Just no really. The core set is a blow out pretty much. The odd option but nothing major.
Right now for control I would rather play Martyr proc, with its great Humans match, or if I was able to put the reps in, Lantern Control. Jeskai control is probably a better colour combo for Walker decks, especially with Teferi and Jace available. RG landkill is better than RW landkill right now due to pace and BBE; the best thing to be in white for was Suppression Field and there are fewer fetches out there for it to hose (frankly I have a homebrew GW land restricting deck that has been performing better than the RW one that did very well for a couple of years).
In short, the RW prison feels a little obsolete. We have 4 drops galore, we have leylines etc., all the good stuff tools, but we are getting nothing new and don't have a reason not to play 3 colours beyond Blood Moon, which feels weak unless it comes down t2. That means to me that Bridge/SSG is probably the way to go.
I would love to be more positive, but what we really need is the meta to be different, and for WOTC to put more into answers, as their recent attempts are way below the mark.
- Illinest
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drmarkb posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)Posted in: Control -
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Deadkitten posted a message on Eldritch Moon in Modern - Spoiler DiscussionPosted in: ModernQuote from Illinest »This Liliana is one of the best planeswalkers ever. My jaw dropped. She's not necessarily better than LotV but it's close. I am jealous. Black has almost always been an adversary color for me.
You could always just give in to the dark side! -
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Is_It_Izzet posted a message on So I made 100 green mana. What spell should I spend it on to win?Posted in: Modern -
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Roscoe posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)Posted in: ControlQuote from Illinest »
I think that the most powerful versions of the deck so far have been the ones that play the cards that are strictly the most powerful. Blood Moon and Ensnaring Bridge - for example - completely screw certain decks.
This really stood out to me as I've been continuing to lurk this forum after posting a while back. I've been playing the Boros Prison version with md hosers and 2 of idyllic tutor for tutoring them and Assemble the Legion. I've had a lot of success with this build. The main is unquestionable at this point for me, and something like 11 of the sideboard slots I would say are essential now that I have played the deck for a while. For reference, I am including the deck I posted at the beginning of Feb. I highly recommend this build to anyone looking at using a toolbox idyllic tutor build.
Radiant fountain is a great find for lands since the deck can tolerate some number of colorless lands and this is a great one before a blood moon and it comes into play untapped after. Only one gemstone caverns to cut down on the cuteness (you never want two), but the first is essentially free and the upside is just too high. Biggest change is the adoption of fetchlands after forsaking suppression field. Suppression field lacked the total lockdown. I have learned the hard way too many times that mana taxing sans reliable mana denial is not good enough of a lock for the strict prison build. Since you lack any form of real card advantage, every card needs to haul it's weight and suppression field along with defense grid stopped being real cards after a while. The fetches add a welcomed consistency to finding plains before blood moon.
As for the rest of the choices, I've found these to be the harshest and most likely to get you free wins. Idyllic tutor is a beast with these options because it can fetch the hoser you need, but also can fetch removal (o-ring) or a finisher (assemble). I do not believe sweepers are needed in the main. 1st game, decks lack answers and if you can land a ghostly prison or buy some time with o ring/lightning helix (lightning helix is honestly the glue that binds everything together) you will eventually find that ensnaring bridge.
Sideboard is the result of a lot of matches. 1 more of the big hosers RIP, SS, and Nevermore. I have found nevermore to be a beast against both combo decks, but also removal heavy decks like control or jund, by naming the answers they have. since we are talking about them, these are your worst matchups, while the deck deals well with any unfair decks and also creature decks. Ajani and the singleton bust are ways to cement a lead against these decks and gives you the time to rebuild/find duplicates/more lock pieces. Ricochet trap is a recent addition in response to the increase in blue, but is also decent against removal. Outpost siege is great against these decks. The wrath are needed to save you against creature decks that aim to flood the board and find their sideboard answers. Shattering spree respects the ever threatening affinity and notably works through chalice if replicated and synergizes nicely with blood moon. Torpor orb because I had them in the eldrazi metagame and liked what they did for certain matchups I didn't explicitly put them in for (mostly green decks that use reclamation sage and primeval titan). Finally, but importantly, spellskite is great to protect your gameplan, almost always comes in post board and a headache for decks skimping on real answers, and is itself a hoser against certain fast matchups (infect, bogles, suicide zoo, burn-ish).
