EDIT: IW... if you cast Imprisoned in the Moon on a Basic Land, does it retain the Basic supertype? I'd hate to see a situation where you can exile all of a player's Forests or Plains (that's why Crumble to Dust specifies non-basic)
,This,....... Whoa
I believe as basic is a Supertype and not a type, it is not removed by Imprisoned in the Moon
The set looks great for limited. It seems really dense, I have no clue which draft archetypes I like the most (they all look fun). I really like Geier Reach Bandit, cheating in a Terror of Kruin Pass with Aether Vial seems like such a beating in casual (and maybe modern). There's too much fun stuff for me to even process it yet.
I like Sin Prodder with Ingot Chewer, Mulldrifter, Shriekmaw, Rift Bolt, Gurmag Angler, Muderous Cut, Tasigur, Become Immense. Dredgers help fill the yard to keep Delve cards live, Golgari Thug seems like it has the most utility.
Seems like Sin Prodder could be built around to mitigate a number of its weaknesses. It interacts favorably with Delve cards, either dealing significant damage or becoming cheap with the extra graveyard fuel. It interacts well with 3 CMC instants and sorceries with Goblin Dark Dwellers as your curve topper.
I think Thing is pretty good in UWR Control, but I'm not sure about Delver in any format. He bounces Delvers and Young Pyromancer tokens, which seems counterproductive.
I like to think of it as a delayed 7 damage burn spell that bounces your snapcasters for reuse in a counterburn deck
Thing in the Ice has a ton of fun interactions. In UR with Bolt, snapcaster, git probe, and counter spells Thing seems really easy to pull off.
With a well sequenced Natural Affinity Thing becomes Upheaval of Tentacles.
Did we have a decent mono-white sac outlet before? Finks + Anafenza + Reaper of Flight Moonsilver would be fun to pull off. Reaper plus white tokens also seems fun.
I've been out of the loop for a while, but t4 sweeper into t5 Fatcaster + Bust seems pretty gross. Plus Boros has some pretty great 1 drops for early turns and post Bust. Abbot also works with all those 1 drops. I'd guess boom doesn't hurt you too much given all the 1 drops (and if their response is to counter it, you have 1 less counter spell to worry about and it still goes to the yard for Fatcaster). Kitchen Finks + Lightning Helix give you more reach to make it to turn 5.
How do these things match up against the current modern decks?
With 1 PW:
Overload is useless
Overload + Replicate is useless
Replicate without Overload is 1 dmg per R
With 2 PW:
Overload is 2 dmg for 1UR
Overload + Replicate is 4 dmg for 1URR
Overload + 2 Replicate is 6 dmg for 1URRR
3 Replicate is 4 dmg for RRRR
At 4 total mana both combos deal the same damage. Any greater and Overload + Replicate deals more dmg.
With 3 PW:
Overload dmg is equal to equivalent number of Replicates.
Overload + Replicate completely outpaces Replicate.
Against creatures the spell is much more effective.
Lowering the Overload cost or making it an instant would make it almost strictly better than that common overload spell. Doing both would definitely. Is there an mtg wording that would make it hit either creature or planeswalker normally, and all of both at overload? Would that be broken?
I guess if this were to ever be played it would need to do enough in one hit to outperform Staticaster.
Grave-Tiller is so stupidly broken (as mentioned above). It's almost strictly better than Hermit Druid.
Also, Ripple Bolt's replicate ability almost invalidates its overload. You need them to have ~4 planeswalkers in order to get any value out of it, not to mention that the card doesn't even work in the rules as you can't target planeswalkers for damage.
Yeah tiller was a mega-derp on my part.
As far as I can tell, overload changes the text of the spell and replicate makes copies of that spell. I would assume replicate copies the overloaded spell. As of innistrad nowhere in rule 306 does it state that planeswalkers cannot be targeted for damage effects (damage redirection from a player is entirely different).
I wanted to put more utility on Grave-tiller (which now a plant and called golgari grave-creeper instead). Obviously the draw 1 is stupid with dredge. Any suggestions that wouldn't break it?
I put in some rat-squirrels tht blur the Selesnya-Orzhov line. Everyone loves squirrels right?
Mixing counter types is bad design (Wizards thinks it's too confusing) and Magic cards don't use +n/-n counters anymore.
Couldn't you just give the devil a +/- bonus while hellbent?
Done. I assume the hellbent still takes effect even if the creature enters the battlefield without the unleash. I dropped 1 from the +m/-n. Seems more balanced and more black (they love their +2/-1s). Is the CMC reasonable? 5 to the face is no joke. Dropping your hand after swinging for 3 is a total of 8. Is that too much?
I thought it would be neat to make some ravnica cards with old and new keywords together. I have made 4 so far and will add more as I think them up. I might also mix some guilds up.
Dark Lightning Devil 1RB
2/0 - Devil
Unleash
Hellbent - ~ gets +2/-1 as long as you have no cards in hand.
