This is... something.
It's too bad Forbidden Orchard isn't $3 anymore.
- Crypt Rat
- Registered User
Member for 14 years, 4 months, and 17 days
Last active Thu, Jan, 14 2021 16:03:19
- 5 Followers
- 3,698 Total Posts
- 290 Thanks
Jan 13, 2021In the space of Sword of the Animist and Dowsing Dagger and a direct comparison to Prying Blade.Posted in: The Rumor Mill
Compared to Prying Blade, the numbers are much better since you can move the equipment and stockpile mana without losing mana in the process. The point of toughness is a nice, if small, upgrade. Both and Dowsing Dagger want evasion to make the ramp happen and of all of these, [/card]Dowsing Dagger is the card I prefer the most.
Sword of the Animist probably has a higher power level than this giving increasingly more mana each turn its in play, but takes a little longer to get going. Treasure tokens have some inherent unique utility by being artifacts though, so budget decks with Goblin Welder or Goblin Engineer will want to take note.
To fit into the mana rock slot, it will also need a reliable amount of either low mana bodies, evasive bodies, and ideally both in one. Looter il-Kor is a card I fit in a lot of places, but Cartographer's Hawk, Topplegeist or Cavalry Pegasus can be relevant to various other decks. At least at present, cheap evasive bodies are conveniently the same thing white wants to run to reacquire the Monarch from other players, so the pieces of the deck can align in that way.
Still, for the needs of white decks, I prefer Dowsing Dagger first. It just needs a single hit to get the ramp and it's nearly free to play the turn you cast it when you have an opening to trigger it. Once in play, Thespian's Stage can copy it as more ramp and a few other cards can untap it for extra mana.
This new card is 15 cents though, so the budget baseline is at least pretty solid for the decks that can play it.
Jan 13, 2021Crypt Rat posted a message on [KHM] Battle for Bretagard and Clarion Spirit— InfiniTokens previewsThe uncommon looks solid, but needs constant and specific fuel to keep going. Spirit tokens are good because they're evasive bodies, so monarch at least helps keep the fuel coming on top of Skullclamp / Mentor of the Meek, though those latter two eat up precious mana which makes it harder to do all the things on top of casting those two spells. It will feel (and be?) bad to have to fire off removal prematurely just to get a token.Posted in: The Rumor Mill
It's important to note that you can play the 2-drop on turn 4 and then another spell right after to get a spirit, making the first spirit easier to get if you play this as a 4- or 5-drop. This may be the better way to play this since it makes the most of the limited cards you have access to.
So what does it want? Mana rocks like Mind Stone are perfect since they give you back mana to continue casting spells in the same turn. Mind stone and Commander's Sphere specifically let you sacrifice them to draw cards to find more spells. That helps and, especially for monowhite, will be a very common source of ramp. Cartographer's Hawk also fits in this space, both ramping and giving another spell to cast. This also wants your spells to be individually less expensive and able to be played at sorcery speed more often. Seal of Cleansing is perfect for being cheap and being able to be deployed in advance without actually using it. Treasures are also useful since you can convert the temporary mana into permanent spirits when they enable multiple spells in a turn or a better combination of spells.
How many spirit tokens is worth 2 mana off a creature that's gong to die when the board is wiped? 1? 2? Later on when you can eat the tokens to fuel skullclamp, it's probably decent, but for later in the game, there are going to be more options. Still there will likely be homes where everything lines up. It's likely not building a commander deck around, but decks that already have cards in this space can be combed to optimize for it.
Steward of Solidarity is a similarly budget option I keep looking back at every now and again as a low mana way to create 'clamp fuel early in the game. It doesn't require any sequencing, scales with untap effects, and generates fuel at a rate that is easier to think about. The bodies lack flying, which means they have more narrow uses, though.
Jan 11, 2021This seems like a late draft pick for GB elves vs RU giants given that fighting doesn't work when your creatures are smaller.Posted in: The Rumor Mill
The card itself seems worse than Guard Duty both outright and also in the context of this tribal set.
But I could be wrong.
I miss Stab Wound.
Actually WB angels also probably can pick this up late since it's just going to fly over the 0/4. It seems stronger there, but probably less needed than in elves.
