[Official]
The Top 50 List (Indefinite Hiatus)
Poll: Which WHITE CREATURE should be removed from the list?
Ended Feb 16, 2019
Poll: Which BLACK CREATURES should be removed from the list? (Pick 4)
Ended Feb 16, 2019
Poll: Which GREEN NONCREATURE should be removed from the list?
Ended Feb 16, 2019
Poll: Which COLORLESS NONCREATURE should be removed from the list?
Ended Feb 16, 2019
Blue Non-Creature spells. I'm not really sure what I would remove from the list, if anything. But I also feel like these spells might deserve some recognition.
1. Spelljack
It's essentially a Desertion that can also steal non-creature, non-artifact spells for 1 more mana. There's a LOT of good enchantments, instants, sorceries, and planeswalkers that I wouldn't mind stealing for one extra mana.
2. Tezzeret the Seeker
This card might not be gamebreakingly powerful, but anything that can tutor any artifact from your library into PLAY is something to be feared in EDH. If Fabricate is on the list, I feel like Tezzeret might also deserve a place. Even with the casting cost restriction of his 2nd ability, his untap ability (2x Voltaic Key) is almost as powerful.
Remora triggers for all opponents... and it costs 4UU less than Reflection.
On the surface, he's an overcosted Vindicate. But there is quite a bit by way of compensation: He is an eligible target for Reveillark, can chump + carry equipment, and triggers Butcher/Grave Pact upon going to the 'yard. Vindicate is cheaper but it's essentially a one-and-done effect. Not so this guy. As a bonus, if the GCO pilot is also packing Mirror Entity, things get really interesting if that changeling and this sliver are ever on the 'field at the same time.
TL DR: Think of him as Angel of Despair's sidekick.
Actually, the current list is a result of some long discussion spanning a few threads back.
That said, maybe it would make sense that instead of having the cards in decktags, we could have individual cards in quote tags with one or two sentence telling us why the card is good? That way, we don't have to search for our old logs to find out why did we nominate card X in the first place. Besides, if the list aspires to be "useful" to newer players, it could do better than just telling which are the awesome cards but instead give us a short explanation why (a sentence or two will suffice).
I know that there is already a thread for that but even that thread is not very updated as of today....
Something like this would do very nicely: -
@Surging Chaos
You need not do this all at once really and on your own. You could leverage some stuff off the "Why it's good" thread and I should be able to provide some of the other explanations (with the help of the other forumers too, of course).
Just thought I'd throw this suggestion out.
@ Donald: I read Vulturous Zombie as I had completely forgotten about him. Then I read him again. And then once more to make sure that was really what he said. You're right, he really does get insane, and I can see how he can make Spiritmonger look like a chump. Flying also goes a really long way in terms of evasion.
@ DrTeeth: I totally forgot about Necrotic Sliver as well lol. All things being said, yes I totally agree that he is an excellent card that can be abused to hell and back with recursion and in a sliver package (or with Mirror Entity too as you mentioned! hehehehehe....).
@ bone_doc: I still have the task of having to figure out what exactly to shave off the green noncreature list aside from Mystic Melting and Relic Crush to get it down to 20 (since green creatures is 30 cards).
@ fzian: Thanks a lot for the help. I'll make a link to that "Why is this card good" thread in the OP, even though some of the cards have been booted out and new stuff has come in. That being said, having to put quote tags in every post is going to be quite a daunting task in terms of tediousness. If we get that far, that is.
Right now for the last five multicolored creatures, I have so far:
- Sisay
- Necrotic Sliver
- Vulturous Zombie
I wouldn't have a problem with Harmonic Sliver in there as well since I also agree he is fantastic, but again I felt like I didn't want to be a tool and put more green/white cards on the list when I took over the lists from DC simply because I play Sisay myself.
As the "High Mage of Turmoil and Clan Representative of [The Izzet]", it is strange that you forgot one of my favourite Ravnican mechanic
Shattering Spree
I mean, look at the card. It destroys artifacts; not "artifact" but "artifactS", with a super emphasis on the plural. So, why do I think that it is good? Simple. It helps you destroy multiple artifacts at once. That's "card advantage" for red, most of the time. Red isn't exactly flooding with ways of getting card advantage and this is almost as good as it gets. Lets not even get to the part where you get to create sound effects of broken Platinum Angels and Sol Rings while you cast the spell (personally, I'd go with "BAM, BOOM, WHAM, WHOOSH, KA-BOOM" but that's just me).
