Hey! You fellas are right! Trilands and exotic orchard are gold!
You naysayers can be incredibly depressing sometimes, ya know that? Before ALA even came out, all you did was complain that limited would be unplayable and anything but fun. But, it would seem the majority of players at least enjoyed ALA-CON limited.
And now you want us to believe that a set with nothing but gold will be any less playable? I mean really, are 1 drops that important? Isn't that the turn you want to play mana-fixing any way?
Also, from what we know so far, ARB seems to have a lot of allied pair cards. So you mono-drafters will just have to suck it up and start splashing! =P
Media is not making me steal. But in a way is like the story of the very hot girl with the short skirt teasing the old sick guy with a history of rape.
Naya Ancient :symw::symg:
Creature-Treefolk
:symg:, Discard Naya Ancient from your hand: put a 1/1 Thalid in play.
:symw:, Discard Naya Ancient from your hand: put a 1/1 Cat Warrior in play.
3/3
Private Mod Note
():
Rollback Post to RevisionRollBack
WoTC, thank you for finally announcing the Modern format, an eternal format where everyone can participate.
This reminded me of some cards that I came up with in MSE just the other day. I was playing around with the idea of a "useful anywhere" card and came up with a vertical cycle.
Shifting Sands common
Instant
Shifting Sands is all colors.
If was spent to play ~, gain two life. If was spent, target creature gains flying. If was spent, target player discards a card. If was spent, ~ deals 1 damage to target player. If was spent, target creature gets +2/+2 until end of turn.
Prism Gleam uncommon
Sorcery
Prism Gleam is all colors.
If was spent to play Prism Gleam, tap all creatures. If was spent, return all non-land permanents to their owners' hands. If was spent, target player loses 3 life. If was spent, gain control of target creature until end of turn, it gains haste. If was spent, put 3 1/1 green Saproling creature tokens into play.
Color Flare :xmana::2mana: rare
Instant
Color Flare is all colors.
For each spent to play Color Flare, creatures you control gain +1/+1 until end of turn. For each :symu:, draw a card. For each :symb:, target creature gets -1/-1 until end of turn. For each :symr:, a target creature gains double strike until end of turn. For each :symg:, search your library for a basic land card and put it into play.
Seconded. With WotC making mention to wanting to slow down standard, and all the taplands in this block, having no one drops would make sense.
Exactly! I say we should be happy with all the nice one drops in Shards and Conflux, and let them continue to try to make Standard slower and cheaper to play, instead of getting up in arms over something so unimportant.
Naya Ancient :symw::symg:
Creature-Treefolk
:symg:, Discard Naya Ancient from your hand: put a 1/1 Thalid in play.
:symw:, Discard Naya Ancient from your hand: put a 1/1 Cat Warrior in play.
3/3
Yeah, this is what I was thinking of. You aren't forced to waste a turn, but it still means no "one-drops." Maybe they want to slow the game down, who knows.
I know that people shouldn't be doing ARB-ARB-ARB, but they did advertise trying "pack wars" in Conflux inserts (which is fun w/ CON), it'd be good if ARB was friendly towards that as well.
A couple of years ago, I'd been excited like a kid to witness a 100% gold set. Today, multicolor is the norm and multicolor cards aren't even more powerful since having more colors is no longer a burden to the manabase. I hope it delivers, but am a bit skeptical.
Private Mod Note
():
Rollback Post to RevisionRollBack
Banner and avatar by the one and only Craven at Epic graphics. Check them out.
It's understandable blue control players would be shocked and in denial at the notion of this card, since their decks have been dominating multiple formats for an eternity yet they've curiously never once had to deal with any counter-hosers that weren't ineffectual, narrow CRAP.
Wild Nacatl: Not nearly as good on turn one as it could be, given that the Shocklands are gone and won't be coming back anytime soon.
Woolly Thoctar: Great now, because of the mana fixing available from Lorwyn / Shadowmoor block. Once that rotates, you'll see this become a bit harder to cast, though not impossible with proper mana accel.
Matca Rioters: I fail to see how this card is relevant. It's usefulness is extremely reliant on running a minimum of four colors, and having one basic land for each color out in play.
I like "slow" games, it becomes more "all or nothing" more often.
Me too. There are so many amazing 6cc+ spells that simply cannot be played because you may never make it to turn 6+. I am so excited for this set and Standard post-October.