Basically it's a card that control decks can use on non-utility creatures that aggressive decks won't want unless they're evasive.
Jan 6, 2021Uncommon scry draw that gives you back the mana you spent if your topend is the right tribe / changeling. (and it's ramp in that case) Seems reasonable.Posted in: The Rumor Mill
Lorwyn had giants in white-red, but why were they white at that time? I don't remember but given that they don't like white having big creatures at common, moving giants from white into blue makes a lot of sense even before you consider the frost giant trope.
Will we see a tribal-oriented jeskai giant for commander?
Dec 30, 2020Continual thought: I hate all these pushed finishers for lifegain decks. Life gain isn't something that should be encouraged when excessive amounts of it slows games down or makes creature combat irrelevant.Posted in: The Rumor Mill
Counterpoint 1: If life gain decks have powerful finishers, they can at least kill people off after gaining arbitrary infinite life instead of the game continuing to drag on.
Counterpoint 2: Life totals don't matter so much in play groups with mill, infect, infinite combos, and voltron. (Though encouraging life gain decks will encourage more of these over time; granted some amount of people are going build life gain decks regardless of the finishers available.)
Counterpoint 3: White has the worst/fewest finishers in commander compared to the other colors. (Black and red have incidental pinging. Green and blue can go over top with card advantage, overruns, and alternite wincons.) So (especially mono) white decks need more finishers printed :: mono white decks tend to be more lifegain focused than others, especially when you strip out the equipment voltron decks that win via commander damage.
I get why these exist, but it's still a journey every time I see them.
Dec 26, 2020Posted in: The Rumor Mill
This seems extremely on the nose. This makes perfect sense as a follow up whenever we return here after the next return to mirrodin.Quote from m_pathogen »
Still, they may very well be setting up for Phyrexian Ragnarok (could there be a more metal concept?)
We'll need to find out how Vorinclex got here and whether that happens before or after the story beat hinted at in the trailer, assuming the trailer is anything to go by for what will happen.
IE: Is the travel from Mirrodin to here something caused by the bifrost blade vs something the phyrexians were cooking up vs Tezzeret's Bridge Body?
Did Vorinclex travel here before or after the bifrost blade was stolen? (Assuming that the theft implied in the trailer is an event that is happening this set.)
We know at least one card in the set produces poison counters, which we've only seen from phyrexians since the last time, but we don't yet have solid confirmation that there ARE other phyrexians this set. I think it's likely that there may be less than 5, though alternatively, it would give the vikings monsters to battle. I am doubtful they would introduce us to a new plane in the middle of a war with phyrexians given that they decided to not do that when going back to mirrodin the last time and this time we have Kaldheim and an allusion to 9 other Realms they're connected to. I would expect us to at least visit most of them before Kaldheim is properly invaded.
Like, the simplest read of the information we have is that Tibalt connected mirrodin to Kaldheim after stealing the blade, but given how early things are, this is still just a hypothesis and for all we know, Vorinclex's arrival happens right as we leave the plane to explore Strixhaven.
Dec 24, 2020So basically taking the 9 realms of asgard and turning them into the 9 spheres of phyrexia? That's a cool parallel and makes this set/world at least twice as more interesting.Posted in: The Rumor Mill
Tezzeret's Bridge Body was the direction it seemed like they were going to take for making the phyrexians an interplanar threat but bifrost seems way less forced and also allows evacuation of mirrans if Karn is intent on using the Sylex to cleanse Mirrodin, provided Koth will allow that.
I wasn't all that interested in vikings but this plot development has grabbed my attention and I'm so on board for this story direction. New set release cycle enables exploration of Phyrexians on other worlds in a timely manner in a way the Eldrazi would have been more interesting to explore with had their impact on worlds not been total annihilation / urgent.
Dec 8, 2020Posted in: Custom Card Creation
I would imagine the standard/limited environments that these are introduced into wouldn't contain those exceptions. A format like modern would have them but I strongly suspect that the low cost angels/changelings that would enable the extra mode would not be competitively viable even together.Quote from rowanalpha »Templating aside, I like the core ideas of the cards, though I think the effects probably need to cost more simply because 1 mana angels and changelings do exist.