Like I said, been playing the deck now since late january and i've found the deck to prove itself constantly. -
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drmarkb posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)On the third land needing to be stopped- I really don't think that is true in builds without planeswalkers, where you can sit behind a ghostly prison and eventually magus. I certainly have never had that issue where if they land the third land I lose- far from it- I normally chip away at their land and try to get more mana than them mid game before dropping more taxes, but I have a number of permanents that impact the board before they hit the third land. Sometimes i get complete kill, more often than not I just get ahead. Obviously I could have a slow hand with no landkill and no t2 permanents and just a couple of taxes and higher cc critters- in which case that has to go.Posted in: Control
It is certainly true that there are some "tensions" in a lot of builds, totally agree, and you highhlight lots of them. Those tensions simply need to be iron out. Trying a deck that answers everything is not possible, as is getting a consistent 0 total lockout from the game. I certainly don't like planeswalkers in non bridge builds, and I don't like bridge much in land destruction, although it can work as a one or two of. One thing I would say is that the deck needs to be able to "come back".
On Avacyn on the other post- Darkdwellers is just better and more flexible, serving two purposes.
Beating lantern is a matter of board often- lots of Stony Silence and Leyline effects.
It is normally an impossible to very difficult match in traditional landkill builds with 3cc spells a la the SCG list from January (at least according to its pilot- its a fair few a few pages back). Its much easier if you run Suppression Field and Chalice main as I do.
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cespinar posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)Modern Monday Report.Posted in: Control
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Lands
4 Arid Mesa
4 Flagstones of Trokair
4 clifftop retreat
4 ghost quarter
4 Sacred Foundry
2 Plains
2 Mountain
Instants
2 Lightning Helix
4 Lightning BoltSorc
4 Boom//Bust
4 Molten Rain
4 Stone Rain
3 Anger of the Gods
Ench
4 Ghostly Prison
PlanesWalkers
2 Nahiri, the Harbinger
2 Ajani Vengeant
Creatures
4 Magus of the Tabernacle
3 Goblin Dark-Dwellers
1 Emrakul, the Aeons TornSideboard
3 Rest in Peace
3 Leyline of Sanctity
3 Kor Firewalker
3 Stony Silence
1 Wear // Tear
1 Ricochet Trap
1 Shatterstorn
I could only get 2 Nahiri even though I think I want 3. Also no crucible so I went with this. Rest In Peace is currently dead in my sideboard with no graveyard decks in my meta on mondays.
Match 1 - Jund Control: custom more controlling version of Jund. He knew what I had built.
Game 1: Turn 2 LD targeting green. He got skimpy on green and eventually scooped when ghostquarters began just being LD and his only green sources left in the deck were hissing quagmires and I had Ajani resolved with a magus clock.
Sideboard plan: 3 Leylines - Took out 3 Magus because he was creature light relying on man lands
Game 2: He kept a 2 land hand and scooped on turn 5 when he had no lands and a Nahiri hit the battle field.
Match 2 - Burn: He had no idea what I was playing. I think he valued 7 cards and burn spells a bit too highly and didn't mull for haste creatures like he should have.
Game 1: Bolted Eidolon as soon as it resolved as I was holding it for something bigger than his lavamancer. I get magus down and he misses the trigger for his second Eidolon (I gave him a backsie on this first missed trigger). I sweep the board with Anger while keeping him off white as best I can the whole game. He dies to me swinging with magus, helix from Ajani and Bolt in hand with the kill next turn in hand.
Sideboard: 3 Leylines and 3 Kor: Took out GDD and 1 of each LD
Game 2: He kept a 2 land hand with 3 rift bolt. I destroy 1 land and then the second but I am already at 10. I am able to destroy 2 more lands as I get a Nahiri down. I win with him at 1 land and one Goblin Guide as he sees Emmy hit the battle field
Match 3: Merfolk- He thought I was on living end
Game 1: I get the nut draw for land destruction and keep him off Islands. I had all 3 anger of the gods in my hand by turn 4 and got around his 1 spreading seas. We reach a stalemate when my friend jokes I only need 7 turns to cast an Emmy. Laughs were had. Eventually he scoops to an Ajani ultimate with a Magus on the battlefield.
Sideboard: 3 Stony Silence and 1 Wear Tear, took out GDD and one bolt.
Game 2: He had fast curse catchers and I was down because I had nothing to stop the beats without him countering it.
