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The Magic Market Index for Jan 12, 2018
 
Treasure Cruisin' Tempered Steel
 
The Magic Market Index for Jan 5, 2018
  • posted a message on Banned and restricted list updates
    Quote from Greyimp »

    The mana base really pisses me off. They totally sacked proper mana so they could sell enemy fetches etc in Modern Masters.


    We have the cycling duals from Amonkhet... We weren't going to get fetches as well. Standard isn't supposed to get near-perfect Mana. Otherwise you get monstrous best-cards decks. *Cough*.
    Posted in: The Rumor Mill
  • posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Quote from Aazadan »
    Quote from Spsiegel1987 »
    Ok, never mind, I think I read the card wrong and it's bad, it has a different restriction from what I thought. It's just EDH fodder.


    The card is loot 5 times, then gain 5 life and flip. Seems ok honestly.

    The card is loot five times, and then if you've discarded five different cmcs, flip. Much much much more challenging. How many Modern decks have a wide enough curve to support this reliably? You not only need to have one of your higher cmc cards early, you need to be willing to pitch it in order to get a boatload of Mana. Granted, I can see a specific deck arising from this card, but outside of control, which doesn't really want the backside, I think you need to build around this card.
    Posted in: Modern Archives
  • posted a message on "Disperse in the Wind" .:. seen posted by @SaffronOlive
    Loving all the reactions to this card. It isn't supposed to be a 0 tier bounce spell. It trades off some power for a wide array of usability. As people have said, this is great with on cast permanents you control. It's great with etb effects you control. It's great as protection for permanents you control. It acts as single target removal (unconditional removal!) temporarily. It resets either side's walkers, either yours that's about to die, or an opponent's that's about to ultimate. This is a Swiss army knife of a bounce spell. I really like it, not because of its power but because of how wide its uses are.
    Posted in: The Rumor Mill
  • posted a message on Mothership spoilers 1/3/18 Azorand so many dinos
    Not 8 in total? You should double your number of raptors for each point of toughness the Forerunner has.
    Posted in: The Rumor Mill
  • posted a message on Admiral's order Channel fireball preview
    Really interesting card, super disappointing that this will only ever be a better cancel post-combat. I guess it handles in-combat tricks, but honestly this is a little disappointing once you start to think about how limited it is.
    Posted in: The Rumor Mill
  • posted a message on MTGGoldfish Preview: Story Spotlight: Induced Amnesia
    Remember, everyone, this has to die to get the cards back. You can't just bounce it.
    Posted in: The Rumor Mill
  • posted a message on Merfolk Mistbinder .:. CollectedCompany Spoiler
    Will this find a home in Modern Merfolk? Do they need LoA numbers 9-12?
    Posted in: The Rumor Mill
  • posted a message on Kumena, Tyrant of Orazca via TCGPlayer
    Quote from FunkyDragon »
    You're missing the point. Ulrich may have been intended for EDH, but he failed. When a nonlegendary card like Mayor of Avabruck is infinitely better served as a werewolf leader than Ulrich, when even the generic Huntmaster of the Fells is a better design, they did not deliver an EDH playable. Even the non-werewolf Ruric Thar, the Unbowed works better mechanically as the commander of a werewolf deck.

    I don't care what their intent was - Ulrich was a failure. He wasn't what EDH players wanted, so you can't blame him on EDH players. Blame him on the designers who failed to understand their player base.


    But in context of what Athelas originally said.. Ulrich, as you've correctly stated, was a miss. He only got put into the file because of EDH complaints for a Werewolf legend. So, Athelas is correct. Designing around Commander wishes within a Standard set created a sub-par card. It doesn't matter if you didn't ask for Ulrich explicitly; he was designed with Commander in mind, and so was a poor decision made for Commander's sake.