Note that it Shattering Spree is a targeted artifact removal. This is both a good thing and a bad thing. The bad news is, you won't be able to shatter any artifacts that are untargetable (via shroud, protection, etc.). The good news? All YOUR artifacts are safe from the maddening spree! Unlike Shatterstorm which destroys your artifacts as well, Shattering Spree destroys artifacts with near surgical precision. This is awesome given that the word "surgical precision" and the colour "red" rarely go hand-in-hand.
Also note that the rules for replicate allows you to choose the same target as many times as you want. This is helpful if you wish to hedge against countermagic tricks. For example, "you have 3 cards in hand? Fine, I'll play Shattering Spree, paying RRRR targeting your Extraplanar Lens four times". Yes, that is one pulpy Lens you will see there. Even if your opponent has a Trickbind for the Replicate, your opponent it is usually still a 2-for-1 if your opponent wants to counter your Shattering Spree and Replicate at the same time -- unless your opponent has a Mindbreak Trap.
A large majority of decks in EDH uses some form of artifacts (especially given that most nongreen decks resort to artifacts either for ramping or mana fixing) and there will really be no shortage of targets for Shattering Spree. Especially in multiplayer, that's a LOT of artifacts you are going to want to shatter there. Be it Signets, Talismans, Rings, Mind's Eye, etc., you will almost find a use for the spree.
So, what would I take out for Shattering Spree? I personally don't like the two Prices but I'll start with Price of Progress. Instant speed is good and the damage can go pretty high up but really nothing that most EDH decks can't handle. Besides, in most cases, it tends to be a one-trick-pony (unless you are planning to imprint that on Isochron Scepter). I don't really like Price of Glory either because there is a good number of decks who don't really need to tap a land during their opponent's turn; if you include it in your deck, you better be damn sure that you don't need to tap a land during your opponent's turn either.
P.S.: I recommended two cards to be booted off because chances are that if you reject one of my choices, you might accept the other
even I play green/black deck I think Oblivion Stone is a better choice
Most time, I need to save too much land to act Pernicious Deed effect, since there are too many high cost permanent in the game.
and it can not take down planeswalker. that is a weak point
If you're sitting on a Liliana Vess and a Scion of Darkness, Pernicious Deed would be nothing short of perfect.
He is powerful on his own, and works amazing with already good cards like crystal shard, skullclamp, deadwood treefolk, evacuation, oversold cemetery, sword of light and shadow (in Godo deck or in multicolored decks), volrath's stronghold etc. His ability to take out utility lands is very helpful, but you get to use him even if your opponent has only basics.
Its basically a destroy target land on a creature that is easy to recur and kill. He has created the card advantage needed to win me many games. Let me put it this way: there has never a time when this card is useless.
Also, I would like to recommend proteus staff and crystal shard (or its friend erratic portal) for the colorless non creatures. Proteus staff's ability to both hide opponent's generals (or more likely scare them from hitting the board until they can give them shroud immediately) and turn the meh creatures (or tokens) you play into another creature in your deck (presumably one with a cool enters the battlefield ability) makes this card useful. The sorcery speed is a significant disadvantage however.
Crystal shard / erratic portal: the ability to have your creatures/general dodge wrath or control or codemn effects is extremely useful. And while is been known to create combo loops like with archivist/eternal witness/mnenonic wall/izzet chronarch and any time warp effect, it in general adds synergy and often forces your opponents to leave 2 mana open if they don't want to risk their creatures bouncing.
Summary: utility, bouncing creatures of yours can be very useful, and making your opponents leave some mana open can net a game winning tempo advantage in the early game (or late if land D is heavy in your meta)
Legacy:WUBG Jace Rock
Trade thread
Sig by: heroes of the plane studios
Must disagree. It's on there for a reason. Oops, did I kill your Sol Ring and Signets and Sylvan Library? Or your Tidehallow Scullers and Mesmeric fiends, or your 10,000 Saproling tokens? Deed is good.
of course it is a good card
I just think it is not as great as o-stone in EDH
most broken cards in EDH are high cost, we need to save too much mana for Deed. And planeswalker is always a problem.
