According to Amazon Foil Mythic Rare Borderless Planeswalkers are confirmed for AFR, 1% chance in Draft Booster Packs, 4% in Collector Booster. Some of us thought that the set might not have Planeswalkers, but it seems WotC is highlighting them in this set.
I would love it if the old border just came back permanently. It has a much better high fantasy aesthetic in my opinion.
Yeah me too, but they have been taking big steps away from the old school high fantasy style for a while now. So it's nice to see them put a couple of old school cards out now.
I'd be happy already if they would just give us some old border cards (either completely new ones or reprints of modern cards) like once or twice a year. Just keep it coming WotC.
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Draft my Casual Champions Cube! Draft my Ravnica Remastered Cube!
on further inspect how can such a nightmare to beat in D&D be a common
(the forgot to remove the C from the rarity area)
none the less it should be a stax card based on the lore of beholder's especially since discarding is involved
The same way Cinderheart Giant is a common despite being one of the strongest giant cards in Kaldheim, make it expensive in mana cost for what it does. So I expect Beholder to be 7+ mana cost. Plus Xanathar is in the set so he will be the Legendary Beholder. There is also the posdublity of Hive Mothers snd snd Death Tyrants (types of Beholders) at higher raruties.
Ok thanks, it's trash then in anything outside of edh.
Its still good against Vorinclex. Vorinclex is usually hard on enemy Sagas, but sometimes if you can get the Saga out right before an enemy gets Vorinclex out, you can benifit with some Sagas because it freezes them at just the ideal stage.
I cast Akroan War to steal that creature that makes all creatures forests, and then they played Vorinclex freezing Akroan War at that stage, allowing me to keep the creature for as long as Vorinclex was on the field. This should work just as well with Urza's Saga.
After some testing of Urza's Saga in Modern Green Tron, I'm kinda torn about the card there. Its greatest value is making hands with 5 or fewer cards more keepable because of its ability to make Turn 4 Trons more consistent by tutoring for Expedition Map (notably at the price of both Turn 3 Tron and 8 mana or more on Turn 4), adding to the grind plan against heavy control decks like UW Control, and being a free-roll when you have nothing that enables Sanctum of Ugin. However, its tokens are usually pretty paltry (1/1s or 2/2s), and Green Tron would often rather pass on making tokens if it has anything better to do.
Urza's Saga does feel like something that goes well in the Relic of Progenitus slot - it increases the early-game consistency of the deck but is less disruptive than Relic, cannot free up sideboard slots as well, and similarly lacks oomph late-game.
I'm still generally a plan of improving Green Tron's early game at the cost of its late game - I've never liked 2 Ugin, the Spirit Dragon, and I've done shockingly well dropping to 1 Ulamog, the Ceaseless Hunger - but there is a reasonable chance that Urza's Saga gets dropped for the next new toy to test.
At least Urza's Saga plays nice with Jegantha, the Wellspring as a Companion, but I find Walking Ballista maindeck to often be worth losing access to Jegantha for, and I run Karn, the Great Creator and therefore cannot seem to find sideboard room for Jegantha.
I mean, I like the concept of the card, but losing a land drop is a super harsh drawback. Reminds me of the depletion lands from mercadian masques block and those are pretty awful as well. Fun in casual no doubt.
This just seems like hilariously bad evaluation skills. What makes you think that decks who want this card are going to care about losing a land after a certain point in the game? As Lectrys pointed out, this card seems great in Hammer Time. In that deck, if you've drawn over 3 lands then you're already flooding. They don't care if it sacs itself two turns after they play it.
Or what about other potential decks who will still get value out of playing it later in the game, when they already have a board presence? Then it's just making two beefy Construct tokens and tutoring for another artifact to make those tokens larger. Seems like a decent deal for playing a land in the mid-late game.
Comparing them to the depletion lands is also a misnomer because unlike Saprazzan Skerry, this land gives you two bodies and an artifact out of your deck even if you have nothing else going on. It actually does things by itself, unlike the depletion lands.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Brainstone: it could be strong if they would have printed it some years ago. It is interesting to see that gives access to a Brainstorm to artifacts deck, but CotV prevents it from being usable aside from specific decks. Maybe Eggs?