Geist of Saint Traft is the only thing in modern that comes to mind that might want these but Traft is an attacking deck where the removal spell, without access to Traft->Angel, is a control card and even there, Path to Exile already exists as reliable removal. It's not immediately clear to me that the power level on any of these is too high.
Dec 8, 2020Posted in: Custom Card Creation
The intention is not for it to trigger when killed due to combat damage, just death any time during the combat phase. Perhaps this would be more clear with "When Devout Captain dies during combat,..."Quote from rowanalpha »Devout Captain will need some templating, since the game doesn't recognize "dies in combat". I think the closest you can get is "When devout captain dies, if it was dealt combat damage this turn, create a 4/4 white angel creature token with flying."
Dec 7, 2020Often, white has been getting cards that produce 4/4 angel tokens during cycles of cards where other colors get more interesting effects. Angels do not comparatively scale into commander as well as cards that move cards between zones (removal / tutoring / card draw / recursion), so this only effectively widens the gap between white and other colors.Posted in: Custom Card Creation
Taking a page out of Scroll of Avacyn, I'd like to see some designs that leverage those random angel tokens and scale up themselves if you have one. I'm aiming at designs that are playable on their own but are markedly better with an angel.
Massaging the removal slot a bit more:
This is a plausible common for a draft environment with Devout Captain but can also be used on the captain to turn it into an angel, which is cute.
This pushes the base form to require damage be taken (or blocked), which also allows white to leverage lifegain spells to make this card a bit more efficient. As a bonus, it becomes a 1-mana removal spell that catches all permanent types when the angel exists. Being 1 mana is likely of relevance when it comes to hard casting a normal angel and being able to hold this up at the same time.
Nov 9, 2020Posted in: Custom Card Creation
You're not wrong that it's stronger, but I think an unsummon variant is better for limited than a counterspell. I could even see it just be a Voyage's End functional reprint, which would be weaker outside of Theros limited anyway.
- To post a comment, please login or register a new account.
Dec 6, 2017A fair chunk of recent changes are aimed at finally replacing holdover cards from the 1v1 version of this deck. Many of those cards played decently well in 1v1 but just have too much variance when it comes to multiplayer. Overall these changes balance out the power of removal. Older removal was a bit more niche than was healthy and utility creatures were a bit too strong compared to the amount of answers to them.Posted in: Crypt Rat Blog
• Scattered Groves replaces Temple Garden
• Ash Barrens replaces Safewright Quest
• Jade Mage replaces Selesnya Guildmage
The +1/+1 mode just isn't as good when the core creatures are growing to be more spread out. Repeatable 1/1 chump blockers is the most appealing part of this and doubling at 6 and 9 being achievable makes this a good swap.
• Gnarlwood Dryad replaces Death-Hood Cobra
With multiplayer, this is attacking less, so having to hold up mana for deathtouch makes the snake pretty bad, even if it can block fliers. This one turns into a threat when drawn late to help end games.
• Deathcap Cultivator replaces Avacyn's Pilgrim
This solves the problem of bad mana dorks. In smaller settings, 1/1 bodies can be made relevant fairly easily. This setting needs more longevity when flooding out late. Deathtouch is natural even if this change prevents the deck from moonlighting as a commander deck.
• Clear Shot replaces Dromoka's Command
This is a questionable change, but it makes it harder for this to 2-for-1 combat tricks, allows it to BE a combat trick, and allows deathtouch creatures to damage big creatures without dying. The blow out scenario is also lessened with awkward interactions with removing aura-based removal in combat.
• Choking Restraints replaces Contagion Glasp
This interacts with a slightly different set of threats. Instead of being expensive and targeting utility creatures, it's cheap, and stops big creatures before being a mana sink to deal with creatures with abilities late.
• Provoke replaces Detainment Spell
Doesn't answer threats as easily, but allows social play and deals with utility creatures with no card cost.
• Blessed Alliance replaces Martial Law
This interacts with a slightly different set of threats but does untap creatures tapped down by tappers. Detain is awkward and was ultimately just a 1 for 1.
• Faith Unbroken replaces Vow of Duty
This has better gameplay as the vow typically clogged the board and didn't answer utility creatures. This cleans up utility creatures decently, especially those that accrue value over time.
