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  • posted a message on UB Delve/Dredge (No-Ban Modern)
    There isn't a No-Ban Modern subforum, so I'm not really sure where else to post this. If there is a No-Ban subforum I am not seeing, feel free to move this there.

    I was talking to my brother about the new Surveil cards, and it rekindled an idea I had about a deck that uses Dredge mechanics to dump cards in the graveyard, in order to cast cards with Delve quickly. Cards with Surveil would help that even more. Cards with Cycling might also be good there. Also potentially self-milling cards (Thought Scour seems like an automatic include). I'm thinking the typical Delve creatures like Tasigur and Gurmag Angler as win conditions. Since I'm on No-Ban, I can play Treasure Cruise/Dig Through Time, which seems pretty good, but I'm not sure I want both. Would it be worth playing Murderous Cut if I know I'm stocking the graveyard, or is it better just to play Fatal Push anyway?

    I'd be totally fine if the result is only Tier 2-3 (I know the powerhouse version of the deck plays green), this is for casual play with friends only. I just need some ideas since I have no experience playing with Dredge and I'm not really sure what's good in this kind of deck.
    Posted in: Deck Creation (Modern)
  • posted a message on Mothership Spoilers 9-13
    Wow. Now we have two really strong rares that are likely to see play in Modern and Legacy. With Assassin's Trophy already at $30 presale, and this likely to be preselling high as well, this could have the interesting effect of driving down the prices on the shock lands in the set.
    Posted in: The Rumor Mill
  • posted a message on "Vivid Revival"
    Why are they acting like Regrowth effects are still scary? Regrowth hasn't been restricted in Vintage for many years, and is unbanned in Legacy even though it's virtually never played with in that format.

    This could just be a straight-up triple Regrowth with no exile effect and it still wouldn't be broken (although maybe at least playable).
    Posted in: The Rumor Mill
  • posted a message on Beast Whisperer
    Oh man, if only they had made this a 1/1 at like 1G or even GG, it might have even been viable for Legacy elves.
    Posted in: The Rumor Mill
  • posted a message on Nullhide Ferox
    I really like the asymmetrical balance in the abilities of this card. Your opponent can pay 2 to be able to target it, allowing you to play instants (like counter magic). You can pay 2 to cast an important non-creature spell, at the cost of your opponent being able to kill it.
    Posted in: The Rumor Mill
  • posted a message on Ionize
    I think the viability of wizard counter-burn will depend on how good aggro is. If mono-red is still a problem, counter-burn may not be able to keep up.
    Posted in: The Rumor Mill
  • posted a message on Assassin's Trophy
    This will upset the current metagame in Modern. Jund probably gets stronger. I'm not even sure Abrupt Decay is better against decks with counter magic (like UW Control). Abrupt Decay can't target JTMS, Teferi, or Celestial Colonnade.
    Posted in: The Rumor Mill
  • posted a message on Planeswalker Masterpieces
    Booster box is $100 or so, right? So that's 8 planeswalkers spread over $150, or about $18.75 per planeswalker.

    Actual prices on TCGplayer "market value":
    Elspeth, Knight-Errant: $15.50
    Teferi, Hero of Dominaria: $44.50
    Nicol Bolas, Planeswalker: $4.50
    Daretti, Ingenious Iconoclast: $9.00
    Tezzeret, Agent of Bolas: $20.00
    Liliana, the Last Hope: $34.50
    Ral, Izzet Viceroy: ?
    Plus one more unknown
    Total: $128.00

    So Ral and the other unknown planeswalker would only need to total $22 to make it break even. This ignores that these are special versions that are likely worth more than the normal versions.

    So it seems like a financially good deal to me.
    Posted in: The Rumor Mill
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from KarmaHoudini »

    Burn Out
    RR
    Sorcery
    Each spell you cast this turn gains storm and ‘This spell deals 1 damage to you’.

    I feel like this could be made far less broken if it instead said "Each sorcery and instant you cast this turn has Storm, and each sorcery and instant you control this turn has "This spell deals 1 damage to you." This would put the 1 damage on all storm copies, too. I mean, it's probably still problematic, but if you're trying to go through mana ramping and card drawing effects, those are all going to hurt you considerably before you get to the kill spell.
    Quote from clan_iraq »

    Watchtower
    Land (R)
    When Watchtower enters the battlefield, create a tapped 1/1 white Human Scout creature token.
    T, tap an untapped creature you control: Add one mana of any color.

    This basically a damage-free City of Brass that gives you an extra attacker as an alternative to adding mana. Maybe add a clause saying "Does not untap as normal during your untap phase" and give it a second ability where you can tap an untapped creature to untap the land (only once per turn of course).

    This is an idea i had earlier...

