Quote from Crazy Pierre »Quote from DoogieBHB »I’m struggling to understand what this does, is the translation incomplete or am I just not smart enough?
Say they cast an Ancestral Vision, target themselves. You get their Ancestral Vision and give them some junk Myr token that's on the battlefield. Note you don't need a creature, it's just any creature out there.
Fun, but super mean, card.
Quote from DoogieBHB »I’m struggling to understand what this does, is the translation incomplete or am I just not smart enough?
Quote from EoTGifts »There are a few things that come to my mind when browsing through your list from a few posts ago.
Your discard suite is all over the place, you want T1 discard almost all the time, hence maximize on Inquisition and Thoughtseize, the usual split is 3/2 with Raven's Crime and 4/2 without Raven's Crime. Brutality doubles as a discard spell but is in a different mana slot, that's the 7th piece alltogether. Note that it doesn't hit enchantments, artifacts, planeswalkers or creatures. Thought Erasure and Castigate sound nice on paper, but are too slow and hence low-impact for Modern.For removal more or less the same applies, personally I like a couple of Fatal Push in the main as it is one of the most efficient answers we have. The go-to number for me always was 2, but feel free to toy around a little. Removal turn 1 can also free up turn 2 ramp in certain matchups. Similar to discard, I tend to play 8 spot removal pieces without counting LotV for either as she serves multiple roles. On top of this, Damnation and Engineered Explosives also act as removal.Your utility only contains one Liliana? I have always considered her as one of the central pieces of the deck, I would not go below 3 if you are on the disruptive game plan with a heavy lean on discard. She makes assembling profitable Gifts piles much easier as well, you can just discard unwanted cards for later use and get the full 4 cards value in your pile. Do you need the 2 Spellbombs for your local meta?While 3 utility lands are fine, I'd go up to 2 manlands, Creeping Tar Pit being the best option, otherwise Celestial Colonnade or Shambling Vent. You want black, green/blue mana in the early stages of the game and mainly in this sequence. White is a tertiary concern and mostly needed for the reanimation package or Path, which you don't want to cast too early anyway.The ramp package is unfocused: While 6 pieces are in principle fine (if a little much for my personal taste), I would go with a playset of Caryatids as they almost always survive a turn. I used to play Birds in 2016/17, but they tend to die on sight even more often in the age of Izzet/Mono R Phoenix. An alternative could be Steve or most recently Paradise Druid, which guarantees at least ramp for the next turn. Lotus Cobra doesn't give you anything when it comes into play (unless in e.g. Saheeli Evolution decks off of a T1 Bird) and is easily removed, making it a tempo loss and hence terrible T2 play.The mana base is a little off, you play 8 basics and only 6 fetchlands, the usual ratio is 4-5 basics and 9-10 fetchlands to ensure the hungry mana requirements are met properly, especially black on T1 is important. I would roughly follow this guideline, Urborg, Tomb of Yawgmoth can further supply you with black mana, especially relevant with the double-B costs of Liliana and the Loam/Crime package, allowing you to retrace Crime the maximal amount of times.