    Keeping in line with the thread, I'm most interested in making some sort of Kumena Merfolk-tribal EDH with Paradox Engine as an endgame goal. Seems fun.
    Posted in: The Rumor Mill
  • posted a message on Kumena, Tyrant of Orazca via TCGPlayer
    Quote from FunkyDragon »
    I like it. The scaled activations make it a lot better than other "tap five" lords. And each ability can be useful.
    Quote from Athelas »
    Breaking set flavor just to please commander players is exaclty what should NEVER be done. Even within set flavor it's mostly bad: f.e. Ulrich was a waste of card slot made only because of edh crying voices. Get edh specific legends through commander sets.
    Nope - you don't get to blame Ulrich on EDH players - we thoroughly rejected that steaming pile of crap. It was a waste of a card slot because it was a bad card, not because EDH players wanted a decent werewolf legend. We're still waiting for that.


    Actually, it is EDH players who brought about the card. MaRo has said on his blog that the card came about due to EDH players complaining the mythic Werewolf from Innistrad I wasn't legendary. Then, when people complained about Ulrich, he said the design team didn't realize that, in clamoring for a Werewolf legend, players were really clamoring for a Werewolves-matter Legend. He's said they began at least keeping the tribe-matters legends in mind for future sets. But yea, Ulrich is solely for EDH.

    EDIT: There were several related posts on Blogatog, this was one that highlights the fact that they dropped the ball with making him non-Werewolf-matters:

    sternus-117 asked: In your recent Odds and Ends, regarding Ulrich, you wrote "What we didn't pick up on was that for some players, the reason they wanted it was to use it to specifically play a tribal Werewolf deck." But the sentence before you stated that R&D knew that the request for a Legendary Werewolf mostly came from Commander players. My question is: couldn't you pick up the connection between the two? It seems quite obvious.

    We optimized it to play in as many different Red/Green decks as possible to maximize how many Commander players could use it.

    Hindsight is 20/20. Yes, it seems obvious now.
    Posted in: The Rumor Mill
  • posted a message on "What Deck Should I Play" thread
    Sounds like Affinity is the deck that meets most of your criteria, stokpile. Have you actually played with Affinity? You make it sound like the deck sometimes has non-starters, but against legitimately any hate piece you're likely to face there is an out. Ghirapur Aether Grid is the clear answer to Stony Silence, keeping fast hands is the answer to removal, and the deck even has access to pretty much any sideboard tech because of all the any color sources. You get Blood Moon against big mana, and Thoughtseize against combo decks. Plus, even against your "bad matchups" there's always the chance you just get a godhand and win before they can amount any sort of fight.

    In short, it sounds like your experience with Affinity is the echo chamber that this forum is, and in practice you'll find Affinity is much more resilient than its players like to claim.

    As to your other questions, I can personally attest that midrange Thoughtseize.dec is the bane of Ad Nauseam's existence; until we miraculously get away from the metagame with Thoughtseize being such a huge factor, I wouldn't pick the deck up again (unforunately, because I really enjoy the deck). Lantern is arguably the best deck in modern right now, but definitely is not a 75-25 across the board. It has its bad matchups, and takes an inordinate amount of skill to pilot well. GDS isn't stupendous against Tron, but the Burn matchup is better than people who don't play the deck would assume. It just takes a different approach to your avenues to victory, and if you land a Death's Shadow then your opponent usually has made it huge.

    Still sounds like Affinity is your best option, just tune your sideboard to the hate you find yourself up against often, and learn to read what types of hands excel in which ways with the deck, and when you need them vs various matchups. It's all about exposure and learning.
    Posted in: Modern
  • posted a message on Karn, Jhoira, and Teferi to appear in Dominaria
    Quote from Formless_One »
    More emotional intensity than the realization that everything she believed in her entire life was a lie? More than saving her lifelong friend from throwing his life away?

    "My heart it is yours. Thank you, Samut the Tested." - that sounds to me like the God is bestowing something unto Samut - and then she seemed very proud (and not at all surprised) when Samut walked and then returned.

    In every other instance of Planeswalkers - there's always some magic about them that is inexplicable that sets them apart (Part of the reason why Chandra was hunted and Jace was always viewed with suspicion). The only real 'gift' that Samut is credited with having was the ability to make herself faster - in a world where most of the initiates had some minor magical abilities.

