Those decks only attack with one creature at a time.
Let's talk about Collected Conjuring then. Collected Company decks, IMO, are brilliantly constructed. The basic line of logic goes like this:
You want to play a lot of 3-drops to maximize your EV from Company. However, that would leave your curve in a mess.
You get around this by playing mana dorks. T1 mana dork ramps you into T2 3-drop. Mana dorks don't discriminate against Company either, casting it on T3.
Those mana dorks are also a consolation prize when Company doesn't hit anything else of value. Company decks need a lot of hits; 28+ creatures is common.
With that in mind, the important questions to ask when assessing Collected Conjuring decks are:
How many <=3 CMC sorceries are there in the deck? As with Company, I would put 28 as the safe minimum.
What is the distribution of 0, 1, 2 and 3 CMC sorceries? If it is heavier on 3CMC, how does the deck deal with drawing a hand full of 3 CMC spells? (It doesn't have to be mana dorks; some of those 3CMC cards could cycle for less than 3 mana, for example.) If it's closer to 1CMC, are you sure the average Conjuring is going to flip over more than 4 mana worth of sorceries? (Maybe some kind of combo?)
This is also a good time to bring up the suspend spells, since they have a CMC of zero, but their effects are worth...well, what are they worth? Conjuring into Ancestral Vision is basically casting Concentrate, a 4 mana spell. Conjuring into Living End is just Wrath of God, another 4 mana spell, if you don't have any creatures to reanimate (see question #1 for a possible reason). Conjuring into Crashing Footfalls is worth maybe 5 mana, if you consider Verdurous Gearhulk giving you 8 power for 5 mana and Armada Wurm costing 6. While all this seems like a fairly costed deal, undercosted even (if you count the chance to flip over another instant/sorcery), remember that flipping over AV/LE/CF itself is a crapshoot.
I don't really see Collected Conjuring as high tier playable, but as long as we're brewing, Rampant Growth effects could be used in a similar way to manadorks for Collected Conjuring. We just got Regrowth, which I think can get the Conjuring back you cast it off. Your payoff would then be Suspend spells like AV and Footfalls, played together with As Foretold as a secondary suspend cheat engine. Living End off Conjuring is a little awkward if you plan to use Footfalls, but Anger of the Gods makes your Rhinos survive and gets hit by Conjuring
Biggest constraints are that you play a lot of ramp but are restricted to cheap spells, demanding that you draw a boatload of cards to keep the big wheel turning (which to be fair Regrowth, AV and Conjuring already facilitate a bit) and that your payoff isn't an instant win but "just" a value engine, which often doesn't cut it in Modern. I guess the real question of the deck I'm describing here is "why are you not casting Scapeshift instead?"
Izzetmage can make only one more post before mtgs closes so he ends on 6666. Either that or he has to go on a spamming constructive posting spree to make 6969
You can lawyer it all you want that they tEcHnIcAlLy never said it was purely a Modern set, but when we get cards that are clearly designed for commander, people will feel robbed. I've seen plenty of people make the "Commander Horizons" joke, which although I think is way too cynical shows that there are a lot of people who are disappointed in sharing the spotlight. Commander gets their own product every year; those cards aren't even Modern legal AND have brought Legacy cards like True-Name Nemesis, Council's Judgment and Leovold which are design disasters for a 1v1 format. Add to that the two-month silence between the spoilers of Serra/Cabal Therapist and the rest and you fuel false expectations even if you don't set it black on white.
I don't even really want to argue this point because as I said I'm satisfied with the set, but these apparent 5c Commander precon rejects are a blight on an otherwise good product.
EDIT: Leovold and Council's Judgment actually weren;t in commander precons now I think about it, but they were originally in sets designed for multiplayer
-kind of met expectations, nothing at first sight that will change Modern forever but a bunch of cool tools for existing decks
-Very happy with Force of Negation but sour about half of the force cycle being awful
-really hope Goblins becomes a real deck, Sling-Gang Lieutenant is going to be relevant I think. Wish we got Ringleader though.
-I don't see any of the other mechanics they pushed taking off in modern (i.e. slivers, snow and astral drift)
-really would have liked to see more interesting reprints, so many cards in the common and uncommon slot that will just fade into obscurity. It could have been nice to have some iconic but most likely not Modern playable cards in the low rarity slots like Jackal Pup.
-biggest failure I still think is how this set was hyped up as THE Modern set. Together with the months of blueballing, discovering we have to share the spotlight with commander product rejects and cute but never intended to be playable callbacks like Ponder Mage is a tad frustrating.
I sure as hell hope not, and since they're different rarities I wouldn't expect them to be. I'm hoping for a rare cycle of 3 mana instant speed charms that all cost three of the same colored mana. Something like
I just realized... is Archmage Charm a cycle? Because if so I am very excited to see the other ones. They would be a great incentive to be mono coloured in a format with fetches and shocks
Holy crap the cmc 3 slot for UW is HIGHLY contested now. For the people complaining that UW is the only control option, arcmage charm asks for a whopping 23 blue sources to cast on turn so you get to barely splash a second color if you want to play that. Probably cements UW as the prime control combination even further.
The last mode seems a lot stronger than it sounds at first, just looking through established decks. There's obvious stuff like stealing a Death's Shadow, but even stealing something like a mana dork can be very strong.
Flipped thing in the ice.
No, they changed that ruling, flipped tiddy is still cmc2
No idea how to rate Wrenn and Six, you could tell me it's utterly broken or draft chaff and I'd believe both. Retracing any spell is pretty nuts if you can get there.