• Elder of Laurels replaces Seedcradle Witch
This is less-dependent on the ability to ward off early plays and is less of an oppressive ability.
• Unstable Obelisk replaces Selesnya Keyrune
This is more tension and ramp-desiring / pay off. This may be less useful midgame though. This is one of the few remaining ways of getting an aura off your big threat.
• Become Immense replaces Beast Within
This targets combat rather than being efficient, flexible removal. This slot no longer destroys auras and doesn't leave behind a 3/3 token to be dealt with.
• Prepare // Fight replaces Test of Faith
Untap combat trick has more play to it than a flash aura that eats deathtouchers.
• Ainok Bond-Kin replaces Phyrexian Revoker
Early game 2/1s are just bad now and utility creatures are less important than in 1v1
• Heliod's Emissary replaces Wiltleaf Cavaliers
Aggro needs a bit more assist than beefy vigilance. This is now a mana sink and adds to delirium
• Benevolent Offering replaces Briarhorn
Testing out flying tokens and life gain. Might be too much of a liability, but Briarhorn was always too much of a blow out.
• Dragonscale General replaces Auriok Bladewarden
Trying something new.
• Sentinel of the Eternal Watch replaces Coalition Honor Guard
Flagbearers are significantly more awkward in multiplayer where they prevent opponents from killing each other's creatures.
• Conifer Strider replaces Acidic Slime
• Domesticated Hydra replaces Kavu Primarch
Golgari Decoy is now on the watch list because there are very few things it can actually interact against in a satisfying way compared to before. I think there are fewer permanent buffs it can acquire but it still may have enough buffs for it to be usable.
Jun 15, 2016As I'm not presently able to edit the post, here are some recent changes:Posted in: Crypt Rat Blog
•Dromoka's Command replaces Selesnya Charm
•Divine Verdict replaces Radiant's Judgment
These cards ended up sandbagging without good targets and ultimately could only get used against the big top end threats. This generally meant that the midrange 4/4s would rule the game. The change opens up more removal options to the midranged threats.
•Death-Hood Cobra replaces Seeker of Skybreak
•Lace with Moonglove replaces Vines of Vastwood
Dromoka's Command hates on smaller creatures and rewards larger ones, so these changes are there to remove some of the cards that scale with large creatures and provide a bit more strength to the small ones. Lace With Moonglove in particular is excellent at making a random 1/1 relevant.
•Citadel Castellan replaces Qasali Pridemage
With the inclusion of Dromoka's Command, I'm looking to prune some of the enchantment hate as it is a buff to threats, particularly the biggest ones. I want to cut Acidic Slime as well, but not just yet.
•Sickleslicer replaces Oracle of Nectars
This is a better mana sink and is more relevant later. The life was only really meaningful in the 2-player version where it could easily be oppressive.
•Skyhunter Skirmisher replaces Apex Hawks
While the Hawks are a natural mana sink, the double striker scales better with buffs, both own and other. This is a test, but may be reverted if the Vow enchantments prove to be too aggressive on it.
•Obsessive Skinner replaces Gigantomancer
Gigantomancer was a poor payoff for top end. It's very likely that Obsessive Skinner is too strong. Either way, with both of these top end cards becoming efficient cheap spells, I need to be mindful of including more mana sinks or just more large top end creatures.
•Avacyn's Pilgrim replaces Bloomtender (Needed Bloomtender for another deck)
•Canopy Vista replaces Sapseep Forest
•Topplegeist replaces Angelsong
•Banishment Decree replaces Awe Strike
Angelsong was a cute idea as a political tool and a way to punish someone for going all in on a kill but could also be cycled if need be, which was a cute interaction with Mul Daya Channelers. However, this was generally a trap card and just bad. Awe Strike was much the same way, though in a world with more deathtouch, damage prevention spells could theoretically be more potent. I'll have to keep an eye on Test of Faith which will likely help protect big creatures from deathtouch far more than it will be used in a double block something like Terrifying Presence would be a more welcome deathtouch-relevant combat trick since it lets the smaller creature eat the bigger one. Banishment Decree now introduces Mind Control into the deck and is particularly relevant given that it can steal removal auras or large threats.
