Prices of TerrorB Instant
Target creature gets menace until end of turn.
Draw a card.
ThoughttheftU Instant
Tap target creature.
Draw a card.
Dance of InspirationR Instant
Target creature gets +1/+0 until end of turn.
Draw a card.
Vital MomentsW Instant
Target creature gets vigilance until end of turn.
Draw a card.
Aspect of the EightG Instant
Target creature gets reach and +0/+3 until end of turn.
Draw a card "Eight Eyes to see, Eight Legs to Maneuver, Eight Paths upon the Web of Destiny." - Saying of the Spinning Order
I would play Thoughttheft. That's two very powerful tempo abilities on one card. Dance already exists on a Defiant Strike, but I can see how it would be better as a red card.
These give me an idea.
What do you all think of this card:
Secrets Stolen UB Instant
Target player discards a card at random.
Draw a card.
Delirium - If there are four or more card types in your graveyard, exile that creature instead.
idk if it would see play since dispatch doestn see much play but i guess your card would be in a less aggressive deck, i mean affinity doestn really care what its up against.
Bubonic Plague BBB
Sorcery
Each player loses two life, discards two cards, sacrifices two creatures, and sacrifices two lands.
so a double smallpox for only one more mana? are you crazy lol? add life from the loam and such and modern would just be like standard copy cat, either you play this deck or you lose
edit: forgot to post my card
enough RB
instant, rare
destroy target creature or planewalker, your oponents gains 3 life
Righteous Blast is built for an esper delirium control shell that can often get delirium by turn two, and consistently turn three.
Also, your opponent gaining life isnt really RB's style. It hurts itself.
Whenever you cast a spell from exile, Draw a card.
Made to pair up with Eternal Scourge. Both of them together create an extremely powerful loop of 3/3s and card advantage.
Do you want this to be a triggered ability or a replacement effect. As it is things still get on death triggers or you can make it a replacement ability like Rest in peace.
The second ability is more interesting though. I'm not sure if it would be broken really but cards like Outpost Siege or Staggershock become very good. There may be other cards that combo a lot easier with it too like maybe Epic Experiment or the Suspend cards.
Yeah it should be "If a creature would die, exile it instead."
Righteous Blast W
Tap target creature
Delirium - If there are four or more card types in your graveyard, exile that creature instead.
Good Prey Upon G
Instant
Target creature you control fights target creature you don't control.
I just want green to have removal at instant speed please. I want to be able to play simic without it being garbage. I don't want to have to run dismember in all of U/G decks
I feel your pain, problem with that is it's still very conditional removal. A kill spell for green could be something along the lines of:
Create a 1/1 green snake creature token with deathtouch. It fights target creature an opponent controls.
Here's what I think it would be
Primal Recreation G
You and target player each create a 1/1 green plant creature token with deathtouch, then you may have your token fight target creature an opponent controls. Sacrifice the token at the end of your turn.
This is a spinoff on a deck that already exists, BUG delirium. Esper gives you lots of more individually powerful cards and lends itself to a more control route. While before Amonkhet this deck couldn't have existed in a very playable state, after the printing of numerous powerful cycling cards I've looked into building a list.
The deck operates around two very powerful cards with delirium, Scour the Laboratory and Whispers of Emrakul. They both operate around card advantage, and that is what this deck does best. It preys on decks that rely heavily on holding cards in hand and is very good in a slow Fatal Push/Lightning Bolt meta.
Now obviously its not a finished list, and it isn't streamlined. I'm really wondering wether smallpox is the route to go instead, but I don't like how that plays so badly with our Sphinxes.
Dredging works extremely well with cycling cards, so it's a good idea to run a few dredgers.
A dream scenario with this deck would be turn one crack a fetch for a blue source, opponent's end step Thought Scour, hit a Darkblast and dredge 3. Untap with delirium and cast Whispers of Emrakul.
+1 Create a 1/1 soldier creature token
-2 Exile target creature with power 4 or greater
-6 You get an emblem with: at the beginning of your upkeep, create a 1/1 soldier token and you gain 1 life.
Put target card from a graveyard on top of it's owner's library.
Draw a card
Target creature gets +2/+2 until end of turn
I feel like this one's power level is toned down a lot more, but it's still a very powerful card. The first and last ability can combine to create a surprise blocker. The middle two combine to return a card from your graveyard to your hand. You can also just use one of its effects and cantrip as well. It seems versatile. Might need to be two mana.
Pushed Spirit UW Creature
Flash, Flying
When Pushed Spirit enters the battlefield, look at the top card of your library. You may reveal it, if you do, draw a card.
2/1
Simic Command 1UG Instant
Choose two:
Draw a card, put two +1/+1 counters on target creature you control, counter target noncreature spell unless it's controller pays 2, tap or untap up target permanent
I don't see why you are playing white after taking out the Geist. Feels like cutting that color entirely would be the better option.
Because Lingering Souls is a very powerful card that I have played with and come to trust in. I'm also trying out Monastery Mentor, and the life gain provided by helixes is great for aggressive matchups. White also has by far the best sideboard cards.
