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  • posted a message on Is Sphinx's Revelation obsolete in Modern?
    I still play 1 revelation in my control deck. It is generally worse than dig through time but in the long games where you find yourself sitting on 9 mana it's functionally a game ender.
    Posted in: Modern
  • posted a message on [MM2] Modern Masters 2
    I think people are forgetting that these aren't being made to drop the prices on modern cards, they're made to keep the prices from going up any more than they already have. Also 10$ packs are no big deal since stores are just going to mark them anyways. The packs could msrp $2 but stores will still charge you 15 if they think the packs are worth 15.
    Posted in: The Rumor Mill
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from A.J.Gibson »
    Yep, I'm tired of delver.

    Land of People Tired of Delver
    Land
    T: Add 1 to your mana pool.
    T: Target creature spell you control can not be countered. Use this ability only on your own turn.

    Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?


    I think this is too good, cavern has that tribal clause and it's still super good at what it does. I also don't see why you would need this honestly. If your deck just HAS to have 8 cavern of souls run some expedition maps.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from AvalonAurora »
    Hero of the Platoon W
    Creature - Human Soldier
    If you control an enchantment, Hero of the Platoon gets +1/+1.
    If you control at 4 or more other creatures, Hero of the Platoon gets +1/+2.
    1/1

    ((A Delver/WldNctl/MnstSwiftsper for white weenie, it's buffs are more delicate than WN, but slightly stronger, it's easier perhaps to trigger on your own than Delver but lacks evasiveness, and it's an entirely different critter than Swiftspear))

    Blood Assassin B
    Creature - Spirit Rogue
    If at least one creature you control died this turn or last turn, Blood Assassin gets +3/+2 and haste.
    One may call these spectral assassins with the darkest of sacrifices... or with a deeply held cry for vengeance...
    0/1

    ((REVENGE... or the power of sacrifice... Emo , need a grinning devil emoticon... anyway, basically same as above but for black type strategies))

    I'm not really sure if these would be OP or not... Frown


    I think these are fine. Maybe change that second buff on hero to +1/+1 and make it trigger on 2 other creatures. Assassin should be worded a bit different I think. Something like Morbid - This creature enters the battlefield with 2 +1/+1 counters and haste, then make it a 1/1 normally.

    Quote from AvalonAurora »
    Celestial Chanting WW
    Enchantment
    When Celestial Chanting enters the battlefield, draw a card and gain 2 life.
    At the start of your upkeep, gain 1 life.

    Upgraded Ajani's Mantra that gains life and cantrips on ETB? Not sure if it would be balanced...

    Arts of the Mind UU
    Enchantment
    When Arts of the Mind enters the battlefield, draw a card.
    Your opponents play with their hands revealed to you. You may look at the top card of a library at any time. You may look at face down cards at any time.
    At the start of your upkeep, scry 1.

    Telepathy and some other tricks and scry 1, with a cantrip ETB to justify play? Again, not sure if balanced...


    Ditch the cantrip. Both of these cards are good if the game goes long, adding a cantrip just means your opponent can't profitably interact with them at all and they're forced to just let you keep getting these benefits. In a short game you're not going to play either of these, with or without the cantrip so it doesn't matter there either.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I think it's fair as is but it would be a sorcery.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Ok let's try our hand at some balanced cards. Notice that each charm has something that helps you protect yourself as well as some sort of removal mode and a third effect that is just good. Tell me what you think. Playable? Busted?

    Oros Charm WBR
    Instant
    Choose one
    - Target permanent gains protection from the color of your choice until end of turn.
    - Target player discards two cards.
    - Deal 3 damage to each creature.

    Intet Charm URG
    Instant
    Choose one
    - Draw two cards, then put a card from your hand on top of your library.
    - Destroy target artifact.
    - Permanents you control gain hexproof until end of turn.

    Teneb Charm BGW
    Instant
    Choose one
    - Put target creature card from your graveyard onto the battlefield tapped under your control.
    - Regenerate each creature you control.
    - Destroy target enchantment.

    Numot Charm RWU
    Instant
    Choose one
    - Destroy target nonbasic land.
    - Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
    - Counter target spell that targets you or a permanent you control.

    Vorosh Charm GUB
    Instant
    Choose one
    - Target creature gets +2/+2 and trample until end of turn.
    - Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
    - Target player sacrifices a creature.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from Hellgrammite »
    Ghostflame Barrier - WUR
    Enchantment

    Flash
    When Ghostflame Barrier enters the battlefield, exile target spell or artifact.

    Spells with the same name as cards exiled by Ghostflame Barrier can't be cast.