Game 3: Instead of going LD route I decide to do a turn 3 Ghostly prison into turn 4 Magus. That puts a stop on the game as he has to do crazy maintenance with an eventual 4 Master of the Waves on the board but can't attack. Ajani and some LD help keep him at bay as I am using Ajani to keep any lords or cursecatchers down and he can only ever attack with one creature and it was a 4/5 elemental token that Magus can block. Eventually Nahiri lands and when I ultimate he stops and goes, "Do you actually have an Emrakul?" and scoops to that beautiful foiled woman of pain.
I need to work on my sideboard and decide the best things to take out better but otherwise the deck went very well taking out 2 Tier 1 decks. Next week I will keep track of what hands I decide to keep for reporting here. From what I recall I only had to mull once in game 2 against Merfolk. I had turn 2 LD with Trokair out 3 times all night. No one was ever able to recover from it fully. -
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choice19 posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)I took a R/W stax deck to my local shop tonight and went 2-1Posted in: Control
I play the main [[LD package + 2 GDD/4Magus] - 3/2 Nahiri ajani spit - 4 Bolt 2 Helix 3 Mana Tithe - 2 SSG
Match 1 - 2 - 0 vs B/W eldrazi taxes
GM 1: He landed a Leonin Arbiter and Thalia game one but Bolt plus Stone Rain on eldrazi temple + Ghostly Prison basically had him doing nothing. He Scoops
GM2: More early LD + Prison renders him dead. I ult nahiri for win. Which is so satisfying.
Match 2 - 0 -2 vs 8 rack.
I have never ever won a game off 8rack playing any deck so I probably really misplayed this match as usual.
GM 1 He had 3 shreiking affliction and pack rats and I couldnt keep up. I stopped a turn 1 thought seize with Mana Tithe which was nice. I found the LDD package to not be very effective in this match up.
GM 2 I did manage to pull off a GDD into Boom//Bust for the armageddon effect which very fun to do but admittedly a misplay on my part as he just ran me over with rats already on board and I couldnt do much. I also am missing a 4th Flagstone and Crucible of the worlds which might help in the future.
I boarded in Wraths and Leyline
Match 3 - 2-0 vs Burn.
GM 1 I had a slow start and fell to about 7 by turn 3 but once I had Prison+Ajani+Nahiri it was a slow grind to the end.
GM 2 boarded in leyline and boros charm - but drew neither and played out similarly to game 1 and I got to ultimate Nahiri into Emrakul for the win
Overall I loved playing this deck for 2 reasons.
No 1. The looks on the opponents face while playing against us. It sounds weird but even when I was losing it was still a blast to play.
No 2. It's very powerful.
No 3. I ult'd Nahiri twice.
I feel conflicted about the clash of Nahiri's ult and Ensnaring Bridge. I feel like in games where Bridge is in play and actually doing something are the games that you are not winning via nahiri's ult. However bridge is so much better at protecting PW.
Love the deck and the Archetype and am going to continue to tune it.
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Akroma Angel of Death posted a message on [Primer] R/W Prisons ("Sun and Moon" etc.)Posted in: ControlQuote from YellowMimic »How is going the naihiri´s test? I pick a playset but didnt arrive yet. My idea is to include 4 naihiri + 1 emrakul, and 2 ajani. How are you using her?
IMO, she is the truth. My FNM report from this past Fri is on the previous page. I won 1 game each match w/Nahiri ult into Emrakul. People were kinda shocked. -
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FoodChainGoblins posted a message on [Primer] G/W Auras (Bogle)I wanted to bump this up. I played in a PPTQ with 36 players. There were some other events going on, including Grand Prix San Jose, which was a bit far for me. Six rounds, cut to top 8.Posted in: Aggro & Tempo
[b]Round 1 vs. UR Twin.[/b] In the first game, I clocked him. He had no choice but to tap out for Splinter Twin on turn 5 because he would face lethal next turn. I had no Path to Exile. In the next game, I got out a Bogle with an Aura and 2 Suppression Field. He couldn't draw anything good enough and lost after a few chumps. In the final game, Suppression Field just owned him as he needed to deal with my Bogle with Auras and he kept drawing fetches. This was the first time I had beaten Twin in 6 matches so far! 2-1.
[b]Round 2 vs. Burn.[/b] In the first game, I drew a good hand. He had an Eidolon of the Great Revel out, so I slowed down after casting a Spirit Mantle on my Bogle. He had Monastery Swiftspear and Eidolon. I ended up drawing a Path to Exile and realized that Path EoT, then Ethereal Armor + 2 Umbras was exactly lethal. In the 2nd game, I got out an early Daybreak Coronet and he did Skullcrack twice in a row, but had no more cards in hand. (He mulled to 5 this game.) 2-0.
