I think a splash of red could still have its place in the deck. Slaughter games is a very powerful side-board option, and it gives you access to VERY powerful utility lands. I've been playing around with splashing red for slaughter games and Kessig wolf run, a very powerful option in a deck that runs so much ramp.
On a side note, have any people been experimenting with ghost council main board. I've been running him as a two of and he does a significant amount of work in most match ups. I was wondering how well he's been doing in other peoples decks.
This could POTENTIALLY, if it's real, see a home in Jund. It's a resilient creature that's hard to block efficiently, in a deck that runs kessig wolf run. This thing has an ability to keep itself alive at no cost to you (In fact, it get's bigger), a semi-decent, though kinda awkward, ability in the form of deathtouch, and a cost effective body. A really good 4 drop in the return to ravinca block that isn't color intensive to the extreme... Maybe this IS a practical joke...
I've actually been playing a Four color rites deck with a fairly decent amount of success, though I will be the first to say that the traditional variant of the 4 color deck isn't gonna cut it any more. Mine was a hybridized build that took some elements from some naya midrange decks.
The list as a whole has been working rather splendidly so far. Centaur Healer just doesn't cut it at the three drop slot anymore and running both Mulch and Grisly Salvage causes to many value cards to end up in the grave. The deck can deal with most control variants both pre and post board rather effectively. We're resistant to wrath and they have to deal with ghost dad and Slaughter Games post board. Jund will send most of your stuff to the grave, something you don't really care about. Reanimating an Avacyn, Angel of Hope early in the game can stunt most of they're removal, and sac effects are kinda sub par when you have Pilgrims running around. If you don't get her, then the match up can grind, but you should be able to pull ahead by establishing card advantage, you get multiple uses out of most of your cards. Side boarding is a bit tricky, and really does depend on what you see in game. You still have a bad match-up against naya blitz/humans, but it get's quite a bit better post board. Temblor can actually take some larger creatures down if you have Boros Reckoner out. Abrupt Decay kills everything they have. Domri Rade and Nearheath Pilgrim can provide a rather large amount of life and remove their stuff in the process, and if you can drag the game out long enough to play Thragtusk, you can usually pull out and win. That said, your actual reanimation cards are kinda dead because you don't have the time to play them. If they establish a board presence and you don't, the only real way to slow them down enough is with a turn three/four Angel of Serenity, so game 1 really is just down to luck. :\ Naya Midrange is a bit better though. If you can stick a Domri Rade before they can, then you're in a good position, that said, you can kill most of their early drops with Abrupt Decay and most of their late drops with Angel of Serenity. Blasphemous Act can come in to break the potential stalemates, You're in a better position to deal with most of their reckoners, and it's good game if you have your own out.
I've never gotten a good chance to experiment against Prime Speaker Bant or The Aristocrats, so I don't really know how effective the build is against them, but it's similar to the naya midrange tactics. I wish I could test this more in depth. I think the build is pretty solid against the post gatecrash meta.
So let's look at the potential of this five drop. It has an efficient boy with evasion, it kills something on the way in, and It's drawback can either be ignored completely or used as an advantage in the right deck. This is a VERY solid mythic from the core set. That non-demon clause will very rarely be a thing. I also like how they're throwing out some grave based sheanigans from the get go in M14. All that graveyard hate in Ravnica could serve a potential purpose in the future maybe?
Random point though, why are we discussing the omnidoor thragfire and bant control decklists when neither would use this card to great effectiveness. This entire argument seem random, out of place, droll, and pointless.
So I know that Boros Reckoner still deals damage regardless of whether the damage is lethal or not, the question I have is how this works and what happens in instances of universal damage.
For example, I have a Boros Reckoner on the field and he has a Gisela, Blade of Goldnight on the field. I successfully resolve Blasphemous act, dealing 26 to each of my creatures and 7 to each of his. Would state based effects occur before or after the Boros Reckoner triggers and would I deal 26 to my opponent due to an empty board, or would Gisela still be there to halve the damage?
New to the forum, pretty old player. Most of play experience comes from FNM events, but I have played at a few opens. I look forward to being an active forum crawler. My favorite format is standard. My favorite card is unburial rites. Gonna be really sad come October.
Look forward to meeting many other players on here.
I think a good way to please both modern and standard would be to give us a reprint of the Onslaught fetch lands, and just the onslaught fetch lands. This would give modern access to all 10 fetch lands, and they have a fantastic synergy with the return of the shocks. Also they need to freaking come down in price. That said though, I like the idea that Darkzero had with the tri checks. I don't think it's plausible to give us such a perfect mana curve or give modern something so easily abused, but I love the idea of a land cycle like this.
I think 2 cmc is the way to go with this card. 2 mana gives you access to burning tree emissary, gyre sage, lotleth troll... EVERYTHING I WANT BACK IS IN GREEN! T_T
So yeah, about that frites deck variant. i think that's where this card could potentially shine. Between Gyre Sage and the emissary, you're going to generate a LOT of mana/really good line of defense, and it gives another you another play against aggro on turn 4/5. I personally love the card, but I can understand why it's underhyped. I just wish you didn't have to fine tune your deck to get a lot of value out of the card, but spending 4-5 mana to get a bunch of guys back from your yard yields a lot of value, even in this grave hating environment.