I have to ask: which planeswalker is causing you problems?
Most PWs aren't as good in EDH as they are in other formats. Obviously Sorin and Liliana are bombs, but Sorin does his damage the turn he comes out. Jace, the Mind Sculpter can be a pain, I guess, but not enough to make me want to use Stone over Deed. Bolas is nice, too, but barely sees play.
I figure if my opponent had the mana to cast a big creature, I should have the same amount of mana to be able to kill it with Deed, expecially since Deed goes in a green deck.
I can see your points, and Deed and Stone are obviously very comparable. But I'll take Deed's versatile activation cost over Stone's PW killing anyday.
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
I second Avalanche Riders and I want to add a few more to the red list: -
I have been relooking at the Red List and I have a few minor observations / comments on it.
First, there seem to be a lot of damage-dealing cards there; this is understandable. Dealing damage is what Red does best (among the other 4 colours). But you know what else is Red good for? Destroying lands. Yep, Red has some of the best land-destruction spells -- forming the core of one of the infamous deck, "Ponza" (along with a good number of burns). Note that unlike type 4, your opponents are bound to play lands....
Now, land destruction may not be popular in EDH but it is difficult to deny that it works, especially in 1v1 games. The logic is simple. EDH is a format of big spells and big spells usually requires boatloads of mana. Without lands, your opponent's mana development will be retarded and he/she won't be able to play his/her big spells. Your opponent may eventually reach his required "boatload of mana" but by that time, you should have YOUR big spells out first. As they all say in Ravnica, "the early Birds of Paradise catches the Simic Ragworm".
A well-placed land-d on any of your opponent's "karoo lands" could seriously mess up with your opponent's tempo. Especially with multicolour decks, land-d can see your opponent's mana base messed up by quite a bit. Imagine this scenario; -
Turn 1A: Plains
Turn 1B: Mountain
Turn 2A: Orzhov Basilica, bounce Plains
Turn 2B: Mountain, Fire Diamond
Turn 3A: Plains, *something*
Turn 3B: Molten Rain, targeting Orzhov Basilica
Ouch. Lets not even get to the possibility where we get Turn 1: Mountain, Sol Ring, Turn 2: Mountain, Avalanche Riders.
It may not be able to take down the whole table in multiplayer games but then again, land destruction should not be the only thing your deck can do. Coupled with burn, blubber, utility and the right politics, a suite of land destruction could go a long way into improving a red deck. Remember, I am not advocating a pure land-destruction deck; I am just saying that it is an effective add-on utility for what is traditionally the "weakest" colour in EDH.
Having said that, which red land-destruction would I consider? I'd like to see: -
1. Aftershock
Red rarely, if ever, gets any "destroy creature" effects. I mean, sure, you could theoretically burn a creature to oblivion but at 4 mana, you could destroy just about any creatures -- including something like, say, a 40/40 Serra Avatar! It is also quite aggressively costed (2RR + 3 life is fair given that Stone Rain itself is 2R and does not destroy artifacts or creatures)
But wait, there's more. It has three "modes"... and we all know how good is versatility in EDH. Destroy target artifact? Relevant (bye, Gilded Lotus). Destroy target creature. OMG, YES, relevant. Destroy target land? Definitely relevant. I am not even going to bother too much about the "setback" of losing three life. I mean, come on.... Aftershock smashes Sol Rings, eats a giant Omnath, Locus of Mana, plunders a Gaea's Cradle. Three life is a very, very small price to pay (i.e. it is less than 10% of your life).
2. Pillage
Efficient and aggresively costed artifact / land removal. The card does the talking for the rest.
3. Icefall
If land destruction is good, recurrable land destruction is better. Recover is probably one of red's best shot at getting some form of card advantage. Note that you are not obliged to use the Recover ability -- you simply lose any further opportunities to Recover it in the future. You also choose whether to use it when your creature is put into YOUR graveyard. This allows you to better plan your mana management for recovery costs (Imagine this: Turn 4: Icefall, Turn 5: Avalanche Rider, Turn 6: Refuse to pay echo, recover Icefall, replay Icefall).