So I finally played the set tonight. Urza's saga is a huge bomb and I was totally off on it. The thing I missed, and that's because this style of card has never been done before, is that you get to make 2! Huge artifact guys and not just one, since the land allows you to make a second one on its last turn. Fetching some 1 cost bauble is just gravy after that. The real power is 2 giant creatures in early for dirt cheap.
So I finally played the set tonight. Urza's saga is a huge bomb and I was totally off on it. The thing I missed, and that's because this style of card has never been done before, is that you get to make 2! Huge artifact guys and not just one, since the land allows you to make a second one on its last turn. Fetching some 1 cost bauble is just gravy after that. The real power is 2 giant creatures in early for dirt cheap.
I mean, I straight-up quoted you a couple weeks ago while telling you that one of the strongest features of the card was the ability to make two Constructs, so...
Either way, I'm glad you've finally seen the light!
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Yes, it's completely not obvious that the land keeps all abilities once it gets them. This is very different from any other saga where the effect usually only lasts one turn.
Yes, it's completely not obvious that the land keeps all abilities once it gets them. This is very different from any other saga where the effect usually only lasts one turn.
I mean, that part just takes a bit of critical thinking. "Huh, the chapter abilities don't say 'until end of turn.' So these one-shot effects grant the land an indefinite ability? Neat!"
Plus, when several people in the thread talk about using the land's abilities on multiple turns, I figured you would think "Oh, I wonder why they're all saying that this card can tap for mana or make Constructs on subsequent turns, and correcting me when I say that it can't tap for mana the turn after it comes into play. Maybe there's something I'm not getting?"
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
So I finally played the set tonight. Urza's saga is a huge bomb and I was totally off on it. The thing I missed, and that's because this style of card has never been done before, is that you get to make 2! Huge artifact guys and not just one, since the land allows you to make a second one on its last turn. Fetching some 1 cost bauble is just gravy after that. The real power is 2 giant creatures in early for dirt cheap.
In my Modern games, my Urza's Saga Constructs typically end up fairly tiny (e.g. 2/2, 1/1) unless I'm on Colossal Hammer Time (and they come reliably as 3/3's or larger there and I often can try to put a tutored-for Hammer on them). Heck, in Tron, I often can't make any Constructs early-game and can only make one Construct late-game because I'm too busy going big.
A lot of Urza's Saga's power in Modern is its uncounterability, its inability to be targeted discarded, and its ability to increase deck consistency (and dodge Void Mirror for Tron), I find.
I never said the land couldn't tap for mana when it enters play, no idea where you are getting that.
@ Lectrus: this is meant for an affinity build, where it can make massive golems right away, especially with all the new art lands.
I never said the land couldn't tap for mana when it enters play, no idea where you are getting that.
I didn't say you said that either. You're misreading or misunderstanding me. I said you said that it couldn't tap for mana the turn AFTER it comes into play, which you did.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
You are just trolling at this point to try and make yourself seem superior or something. I already said above the card is super confusing and counterintuitive to any other saga in existence. I also don't follow what players say when the official rulings of cards haven't even been released yet.
You are just trolling at this point to try and make yourself seem superior or something. I already said above the card is super confusing and counterintuitive to any other saga in existence. I also don't follow what players say when the official rulings of cards haven't even been released yet.
That's not true, I'm not trolling at all. I'm trying to encourage you to reevaluate your line of thinking. By your own admission, you didn't fully understand how the card worked, and yet you decisively called it trash while also refusing to take the input of others into consideration? In that case, why bother engaging in discussion about it at all? If you don't fully understand how a card works, then maybe reserve your judgment until after you know what it does before you call it trash.
And if you don't follow what players say before official card rulings come out, then why did you ask players to confirm that it sacs itself after the third chapter?
I really don't mean for this to come off as trolling or condescending. I'm just trying to speak matter-of-factly.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
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- Elves
- Mono Black Reanimator
- UR Delver
- Grixis Delver
Yeah me too, but they have been taking big steps away from the old school high fantasy style for a while now. So it's nice to see them put a couple of old school cards out now.
Draft my Ravnica Remastered Cube!
The same way Cinderheart Giant is a common despite being one of the strongest giant cards in Kaldheim, make it expensive in mana cost for what it does. So I expect Beholder to be 7+ mana cost. Plus Xanathar is in the set so he will be the Legendary Beholder. There is also the posdublity of Hive Mothers snd snd Death Tyrants (types of Beholders) at higher raruties.