Sling-Gang Leutenant seems like if there is a goblin deck, that one's in it. Turn 4 swing with the team, play sling-gang and yeet all your goblins at them seems like a good finisher card similar to Shaman of the Pack
Why can't those people enjoy the good stuff and deal with it ? One can enjoy :
1- what's gonna be the limited environment of MH1,
4- the flavour of many cards (text, call back),
5- the Commander extra support,
6- the Pauper extra support.
The problem with these 4 points is that this should be Modern Horizons. Aegraen put it pretty well that, for months now, Modern Horizons has been used as a wavehand argument that it should fix "everything wrong with Modern". I've always been skeptical of this as I do not know what kind of card you could print that would universally boost interaction in modern with how wide the scope of linear decks is. However, my hope really was for a set specifically designed for your points 2 and 3, interesting additions to lower tier decks. Which they have largely delivered on, BUT as I said in my previous post on the matter, I am more disappointed by the marketing; there is a boatload of stuff in this set that at least asks for testing in Modern, but we are clearly sharing the spotlight with Commander after months of hypinig up a set specifically for "us Modern players". Again, if this was "Rainbow Masters" I'd be giving a standing ovation for the horizon lands alone, but as THE Modern set I'm currently giving it a lukewarm 7/10.
Plague Engineer and Winds of Abandon seem promising; I think UW might want Winds over stuff like Oust and Condemn. Declaration in Stone doesn't see play but that potentially draws the opponent real cards, and the Overload is very relevant for UW.
I don't really see Collected Conjuring as high tier playable, but as long as we're brewing, Rampant Growth effects could be used in a similar way to manadorks for Collected Conjuring. We just got Regrowth, which I think can get the Conjuring back you cast it off. Your payoff would then be Suspend spells like AV and Footfalls, played together with As Foretold as a secondary suspend cheat engine. Living End off Conjuring is a little awkward if you plan to use Footfalls, but Anger of the Gods makes your Rhinos survive and gets hit by Conjuring
Biggest constraints are that you play a lot of ramp but are restricted to cheap spells, demanding that you draw a boatload of cards to keep the big wheel turning (which to be fair Regrowth, AV and Conjuring already facilitate a bit) and that your payoff isn't an instant win but "just" a value engine, which often doesn't cut it in Modern. I guess the real question of the deck I'm describing here is "why are you not casting Scapeshift instead?"
spammingconstructive posting spree to make 6969That's every single set ever, though. You either draft or buy singles
You can lawyer it all you want that they tEcHnIcAlLy never said it was purely a Modern set, but when we get cards that are clearly designed for commander, people will feel robbed. I've seen plenty of people make the "Commander Horizons" joke, which although I think is way too cynical shows that there are a lot of people who are disappointed in sharing the spotlight. Commander gets their own product every year; those cards aren't even Modern legal AND have brought Legacy cards like True-Name Nemesis, Council's Judgment and Leovold which are design disasters for a 1v1 format. Add to that the two-month silence between the spoilers of Serra/Cabal Therapist and the rest and you fuel false expectations even if you don't set it black on white.
I don't even really want to argue this point because as I said I'm satisfied with the set, but these apparent 5c Commander precon rejects are a blight on an otherwise good product.
EDIT: Leovold and Council's Judgment actually weren;t in commander precons now I think about it, but they were originally in sets designed for multiplayer
-kind of met expectations, nothing at first sight that will change Modern forever but a bunch of cool tools for existing decks
-Very happy with Force of Negation but sour about half of the force cycle being awful
-really hope Goblins becomes a real deck, Sling-Gang Lieutenant is going to be relevant I think. Wish we got Ringleader though.
-I don't see any of the other mechanics they pushed taking off in modern (i.e. slivers, snow and astral drift)
-really would have liked to see more interesting reprints, so many cards in the common and uncommon slot that will just fade into obscurity. It could have been nice to have some iconic but most likely not Modern playable cards in the low rarity slots like Jackal Pup.
-biggest failure I still think is how this set was hyped up as THE Modern set. Together with the months of blueballing, discovering we have to share the spotlight with commander product rejects and cute but never intended to be playable callbacks like Ponder Mage is a tad frustrating.
7/10
Necromancer's Charm BBB
Cleric's Charm WWW
Pyromancer's Charm RRR
Beastmaster's Charm GGG
Verdant Windstorm (Instant 1G: gain 3 life, Storm) seems like it could see sideboard play. Interesting way to have tech vs both storm and burn.
Still really hoping Arcmage Charm is a cycle
I'm still excited to see that cycle completed though
No, they changed that ruling, flipped tiddy is still cmc2
Sling-Gang Leutenant seems like if there is a goblin deck, that one's in it. Turn 4 swing with the team, play sling-gang and yeet all your goblins at them seems like a good finisher card similar to Shaman of the Pack
The problem with these 4 points is that this should be Modern Horizons. Aegraen put it pretty well that, for months now, Modern Horizons has been used as a wavehand argument that it should fix "everything wrong with Modern". I've always been skeptical of this as I do not know what kind of card you could print that would universally boost interaction in modern with how wide the scope of linear decks is. However, my hope really was for a set specifically designed for your points 2 and 3, interesting additions to lower tier decks. Which they have largely delivered on, BUT as I said in my previous post on the matter, I am more disappointed by the marketing; there is a boatload of stuff in this set that at least asks for testing in Modern, but we are clearly sharing the spotlight with Commander after months of hypinig up a set specifically for "us Modern players". Again, if this was "Rainbow Masters" I'd be giving a standing ovation for the horizon lands alone, but as THE Modern set I'm currently giving it a lukewarm 7/10.