Also note that it can destroy artifacts too, which as I mentioned earlier, helps a LOT. Again, versatility is usually a good thing for EDH. For all its versatility, it is very aggressively costed too.
4. Lavaball Trap
Yes, it is 6RR to cast "normally". Yes, the "trap discount" is not that great to begin with (it is only 3). No, it is not even close to the efficiency of Wildfire (or Burning of Xinye, for the matter). Yes, it is probably not so good in Standard either.
On the other hand, it has a few nice redeeming qualities. It can be played at Instant speed. Mind you, land destructions are ever so rarely at instant speed so this is potentially BIG. The mini-sweeper effect helps you plan your own creature deployment and I think that is a nice bonus to Lavaball Trap. True, the trap condition may not be the easiest to achieve but it is not that hard to achieve either. While fetchlands and Harrows are proportionally not as rampant in EDH as in Standard, it is not too uncommon an occurance to be discounted totally. In multiplayer games, you can even persuade one player to crack a fetchland just so you can bombard two other lands of another player's! Multiplayer politics ftw!
5. Fissure
It destroys land OR creature... and at instant speed too! See my above comments about how red has few cards that can actually destroy creatures. The fact that regeneration shield does not protect against Fissure is just gravy. It is not aggressively costed though, so I can see that a problem in it making the top-25.
6. Comet Storm
Now that I've gotten my favourite land-d cards out of the way, I'd like to talk about one of my favourite red non-land destroying card. Comet Storm is probably one of the more under-rated mythics of the Zendikar block. Instant speed "Fireball" is a nice effect but the kicker (heh) is in the multikicker. Remember again, versatility is very, very helpful in EDH. This card gives you the option to murder several creatures at once and in multiplayer games, it can target multiplayers at once too!
Note that it is a targeted spell too which, again, means two things. Firstly, you can't use it against creatures that can't be targeted by Comet Storm (e.g. Shrouded creatures) though if any one of your targets becomes illegal, all other legal targets are still affected. because it is targetted, your creatures won't suffer from the collateral damage -- which can sometimes be useful for strategic purposes. I'd personally say that this card handily outclasses Demonfire. True, Demonfire can potentially be uncounterable and the damage can potentially be unpreventable. On the other hand, it is only uncounterable under a specific set of conditions (and if your opponent forces you to draw a card or bounces a card back to your hand while Demonfire is on the stack, it can still be countered). Comet Storm can be played as an instant and in response to tap outs. I believe that that is a much better quality than being uncounterable.
Cards that I would kick out
So, cards that I think should be kicked off in favour of my suggestions? I will NOT pit individual cards against my suggestions because card comparison between most of these cards are difficult, if not impossible. I'll just throw out some card names and describe their weaknesses.
I have already described the weaknesses of Price of Glory and Price of Progress, describing both of them as either "too conditional" and "not awesome enough". Earlier, I talked about the weaknesses of Demonfire too. Do I think "Banefire" should be tossed too? Maybe, if the only redeeming qualities are that "it can't be countered" and "it bypasses damage prevention". Look at it this way: How is Banefire and/or Demonfire better than the classical Fireball against: -
Wort, the Raidmother
Captain Sisay
Azusa, Lost but Seeking
Basically, any decks that don't rely on countering spells or preventing damage
Being uncounterable is a good thing but I think that this list shouldn't be too much about being situational. I'd want cards that I can use in most matchups, not just the ones that counters spells and prevents damage. With the right play, you can usually play around a counterwall, anyway. If this list is all about "hosing" blue, why not just toss in "Boil" and "Omen of Fire" in the list while we are at it?
Another way to look at those card's exclusion is in considering if we are willing to splash red for those sort of effects, I doubt that those cards won't be the motivation for many players to change from say, Wydwen, the Biting Gale to Thraximundar. I am still fine with Molten Disaster, by the way, given that it is still a rather efficient sweeper though I must say that if I recommend any more cards, I'd probably put this card forward on the executioner's block. Personally, I think there is way too much sweeper spells (some of them only hits ground creatures) in the top 25 noncreature red list and that is crowding out the other cool stuff which monored can do.
