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  • posted a message on [[Official]] Modern Prices Discussion
    (I already know the answer to this, but my bullheaded self needs to hear it from others.)

    What do you think about buying Teferi, Time Raveler and Karn, the Great Creator? My LGS is selling Teferi at $18 and Karn at $14, which is way higher than I can get elsewhere. But I have a bunch of Store Credit, so I almost don't care. Then again, I have no need for them any time soon. I need 3 more Karn and 3 more Teferi, as I was able to buy them at $10 a piece at another store, but that's all they had in stock. Frown


    I preordered a playset of karn for like $13 each by the time I pulled the trigger and don't regret it at all. The card has been an absolute blast to play with. It's really such a great 4 mana play if you can keep him around.

    Teferi is so strong and he's showing up in places that I didn't expect at first. (Jeskai saheeli, spirits, etc.). I expected him in control but he shuts down a lot of stuff. I can't tell the last time I've seen just two generically good rares in a set that really had my gears turning like these two. I'm on the prowl for 3 more teferi myself because he was preordering for a good bit (and for good reason).

    Imo blow the store credit, I can't see the cards going anywhere but up baring reprints in challenger decks next year. After rotation little teferi is probably going to be obnoxious in control mirrors (we lose contempt eventually in standard). Look at vivien reid's price tag. Yeah she's a mythic from a core set, but she shot up to triple the price and has a lot less use/impact than little tef.

    I also think WAR nissa is poised to move up some fwiw.
    Posted in: Modern
  • posted a message on Let's talk about MtG's storytelling...
    Find it odd that the company who's other flagship product (dungeons and dragons) that is built entirely on creative story telling falls so far from expectations with each iteration with magic.

    They could literally walk up the hall and get some fruitful input.
    Posted in: Magic Storyline
  • posted a message on The State of Modern Thread (B&R 20/05/2019)
    For those of you downplaying the concern of other players, you have to understand that this hobby is a big chunk of time and money for people. It's incredibly aggravating and disheartening when your opponent slams you in t2 game after game out of the gate. There are cards that lead to bad game play, period. This is what the initial bans when modern was born were all about.

    I'd be up in arms to if I spent months and money repping a deck to compete at a tournament I already paid room and tickets for only to know that the top tables are going to be full of people who had the financial ability to pivot into the new hot deck.

    I dont think bridge decks are okay personally. I also don't think lootings is the issue, there is simply too much value coming out of the yard and it's all recursive. That's the problem, you can't kill this stuff without exile and the exile stuff is hitting too late. Uw control almost has to hit a lucky terminus by t3 or it can get blown out by these strats.

    The spillover damage is that decks like elves, zoo, goblins, vampires, etc. get wrecked by collateral damage because they are soft to sweepers, especially those that need to compete with the power coming out of the yard t2-3.

    I think the format needs modal grave hate and it's needed modal artifact hate for years. abrade and ashiok, dream render are positive design trends because they at least do something while being very good at these things. They're still sketchy mainboard cards though.

    I think it's too early to ban, but if they wait 6 months and continue to sacrifice 4-5 tournaments to these decks set after set in going to have to throw in the towel.

    My LGS is regularly finishing modern night 4 round tournaments in 2 hours (or less) with 12+ participants. That's 30 min a round on average including shuffling, people hanging out to chat, waiting for people to get to the table, and reporting. Actually 2/3 matches may be 15-20 min if you're lucky and many of those games are over far before the cards are scooped up. If you're lucky enough to get to 3 games you're looking at 8-12 collective turns a game at most...that's pathetic.
    Posted in: Modern Archives
  • posted a message on M20-Flavor and Story
    I mean I suppose this confirms Chandra as the new face of magic.

    But really this seems like a waste of an interesting idea. Like oh Chandra goes from Kid to Teen to Young Adult. This would be far more interesting for any of the Oldwalkers running around where there is a significant change since you know they have been around centuries to millennia.


    That sounds like the target audience for magic horizons, not an on boarding set for new players. Seeing a character past-present in one set gives a newer a lot of character bits to chew on. How cool is it when you start to learn all these small details about chandra from her clothing, the setting, etc.? She's been in the story for awhile and it's good that she's getting some screen time. She's a unique character.

    I'm an enfranchised player too, and I love the old lore bits. They even have continuity input now to keep the old bits in sync with the new bits. We may get some, but I doubt much.