If you're set on playing white, Hidden Stockpile could be an interesting option. Makes tokens to stall (especially in mulptiples), can trigger Revolt for itself/push once it gets setup, and can trigger your bone picker. Scry doesn't hurt either
I'll try it out, my only problem is tapping out for a two drop that doesn't necessarily provide any immediate benefit. Worth testing though.
I know Censor hasn't been released yet, but it seems like a very versatile card. I'm thinking a 2/2/2 split of the three premier two Mana counterspells is the best.
I would play Thoughttheft. That's two very powerful tempo abilities on one card. Dance already exists on a Defiant Strike, but I can see how it would be better as a red card.
These give me an idea.
What do you all think of this card:
Secrets Stolen UB
Instant
Target player discards a card at random.
Draw a card.
Righteous Blast is built for an esper delirium control shell that can often get delirium by turn two, and consistently turn three.
Also, your opponent gaining life isnt really RB's style. It hurts itself.
Yeah it should be "If a creature would die, exile it instead."
Righteous Blast W
Tap target creature
Delirium - If there are four or more card types in your graveyard, exile that creature instead.
Enchantment
Whenever a creature dies, exile it.
Whenever you cast a spell from exile, Draw a card.
Made to pair up with Eternal Scourge. Both of them together create an extremely powerful loop of 3/3s and card advantage.
I feel your pain, problem with that is it's still very conditional removal. A kill spell for green could be something along the lines of:
Create a 1/1 green snake creature token with deathtouch. It fights target creature an opponent controls.
Here's what I think it would be
Primal Recreation G
You and target player each create a 1/1 green plant creature token with deathtouch, then you may have your token fight target creature an opponent controls. Sacrifice the token at the end of your turn.
The deck operates around two very powerful cards with delirium, Scour the Laboratory and Whispers of Emrakul. They both operate around card advantage, and that is what this deck does best. It preys on decks that rely heavily on holding cards in hand and is very good in a slow Fatal Push/Lightning Bolt meta.
2 Snapcaster Mage
3 Curator of Mysteries
2 Architects of Will
Instants:
3 Scour the Laboratory
4 Thought Scour
2 Censor
2 Remand
2 Spell Snare
2 Fatal Push
2 Path to Exile
1 Nameless Inversion
1 Darkblast
3 Inquisition of Kozilek
3 Whispers of Emrakul
4 Lingering Souls
Enchantments:
2 Cast Out
Lands:
4 Polluted Delta
4 Flooded Strand
3 Watery Grave
1 Hallowed Fountain
1 Godless Shrine
1 Creeping Tar Pit
2 Darkslick Shores
1 Seachrome Coast
1 Island
1 Plains
1 Swamp
2 Ghost Quarter
Now obviously its not a finished list, and it isn't streamlined. I'm really wondering wether smallpox is the route to go instead, but I don't like how that plays so badly with our Sphinxes.
Some cool synergies:
A dream scenario with this deck would be turn one crack a fetch for a blue source, opponent's end step Thought Scour, hit a Darkblast and dredge 3. Untap with delirium and cast Whispers of Emrakul.
Sorcery
Fateseal 1, then Scry 1.
Draw a card.
Planeswalker - Elspeth
+1 Create a 1/1 soldier creature token
-2 Exile target creature with power 4 or greater
-6 You get an emblem with: at the beginning of your upkeep, create a 1/1 soldier token and you gain 1 life.
[3]
Choose two:
I feel like this one's power level is toned down a lot more, but it's still a very powerful card. The first and last ability can combine to create a surprise blocker. The middle two combine to return a card from your graveyard to your hand. You can also just use one of its effects and cantrip as well. It seems versatile. Might need to be two mana.
Instant
Choose two:
Designed so you can destroy a non-creature permanent without any downside.
Creature
Flying, Hexproof
Sacrifice Big Beats: Draw a card.
2/2
Pushed Spirit UW
Creature
Flash, Flying
When Pushed Spirit enters the battlefield, look at the top card of your library. You may reveal it, if you do, draw a card.
2/1
Simic Command 1UG
Instant
Choose two:
Draw a card, put two +1/+1 counters on target creature you control, counter target noncreature spell unless it's controller pays 2, tap or untap up target permanent
Because Lingering Souls is a very powerful card that I have played with and come to trust in. I'm also trying out Monastery Mentor, and the life gain provided by helixes is great for aggressive matchups. White also has by far the best sideboard cards.
I'll try it out, my only problem is tapping out for a two drop that doesn't necessarily provide any immediate benefit. Worth testing though.
4 Delver of Secrets
3 Young Pyromancer
2 Snapcaster Mage
1 Tasigur, the Golden Fang
1 Monastery Mentor
Instants:
4 Thought Scour
2 Censor
2 Remand
2 Mana Leak
2 Spell Snare
4 Lightning Bolt
2 Fatal Push
3 Path to Exile
2 Kolaghan's Command
1 Lightning Helix
4 Lingering Souls
4 Serum Visions
Lands:
4 Flooded Strand
4 Polluted Delta
2 Steam Vents
2 Hallowed Fountain
1 Watery Grave
1 Creeping Tar Pit
1 Spirebluff Canal
1 Island
1 Plains
1 Swamp
I know Censor hasn't been released yet, but it seems like a very versatile card. I'm thinking a 2/2/2 split of the three premier two Mana counterspells is the best.