referring to Dark Confidant. Like I said, it would be more surprising if it weren't.
Witch's Eye is inspired by the 3 blind witches from the epic poem The Odyssey, aka the movies Clash of the Titans. I figured a lot of stuff will come from that story. I expect some sort of Sirens card that gains control of creatures, or just leads them to their death in some manner. A magical sword and shield equipment forged by the Gods. Also, if there isn't a card that's inspired by the mechanical owl Bubo from the original 'Clash', there should have been.
The general rule is to cast your instants at the last possible moment, so that you have the most information available to you. In the video you showed, the player should probably have cast the Grisly Salvage on his own turn two, because he knew his opponent had Negate in his deck, and he verbally announced his blunder. It's not the "wrong" play, because it did one for one a card out of his opponents hand. It's most likely not the best line though.
In short, no, you cannot create a creature-land during your opponent's end step and have it still be a creature on your turn.
Compare the wording to Mimic Vat. With Mimic Vat you can create a token during your opponent's end step, and it won't be exiled until the beginning of the NEXT end step, which doesn't occur until near the end of your own turn.
With Skaarg Guildmage it says "until end of turn", which refers to the Cleanup Step that follows the End Step. So you could make the manland during your opponents end step, but the end step would end, the cleanup step would begin, and your land would no longer be a creature when your turn begins.
Well, I've always considered the inflated prices on standard staples as a sign of a healthy player base. The more people there are buying playsets of Thragtusks, Bonfires, etc., because they want to compete in standard, the higher the price. It's not exactly supply and demand, but sellers will take the highest price people are willing to pay.
runnong a deck with a 1-off emrakul, 3 griselbrandand 4 blightsteel colossus. colossi are winning with one swing. this deck is an awesome idea. thanks dude for sharing it.
Well, Blightseel is no good. It's replacement effect keeps it from hitting the graveyard at all when discarded, so it can't be reanimated.
Magic is a fairly high variance game, but can often be subtle about it. Miracles, on the other hand, take that variance and throw it right in your face. The same is true with Delver. His power level blatantly shines when he blind flips on turn 2, because he becomes far above average with no work from the player. The idea is similar with Miracles. When a player does no work, and then receives a reward that's above the curve, you almost feel cheated. Players disliked Cascade for the same variance in power. The whole thing is exasperated when you're playing the same cards as your opponent, only theirs are proving a lot more efficient simply due to randomness.
The variance is always there, which is a good thing, because it keeps the game from being Chess (Nothing against Chess guys, but it's just that when I want to play Chess I play Chess). It doesn't need to be as swingy as a Miracle, though. Well, at least there's not a Miracle that straight up says "You win" on it.
Putting an axe to the Tribal subtype mechanic made me sad as well. I think that mechanic is very fun, creates cool synergies, was powerful, but not so powerful it warps the game like Phyrexian Mana or whatever.
This set would be way cooler with Tribal spells.
You could add a third and maybe a fourth The Gitrog Monster because he's the payoff here. You might also want more cards that help draw off the frog horror, potentially things like Gather the Pack or Evolving Wilds as alrightgame mentioned. I'd bet Jace, Vryn's Prodigy will be all over the place, more than ever even, and think Dead Weight is one of the best answers, especially when Delirium is considered. I would maindeck three Dead Weight's. The numbers on the disruption package are hard to nail down when there's not a metagame established.
3R
Creature - Elemental
Trample
Land creatures you control have trample.
Landfall - Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
4/3
I didn't think of any combo applications, but did think this card was pushed, and surprised it's an uncommon. With a fetchland it attacks for 10 the turn after it's played, which is well above the curve. I could see a couple copies at the top end of some Atarka Red deck.
You're mis-quoting. The quote, by Matej Zatlkaj, is "the decks you absolutely need to be prepared for are: Affinity, Black-Green-X, and Splinter Twin. If you can't beat two out of these three consistently after sideboarding, you're in a bad spot". It's not saying you have to beat all three decks to be competitive, but rather you want to be able to beat two out of three of them consistently, because you'll be playing against those decks most often.
Agreed. I'd be surprised if it were anything else based on the original post. I don't recall the card ever being too good at any point, and if it were in standard right now it wouldn't be too good either.
It was misspelled and corrected the way it is on purpose to make it painfully obvious they are referring to Dark Confidant. Like I said, it would be more surprising if it weren't.
Compare the wording to Mimic Vat. With Mimic Vat you can create a token during your opponent's end step, and it won't be exiled until the beginning of the NEXT end step, which doesn't occur until near the end of your own turn.
With Skaarg Guildmage it says "until end of turn", which refers to the Cleanup Step that follows the End Step. So you could make the manland during your opponents end step, but the end step would end, the cleanup step would begin, and your land would no longer be a creature when your turn begins.
Hope that makes some sense.
Well, Blightseel is no good. It's replacement effect keeps it from hitting the graveyard at all when discarded, so it can't be reanimated.
The variance is always there, which is a good thing, because it keeps the game from being Chess (Nothing against Chess guys, but it's just that when I want to play Chess I play Chess). It doesn't need to be as swingy as a Miracle, though. Well, at least there's not a Miracle that straight up says "You win" on it.