    This isn't the product for us, and I'm okay with that. There is still plenty I'll enjoy like playability, art, a less tedious limited environment compared to MH1, a break for my wallet lol.
    Posted in: Magic Storyline
  • posted a message on Core 2020 Three Chandras
    Seriously need an altered set as charmander and his evolutions.

    #2019nerdgoals

    I like this but the WAR chandra is also quite good...I'm not sure I'm ready for a transformational sideboard plan in standard in red decks where they just jam walkers up the curve...

    6 mana chandra is scary but I don't think it's modern playable? You could probably hit this t4 fairly reliably but that's like a t10 kill.

    The little chandra that spits out the two 1/1s seems very good. Especially with stuff that increases damage from red sources.
    Posted in: The Rumor Mill
  • posted a message on Can we brew Snow.dec in Modern?
    I feel like skred, dead of winter, scrying sheets are your big pay offs for staying snow. Removal removal and CA.

    Sheets plays very well with courser of kruphix or marit lage's slumber because it gives you a ton of volocity and makes sure you keep hittting snow permanents. But it's a late game card imo because turns 1-3 are so critical in modern.

    Skred/dead of winter can easily handle creatures.

    What the deck needs imo is something for combo, burn, and planeswalkers. None of the creatures are very resilient and coatl isn't very threatening to a teferi ticking up every turn. I dunno if there is a snow payoff that can stand up to Uxx control decks. They don't have to answer the coatls, just stuff like the rimestag.

    So imo the choice comes down to:

    Red, black, or both are needed to answer creature decks.

    Green gives you dig (glacial revelation) and some payoffs coatl and Rimestag.

    Blue gives you counters and bounce to handle the decks red/black can't interact with and refutable scry in marit lage's slumber.

    I think UGx may be the way to go? Possible something like temur tempo or bloodbraid elf. I think dead of winter is a trap because the best snow creatures are still bad compared to the mediocre creatures that could fill that slot if you're in black. I think skred is the way to go.
    Posted in: Deck Creation (Modern)
  • posted a message on The Rhino Combo
    The rhinos can dodge bolt but push/ path can clean them up pretty well. Havrng messed around with it, but at first blush I'm thinking:

    -2 lightning axe, -1 as foretold, -1 remand, +4 faithless looting
    You can cast any 0 cmc out of the yard and really you're not going to cast rhinos for suspend ever. Since that's the case, looting can get rid of excess stuff you don't need (duplicate forces, extra lands, multiple arcanist) and dig you to gas. Too many axes and I think they need a target to get the discard off?

    I feel like remand may be too reactive in general, but I understand you need protection and a pitch to force though. Maybe 2 of and some spell pierce. Really you can swing through anything on the board, you just wanna keep sweepers and removal away. Pierce can help keep combo in check.

    manamorphose can help you fix for green if you have to suspend. Not ideal, but it allows you to pretty run a 56 card deck.

    May need more blue cards for force. Also maybe move two force to the board. 4 seems like a bunch in the main.

    If you're running looting and casting multiple spells a turn, phoenixes may be an option g2/3 out of the board alongside stuff like gutshot. Basically a more combo version of the deck?
    Posted in: Deck Creation (Modern)
  • posted a message on [[Official]] Modern Prices Discussion
    Scion is dangerously close to drogskol captain and the tribe is a couple more disruptive creatures away from being back in force in modern. Even without any key role players in years except snapcaster mage (which isn't even a faerie) the deck will still place decently well in the oddball tournament.

    Scion can become a $20 rare overnight if they slip and print some more power for the tribe. Heck all spirits really needed was a 2 cmc lord. Granted spirits is a way more disruptive tribe right now but they play very similar.
    mausoleum wanderer is just a silly magic card all around so I can't see a faerie ever competing with it.

    Fae really need a decent one drop with some muscle, they ever get that and goodbye scion. faerie seer is a good card, but I dunno if it's what they needed. The deck leans hard on spelltutter sprite imho.
    Posted in: Modern
  • posted a message on Modern "Dirty Kitty" post release of DOM
    Messing around with MH1, new list I'mma mess around with:



    Deck is kind of a mash up until if figure out what's working and what isn't.

    T1 faithless looting, wraith, land = play all hollow ones you have/draw into

    T1 foundry street denizen, T2 drop two one drops/war-marshall to get in for 3 and go from there
    Bushwacker supports go wide strats

    Gate to the Afterlife acts as a fecundity in color that gives you a strong late game plan that you can get online t3/t4. Although the gift tokens come back as black zombies, the denizens will still get pumped by red creatures coming into play.