[b]Round 3 vs. UWR Kiki Control.[/b] In the first game, we played a slow drawn out game when he had 3 cards in hand. I cast Daybreak Coronet to try to win. He does Remand with 1 card. I cast it again and he does Mana Leak. I only have Dryad Arbor up with 2 Path to Exile in hand (a clear misplay by me). He draws and plays Kiki-Jiki and it is over. The next 2 games have me suiting up a Bogle and just crushing him fairly quickly. I left Path to Exile open this game, but alas, he didn't have anything. 2-1.
[b]Round 4 vs. Affinity.[/b] In the first game, he had 1 card in hand when I try to win by casting a Spirit Mantle to get through whatever he wanted to block with. His last card was Spell Pierce. I didn't know that Affinity ran mainboard Spell Pierce. I am on the play in game 2 and crush him with In the first game, he won because he was on the draw. I kept a hand with Dryad Arbor, Bogle, Aura, Temple Garden, Daybreak Coronet, and something else. I couldn't draw the 2nd White source to flat out win with Coronet. I also tapped out with Nature's Claim because it seemed like he didn't have much on board. He drew 2 consecutive Ensoul Artifact and I barely lost a race, despite drawing another Nature's Claim. 1-2.
[b]Round 5 vs. UWR Control.[/b] In the first game, I kept a hand with Dryad Arbor, Temple Garden, Bogle, and a bunch of 1 mana Auras. He Bolts the Dryad Arbor right away. I don't draw a single land the whole game and he does 4 Mana Leak. I eventually get there with a Bogle, suited up with a few Auras. I win the 2nd game because he didn't have enough Red mana to triple Bolt me. Instead, he makes a mistake of playing Supreme Verdict to kill a Bogle and an Umbra from another. I have Daybreak Coronet in hand and put it on to put me out of reach. I also have another, but if he had kept up Mana Leak, I would have been 1 mana short because I had Suppression Field in play and 2 fetches and 2 lands after casting Daybreak Coronet. He was pretty upset with himself. 2-0.
[b]Round 6 vs. GW Death and Taxes.[/b] We ID'd. 4-1-1...
[b]Top 8 vs. Jund.[/b] I lose game 1. I play Dryad Arbor after a mull. I put Ethereal Armor on it instead of Hyena Umbra. Dumb! I get Terminated. I am so used to playing against non-Red GB decks that I forgot what I was playing against. He plays a Lily after this to kill my other fetched Dryad Arbor. It is pretty much over after that. I drew a Bogle, but he had Lily back to 2 by then. In the 2nd game, I started with a Leyline of Sanctity. In fact, I had 2 in my hand, but felt no need to play 2 since Maelstrom Pulse is the only removal for the card. He does so on turn 4, but I recast the 2nd one on my turn 4. I eventually get a decent sized Bogle and go to town. In the 3rd game, it goes back and forth. I draw a Rest in Peace when he had 2 6/7 Goyfs in play and no cards in hand. He drew Maelstrom Pulse the next turn, but the damage was done. An onlooker said that before I drew Daybreak Coronet on the final turn to win that he could have activated Raging Ravine, attacked with it and his 2/3 Goyf, and Bolted me for 10 damage, as the Goyf would be a 3/4 then. He didn't realize this and tried to play defense and my Bogle was just too big. I didn't see that play, but he did have 1 card in hand when that turn transpired, so I don't know if it was a Bolt or not. 2-1.
[b]Top 4 vs. Affinity.[/b] There wasn't much to see. He mulled to 5 in the first game and didn't put up much of a fight. He mulled to 6 in the next game and I once again had a good hand. 2-0.