... people would stop calling Hybrid multicolour. The mechanic is not a push for multicolour and was the push for monocolour. What hybrid allows is for their to be alot of mono colour without screwing things up into a format which is simply 5 decks vs each other which would be stupendously boring.
Since Ravnica we have not had multicolour pushed in any sense of the word until now in Alara.
Timespiral. What Multicolour was viable other than the odd timeshifted card that was printed for nostalgia and to keep cards in extended and to test out the mythic rarity, yes, think about it, timeshifted cards were a mythic rarity test. Lorwyn? What multicolour?
People are complaining about 3 years of solid multicolour just because a mana base was found that was abusable to allow players to play good stuff 5cc, the cards themselves were not multicoloured in nature. Only since Alara coming online have we seen multicoloured cards in 5cc. Besides, in both Lorwyn and Timespiral, each format only had 1 4+ colour control deck.
Guess what. Long before Ravnica, we still had multiple colour control decks, and people have always been pushing the boundaries as far as mana bases allow in a search for as much power in a single deck as possible.
In all honesty, I'm very grateful mono colour never trully been pushed, because you'd have a very VERY crap environment with only 3 competitive decks. Don't kid yourselves, at any given time, only 3 colours are ever considered competitive. At the moment we have blue, white and red. With Green and black playing the support roles.
In all honesty, I'm very grateful mono colour never trully been pushed, because you'd have a very VERY crap environment with only 3 competitive decks. Don't kid yourselves, at any given time, only 3 colours are ever considered competitive. At the moment we have blue, white and red. With Green and black playing the support roles.
I agree, but if you need further proof just look at Chroma. There is an ability that says, "Play anything you like as long as it's XXXX colored."
... people would stop calling Hybrid multicolour. The mechanic is not a push for multicolour and was the push for monocolour. What hybrid allows is for their to be alot of mono colour without screwing things up into a format which is simply 5 decks vs each other which would be stupendously boring.
Since Ravnica we have not had multicolour pushed in any sense of the word until now in Alara.
Hybrid is multicolor, but it's very different to gold. You are right that hybrid allows for (not so much pushes) pseudo-monocolor decks, but I don't think I played against one in any drafts or sealed events I went to (although I played "all-mountain" deck once, with moderate success). You just get access to more colors with fewer kinds of mana.
Gold is multicolor in that offers two (or more) pieces of the color pie, hybrid is multicolor in that gives you the area shared between two colors. One must be played with more than one color and the other can be played with either color.
I think the problem is people equating hybrid to gold. They allow for different things, and I'm actually glad that they've kept them seperate over the last two blocks (well, with one grey-area exception).
Also, Lorwyn had Doran and Teeg, both of which I see very often even today. And Little Kid Green had a solid run with Wiltleaf Leige, which despite being hybrid for monocolor purposes, it served best for multicolor.
Also, Lorwyn had Doran and Teeg, both of which I see very often even today. And Little Kid Green had a solid run with Wiltleaf Leige, which despite being hybrid for monocolor purposes, it served best for multicolor.
Who says that multicoloured lands can't exist? And coloured artifacts already exist, so why not multicoloured? Mind you they would look silly...
There is no good reason for it...
How do you figure? We have no idea what the future may be bringing. Therefore, to say that lands with colors, much less lands with multicolors, have no good reason to exist, is jumping the gun quite a bit.
The Conflux cards, such as the parasites, Bloodhall Ooze, and so on, that rely on controlling cards of a given color, become that much more playable with such lands existing.
Then, we also have the matter of the next block. If in said block color matters (as opposed to domain, i.e. land types matter), having colored lands could be beneficial, adding to the count for effects that key off of controlling permanents of a given color or colors. This leads to continuity of theme, linking the blocks together in a specific, premeditated manner that makes a lot of sense, and leads to many potential synergies, not to mention interesting design space.
There is, of course, risk involved with such lands, as they are vulnerable to color hosers, especially those that destroy cards of a specific color of colors, just as the many Esper critters that are vulnerable to artifact destruction in addition to creature destruction. That's the price to be paid for such versatility and potential synergy.
So, no, I must disagree with the assertion that there is "no good reason" for multicolored lands, or lands with color in general, to exist.
I'm actually excited about the set. Really hoping that there will be enemy pairngs as well since 145 allied color cards would be kinda boring. Yes I know the five intro packs shows off the five allies but still. In any case Hopefully this set will be the pinnacle start of the "slowing down standard" trend, I'm so sick of everyone thinking turn six is "late game" hence why I don't play standard anymore.
