You aren't going to always have Brave the Elements(especially that early) This kills all of G/W's 1 and 2 drops.
It also kills all of mono red's 1 and 2's and even 3's and will no doubt shut down Purphoros
It will as it will almost always have been
Mono Red will be better against the control decks which will be better against the G/x beatdown/midrange decks which will be better against the mono red decks
Satyr is going to be a house against control decks, and pretty miserable against other aggro decks and midrange.
It doesn't easily trade with Boros Reckoner all that well, it will end up with you taking 7 or them paying a mana and you losing your dork and bolting you in the process, It is pretty miserable in the mirror, turning all the Lightning Strikes turn into searing blaze, and gets stone walled by ash zealot. Having it trade with a Loxodon Smiter will not only take up your entire turn 4, but hit you for 6
Its been a long time since Jackal Pup has been good enough to see standard play, and giving it a questionable firebreathing doesn't give it the boost it quite needs.
It can however run away with the game against a UB or UW control deck
Fanatic of Mogis. All I can say is I see myself dying to that card more than a few times.
It's trigger isn't all that far off from a hellrider if you're playing mono red, and in some cases better. Turn 4 kills won't be all too uncommon if a deck stumbles early
This one, while powerful, isn't all that different from thoughtflare which to my knowledge hasn't seen anything more than fringe play.
Maybe being bumped down to 4cmc will make a difference. Only time and testing will tell
They are just plain meh. They are guildgates with a small upside at best. The only lands I run in my deck that always CiPT are ones with significantly bigger impact than scry 1, something that Thassa is going to let me do every single one of my upkeeps for free anyways.
Bojuka Bog exiles a graveyard.
Creeping Tar Pit swings in and is almost guaranteed to connect, I've won games off of it.
Tolaria West can fetch me any land in my deck.
It takes more than scry 1 one time to justify yourself. I'd rather run a basic.
yeah, what about those games that you couldn't find your thasa.
Maybe if you would have played these turn one or two you would be able to dig that extra card to find it?
Do people really not understand how powerful a free scry is for playing a land that also fixes your mana?
This card helps you mulligan less frequently, hit early land drops, dig for needed cards in the mid game, and throw useless lands away late game, and taps for two different colors of mana
Sure, getting your turn three Loxodon Smiter will be more difficult, but aggro decks have had enough time to shine
It will warp the metagame until Innistrad rotates as it makes decks that run on the Unburial Rites engine much worse. Post rotation he will be a role player and all around value creature.
It finds your splash color in limited, while thining your deck of lands making it more likely to draw live late game.
It's a 23rd card for sure, but certainly isn't useless
If I'm playing aggro, I'm almost always playing first.
If I'm playing midrange, I don't know, I don't usually play midrange but its probably matchup dependent.
If I'm playing control I usually will go first because 1 cards doesnt make a huge difference over a 10+ turn game. If I know I'm playing against midrange I will draw though
I see playing against permission as a challenge rather than boring, painfully slow, torture. It makes players play more carefully, have to allocate their resources more effectively, have some self control. I can see why people don't like it, but when is the last time you played against a control deck that literally countered everything? In recent history (scars, innistrad standard pre avacyn's restored) the draw go deck ran 8 maybe 10 counterspells + some number of counterspells. It's about learning to play against it, not complaining to wotc until the archetype that many people (myself included) really enjoy playing.
Its a different card plain and simple
a 1/3 body is pretty good on defense blanking or trading the majority of the non w/g 2 drops
It will see play, scry 2 is almost worth a card anyway
I too would like a source for this
It also kills all of mono red's 1 and 2's and even 3's and will no doubt shut down Purphoros
It will as it will almost always have been
Mono Red will be better against the control decks which will be better against the G/x beatdown/midrange decks which will be better against the mono red decks
It doesn't easily trade with Boros Reckoner all that well, it will end up with you taking 7 or them paying a mana and you losing your dork and bolting you in the process, It is pretty miserable in the mirror, turning all the Lightning Strikes turn into searing blaze, and gets stone walled by ash zealot. Having it trade with a Loxodon Smiter will not only take up your entire turn 4, but hit you for 6
Its been a long time since Jackal Pup has been good enough to see standard play, and giving it a questionable firebreathing doesn't give it the boost it quite needs.
It can however run away with the game against a UB or UW control deck
It's trigger isn't all that far off from a hellrider if you're playing mono red, and in some cases better. Turn 4 kills won't be all too uncommon if a deck stumbles early
Maybe being bumped down to 4cmc will make a difference. Only time and testing will tell
It's still sweet, and I'll have a hard time not jamming two into my control decks for the next two years
yeah, what about those games that you couldn't find your thasa.
Maybe if you would have played these turn one or two you would be able to dig that extra card to find it?
Do people really not understand how powerful a free scry is for playing a land that also fixes your mana?
This card helps you mulligan less frequently, hit early land drops, dig for needed cards in the mid game, and throw useless lands away late game, and taps for two different colors of mana
Sure, getting your turn three Loxodon Smiter will be more difficult, but aggro decks have had enough time to shine
In modern, that's a whole different story
It's a 23rd card for sure, but certainly isn't useless
I guess that's why mine didn't get taken
If I'm playing midrange, I don't know, I don't usually play midrange but its probably matchup dependent.
If I'm playing control I usually will go first because 1 cards doesnt make a huge difference over a 10+ turn game. If I know I'm playing against midrange I will draw though