    Matron gives you junk to discard and reanimate later if you need to grab a sideboard bullet.

    The discard from gift can help you with hollow ones t2/3 if you can ramp into one early and you don't get looting wraiths.

    Wraiths help fuel the yard and turn gift on

    Goblin grenade for reach. It's pretty annoying that the reanimated creatures don't retain their original creature type but whatever, deck has serious churn and doesn't normally have issues hitting creatures.

    Deck is pretty naturally resilient to removal that isn't exiled based and can still win without the yard (early hollow one beats or large denizens). What's nice is that you can punch through for 5-10 damage during turns 1-3 and then get the reanimation engine online while you just continue to dig/sculpt a hand for goblin/grenade to finish an opponent off.

    Goblin Engineer can tutor for a gift and bin it. You can sac a hollow one to recur the gift to the battlefield if you need to OR reanimate the engineer to grab a hollow one and bin it to recur it as a zombie next turn if you have the gift online but need more stuff to reanimate.

    Instigator retains double strike and can continue to dump stuff from your hand if you draw into it. Instigator connecting and dropping matron can then trigger the tutor during the first strike damage phase and give you another goblin to drop when he connects again. He's actually way scarier coming out of yard as a zombie than he is as the 1/1. Before then he's a removal magnet to keep prospector around.

    Even if the deck stumbles turns 1-3 and is fishing for a prospector, the wraiths/lootings/matron give you enough dig to hit land drops and eventually get the engine online. What's nice about the deck is that he doesn't typically have to mulligan very much because you end up sculpting hands over the first few turns anyway. In goldfishing I've just flashbacked a looting turns 4-6 intent to basically mill myself for 2 and get some more juice in the yard.

    I still want to try a sideboard of something like:

    4 bloodmoon
    1 stingscourger
    2 murdurous redcap
    1 metallic mimic
    1 goblin piledriver
    1 goblin bushwhacker
    1 goblin grenade
    1 munitions expert
    2 lightning bolt
    1 siege-gang commander

    Basically just a bunch of extra removal, the mimic/redcap/prospector combo for infinite damage (engineer can tutor/recur mimic and matron can tutor redcap while gift can recur it), a siege-gang commander to gum up the board and he's a great recursion target, and another bushwhacker if I need to go wide. Bloodmoons are there because we can t1 prospector/t2 land + bloodmoon and buy ourselves a few turns to get the ball rolling.
    Posted in: Deck Creation (Modern)
  • posted a message on The State of Modern Thread (B&R 20/05/2019)
    Quote from hokerjoker »
    it uses hogaak brodge from below and altar of dementia to have a combo kill outside the combat step. Look at Kanister streaming the deck it seems pretty broken imo. Every single obnoxious deck that isnt Tron is centered on abusing faithless looting.


    I think looting is fine, personally. It's card disadvantage at face value. What makes the card busted is the amount of play space that cards have from the yard. Gravecrawler, bloodghast, Phoenix, and more are so far beyond fair rates when you can cheat them in or recur a million times it's not even funny.

    It's like the spell payoff cards. Having UR be a spells matter color pair is fine, having payoffs like Phoenix is less fine because they can clock someone stupid fast. Even ascension seems inherently dangerous to me because it lets you double dip on EVERYTHING once it's online.

    jori en, ruin diver is a fair ability in my eyes. Her stat line is weak and that keeps her from seeing play, but the ability is powerful recurring advantage. Even thing in the ice is okay - it's a powerful effect but one shot. Heck even young pyromancer is fine because it's easy to interact with. Graveyards just aren't that easy to deal with and so much value comes from the yard before the effective hate actually goes off in a bunch of games.

    Format feels broken to me when I look at a card like scavenging ooze in elves and think it may be too slow. It's not, but it's not as strong as it once was.

    Looting isn't the culprit. 3/2 fliers or giant dirt monsters crawling out of the yard t2 are.
    Posted in: Modern Archives
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Quote from Kathal »
    Quote from Amerigo99 »
    Where is Wild Growth? T_T

    Why only 2 swords?

    Why only opposing colors horizon lands?

    Most likely because of slots, there is only that much room in a set, so cramming all 5 swords in AND all 10 Horizon lands takes to much space away from other inclusions (especially the Swords since they are Mythic).