Seriously people, for the last time, Dryad Arbor aside, THERE ARE NO MULTICOLOR LANDS AS OF THIS POINT.
Lands such as Arcane Sanctum PRODUCE mana of different colors, but they are NOT "gold" lands.
I'm also firmly in the belief we will see no colored lands produced in this set. Arbor was a 1-shot deal, IMHO.
I also don't think we'll see Hybrid. A pack full of gold cards is much more aesthetically pleasing than gold intertwined with Hybrid. I'm sure WOTC knows this and in making the set more "special" will make it 100% Gold.
You naysayers can be incredibly depressing sometimes, ya know that? Before ALA even came out, all you did was complain that limited would be unplayable and anything but fun. But, it would seem the majority of players at least enjoyed ALA-CON limited.
And now you want us to believe that a set with nothing but gold will be any less playable? I mean really, are 1 drops that important? Isn't that the turn you want to play mana-fixing any way?
Also, from what we know so far, ARB seems to have a lot of allied pair cards. So you mono-drafters will just have to suck it up and start splashing! =P
Esper Trailbalzer :symw::symu::symb:
Artifact Creature - Rogue
Islandcycling::symw:
Swampcycling::symu:
Plainscycling::symb:
2/3
Or
Naya Ancient :symw::symg:
Creature-Treefolk
:symg:, Discard Naya Ancient from your hand: put a 1/1 Thalid in play.
:symw:, Discard Naya Ancient from your hand: put a 1/1 Cat Warrior in play.
3/3
This reminded me of some cards that I came up with in MSE just the other day. I was playing around with the idea of a "useful anywhere" card and came up with a vertical cycle.
Shifting Sands common
Instant
Shifting Sands is all colors.
If was spent to play ~, gain two life. If was spent, target creature gains flying. If was spent, target player discards a card. If was spent, ~ deals 1 damage to target player. If was spent, target creature gets +2/+2 until end of turn.
Prism Gleam uncommon
Sorcery
Prism Gleam is all colors.
If was spent to play Prism Gleam, tap all creatures. If was spent, return all non-land permanents to their owners' hands. If was spent, target player loses 3 life. If was spent, gain control of target creature until end of turn, it gains haste. If was spent, put 3 1/1 green Saproling creature tokens into play.
Color Flare :xmana::2mana: rare
Instant
Color Flare is all colors.
For each spent to play Color Flare, creatures you control gain +1/+1 until end of turn. For each :symu:, draw a card. For each :symb:, target creature gets -1/-1 until end of turn. For each :symr:, a target creature gains double strike until end of turn. For each :symg:, search your library for a basic land card and put it into play.
- Main Cube
- No Brains, All Feelings Cube
Seconded. With WotC making mention to wanting to slow down standard, and all the taplands in this block, having no one drops would make sense.
Exactly! I say we should be happy with all the nice one drops in Shards and Conflux, and let them continue to try to make Standard slower and cheaper to play, instead of getting up in arms over something so unimportant.
- Main Cube
- No Brains, All Feelings Cube
Yeah, this is what I was thinking of. You aren't forced to waste a turn, but it still means no "one-drops." Maybe they want to slow the game down, who knows.
I know that people shouldn't be doing ARB-ARB-ARB, but they did advertise trying "pack wars" in Conflux inserts (which is fun w/ CON), it'd be good if ARB was friendly towards that as well.
Banner and avatar by the one and only Craven at Epic graphics. Check them out.
Offical High Priest of Reign of Blood
Well, They never said thats they wouldn't have 1 drops, so thats something we can just home someone crafty has in the works for us.
Slow down standard? with stuff like wild nacatl, wooly thoctar, and matca rioters?
and even if they don't have any mana fixing, there's still plenty from the first two sets to go around.
additionally, I believe there will be a lot of only two-color ally gold, if we consider the fact that all the precon decks are two colors only.
Thanks to PurpleD from Left Play Designs for the banner:D
Alright, here we go:
Wild Nacatl: Not nearly as good on turn one as it could be, given that the Shocklands are gone and won't be coming back anytime soon.
Woolly Thoctar: Great now, because of the mana fixing available from Lorwyn / Shadowmoor block. Once that rotates, you'll see this become a bit harder to cast, though not impossible with proper mana accel.