Oct 7, 2013As an afterthought, I've noticed that the Stacks I've enjoyed the most create interesting and complex board states with cards that offer interesting and meaningful choices to players.Posted in: Crypt Rat Blog
I also like it when more of the lands players draw are relevant. Either there are things for players to do with more mana. Or the lands turn into spells. Or the lands provide a rare splash color.
I prefer splashes to give bonus options on cards that have already been played, affecting as many cards as possible while still being reasonable cards without the added effect. I will allow few cards that outright require the color and such cards must provide extreme utility in the context of the deck.
Aug 1, 2013Looking a bit closer at the interactions available, I need to add Needlepeak Spider and probably will have to cut Tuktuk. Dragon Egg would probably substitute for Tuktuk, though it pushes the focus away from artifacts (which may or may not be a good thing).Posted in: Crypt Rat Blog
If the combat tricks and their increased relevance aren't enough to deal with Tuktuk and it IS cut, I can probably cut Scrap as well.
Keeping Tuktuk in would be similar to keeping Shivan Dragon in core set limited. Sometimes, you just need some players to get free wins. The dragon can be dealt with, but not easily. However, Tuktuk shows up far more often than a draft bomb, is cheaper to cast and has been rather swingy as to whether you could deal with it or not.
Needle Drop and Grifter's Blade only give +1 damage, so in a square stats world, for them to work out, the size spread would preferably be small. Most of the creatures don't have square stats, though, so I'm not sure how this will end up working out. Needle Drop could end up being irrelevant.
Aug 1, 2013As far as 1-drops go, I think Stonewright might work for now. I was tempted on including Dragon Hatchling, but given that the (R/G) lands are going to become forests, Dragon Hatchling would be very inconsistent at both attacking and trading. Were it a 1/1, it would have been in for sure. The deck's top-end toughness at 4+ is not helping it any either.Posted in: Crypt Rat Blog
Stonewright, while not having flying, is a bit more flexible in how it allows you to trade up.
I still want an evasive creature. I was tempted on Goblin Balloon Brigade, you have to pay mana for the flying. Goblin Fireslinger can't block fliers, so combat tricks don't work on it. I think I'm really going to just have to find space for Needlepeak Spider or Crested Craghorn.
Kird Ape is another possibility, and with 4 forests and Fiery Fall, won't be too inconsistent. However, as a 1/1, it doesn't do ANYTHING unlike Flinthoof Boar.
Tattermunge Duo is a card I looked at a while back, but it seemed too strong then. Without all the instant speed burn, it might be fine, though it's still very hard to block.
Gruul Keyrune was another card I considered, but I'm not sure about. I like that it's a green source that asks you to get another green source, but by itself it's not that impressive. The ramp isn't needed from 3->5. I like the 3/2 body though. Copper Myr was another possibility here, though unlike Guardian Idol, it doesn't trade with anything.
Jul 30, 2013I would also note here that I have tried a lot of different removal options over the course of this deck's life. The original version had Fatal Attraction (which I'm going to try again) and Galvanic Arc.Posted in: Crypt Rat Blog
Fatal Attraction was not the best top deck which I'm going to be keeping an eye on. However, if it's one of the few good removal spells that remain, it should still be something that you'd want to draw. A new interaction, though is that the new green cards allow the enchantment to be destroyed before your upkeep which can make it harder to kill larger creatures with it.
The first strike on Galvanic Arc made creature size too relevant. You had to play it on something that couldn't be burned in response and then that creature had to be dealt with using removal, which was harder based on its size.
I tried Flame Slash briefly, but it turns out that tempo is a thing. ^^; Requiring 3-5 mana for hard removal is something I look to do now.
Jan 14, 2010Crypt Rat posted a message on The Top 10 Keyword Abilities Ever - #1 and Wrap-UpWhere's Kicker? o.oPosted in: Improbable Things
In any case, Equip wouldn't do that bad in a beauty contest. Compared to the old atrocious artifacts like Runesword, Equip is positively fabulous. It fills the flavor niche that would be vacant without it.
Now, if only problems with Auras could be ironed out...
- To post a comment, please login or register a new account.