i mean how is it better than wilt leaf? keeping in mind that is also anti lilly tech.
it just doesnt do enough for a card thats so vanilla for me. if im spending 5 mana in bant why not just play ojutai and get a 5 power hexproof creature that draws me a card when it attacks.
keeping in mind you can't cast it t2 ever being 4 mana vs 5 isnt super relevant. i think vorapede is a pretty close comparison if you consider you can drop either t3 with cobra and dorks.
just look at kotr. card is barely playable and it also gets to 6 power for 3 with a relevant ability.
ETB tapped single-color lands get worse the more closely you read them. W and R are just Turntimber Grove with minor abilities. U doesn't tap the targeted creature. G says basic land. B is probably the best of the lot (see: Volrath's Stronghold). I think the problem with these lands is that they ETB tapped and only tap for one color, so only mono-colored decks will want them. But mono-colored decks are usually aggressive, so ETB tapped is a big drawback.
Quarantine Field is too expensive. It starts out at 4 mana to get rid of one thing, then 6 to get rid of two. The worst part about it is that Abrupt Decay still kills it.
Molten Nursery is an engine card for decks that can play multiple colorless spells in one turn. That would mean Affinity and Cheeri0s. Affinity dumps its hand before turn 3 so Nursery is quite useless, while Monastery Mentor is better in Cheeri0s since it doesn't require a red splash, and triggers off Retract too.
The three other Retreats are not too exciting. None of their abilities actually generate card advantage (this is true of the green Retreat too). The blue Retreat is the most combo-riffic - Sakura-Tribe Scout, Skyshroud Ranger and Walking Atlas let you dump all the lands in your hand onto the battlefield, Ruin Ghost and Knight of the Reliquary give you a ton of triggers on your other landfall cards (and Knight grows huge). Bant seems like a decent color combination for it, since Scout, Knight and Retreat to Coralhelm are in those colors, and you can also play Geist, which needs all the help he can get in tapping down blockers.
Ugin's Insight forces you to jump through hoops if you don't want it to be a bad Concentrate. I'd really rather play Tidings for 3UU. Even then, tapping out for a 5-mana sorcery that does not affect the board is a bold thing to do.
Wasteland Strangler is a decent card if its ability always triggered, so the question is, how hard is it to turn on? Right now the common scenarios that result in an opponent with exiled cards are:
1) Path to Exile. But if you Path something, then the number of targets for Strangler is decreased. Like, if your opponent has only 1 creature and you Path it, then Strangler has no targets.
2) Snapcaster Mage. Unlikely to be casted before you cast Wasteland Strangler.
3) Tasigur. Strangler can't kill it.
Overall, Strangler gets a C grade from me.
Angelic Captain isn't worth talking about. It's just a big, dumb beatstick that can be Bolted any time before combat.
Probably - but so far at this stage it is fun to think about all in combo. Honestly the actual deck will probably not have ruin ghost and just include quality Bant cards along with Coralhelm and Knight.
EDIT: the combo is actually limited by the number of plains/forest you run and not the number of lands, so it will be hard to attack for 20
Because of fetches, you only need around 9-10 Plains and/or Forests to make a potentially lethal Knight of the Reliquary - fewer if you include Kessig Wolf Run. Of course, using a bunch of fetches means paying some life. One neat thing about the combo is that takes most or all the lands out of your deck and makes later KotRs also huge, so it's not the end the world if your opponent lets you combo and then kills your KotR. (Opponents would probably not even let you get started most of the time, though they might want you to lose the life the combo entails.)
Players want Vindicate in the format! They also think Karn costs too much money! Wat do???
You're welcome.
Is that a good card? No, I don't think so. Karn is better even if he can only exile at sorcery speed.
Awaken Cancel is confirmed. Strictly better Cancels (Dissipate, Dissolve, Stoic Rebuttal) are still too weak to see play in Modern, and I don't see the Awaken Cancel breaking the mold. Most of the time if you're playing a card that costs 1UU it's Vendilion Clique, which gives you a body and some disruption (in a different way).
I really like Scatter to the Winds. It's definitely more for Standard than Modern, but I don't think it's out of the question that it sees some play. A counterspell that doubles as a threat that doesn't cost mana on your own turn? Yes, a 3/3 is pretty wimpy, but that's a lot of value. That said, it's too slow to run more than one or two copies of and most blue decks probably have better choices for their countermagic slots.
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When you peer long enough through the depths, the depths peer also through you.
Scatter seems worse than Counterflux. The times where you get to live the dream and hold up 6 mana countering something (and not running into Dispel or Remand) will be far in between I'm afraid. So the upside is really marginal. Dissolve even seems better since it helps you filter into answers when it matters. When you're at 6+ mana you should be swinging with Colonnades anyway.
Living the dream of Hedron Crab+Baby Jace+Retreat of Coralhelm. Untaping an un flipped Jace to loot again, and again, sounds like a lot of fun. It won't get you very far in modern, but it'll sure be fun.
What do you guys think of the viability of Crumble to dust. Seems like it would be pretty good in Jund, Twin and Grixis control but I am not sure anything else has the mana to run it.
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SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
Aside from that, is the new land, Blighted Cataract, something that might give UWR Control a little bit of a boost? The deck usually gets to the lategame, so drawing some extra cards eot once the opponent is hellbent and topdecked a land for the turn can't be a bad deal right?
Retreat to Coralhelm is strong because it basically its the win plus it helps you dig for pieces / answers, and if youre the type of person to do this, it taps down things for your Geist of Saint Traft. Edit: Lol you can hold back a fetchland to stop the Twin Combo. That's hilariously relevant.