    Make it any nonland permament, take away the flash and the part about spells, and then you would actually have a pretty good card.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from AvalonAurora »
    Genius Enchanter WU
    Creature - Vedalken Wizard
    Enchantment spells cost 1 less to cast.
    1/2

    Genius Artificer UU
    Creature - Human Artificer Wizard
    Artifact spells cost 1 less to cast.
    1/3

    Genius Ritualist UB
    Creature - Human Wizard
    Sorcery spells cost 1 less to cast.
    1/2

    Genius Battlemage UR
    Creature - Human Wizard
    Instant spells cost 1 less to cast.
    2/1

    Genius Summoner UG
    Creature - Elf Wizard
    Creature spells cost 1 less to cast.
    1/2


    All of these are fine I suppose. I get that they're all supposed to be blue but I would try to mix the colors up a bit more to balance them out. Do any enemy or allied color cycle.
    Quote from AvalonAurora »

    Master Wizard 1UU
    Creature - Human Wizard
    Hexproof
    Wizard spells cost U less to cast. This effect reduces only the amount of colored mana you pay.
    1/4

    I think it's a little too good at 1/4 with hexproof. Maybe make it a 1/3 or drop it down to UU and make it a 1/2.
    Quote from AvalonAurora »

    Spell Inventor 1U
    Creature - Human Wizard
    When Spell Inventor enters the battlefield, draw a card.
    1/1

    Battlemagic Professor UURR
    Creature - Human Wizard
    Hexproof, Haste
    Wizard creatures you control have: "t: This creature deals 1 damage to target creature or player."
    2/4

    Not sure I like these guys but they look balanced at least. The second guy doesn't need hexproof.
    Quote from AvalonAurora »

    Wardmaster 1UU
    Creature - Human Artificer Wizard
    Hexproof
    Fortifications and Lands you control have hexproof.
    Walls and other wizards you control get +0/+2 and hexproof.
    1/1

    I think this would be a great card if it didn't affect wizards. The flavor is spot on, the power level is just about right but then giving this effect to wizards puts it way over the top I think. Remove the wizard thing and you could afford to bump his toughness up as well. Maybe make it a 0/5 or 0/6.
    Quote from AvalonAurora »

    Arcane Dormitory Supervisor 1UUG
    Creature - Elf Wizard
    Hexproof, Flash
    You may cast wizard creature spells as though they had Flash.
    1/2

    Scrap the hexproof and take the cmc down a bit. The name is weird too but that's whatevs.
    Quote from AvalonAurora »

    Flightspell Instructor U
    Creature - Human Wizard
    Wizard creatures you control have flying.
    1/1

    I think this is just a little too good at 1. Nifty card though, I like it.
    Quote from AvalonAurora »

    Countermagic Adept UU
    Creature - Human Wizard
    Flash
    When Countermagic Adept enters the battlefield, counter target spell unless it's controller pays 1 and exiles a card from their hand face down. A card exiled this way returns to their hand at the end of their next turn.
    1/3

    Too good. Make it a 1/2 and get rid of the exile thing, it's too complicated anyways.
    Quote from AvalonAurora »

    Counterspell Master UUU
    Creature - Human Wizard
    Flash
    When Counterspell Master enters the battlefield, counter target spell.
    1/4

    Not at 3, not even in triple blue. Should cost 2UU, even then it's still very strong imo.
    Quote from AvalonAurora »

    Warmage Instructor WUR
    Creature - Human Wizard
    Other wizard creatures you control get +1/+1.
    2/4

    Probably the only card here that doesn't need anything changed.
    Quote from AvalonAurora »

    Wildfire Sorcerer 1UR
    Creature - Human Wizard
    When Wildfire Sorcerer enters the battlefield, deal 2 damage to each other creature.
    2/2

    Too strong. Make it something where when it enters the battlefield you pay X and then it does X damage to all other creatures. As is this guy is way too strong.
    Quote from AvalonAurora »

    White Magus Prodigy WWU
    Creature - Human Wizard
    White Magus Prodigy can't be the target of White spells you don't control or abilities from White sources you don't control.
    Whenever a Plains enters the battlefield under your control or a White spell is cast by any player, gain 1 life.
    2/2

    Blue Magus Prodigy 1UU
    Creature - Vedalken Wizard
    Blue Magus Prodigy can't be the target of Blue spells you don't control or abilities from Blue sources you don't control.
    Whenever an Island enters the battlefield under your control or a Blue spell is cast by any player, gain 1 life.
    2/2

    Black Magus Prodigy UBB
    Creature - Human Wizard
    Black Magus Prodigy can't be the target of Black spells you don't control or abilities from Black sources you don't control
    Whenever a Swamp enters the battlefield under your control or a Black spell is cast by any player, gain 1 life.
    2/2

    Red Magus Prodigy URR
    Creature - Human Wizard
    Red Magus Prodigy can't be the target of Red spells you don't control or abilities from Red sources you don't control.
    Whenever a Mountain enters the battlefield under your control or a Red spell is cast by any player, gain 1 life.
    2/2