Orzhov all the way. I love the mechanic, and having a mana sink that drains your opponent's life throughout the late game in limited is going to be devastating at the prerelease. I'm also partially biased cause all my rares on my list are from orzhov.
If you somehow simultaneously summon multiple creatures at the same time, would each individual summon cause the evolve mechanic to go on the stack? (EX - have gyre sage out and use a spell effect summon 3 lotleth trolls at the same time. Would the sage be a 2/3 or a 4/5?) Second question. If a creature with evolve entered the battlefield at the same time another creature with higher power/toughness, would that creature trigger the evolve mechanic on the other creature?
This card is gonna be insane in limited. For 6 mana, you can just combo both effects and swing for a huge amount of damage. This might be one of the few standard viable guildmages. I mean, it's kind of pricey, but It'd be good for some cheep extra damage, that's not even considering the miriad of good cards to gain life in this set. I'm not saying base deck around it, that'd be a horrible, horrible idea, but with thragtusks, Restoration angels, and centaur healers to compliment it, the extra damage could be the difference in games.
On a side note, have any people been experimenting with ghost council main board. I've been running him as a two of and he does a significant amount of work in most match ups. I was wondering how well he's been doing in other peoples decks.
4 Temple Garden
4 Stomping Ground
4 Blood Crypt
4 Woodland Cemetery
4 Isolated Chapel
2 Clifftop Retreat
1 Kessig Wolf Run
Creatures
4 Avacyn's Pilgrim
3 Nearheath Pilgrim
3 Boros Reckoner
2 Restoration Angel
3 Thragtusk
3 Angel of Serenity
1 Craterhoof Behemoth
1 Avacyn, Angel of Hope
4 Faithless Looting
4 Grisly Salvage
3 Abrupt Decay
4 Unburial Rites
Planeswalkers
2 Domri Rade
3 Deathrite Shaman
3 Rolling Temblor
3 Somberwald Sage
2 Slaughter Games
2 Obzedat, Ghost Council
2 Blasphemous Act
The list as a whole has been working rather splendidly so far. Centaur Healer just doesn't cut it at the three drop slot anymore and running both Mulch and Grisly Salvage causes to many value cards to end up in the grave. The deck can deal with most control variants both pre and post board rather effectively. We're resistant to wrath and they have to deal with ghost dad and Slaughter Games post board. Jund will send most of your stuff to the grave, something you don't really care about. Reanimating an Avacyn, Angel of Hope early in the game can stunt most of they're removal, and sac effects are kinda sub par when you have Pilgrims running around. If you don't get her, then the match up can grind, but you should be able to pull ahead by establishing card advantage, you get multiple uses out of most of your cards. Side boarding is a bit tricky, and really does depend on what you see in game. You still have a bad match-up against naya blitz/humans, but it get's quite a bit better post board. Temblor can actually take some larger creatures down if you have Boros Reckoner out. Abrupt Decay kills everything they have. Domri Rade and Nearheath Pilgrim can provide a rather large amount of life and remove their stuff in the process, and if you can drag the game out long enough to play Thragtusk, you can usually pull out and win. That said, your actual reanimation cards are kinda dead because you don't have the time to play them. If they establish a board presence and you don't, the only real way to slow them down enough is with a turn three/four Angel of Serenity, so game 1 really is just down to luck. :\ Naya Midrange is a bit better though. If you can stick a Domri Rade before they can, then you're in a good position, that said, you can kill most of their early drops with Abrupt Decay and most of their late drops with Angel of Serenity. Blasphemous Act can come in to break the potential stalemates, You're in a better position to deal with most of their reckoners, and it's good game if you have your own out.
I've never gotten a good chance to experiment against Prime Speaker Bant or The Aristocrats, so I don't really know how effective the build is against them, but it's similar to the naya midrange tactics. I wish I could test this more in depth. I think the build is pretty solid against the post gatecrash meta.
Random point though, why are we discussing the omnidoor thragfire and bant control decklists when neither would use this card to great effectiveness. This entire argument seem random, out of place, droll, and pointless.
For example, I have a Boros Reckoner on the field and he has a Gisela, Blade of Goldnight on the field. I successfully resolve Blasphemous act, dealing 26 to each of my creatures and 7 to each of his. Would state based effects occur before or after the Boros Reckoner triggers and would I deal 26 to my opponent due to an empty board, or would Gisela still be there to halve the damage?
Look forward to meeting many other players on here.
So yeah, about that frites deck variant. i think that's where this card could potentially shine. Between Gyre Sage and the emissary, you're going to generate a LOT of mana/really good line of defense, and it gives another you another play against aggro on turn 4/5. I personally love the card, but I can understand why it's underhyped. I just wish you didn't have to fine tune your deck to get a lot of value out of the card, but spending 4-5 mana to get a bunch of guys back from your yard yields a lot of value, even in this grave hating environment.