While I am like Blood Moon a lot, I am iffy with Ruination. Yes, a lot of EDH decks play nonbasic lands but monocoloured ones much less nonbasic lands. If you're not running a monored EDH deck while using it, you might have just screwed yourself over -- especially if all your other opponents are using monocoloured decks. Given that red is often used as a splash colour, it seems that Ruination would probably hurt you more than it hurts your opponent. By the way, the same cannot be said of Blood Moon -- while you do lose some of your mana fixing lands, they are at least still mountains, at worst. I'd rather have something like "Wake of Destruction" and I didn't even bother recommending this "land Maelstrom Pulse" earlier because I see this as more of a raw, totally unpolished gem.
That's all my comments for now. I will look at the other colours some other time when I am free.
@ Deed: Planeswalkers are good, but they are not the end-all threats in EDH and there is far less focus on them than in a format like Standard. Deed allows you to have a selective sweeper that can either nuke the whole board, blow up the smallest of things, or do something in between. Keeping your big finishers on the field while everything else goes down the drain is a huge plus.
@ Tower of the Magistrate: This is more of a hidden gem than anything. Yes, it has quite a few tricks that it can do, but it isn't a powerfully efficient card like Strip Mine or Thawing Glaciers.
@ fzian's huge chunk of red: I need to get to this... but I have to go bed and get sleep really badly!
But if I had to choose a Land D effect in Red that was something other than avalanche riders, I would go with:
shivan harvest
Over the dwarves. Because shivan harvest isn't prone to creature removal. Shivan harvest doesnt need to wait a turn cycle to do something, and creatures are dying all the time. Plus sacrifice outlets are very useful. They work great with cards like kiki jiki or avalanche riders or any of the other red cards that gets you a creature that dies anyway. Its surgical while at the same time widespred. And the cost of sacrificing a creature is really not a big deal. I have seen it used to great effect with viscious shadows, kiki-jiki, rakk mar and siege-gang commander.
Another red Land D card that is pretty nice is wake of destruction
It targets basics. I repeat, it targets basics.
It essential says choose 1- destroy all plains; islands; swamps; mountains; forests. Although it can also hit and destroy coffers, the vesuva as coffers, and that other guy's coffers too.
I mean, the ability to destroy a mono colored deck, and there is almost always one at the table, is pretty powerful. After all, what does White do without plains, Blue do without islands, black do without swamps, and green do without forests?
Simply put, they lose. Whats nice is it has the utility you need.
Im going to need to disagree on the fissure and its ilk but I will agree on the shattering spree.
Sorceries that trade 1 for 1 with permanents are rarely good unless they look like vindicate. As in cheap and able to hit anything. Don't get me wrong, the card is solid, but if I had to think of all the card advantage suppliers and card destroyers, I wouldnt pick pillage. Yes, its solid, yes its a better stone rain in mono red. But its not a creature and its hard to recur (although possible, just a lot more difficult than if it was a creature), and its card disadvantage in the sense that once its done, you are target opponent are down a card and thus every other player just received card advantage.
With avalanch riders, you received the card advantage because you got a 2/2 which can die if you want it to. With volcanic awakening, you do get a bit of card advantage, but I wouldn't say that makes the list because its conditional on your ability to play multiple spells each turn.
I'm a bit surprised that flametongue kavu didn't make the list, but I suppose thats acceptable. After all, for 4 mana you often take out your opponent's general and/or a utility creature and are left with a 4/2. Its a good card, but im not sure its top 25. I play it above jaya ballard in my deck.
I mean, discarding cards for an effect is alright i suppose, but its a bit surprising that she an what are essentially just french vanillas made the list. I mean taurean mauler gets huge and sort of makes your oppoents consider carefully whether they need to cast a spell, buts its a creature without evasion, haste or a way of doing something outside of combat. And Avatar of Fury is RR for a midgame 6/6 flyer with firebreathing. Which is pretty awesome, but it can't do anything outside of combat.