When ~ dies it deals X damage to target creature or player where X is ~ power.
Ripple Bolt R
Sorcery
~ deals one damage to target creature or planeswalker you don't control
Overload 1UR
Replicate R
Ravnican Rats (apparently South Park, Colorado is in ravnica):
Lemmiwinks 2WG
3/3 - Legendary Creature - Rat Squirrel
Rats you control have "Regenerate: G"
Squirrels you control have vigilance.
Feral Breeder 1B
1/1 - Rat Squirrel
Haunt
When ~ enters the battlefield or the creature it haunts dies, populate if all the creatures you control share a creature type with ~.
Wikileaks 2BG
4/2 - Legendary Creature - Rat Zombie
Whenever a Rat you control dies, put a -1/-1 counter on target creature. BG: Target Rat in your graveyard has dredge 2 until the end of the turn.
A cycle or two of dimir agents would be cool. The flavor being they turn into each other and can infiltrate any guild. 4 color agents may be quite hard to use effectively.
I believe as basic is a Supertype and not a type, it is not removed by Imprisoned in the Moon
I like to think of it as a delayed 7 damage burn spell that bounces your snapcasters for reuse in a counterburn deck
With a well sequenced Natural Affinity Thing becomes Upheaval of Tentacles.
How do these things match up against the current modern decks?
Overload is useless
Overload + Replicate is useless
Replicate without Overload is 1 dmg per R
With 2 PW:
Overload is 2 dmg for 1UR
Overload + Replicate is 4 dmg for 1URR
Overload + 2 Replicate is 6 dmg for 1URRR
3 Replicate is 4 dmg for RRRR
At 4 total mana both combos deal the same damage. Any greater and Overload + Replicate deals more dmg.
With 3 PW:
Overload dmg is equal to equivalent number of Replicates.
Overload + Replicate completely outpaces Replicate.
Against creatures the spell is much more effective.
Lowering the Overload cost or making it an instant would make it almost strictly better than that common overload spell. Doing both would definitely. Is there an mtg wording that would make it hit either creature or planeswalker normally, and all of both at overload? Would that be broken?
I guess if this were to ever be played it would need to do enough in one hit to outperform Staticaster.
Those are the concerns that I have.
Edit: I have yet to change Ripple Bolt's text
Yeah tiller was a mega-derp on my part.
As far as I can tell, overload changes the text of the spell and replicate makes copies of that spell. I would assume replicate copies the overloaded spell. As of innistrad nowhere in rule 306 does it state that planeswalkers cannot be targeted for damage effects (damage redirection from a player is entirely different).
I wanted to put more utility on Grave-tiller (which now a plant and called golgari grave-creeper instead). Obviously the draw 1 is stupid with dredge. Any suggestions that wouldn't break it?
I put in some rat-squirrels tht blur the Selesnya-Orzhov line. Everyone loves squirrels right?
Done. I assume the hellbent still takes effect even if the creature enters the battlefield without the unleash. I dropped 1 from the +m/-n. Seems more balanced and more black (they love their +2/-1s). Is the CMC reasonable? 5 to the face is no joke. Dropping your hand after swinging for 3 is a total of 8. Is that too much?
Old and new keywords:
Golgari Grave-Creeper 1B
2/2 - Plant Zombie
Scavenge 1GB
Dredge 3
Faraway Shackles 1UW
Enchantment
(O-ring's effect)
Forecast UW - Detain 1 non-land permanent
Dark Lightning Devil 1RB
2/0 - Devil
Unleash
Hellbent - ~ gets +2/-1 as long as you have no cards in hand.
When ~ dies it deals X damage to target creature or player where X is ~ power.
Ripple Bolt R
Sorcery
~ deals one damage to target creature or planeswalker you don't control
Overload 1UR
Replicate R
Ravnican Rats (apparently South Park, Colorado is in ravnica):
Lemmiwinks 2WG
3/3 - Legendary Creature - Rat Squirrel
Rats you control have "Regenerate: G"
Squirrels you control have vigilance.
Feral Breeder 1B
1/1 - Rat Squirrel
Haunt
When ~ enters the battlefield or the creature it haunts dies, populate if all the creatures you control share a creature type with ~.
Wikileaks 2BG
4/2 - Legendary Creature - Rat Zombie
Whenever a Rat you control dies, put a -1/-1 counter on target creature.
BG: Target Rat in your graveyard has dredge 2 until the end of the turn.
A cycle or two of dimir agents would be cool. The flavor being they turn into each other and can infiltrate any guild. 4 color agents may be quite hard to use effectively.
Dimir Agents:
The 2CMC cycle would all be disguised skeletons.
Rattling Zombie BG
2/2 - Zombie Agent
Scavenge 2G
Transmute 1UB
Croaking Bones UG
1/2 - Frog Agent
Evolve
Transmute 1UB
Cards are not currently designed with balance in mind. Feel
Free to respond with balance related posts, but give examples.