It is hard to be unhappy with the set. Its above market value and prints lots of cards that needed a reprint.
There is lots of fun to be had in draft, I like that the odd sideways stratagies are back. That was an issue in MM15 it was just a very standard draft format, so it just couldn't have these power cards or odd cards that see lots of play in modern. here we have very direct and powerful draft lines. People have said that if you direct a player in draft too much it can get boring faster. But this set is so expensive you don't often draft it more than a few times.
Keep in mind anything not reprinted has a chance of being reprinted in standard. Cursecatcher or scapeshift can be printed in standard no problems.
Looking at the whole card this, the really focused on a few Modern deck archetypes and left out any love for many others. There is very little in this set for Affinity, Tron, Merfolk, or Scapeshift, and I think they planned it that way (considering those decks did receive reprinted items in the previous two expansions.) I could see them going back to a tribal theme in a MM or Eternal Masters-type set in the next few years and they print a bunch of Merfolk.
Hopefully putting the finishing touches on my foil cube. My previous attempts to build it to play with my friends ended up not going to well due to power level issues. I was using alot of the PW and mythic foils from the dual decks and not enough ways to answer them. The power differential inside the colors was way off (having 2/5 titans, no enchantment hate or graveyard hate...some games ended up busted.) I really lowered the power level down for every color and every combination (I was originally going to go all peasant but I thought that would be too weak.) With the added flashback cards I'm trying to let people try and draft Burning Vengence and Spider Spawning decks because those were always fun to play, but I don't know if my playgroup will be able to catch on to those harder build-arounds. The themes in each 2-color pair:
It has also been a struggle to keep the complexity down inside the cube. I'm the person with the most experience in my playgroup and I only started in 2012. We also have people that literally just started playing with Kaladesh so they don't even have a full grasp of what cards are in standard. That means I've tried to remove as many different mechanics as possible and stick to easier to understand ones throughout every color (especially flashback...because flashback is great.) Most of the time I think people will draft 2 color but I've tried to make the 3 color cards good enough to want to play them. The last time I played it (about 20% has changed since then) the biggest winners were playing Bant Heroic and RW aggro.
Mechanics on only 1 card:
outlast
splice (not possible to use inside the cube)
undying
forecast
buyback
I'm also trying out a new cycle of dual lands for each color, with each being a different type. I'm not sure if it will work because there are power level differences, but if people like it then it stays. If anyone can spot from a glance if any color is more powerful than the others, that would be helpful. The biggest issue I could see popping up is the Stoneforge but there is only one really "good" equipment to tutor for her.
Could Reckless Scholar be a suitable substitute for Jace? I don't really want to pick those up just for one month. I hope they put a better looting 2-drop in Kaladesh.
This is a version I am running right now. I have thought about changing the Edges to Realms Uncharted to get more lands in my yard and my hand. Also the 2/3 split for land-chuckers should probably be in favor or Vortex because we don't have as many turn 1-2 plays.
AF Anyway, nothing's been decided. Normally the process does not involve testing. People ask me, people have asked me a lot, you know, this has the
emergence of this deck want to test modern more, when you're making new cards?
And honestly, the return on that investement is just never gonna be great for us. Considering that
only 7% of the Pro Tour field found the good version of this deck, and they put more hours into it than we ever could. The odds of us having
productive playtesting that would have found just how powerful this deck was, in the amount of time we could have dedicated to it you know is just...
..why can't they? They have some of the best players in the world working for them. You can't have a crack team working on breaking your new cards?
^ I would agree on that. With Twin gone, the kind of removal that would be considered too slow for Modern (Dreadbore/Oblivion Ring/Hero's Downfall/More than 1 Maelstrom Pulse) could be viable. If people are afraid of a Turn 3 Karn ruining stuff, then play cards that kill Planeswalkers. UR, of course, doesn't have that many ways now to interact with them outside of Echoing Truth if it resolves, but hasn't that been Blue's way or removal: countering it before it hits the board. With Twin around, no blue deck played hard counters except Cryptic at 4; Remands and Mana Leaks were the best counters because they buy you time until you can combo off. Maybe now maindeck Negates or even Dissolves could be playable. The banning of Twin opens up the 3-and-4 drop slot, instead of "winning the game or losing to Twin" cards that see play now.
There was one article that said they would print full cycles of lands in each block. It happened only once after that (Scrylands) and never again since that. Its never going to happen with the new block structure too.
Go look at all the main archetypes of Modern. This is an impossible task. Maybe Mono U Tron, but what would be your wincon? Mono-U Time Walk with Howling Mines, but you don't have enough Time Walks for that to work. You can't have a creature base without going into the Modern frame.
Really, what I'd like to eventually see in modern is a good planeswalker being 30 usd, good uncommons around 2-3 usd, good rares around 3-7 usd, good mythics between 8-29 usd.