And one of the things that makes red weak is that so many colors can shut down combat type things so easily. White can just say you can't attack. Blue and white can charge you mana per attacking creature, green has numerous fog effects (not all of which are playable, but a few are) There are all sorts of wraths. Am I the only one with an EDH environment where if my acidic slime lasts long enough to swing that I think of it as a bonus, but not something I was expecting? Because my EDH environment is wrath heavy, and creatures that do nothing if your opponent chump blocks one turn and wraths the next aren't on the list of cards i would consider amazing.
Legacy:WUBG Jace Rock
Trade thread
Sig by: heroes of the plane studios
I'll second this, there are a number of decks in my group that play this and since those decks also tend to run Ruination as well it has really started to warp my manabases. It is really a pain to design your manabase to handle both these cards. Also, as already stated, this completely wrecks monocolored decks if it resolves.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
That said, you bring up some good points. Aftershock looks pretty solid. I second that addition.
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
Collective restraint doesn't help you play more spells or help you swing with big creatures or help you advance your board position or eliminate threats.
IT doesn't prevent your opponents from building board position and it doesn't stop someone's general. It slows down tokens, but leyline of singularity does that so very much better, and leyline of singularity is jank. In the right situation it can slow down a surprise kill coming your way.
I'm not saying its not worth playing, but when i think of the most powerful blue cards, I see things like time stretch, time stop, capsize, dismiss, mind over matter, blatant thievery, recurring insight, mind spring/braingeyser/stroke of genius, back to basics, evacuation, sunder, wash out, pact of negation, spelljack, rite of replication, time warp, beacon of tomorrows, most of the extra turn effects are very powerful in edh. Each of those cards resolution swings board position to way in your favor. Cards like foil and force of will are also great in the sort of blue decks that draw massive amounts of cards. All of those are solid blue noncreature spells that i would consider better than collective restraint.
Legacy:WUBG Jace Rock
Trade thread
Sig by: heroes of the plane studios
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Well, in terms of stopping creatures, lets look at what its not going to stop:
Its not going to stop zur, or uril, or rafiq or omnath or drana. Its not going to stop emrakul or any of the larger eldrazi. So what does it stop? It stops token hoards that don't have access to infinite mana/near infinite mana, and thats about it. O right, and those token hoards can't be owned by someone determined to swing at you. Because token hoards almost always run large mana. So it slows token hoards from hitting you.
Lets compare that with back to basics against the deck that would make use of CR. back to basics: your lands don't untap.
CR: pay 5 to swing with your win condition against a deck that probably runs both gauntlet of power and extraplanar lens.
Which do you think wins there?
I mean, do you want me to explain why 20 or so blue cards are all better than that. Well, I'll start with anything that draws you two or more cards:
Its card advantage. Card advantage is almost always the deciding factor in a lengthy EDH game. Card advantage does the following:
It lets you find the cards to combo off
It lets you find the cards to prevent others from winning.
So lets look at collective restraint:
your down 4 mana and a card for an effect that slows token hoards without access to infinite or near infinite mana that are not controlled by a player bent on your destruction. It soon vanishes when someone nevi's disks or o stones or all is dust (the 3 most common wipers in edh) with little to show for it (unlike mulldrifter, eternal witness, genesis, anger, myojin creatures with haste, creatures in general, cards that let you draw cards, cards that gave you more mana for a while, cards that do something in your yard or when they leave play. While its on the board, it doesn't actually do damage to anyone or accelerate you or help you play in any way)
Lets look at all the cards that say draw 2 cards: (I'll go in alphabetical order)
Catalog: instant speed draw lets you keep your counterspell mana up. It replaces itself while improving your card quality.
Ceta Sanctuary 2U: well, the effect waits until your upkeep which is sort of lame if board clears are really common because you are likely to lose other permanents. But, if on the first upkeep you control red and a green permanent, it replaces itself and improves your card quality. After that its a free card advantage/card quality engine. I wouldn't rank it among good blue spells because its extremely board position dependant, but its still better than CR in the sense that once it leaves play you can still notice that its had an effect upon the game.
Counsel of the Soratami. 2U, draws 2 cards. Good cheap card advantage. Nice and early. Very solid.
courier's capsule: costs 2UU to use. Can be played turn 2 and popped on turn 3. Replaces itself and lets you draw an additional card during an early game point where that is useful. Can also be recurred if acedemy ruins if you have boat loads of mana but desperately need more cards.