    A Will for Peace GW
    Legendary Enchantment
    Skip your attack phase.
    0: If you control at least three creatures and all creatures you control are tapped, add X mana of any combination of colors to your mana pool, where X is the number of creatures you control. Activate this ability only once during each of your turns.
    Posted in: Custom Card Creation
  • posted a message on [Guilds of Ravnica] "Macabre Hatchery" Black Prerelease Promo Leak?
    This should now be considered confirmed since the set symbol matches the set symbol for the green card revealed today.
    Posted in: The Rumor Mill
  • posted a message on No-ban Modern, "Legacy 2.0", and custom changes to Vintage restricted list
    Since I have completely stopped playing organized events, and only play at home with my brother and friend (who are both even more casual than I), I have realized there is little point in keeping my decks according to the whims of WotC and their ever-changing banned/restricted lists. My brother and I have been working on a new format and some big changes to the other two we play:

    1. No-Ban Modern. This is not our invention, actually I kinda think this format should have a subforum here since SCG actually had a recent major tournament in this format. In this format, we're looking forward to upgrading Affinity to having Disciple of the Vault, colored artifact lands, and Skullclamp, and Eldrazi Tron will be getting Eye of Ugin.

    2. "Legacy 2.0", for lack of a better name. This is the existing Legacy banned list, except that any card which is not restricted in Vintage is not banned in Legacy 2.0 (with two exceptions, which I will mention in a sec). This allows: Deathrite Shaman, Earthcraft, Frantic Search, Goblin Recruiter, Hermit Druid, Mana Drain, Mental Misstep, Mind Twist, Oath of Druids, Skullclamp, Survival of the Fittest, and Yawgmoth's Bargain. The exceptions to this are Mishra's Workshop and Sensei's Divining Top, which we're keeping banned. This is not really an exception, though, because of the changes we made to the Vintage restricted list. Our Legacy decks are Burn and mono-green Elves, and I believe both are unaffected by these changes.

    3. Vintage changes: Mishra's Workshop restricted. Lodestone Golem, Thorn of Amethyst, and Trinisphere all unrestricted. We all know which of these cards was really the problem all along, but WotC didn't want to destroy one of the pillars of the format. Since none of us have this deck anyway, we don't really care, and we're making this change in case one of us decides to make it some day. Voltaic Key restricted. Combo with Time Vault is grossly easy to pull off. With both cards restricted, it makes games with this combo present in one or both decks much more interesting. Sensei's Divining Top restricted. Mox Opal restricted, because in any Vintage deck that plays it, it's the best mox ever printed. The deck of ours that this affects the most is a blue/artifact deck that tries to combo out with Magistrate Scepter, Core Tappers, and Voltaic Keys. I've been doing this instead of the much easier Time Vault combo because nobody wants to play against a combo that reliably locks down a win that easily. With these changes, I can switch to Time Vault, only play one Voltaic Key, and it opens up a lot of room for other cards in the deck.

    Open to suggestions... We'll never really have the truly degenerate decks that made these bans exist, and even if we do, our playing skills are not on the same level as the people who broke these decks (I'm the only one with significant tournament experience, and my best record was 2nd place at a PPTQ which is really nothing to brag about). We love when our decks pull off something absolutely gross and disgusting (like a first-turn win) as long as they don't do it often.
    Posted in: Homebrew and Variant Formats
  • posted a message on Magistrate's Scepter reprint
    So next, they reveal Coretapper and Voltaic Key reprints, right?
    Posted in: The Rumor Mill
  • posted a message on Dark-Dweller Oracle
    This will hit Modern. Pick up a set early.

    EDIT: Also, "an available land play" is new wording, yes?
    Posted in: The Rumor Mill
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    That seems awfully good. The sacrifice being mandatory is good; it means it is forced to sacrifice itself if it's the only creature on the battlefield when it resolves. I think having both flash and built-in unsummon is a bit much. It would be better for this card to work well with other cards that provide that.
    ------------------------------------------------------
    Timebomb Tome - 1U
    Instant - R
    Draw 3 cards. Shuffle Timebomb Tome into your library. For the rest of the game, play with the top card of your library revealed.

    If Timebomb Tome is revealed to all players while it is on top of your library, you lose the game.
    Posted in: Custom Card Creation
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Question: Could Mana Reflection and Gaea's Cradle play a role in a high damage total like this? I'm thinking, if you have Opalescence again so that Mana Reflection is a creature, and you can make a bazillion copies of Mana Reflection... Each Mana Reflection is a doubling effect and they do stack. Like, if you have Opalescence and 3 Mana Reflections, a Gaea's Cradle would already tap for 32 G. SO I guess you would start with Deedlit11's deck to incorporate the method of producing duplicate Dual Natures, but instead make the copies be Mana Reflection... and then end with a burn spell I guess. Not sure there is a more efficient way to deal damage with some ridiculously large value of X colorless.

    I haven't put much thought into this, but I would be curious to see just how much mana could be produced using Mana Reflection + Gaea's Cradle.
    Posted in: Magic General
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