    Green Magus Prodigy UGG
    Creature - Elf Wizard
    Green Magus Prodigy can't be the target of Green spells you don't control or abilities from Green sources you don't control.
    Whenever a Forest enters the battlefield under your control or a Green spell is cast by any player, gain 1 life.
    2/2

    Nope. Narrow yes but neither of the listed effects on these guys is a blue effect. These are just an absolute no go. Huge color pie violations and seriously overpowered too.
    Quote from AvalonAurora »

    All Schools Master UUU
    Creature - Human Wizard
    You may treat mana as if it were any color when casting wizard spells.
    2/4

    Should be a 2/3 I think.
    Quote from AvalonAurora »

    Baleful Polymorph Master 1UU
    Creature - Human Wizard
    Flash, Protection from Sheep
    Whenever Balefull Polymorph Master or another wizard enters the battlefield under your control, target creature you don't control becomes a colorless sheep creature with base power and toughness 0/1 and no abilities until end of turn.
    1/2

    This is the kind of guy who would get the Melek treatment. Nifty effect but so easily abused he'd be costed up to like 6 or 7 and given a "decent" sized body to make up for it.

    All in all I think you use hexproof too much and give your creatures just a bit too much toughness. Hexproof is an uninteractive mechanic, when you also give those creatures substantial toughness you make them even less interactive since you're opponent can't combat them as effectively. You also need to work on costing things more accuarately. Too many things were undercosted, cheaper cards are always more powerful and adjusting the CMC is the easiest way to balance a card without changing it's flavor. I know it would be great if everything could just be aggressively costed but the reality is that most of these effects were undercosted by 1-3 mana. Some of the cards were a little unoriginal but there are some real gems there. Wardmaster looks amazingly done, Polymorph man looks fun as hell and Battlemage Professor appeals to my inner Johnny.
    Posted in: Modern
  • posted a message on Are Scapeshift and/or Twin the superior "control" decks in Modern compared to UWR Control?
    Quote from DOLZero »
    Scapeshift is the best control deck in Modern.


    I agree wholeheartedly with this statement. Turn 1 Search for Tomorrow into turn two Sakura-Tribe Elder is an incredibly potent play that sets up an absolute wall of mana that when combined with removal like Lightning Bolt and control magic like Remand, Cryptic Command, and Izzet Charm, combined with a powerful combo supported by Dig Through Time, is really hard for almost any deck to beat.


    I disagree. Scapeshift is just a combo deck that uses control elements to stall the game and protect it's combo. All of those ramp spells are really bad when you're taking a beating from a Tarmogoyf. Scapeshift has no life gain, no hard removal, and no plan b(what do you do when Slaughter Games names Scapeshift or when Valakut gets hit by Sowing Salt?).
    Posted in: Modern
  • posted a message on Super Hosers / Super Hate
    Quote from Incanur »
    Quote from Vault756 »
    Like Blood Moon makes the game essentially impossible to play for someone playing 5 color, similarly many of the other cards listed can just flat out make it impossible for a mono color player to play the game.


    You're exaggerating (for effect, I'm sure). Basic lands, mana rocks, and mana dorks all get around Blood Moon.
    Yeah but a 5 color player often relies on using fetchlands to get those basics, you would have to predict it in advance and grab basics early on. Also most 5 color decks tend to stray away from rocks(only running a few choice ones) in favor of running more land fixing since it's generally more durable.

    Quote from mazeTemporal »
    Hall of Gemstone gets in the way of multicolor
    Absolute Grace and Absolute Law do not exactly hate someone out but they are incredibly obnoxious against mono black/red decks.
    How did you forget Iona?

    Maze of Ith crushes many voltron decks such as Rafiq unless they can grant hexproof/shroud.
    Grave Pact, Dictate of Erebox, Martyr's Bond, Butcher of Malakir, The Abyss, Magus of the Abyss similarly beat up voltrons.

    Aura Shards, Energy Flux, and Kataki are Karn's worst nightmares.

    Ensnaring Bridge, Peacekeeper, Moat, Teferi's Moat, etc stop decks that like attacking.

    Elesh Norn eliminates weakling creatures
    Homeward Path ruins control change effects
    Titania's Song wrecks noncreature artifacts
    Tainted Aether raises the cost of creatures to an unreasonable level
    Spreading Plague severely limits the number of creatures in play (colorless creatures get spared)
    Any tuck effect tends to hose decks built to rely on their general.
    Reclamation hates black attackers


    I didn't forget Iona, she's on the list. Hall of Gemstone does seem like it could hose multicolor pretty bad, though I wonder how useful it would be in reality. If they ever draw enchantment removal they will always have the right color to cast it.

    Kataki and Energy flux are super hosers against artifacts.dec.


    These are the type of devastation i'm talking about. Those first couple just destroy respective mono color decks.
    Posted in: Commander (EDH)
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