[b]Finals vs. the Affinity from Round 4 (the top seed while I was 2nd).[/b] In the first game, he is on the play and gets me. In the 2nd game, I load up a Bogle while he draws a slow hand. In the final game, it was very close. It came down to a life point mistake by him, casting a Galvanic Blast for 4 damage, while I was on 5 life. I'm not sure if he tried to cheat, but I was at 5 life, not 4. The Judge made sure of this, rewinding parts to make sure. I still have a Bogle with Daybreak Coronet and Spider Umbra stalemated by his Etched Champion. I left open Nature's Claim each step of the way to win if he tried to swing presumable for lethal with the Etched Champion. I would kill my own Aura to gain 4. I had another Daybreak Coronet in hand, but needed another Aura to put it on my Kor Spiritdancer. I finally drew another Aura and did it. I go up to 6 life after he blocks the Kor Spiritdancer. Then he puts on Ensoul Artifact and swings for what may have seemed like lethal, but my first strike damage on his Ensoul creature puts me at 12 life, so after taking 6 from an Etched Champ and Blinkmoth Nexus with Signal Pest (already had a modular counter on Champ). I go to 6 and he has no defense. I do some showmanship and cast 4 Auras. While I am doing this, the Judge already writes down that I won. This was the first game out of 6 that the player on the draw won! 2-1.
I finish 7-1-1. I didn't realize that the PPTQ gives so many points. It was only the 2nd PPTQ that I played in, going 3-3 in a Sealed Khans PPTQ. Happy Bogling guys... -
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FoodChainGoblins posted a message on [Primer] G/W Auras (Bogle)I played in a small 26 person FNM, presumably because of the Grand Prix San Jose, which I was close to going to myself.Posted in: Aggro & Tempo
Round 1 vs. UR Twin. He plays a turn 2 Spellskite. I kept a hand with 2 Aura, Bogle, and 4 lands. I honestly don't know what I drew except lands. I had 5 fetches, 2 Dryad Arbors, and 3 Horizon Canopy in the GY when I lost. I had 4 Temple Garden in play. I basically didn't draw Daybreak Coronet and I couldn't get past the 0/4 and then multiple Deceiver Exarchs. In the 2nd game, I come out with Suppression Field. Maybe I should have done the Auras first. He stabilizes, tapping down my Dryad Arbor a bunch of times. Eventually he has Twin on an Exarch with 8 mana, so he can easily get something out through 2 Suppression Field. I can't draw a dude. Finally, I draw a dude, then another. Now I need some Auras. I don't find them and he lands Blood Moon. I have a Forest in hand, but don't play it. He does Engineered Explosive, activate for 2, and kill me with his Twinned Exarch. 0-2.
Round 2 vs. Mono Black Discard. In the first game, he just got run over by a small Bogle that got bigger and bigger. I had some backup with Umbras in case he had Damnation. I forced out Kor Spiritdancer after he did Raven's Crime a bunch. It gave me card advantage and that was that. In the 2nd game, he does Geth's Verdict, but I rebuild and eventually get a monster. He has a Phyrexian Obliterator, which takes a while to get past. I build up, then sac 3 lands and 2 Rancor after first strike damage. I win next turn. 2-0.
Round 3 vs. 4 Color Gifts. He started with Inquisition of Kozilek and does an EoT Gifts for Elesh Norn with 4 Lingering Souls in play. I lose. I could have kept up Path to Exile, but I don't know what I was doing from there. I had a bunch of lands in play, my hand, and 4 Horizon Canopy and some fetches in the yard. I figured I'd probably win with Leyline of Sanctity pretty easily from here. Nope. I draw barely any Auras, he Abrupt Decay on Rancor, then Mana Leaks it, draws Liliana, I stall on my Bogle being a 3/3, and he plays Tasigur. 4/5 with my 3/3 not getting any more Auras? I lose. 0-2.
Round 4 vs. Scapeshift with Titans. I come off just barely quick enough to win both games. Spirit Mantle was key in both games. I just drew barely better than he did, as this is probably about 50%. 2-0.
Round 5 vs. UR Delver. In the first game, we are racing when he draws Delver. I am at 7 life and he is at 12. I draw Daybreak Coronet and that's game. In the next game, I have a Daybreak Coronet on Dryad Arbor and am crushing. I am scared of Vapor Snag, but have 2 Hyena Umbra and an Unflinching Courage in case I draw a Bogle. I draw Bogle and that is my insurance. I swing pretty easily. Lifelink Auras are pretty much GG vs. Delver if you didn't know. 2-0.
I finish 3-2. I ended up 8th, but I left early. - To post a comment, please login or register a new account.
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I bet I can play it together with Eternal Scourge and some board wipes. Two copies?
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Yep. Let people enjoy things.
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This card was my most wanted reprint. Errr... Realistic reprint. Not expecting to get Wasteland
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I was insanely jealous of the kid who managed to find a German Armageddon. Armageddon is a cool name in its own right but it doesn't have quite the same impact as throwing the card down and bellowing "GOTTERDAMMERUNG!!!"
https://img.scryfall.com/mci/scans/de/6e/4.jpg
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You're so right. The fact that you can't play PtE together with Blood Moon (and can't play Suppression Field together with Nahiri) is an underappreciated aspect of the RW problem. It often feels like everything is nonbo with everything else.