Its very possible to make this a bant midrange deck that can win out of nowhere ala Twin. What you lose in the ability to bolt snap bolt, you gain the ramp ability of Noble Hierarch to potentially allow for quick kills.
lighthouse I think is ultimately better for combo style decks. I have been running one in my UWR control list and it's been solid, but I think a late game draw 2 would be something I would want to try.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
Beastcaller Expert..So finally a playable Ally? It doesn't help cast CoCo or the new Gideon though. That's a big draw back. But the fact it has haste functionally reduces its cost to G if the hand stacks up right.
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it just doesnt do enough for a card thats so vanilla for me. if im spending 5 mana in bant why not just play ojutai and get a 5 power hexproof creature that draws me a card when it attacks.
keeping in mind you can't cast it t2 ever being 4 mana vs 5 isnt super relevant. i think vorapede is a pretty close comparison if you consider you can drop either t3 with cobra and dorks.
just look at kotr. card is barely playable and it also gets to 6 power for 3 with a relevant ability.
Quarantine Field is too expensive. It starts out at 4 mana to get rid of one thing, then 6 to get rid of two. The worst part about it is that Abrupt Decay still kills it.
Molten Nursery is an engine card for decks that can play multiple colorless spells in one turn. That would mean Affinity and Cheeri0s. Affinity dumps its hand before turn 3 so Nursery is quite useless, while Monastery Mentor is better in Cheeri0s since it doesn't require a red splash, and triggers off Retract too.
The three other Retreats are not too exciting. None of their abilities actually generate card advantage (this is true of the green Retreat too). The blue Retreat is the most combo-riffic - Sakura-Tribe Scout, Skyshroud Ranger and Walking Atlas let you dump all the lands in your hand onto the battlefield, Ruin Ghost and Knight of the Reliquary give you a ton of triggers on your other landfall cards (and Knight grows huge). Bant seems like a decent color combination for it, since Scout, Knight and Retreat to Coralhelm are in those colors, and you can also play Geist, which needs all the help he can get in tapping down blockers.
Ugin's Insight forces you to jump through hoops if you don't want it to be a bad Concentrate. I'd really rather play Tidings for 3UU. Even then, tapping out for a 5-mana sorcery that does not affect the board is a bold thing to do.
Wasteland Strangler is a decent card if its ability always triggered, so the question is, how hard is it to turn on? Right now the common scenarios that result in an opponent with exiled cards are:
1) Path to Exile. But if you Path something, then the number of targets for Strangler is decreased. Like, if your opponent has only 1 creature and you Path it, then Strangler has no targets.
2) Snapcaster Mage. Unlikely to be casted before you cast Wasteland Strangler.
3) Tasigur. Strangler can't kill it.
Overall, Strangler gets a C grade from me.
Angelic Captain isn't worth talking about. It's just a big, dumb beatstick that can be Bolted any time before combat.
| Ad Nauseam
| Infect
Big Johnny.
Because of fetches, you only need around 9-10 Plains and/or Forests to make a potentially lethal Knight of the Reliquary - fewer if you include Kessig Wolf Run. Of course, using a bunch of fetches means paying some life. One neat thing about the combo is that takes most or all the lands out of your deck and makes later KotRs also huge, so it's not the end the world if your opponent lets you combo and then kills your KotR. (Opponents would probably not even let you get started most of the time, though they might want you to lose the life the combo entails.)
You're welcome.
Is that a good card? No, I don't think so. Karn is better even if he can only exile at sorcery speed.
Awaken Cancel is confirmed. Strictly better Cancels (Dissipate, Dissolve, Stoic Rebuttal) are still too weak to see play in Modern, and I don't see the Awaken Cancel breaking the mold. Most of the time if you're playing a card that costs 1UU it's Vendilion Clique, which gives you a body and some disruption (in a different way).
| Ad Nauseam
| Infect
Big Johnny.
Counter target spell
Awaken 3 - 4UU
I really like this one, we might finally have a middle ground between mana leak and cryptic command
tap for colorless
tap, sac for 5U: draw two cards
now that is my kind of super durdly card
Spirits
Cheeri0sXWU
Reid Duke's Level One
Who's the Beatdown
Alt+0198=Æ
The power of speculation my friends!
Spirits
What is going on that caused a buyout on Knights?
Certainly not a sequel to a "lands matter" block...
they'll go down once they realize the combo is very jank
A combo with Retreat to Coralhelm.
Storm Crow is strictly worse than Seacoast Drake.
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
Aside from that, is the new land, Blighted Cataract, something that might give UWR Control a little bit of a boost? The deck usually gets to the lategame, so drawing some extra cards eot once the opponent is hellbent and topdecked a land for the turn can't be a bad deal right?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Its not, both pieces are strong by themselves. Combo isnt jank.
Edit: I'll expand. The fact is Knight of the Reliquary is a fringe playable modern card already. Its not amazing but there's lots of fun things to find with it including Kessig Wolf Run Sejiri Steppe Soaring Seacliff Ghost Quarter etc. It's pretty strong
Retreat to Coralhelm is strong because it basically its the win plus it helps you dig for pieces / answers, and if youre the type of person to do this, it taps down things for your Geist of Saint Traft. Edit: Lol you can hold back a fetchland to stop the Twin Combo. That's hilariously relevant.
Its very possible to make this a bant midrange deck that can win out of nowhere ala Twin. What you lose in the ability to bolt snap bolt, you gain the ramp ability of Noble Hierarch to potentially allow for quick kills.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
Legacy: UW RiP/Helm, UR Sneak and Show