Matca Rioters: I fail to see how this card is relevant. It's usefulness is extremely reliant on running a minimum of four colors, and having one basic land for each color out in play.
- Main Cube
- No Brains, All Feelings Cube
Me too. There are so many amazing 6cc+ spells that simply cannot be played because you may never make it to turn 6+. I am so excited for this set and Standard post-October.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Since Ravnica we have not had multicolour pushed in any sense of the word until now in Alara.
Timespiral. What Multicolour was viable other than the odd timeshifted card that was printed for nostalgia and to keep cards in extended and to test out the mythic rarity, yes, think about it, timeshifted cards were a mythic rarity test. Lorwyn? What multicolour?
People are complaining about 3 years of solid multicolour just because a mana base was found that was abusable to allow players to play good stuff 5cc, the cards themselves were not multicoloured in nature. Only since Alara coming online have we seen multicoloured cards in 5cc. Besides, in both Lorwyn and Timespiral, each format only had 1 4+ colour control deck.
Guess what. Long before Ravnica, we still had multiple colour control decks, and people have always been pushing the boundaries as far as mana bases allow in a search for as much power in a single deck as possible.
In all honesty, I'm very grateful mono colour never trully been pushed, because you'd have a very VERY crap environment with only 3 competitive decks. Don't kid yourselves, at any given time, only 3 colours are ever considered competitive. At the moment we have blue, white and red. With Green and black playing the support roles.
I agree, but if you need further proof just look at Chroma. There is an ability that says, "Play anything you like as long as it's XXXX colored."
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Hybrid is multicolor, but it's very different to gold. You are right that hybrid allows for (not so much pushes) pseudo-monocolor decks, but I don't think I played against one in any drafts or sealed events I went to (although I played "all-mountain" deck once, with moderate success). You just get access to more colors with fewer kinds of mana.
Gold is multicolor in that offers two (or more) pieces of the color pie, hybrid is multicolor in that gives you the area shared between two colors. One must be played with more than one color and the other can be played with either color.
I think the problem is people equating hybrid to gold. They allow for different things, and I'm actually glad that they've kept them seperate over the last two blocks (well, with one grey-area exception).
Dralnu, Lich Lord, Necrotic Sliver, Darkheart Sliver, Radha, Heir to Keld, Harmonic Sliver, Glittering Wish, and Saffi Eriksdotter, just to name the non-timeshifted.
Also, Lorwyn had Doran and Teeg, both of which I see very often even today. And Little Kid Green had a solid run with Wiltleaf Leige, which despite being hybrid for monocolor purposes, it served best for multicolor.
http://losoil.typepad.com/themagicsock/2009/03/episode-162-pot-of-gold.html
Y'know what else encourages Multicolor?
Magic: The Gathering.
How do you figure? We have no idea what the future may be bringing. Therefore, to say that lands with colors, much less lands with multicolors, have no good reason to exist, is jumping the gun quite a bit.
The Conflux cards, such as the parasites, Bloodhall Ooze, and so on, that rely on controlling cards of a given color, become that much more playable with such lands existing.
Then, we also have the matter of the next block. If in said block color matters (as opposed to domain, i.e. land types matter), having colored lands could be beneficial, adding to the count for effects that key off of controlling permanents of a given color or colors. This leads to continuity of theme, linking the blocks together in a specific, premeditated manner that makes a lot of sense, and leads to many potential synergies, not to mention interesting design space.
There is, of course, risk involved with such lands, as they are vulnerable to color hosers, especially those that destroy cards of a specific color of colors, just as the many Esper critters that are vulnerable to artifact destruction in addition to creature destruction. That's the price to be paid for such versatility and potential synergy.
So, no, I must disagree with the assertion that there is "no good reason" for multicolored lands, or lands with color in general, to exist.
Lands such as Arcane Sanctum PRODUCE mana of different colors, but they are NOT "gold" lands.
I'm also firmly in the belief we will see no colored lands produced in this set. Arbor was a 1-shot deal, IMHO.
I also don't think we'll see Hybrid. A pack full of gold cards is much more aesthetically pleasing than gold intertwined with Hybrid. I'm sure WOTC knows this and in making the set more "special" will make it 100% Gold.
Modern: URStormUR|BRGW Jund BRGW|GWUB Gifts GWUB
Commander:XKarnX
Cubes: Level 1: Pauper
Anything but pure, 100% unadulterated gold would be half-assing it.