    I'm honestly not buying that Samut always had a spark - at least not as presented in the story.

    The problem is that it is very well established in the lore that the only being that can give you a spark is another planeswalker-- and at the cost of their own status as a planeswalker. Also, the only times that has happened both involved Karn receiving Urza and then Venser's sparks. Otherwise, the characters are either born with it or they aren't. The writers could change this at some later date, but at the moment that is just how they set up the canon such as it is.

    Besides, the gods of Theros didn't even know about planeswalkers (with the exception of the God of Knowledge, who keeps it to himself), and the gods of Amonkhet didn't know that the God Pharoh was actually a Planeswalker either. Hazoret was just as surprised as the mortal crowd when Samut vanished and then reappeared moments later from her first planeswalk. Meaning Hazoret didn't know about planeswalker either, and almost certainly didn't give Samut a spark even if she could have done so.

    And yeah, I know it seems contrived that this is the moment Samut first planeswalked and not the Hour of Devestation itself, but it is what it is. In fact, the writers don't always have planeswalkers spark through trauma; Narset did it through meditation, Venser did it through experimentation, and there are several planeswalkers like Tamyo and Dovin Baan whose backstories have not been told at all.


    Don't remember the exact quote, but we've been told that Planeswalker Sparks ignite with strong emotion, positive or negative. We haven't really had an example of a positive spark ignition before Samut, but we've known it could happen.

    Also, about Samut being a relatively "normal" Walker; the spark is supposed to manifest randomly among sentient beings. It's nice that we get some walkers who aren't uber powerful or have an op gimmick. Think of Domri Rade for another instance of a gifted but not overpowered mage who ascended.
    Posted in: The Rumor Mill
  • posted a message on Shockland Wording
    I'm not sure that would work. The current format makes it an effect that happens "as x enters the battlefield." The proposed wording is intuitive as to when you pay the 2 life, but it isn't explicitly stated, which might make it not work from a rules perspective. I'm not on the rules team, though.
    Posted in: Magic Rulings
  • posted a message on Why playing Blood Moon over Magus of the Moon
    It's basically what you said. There are soooo many fewer enchantment removal options in Modern than creature removal. Magus dies to Lightning Bolt (which Magus doesn't even do anything to prevent), Path, Push, Terminate, any sort of sweeper, etc.

    Blood Moon can only be removed by enchantment removal, which is very very rare in Modern in general. It's much more likely someone would have kept creature removal in their deck than sided in enchantment removal, even if they're running any, which most decks will not be.

    The answer is simply because Magus is infinitely harder to protect.
    Posted in: Modern
  • posted a message on New Judge Promos: Pendelhaven & Spellskite - via @MagicJudges
    Quote from wurmageddon »
    Loving the flavour text on that spellskite! Hope we get a revisit into new phyrexia and a civil war breaks out!


    That's the same flavor text it's always had..

    Weird choices here. Second promo for Haven is meh, and while I enjoy the art for Skite, it doesn't feel like the impactful card they usually go for with these.
    Posted in: The Rumor Mill
  • posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Quote from Melkor »
    Oh come on! There is a ton of land hate, they just printed a new one


    That isn't active until T3.. So either you're on the play and set them back a turn at the expense of your T3 play, or you're on the draw and they still have a chance to T3 Karn you away from the mana you need to Field of Ruin. No doubt, Ghost Quarter is a great card, does wonders against Tron, but not many decks will run 4x, and they have so many more ways to find lands than any other deck does. There just isn't consistent enough land destruction in Modern (probably for the best, having a top-tier land destruction deck would push way too many players away from the format), but Wizards needs to realize, if they're not going to add ways to deal with a super strong way to cheat on mana (play 3 lands, get 7 mana), they need to do something about the decks that abuse those lands, or at least be super super careful about what colorless threats they print in the future.
    Posted in: Modern Archives
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