Divination: see counsel of the soratami.
Flight of Fancy: replaces itself and draws you a card. Also does an effect which has the potential to do something. Nets card advantage and when its gone, your board position is better for it (making it better than CR)
Foresee: Great card selection, replaces itself and nets you an additional card in the process. If your looking for a card you need, it will really help you get there as it can go through up to 6 cards to find it.
Frantic Search: a free card selection card. Solid. Doesn't replace itself which isnt that awesome, but it helps you go through your deck and get the cards you need.
Ghastely Discovery: replaces itself and nets some card selection. Also presents the opportunity to draw additional cards if the opportunity presents itself.
Gush. Instant speed draw with the potential to be free. Gives you landfall if needed, Very solid.
Ior Ruin Expedition: draws you 2 cards, for more on what that does, see counsel of the soratami
Lat-Nam's legacy. Its instant speed so the slow tripping isnt really a big deal as your only going to use this at end of turn. Plus you get to tuck a card you don't need and this replaces itself netting you good card selection.
Mysteries of the Deep. It draws you 2 cards, often 3. Thats good.
Perilous Research: you get to sac a creature about to be destroyed, or our general right before he gets stolen or spun into myth, and draw 2 cards at instant speed for a fairly low price.
Pulse of the grid: brings you up to speed in terms of cards in hand in a real hury. And while its doing that its a card selection engine (at instant speed too no less) that you can do during their draw step.
See beyond, good card selection that replaces itself
Teferi's response well, it sure stops that wasteland, strip mine, ghost quater, or annex. And it might even hit a blatant thievery. Then it draws you 2 cards. Sounds like fun.
Thought cast: it becomes 2/3s of an ancestral recall in the right deck.
Touch of Brilliance: draws you two cards. This nets you card advantage.
Words of Wisdom, gives you cards and you make some friends.
Now, let me know when you want to discuss the bigger draw spells that draw you 3 or more spells like recurring insight, mind spring, braingeyser, stroke of genius and its ilk.
I mean i guess what I'm saying here is that im not so much a fan of cards that irritate the table while not actually helping me in any way other than stall. In which case time warp and all its brothers are preffered as well as any and all mass bounce. O, and it does nothing after armageddon which is when propoganda can do the most good.
Legacy:WUBG Jace Rock
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This. In EDH there are no 4 color decks, and in 3 color decks I wouldn't really say that this is much better than Propoganda (as Propoganda costs one less and is good regardless of how many different basics you have out, which can come up depending on the deck, as my Halfdane deck only runs a single plains and island, with no swamps)
Its only good in five color decks, although admittedly its bonkers then.
Halfdane
Sek'Kuar
Please remember to autocard, just do [ card ] CARD NAME [ / card ] and for decks you can cover the whole thing in one deck tag like this: [ deck ] All of the cards in the deck [ / deck ]
All of your suggestions are excellent. I also agree with the fact that Price of Progress and Price of Glory really aren't exactly cutting the mustard -- Price of Progress's ability is greatly dampered in a 40 life environment and Price of Glory is basically a blank when there's no heavy instant-speed stuff going around (at least Banefire still is a solid blaze in the absence of blue).
Pillage has been a staple card of red for such a long time, but since this is a list geared towards multiplayer, its efficiency isn't too much of a selling point when you have to spread your resources out against multiple players. It becomes worse as the game goes on, and most EDH games tend to go on for a while. At least with Icefall, you can recur the card and get some card advantage in a color that desperately needs it.
I also think you're underestimating Ruination. Probably the one thing that sets it apart from Blood Moon/Magus of the Moon is the fact that the lands are gone for good. If you're playing a game where you drop a Blood Moon, that Horde of Notions player across the table gets to twiddle his thumbs while he waits for someone to blow up the Moon effect. Ruination on the other hand, effectively takes him out of the game with little to no chance of recovering outside of Crucible/LtfL.
I'll be looking at the cards again and seeing what really deserves to take over the places of Price of Glory/Price of Progress. I have not discounted Comet Storm either as well along with other cards that I used to think I was the only one playing with like Fissure and Aftershock.