In a free market, a bracket price range like you have mentioned would be bad for the market over all. The cards should carry a price for what the market will bear.
I agree, eat the rich and make sure Maro is first up against the wall when the revolution comes.
Hello Dear aura hex proof players
I am new to aura hexproofs and would like a few questions answered if possible thank you
Is it possible to make this deck without horizon canopy? whats the set back if the deck is without horizon canopy? Does it make a huge impact on the function of the deck?Is there any good list out there which is not using horizon canopy?
Whats this decks bad match ups?
Thank you for any help given
I play with Brushlands instead. Sometimes I miss being able to get an extra card, but most of the time I don't think it's a big deal. Obviously it's better to have canopies, but it's not the end of the world to run without them (having games that are that much on the margin is rare). I do run a Keen Sense in board, but it's usually just an adjustment for specific matchups.
What was the deal with the fog?
I use generally run more basics, then full sets of Temple Garden, Razorverge Thicket, and 2 Wooded Bastion. I originally tried Brushland but felt it was dealing me too much over the course of games. The Bastions are there to make sure every game you can go turn 1 G, turn 2 WW.
I would assume the fog is against Bloom & Infect alpha strikes. So many times against those decks it you see the end in sight and they can just snatch your victory out of nowhere in one combat step.
^You find Grixis Control to be a good matchup? Game 1 is usually a win, but I always get beat up post-board with Anger of the Gods/Engineered Explosives. They just go super all in to counter. I usually can't beat them in time to get Cryptic'd/Snap Cryptic into submission. The two maindeck cards that screw with me the most are Cryptic Command and Abrupt Decay. Exsplosives, Anger of the Gods, and Blood Moon are bad games 2&3 but they aren't as bad. I think I'll run 2 Nevermore in the SB just to stop them and just blank all of Grixis/Jund's card against me along with 4 Leylines.
Looking at the whole card this, the really focused on a few Modern deck archetypes and left out any love for many others. There is very little in this set for Affinity, Tron, Merfolk, or Scapeshift, and I think they planned it that way (considering those decks did receive reprinted items in the previous two expansions.) I could see them going back to a tribal theme in a MM or Eternal Masters-type set in the next few years and they print a bunch of Merfolk.
UW = Control-Tempo
UB = Artifacts
BR = Low curve aggro
GR = Ramping, Trampling Fatties
GW = Tokens
WB = Enchantments
WR = +1+1 Counters
UG = Graveyard Shenanigans
UR = Spells/Elementals
GB = Devotion
It has also been a struggle to keep the complexity down inside the cube. I'm the person with the most experience in my playgroup and I only started in 2012. We also have people that literally just started playing with Kaladesh so they don't even have a full grasp of what cards are in standard. That means I've tried to remove as many different mechanics as possible and stick to easier to understand ones throughout every color (especially flashback...because flashback is great.) Most of the time I think people will draft 2 color but I've tried to make the 3 color cards good enough to want to play them. The last time I played it (about 20% has changed since then) the biggest winners were playing Bant Heroic and RW aggro.
Cube mechanics:
bestow
extort
heroic
convoke
flashback
evoke
affinity
unleash
devotion
constellation
morph
landfall
emerge
monstrosity
living weapon
split cards/fuse cards
Mechanics on only 1 card:
outlast
splice (not possible to use inside the cube)
undying
forecast
buyback
I'm also trying out a new cycle of dual lands for each color, with each being a different type. I'm not sure if it will work because there are power level differences, but if people like it then it stays. If anyone can spot from a glance if any color is more powerful than the others, that would be helpful. The biggest issue I could see popping up is the Stoneforge but there is only one really "good" equipment to tutor for her.
http://www.cubetutor.com/viewcube/13649
4 Satyr Wayfinder
2 Primeval Titan
3 Edge of Autumn
1 Flame Jab
4 Life from the Loam
3 Lightning Bolt
4 Splendid Reclamation
4 Magmatic Insight
1 Lightning Axe
2 Molten Vortex
3 Seismic Assault
2 Forest
8 Mountain
4 Stomping Ground
4 Valakut, the Molten Pinnacle
4 Wooded Foothills
4 Cinder Glade
2 Anger of the Gods
3 Kitchen Finks
2 Nature's Claim
2 Revive
1 Obstinate Baloth
1 Thrun, the Last Troll
2 Grafdigger's Cage
..why can't they? They have some of the best players in the world working for them. You can't have a crack team working on breaking your new cards?
I agree, eat the rich and make sure Maro is first up against the wall when the revolution comes.
I use generally run more basics, then full sets of Temple Garden, Razorverge Thicket, and 2 Wooded Bastion. I originally tried Brushland but felt it was dealing me too much over the course of games. The Bastions are there to make sure every game you can go turn 1 G, turn 2 WW.
I would assume the fog is against Bloom & Infect alpha strikes. So many times against those decks it you see the end in sight and they can just snatch your victory out of nowhere in one combat step.