    Greetings,
    Kathal


    Also lets them test the waters to see how much we want something like this without eating up a ton of space. I'm glad they didn't print the sword cycle, without stoneforge the existing stronger ones don't even see play.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 20/05/2019)
    My post about my local meta wasn't meant as a boohoo session, just that I feel for newer players and the format tends to gravitate towards super linear aggressive strats and the deck building cost of hating someone out far outstrips someone's ability to pivot into another deck or archetype to compensate. I should have been more precise. That's what I'd like to see change. I'm all for reading a meta and packing appropriate interaction - but I don't do it to someone who I know is is on a cheap deck because they're financially constrained.

    I've had people sideboard in enchantment hate against me while playing scapeshift because someone mentioned in a Facebook chat that I was running bug teachings the week before. That's metagaming sure, and it gave me an advantage g2 because they boarded wrong, but that's kinda too far in my book. Then telling me about after the game was pretty bad sportsmanship to me. I guess I'm a threat? I guess the $5 store credit is worth it? I dunno.

    This is coming from someone who does have a lot of decks. I'm 80-100% on almost all T1-3 decks and can play some variant of all of them. The cost for me to hate a specific deck or player out of my meta is cheaper and poses less deckbuikding constraints than it takes for that person to build their deck. Sure at the higher end tournaments you can't metagame like that so you have a more resilient and broad game plan/side board. That's not where the majority of magic is being played...

    I really do want the format to slow down some, and I was kind of hoping the set would have had more cards like FoN that push for more interactive games of magic. Now that the full spoiler is up I don't see much impact outside the canopy lands? There will be some, but nothing screams build around me really.
    Posted in: Modern Archives
  • posted a message on Phyrexian Invasion of Ixilan
    Quote from Dusk707 »
    The wording of the card is important. Ichor is a word not often used in MTG, but 4 of the 5 previous times have been in reference to Phyrexia (specifically, New Phyrexia). I'm sure Wizards did this deliberately, as they could have easily called it Fountain of Oil or Fountain of Tar and used slightly different flavor text.

    Edit: If this is in fact Phrexian (which I believe it to be but also understand that it is pure speculation at this point), I think it is old Phyrexian, pre-dating Azor's arrival and trapping on plane. A dormant evil being reawoken, so to speak. Would interesting to see how the Phyrexian corruption of Ixalan would look compared to Mirrodin. We could have a clash between Elesh Norn's Phyrexians and Ixalan Phyrexians (Possibly lead by a corrupted Sun Emperor).


    I could see vampires defecting to seek completion as a means to freedom from the curse of vampirism (not knowing fully what completion will entail).

    Zombie dinosaurs are also quite scary, but the planes pirates and existing wildlife could put up a good fight. I'd be along for the ride.

    I guess my issue is that wouldn't the merfolk have sensed something like that lurking for literally hundreds of years? The plane also has a unique feel to it and it's the exploration theme plane after zendikar was ransacked by the eldrazi. I have to imagine they wouldn't be tripping over themselves to pitch an asset like that to what could end up being SOI v2.0. Also, the oil would have been introduced at the surface level of the plane, so why was the plane already complete and why is it underground?

    Posted in: Storyline Speculation
  • posted a message on Multiple Soulherders at endstep
    Not sure this works?

    1. End step starts and you out the two flicker triggers on the stack targeting reflector mage.
    2. First one resolves bouncing reflector mage
    3. Reflector mage comes back in causing his ETB to trigger and the counters to trigger on soulherders
    4. Resolve ETB/counter triggers and then the bounce happens
    5. Second set of counters go on the herders.
    6. Second flicker trigger doesn't resolve because it doesn't have its target anymore. The reflector mage is considered a new object.

    Empty stack assuming no spells or other triggered abilities.

    What you can do is trigger on one soulherder, flicker that and the second trigger can target the mage. That way you get a counter on both for the mage and then anther counter on both for bouncing whatever you wanted to for your opponents. So that's 2 counters on the one you flickered.
    Posted in: Magic Rulings
  • posted a message on Alpine Guide
    Quote from Pants_On_Head »
    So am I the only one who isn't bothered that you lose a mountain when he leaves play? It just makes him a Mana dork that is actually decent in the red zone and ramps you even as it attacks. Not saying this card is amazeballs or anything, but some of these comments make it sound like he stone rains you when he dies, which isn't exactly true.


    Exactly. The floor is a 3/3 for 3 that has to attack each turn. The ceiling is potentially combo potential most likely via landfall.
    Posted in: The Rumor Mill
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