Its still good against Vorinclex. Vorinclex is usually hard on enemy Sagas, but sometimes if you can get the Saga out right before an enemy gets Vorinclex out, you can benifit with some Sagas because it freezes them at just the ideal stage.
I cast Akroan War to steal that creature that makes all creatures forests, and then they played Vorinclex freezing Akroan War at that stage, allowing me to keep the creature for as long as Vorinclex was on the field. This should work just as well with Urza's Saga.
Urza's Saga does feel like something that goes well in the Relic of Progenitus slot - it increases the early-game consistency of the deck but is less disruptive than Relic, cannot free up sideboard slots as well, and similarly lacks oomph late-game.
I'm still generally a plan of improving Green Tron's early game at the cost of its late game - I've never liked 2 Ugin, the Spirit Dragon, and I've done shockingly well dropping to 1 Ulamog, the Ceaseless Hunger - but there is a reasonable chance that Urza's Saga gets dropped for the next new toy to test.
At least Urza's Saga plays nice with Jegantha, the Wellspring as a Companion, but I find Walking Ballista maindeck to often be worth losing access to Jegantha for, and I run Karn, the Great Creator and therefore cannot seem to find sideboard room for Jegantha.
This just seems like hilariously bad evaluation skills. What makes you think that decks who want this card are going to care about losing a land after a certain point in the game? As Lectrys pointed out, this card seems great in Hammer Time. In that deck, if you've drawn over 3 lands then you're already flooding. They don't care if it sacs itself two turns after they play it.
Or what about other potential decks who will still get value out of playing it later in the game, when they already have a board presence? Then it's just making two beefy Construct tokens and tutoring for another artifact to make those tokens larger. Seems like a decent deal for playing a land in the mid-late game.
Comparing them to the depletion lands is also a misnomer because unlike Saprazzan Skerry, this land gives you two bodies and an artifact out of your deck even if you have nothing else going on. It actually does things by itself, unlike the depletion lands.
Power Word Kill nice removal, but CMC 2 limits its use.
Brainstone: it could be strong if they would have printed it some years ago. It is interesting to see that gives access to a Brainstorm to artifacts deck, but CotV prevents it from being usable aside from specific decks. Maybe Eggs?
I mean, I straight-up quoted you a couple weeks ago while telling you that one of the strongest features of the card was the ability to make two Constructs, so...
Either way, I'm glad you've finally seen the light!
I mean, that part just takes a bit of critical thinking. "Huh, the chapter abilities don't say 'until end of turn.' So these one-shot effects grant the land an indefinite ability? Neat!"
Plus, when several people in the thread talk about using the land's abilities on multiple turns, I figured you would think "Oh, I wonder why they're all saying that this card can tap for mana or make Constructs on subsequent turns, and correcting me when I say that it can't tap for mana the turn after it comes into play. Maybe there's something I'm not getting?"
In my Modern games, my Urza's Saga Constructs typically end up fairly tiny (e.g. 2/2, 1/1) unless I'm on Colossal Hammer Time (and they come reliably as 3/3's or larger there and I often can try to put a tutored-for Hammer on them). Heck, in Tron, I often can't make any Constructs early-game and can only make one Construct late-game because I'm too busy going big.
A lot of Urza's Saga's power in Modern is its uncounterability, its inability to be targeted discarded, and its ability to increase deck consistency (and dodge Void Mirror for Tron), I find.
@ Lectrus: this is meant for an affinity build, where it can make massive golems right away, especially with all the new art lands.
I didn't say you said that either. You're misreading or misunderstanding me. I said you said that it couldn't tap for mana the turn AFTER it comes into play, which you did.
You said, and I quote:
To which lookingupanddown replied:
And after this point, you still didn't know that it retained its abilities between turns?
welcome to magic
That's not true, I'm not trolling at all. I'm trying to encourage you to reevaluate your line of thinking. By your own admission, you didn't fully understand how the card worked, and yet you decisively called it trash while also refusing to take the input of others into consideration? In that case, why bother engaging in discussion about it at all? If you don't fully understand how a card works, then maybe reserve your judgment until after you know what it does before you call it trash.
And if you don't follow what players say before official card rulings come out, then why did you ask players to confirm that it sacs itself after the third chapter?
I really don't mean for this to come off as trolling or condescending. I'm just trying to speak matter-of-factly.