You've got a lot of the right cards in your list but you can't just jam them all together. You're listing the bones of three different decks and Chalice is an artifact. You might as well list Bridge too in that case. The only one that occasionally worked was the Nahiri Sun and Moon deck but not so much with counterspells back in the format, and the best bits of it were just incorporated into a Blue shell. The other two are the same basic thing as Blue Moon and Mono-red control - so it's hard to say that there's an identity there.
RW's modern identity should include Land Destruction and lockdown cards. First we need a real answer card. RWW - sorcery - destroy target opponents creature, land, artifact or enchantment. Strictly worse than Assassin's Trophy but it would be an amazing upgrade for RW. Making it double-white will make it a tougher splash for blue or red decks.
Then we need a rework of Moonhold. It's a weak card but a great idea for RW. It needs to have a cheaper cost for sure - it can't be a turn 3 play. That card is too big a challenge for me to try to balance properly when I'm just thinking off the cuff like this but for the sake of discussion you could imagine the same text but at 2 cmc.
That play would earn some tempo that RW really needs and it would boost up both Boom/Bust and Crack the Earth - both of which are symmetrical (fair) LD that is again very much on flavor with RW.
Of course unbanning SFM is a different direction that they could go in that could potentially help us out but I think SFM might be more of a boost for mono-white or for something involving blue.
On the PW front - my proposal pushes RW decks more toward Ajani Vengeant again as opposed to Nahiri which feels more like a Jeskai flavored walker to me. And of course I'm custom-ordering cards that I want them to give me which is admittedly ridiculous, but to me it's not so much an ultimatum as it is a volunteered customer response survey. If they want me to be a customer then I need Modern RW to have some direction. I want RW to work as a control combo like it did in the beginning. I never liked this aggro crap that they came up with for Ravnica. I wish I could go back in time and figure out which developers it was who argued that RW should be made into an aggro color pairing and slap some sense into them.
I really think the Selesnya concept is more logical anyways and it would have more design space to work with if Boros wasn't crowding it. You'd have had a better Selesnya AND a better Boros and a better MTG if Boros had been built around cards like Moonhold.
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Two mana gets you a Tarmagoyf in Green and a Dark Confidant in Black - and if you play both colors the same 2 mana gives you an absolute answer to any threat.
In RW it gets you a lightning bolt stapled onto a healing salve. The vast majority of the threats they've printed are janky themed aggro crap or tribal crap.
While you and a few others are listing aggro-oriented answer cards like Helix and Blessed Alliance - and I truly don't mean any offense to you - I know those cards only shine in specific contexts that have nothing to do with what I'm trying to accomplish. I'm sitting here making my own list and it's got - like - Blood Moon, Path to Exile, maybe Suppression Field if it wasn't a dead card sometimes. Not too much else...
Ironically Suppression Field is a Ravnica card...
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Hope is fading for something that I can use. She's a good card. Just not what I need.
Blah
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You're starting to make a spectacle of yourself. Red and White had the strongest creature removal in Magic since day one with Swords to Plowshares and Lightning Bolt. Not to mention Wrath of God and the multitudes of direct damage red spells. White had the best artifact and enchantment removal with Disenchant. Red also dabbled with artifact removal. Land destruction wasn't really a white thinnnnn... Oh wait - Armageddon. Duh. Yes it was. And Land Destruction was strong in red too.
Trying to argue that these effects aren't supposed to be in RW just makes you look uninformed. I won't go into color shifting but I'll tell you this - Green has always been a Timmy color. That's what it was, is and probably always will be. Crap like this card is the real color shifting. You're just lucky that there was some shifting of the color pie or else you'd still be stuck trying to ramp Elves into Craw Wurms and getting your ass beat.
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Man Boros is the worst guild and it is lazy design - you can't honestly look at Mentor and tell me it's not just another flavor of the same weenie anthem crap they've always done. But it's probably going to be good in standard and therefore you can't put any real power in the colors aside from the forgettable weenie crap. They need to just get rid of the Boros Legion. I think it's restricting the design space in a color combo that doesn't have fast mana or card draw or anything else but those god-forsaken anthem creatures. Go to hell Sunhome. This card could easily exist in RW. Yes I'm jealous.