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  • posted a message on Orzhov Knights
    Quote from pzbw7z »
    Sorin has been on the radar. I agree that he should be added; probably as a two-of. A four-drop isn't going to help against mono-R so I'll have to think about other sources of life gain. Curry Favor is a pretty cheap way of doing some damage as well as gaining some life and having a creature to boot.

    I think you're underestimating how red decks can crumble before giving your whole team lifelink. Unless your opponent has Tibalt or you have very few creatures, your opponent will likely have to deal with Sorin immediately to not fall behind, buying you plenty of valuable time. If aggro is still a problem, I would recommend Disfigure in the main or side to pick off some early threats.
    Posted in: Deck Creation (Standard)
  • posted a message on The Pioneer Format
    Quote from mapccu »
    Who's ready for dork > 3-feri to ruin this out of the gate...

    I think while everyone is trying to be cute there are going to be a non-zero amount of people getting curbed by elves players curving dork, into steel leaf champion into Coco all over people. I'm not even sure if shaman of the pack is worth the effort?

    Black has some very powerful one drops at it's disposal in a format that is pretty slow. thoughtseize, push, deathrite... I expect black to be a major cornerstone of the format. Also, leyline of the void is probably going to be the best GY removal tool, which means Gary could be showing up to too.

    Blue delve spells are going to be redic alongside cards like stitcher's supplier and satyr wayfinder.

    White seems pretty weak at first glance.

    Fatal Push is going to take a major hit to its playability without fetchlands. It's still a great card, but that represents a precipitous drop in the ability of many decks to enable revolt.

    3-color (and up) decks are also going to take a big hit in this format compared to modern. Without the shock+fetch fixing combo, Mana Confluence and Aether Hub might well be the only lands in the format that enter untapped and produce more than two colors without being a filter or having a restriction on how the mana is spent. Noble Hierarch and Birds of Paradise are gone, so the format's playable multicolor mana dorks will fall to Sylvan Caryatid and maybe Gilded Goose or Servant of the Conduit.
    Posted in: The Rumor Mill
  • posted a message on Orzhov Knights
    You need Sorin, Vengeful Bloodlord in this list. He's probably standard's strongest Orzhov card at the moment because he does so many useful things. He turns the tide against aggro decks. He generates a stream of card advantage against midrange and control. He picks off Teferi, Time Raveler. His sheer lifegain capacity also lets you swap Smitten Swordmaster for something a little more impactful.

    I notice that you're also missing a few great knights in this list. Blacklance Paragon is a 3/1 with flash at worst and is "1B: Destroy target Questing Beast. You gain 3 life." at best. Midnight Reaper is a strong source of value that makes it easier for you to recover from sweepers.

    You might also want some sort of powerful top-end card. Cavalier of Night provides some great value and is a fantastic Sorin target after an uptick. Gruesome Menagerie is a board in a can for a tribe with some powerful low-CMC creatures. Harmonious Archon is a ten-power windmill slam that will sometimes shrink your opponent's board while never weakening your own.
    Posted in: Deck Creation (Standard)
  • posted a message on Cascade and crashing footfalls
    Yes. It has a CMC of 0, just like Living End and the rest of the Time Spiral block suspend-only cards, which allows cascade to cast it.
    Posted in: Magic Rulings
  • posted a message on The reason for no cycles of trilands
    I don't get where that thing about not wanting to "devaluate" (sic) dual lands comes from. That's like accusing Wizards of not wanting to print cards that are strictly better than other cards, which they do all the damn time.

    It can't possibly be about money because the majority of dual lands aren't actually worth much. Of the dual lands with value, the horizon, filter, and manlands have special uses that wouldn't compete with tri-lands, fetches and shocks (or ABUR duals) are still more flexible than any reasonable etb untapped tri-land without basic land types, and fastlands are the only painless early game duals in Modern. Every other dual in the game has been worth a few bucks in standard only to tank into obscurity after rotation. What is there left to protect that doesn't protect themselves?

    Not to mention, Wizards knows that people love power creep and flock to it. People flock to high-powered sets and throw money at them, which is why they constantly cycle their power creep to keep standard's power level in an MC Escher-style infinite staircase. The only reason such card haven't appeared yet is appropriateness, not some sort of conspiracy theory.

    Oh, and Wizards already designed an ETB untapped tri-land that's fetchable, and it sees no play. It's Murmuring Bosk, and it's proof that Wizards can design conditional ETB untapped tri-lands that are just as ephemeral as the rest of the forgotten duals.
    Posted in: Magic General
  • posted a message on Just a random Bolas idea
    You can probably trim back on the mana cost a bit, to 8 if you want to parallel Ugin, the Spirit Dragon. The abilities here are powerful, but they're not nine colored mana powerful.

    The +2 is really powerful for an ability that adds loyalty. It justifies a high CMC by itself, though, paradoxically, its impact decreases as the game goes on.

    The -4 is really weak given Bolas's starting loyalty. Using it immediately effectively turns this planeswalker into a nine mana Diabolic Tutor because your opponent will remove him immediately unless you're at an overwhelming advantage already. Given this planeswalker's high CMC, you could justifiably add a cost reduction or ritual onto the ability to increase your chances of casting what you grab.

    The -10 is a powerful ability that wins the game, which is in line with ultimates. The three-turn charge time is standard for planeswalkers with a somewhat lower CMC, so you could probably get away with speeding up the charge by a turn to compensate for coming out later.
    Posted in: Custom Card Creation
  • posted a message on Faeburrow Elder and Leyline of abundance
    Yes, Leyline of Abundance will add G if you use the mana ability on Faeburrow Elder. All leyline cares about is that the ability in question 1) Is a mana ability and 2) That it has tap symbol in its cost.
    Posted in: Magic Rulings
  • posted a message on A few rules questions regarding Adventure
    1. The copy will try to go to exile, but, being a copy of a spell, it will cease to exist as soon as it leaves the stack.

    2. No. Only the creature side matters when not cast as an adventure on the stack.

    3. Yes, you can. It has the CMC of the adventure itself when doing so.

    4. No. While Murderous Rider itself is a knight, its adventure is not.
    Posted in: Magic Rulings
  • posted a message on Platinum Emperion
    Yes, objects on the stack resolve from top to bottom, also known as last-in-first-out.
    Posted in: Magic Rulings
  • posted a message on [ELD] the rest of the cards and magic players played happly ever after
    Quote from Lectrys »
    Quote from BigGrizzy »
    This set has quite possibly the strongest mana dork we have seen since Deathrite Shaman from way back in Return to Ravnica.

    What is that "strongest mana dork" you're talking about? Gilded Goose? Faeburrow Elder? I'm grasping at straws here; I basically haven't seen any discussion about any of the mana dorks in Throne of Eldraine for Modern and beyond, which implies that none of them are powerful enough. (In comparison, I saw debate in Modern threads about Deathrite Shaman the day it was previewed. Admittedly, I don't think any of us predicted that day that it would ever get banned in Modern, let alone Legacy.)

    Admittedly, I agree with the general evaluation that Throne of Eldraine is a power step down for larger formats, partially because I'm figuring that its cards most likely to see play in Modern are pretty much sideboard-only cards (Hushbringer, Deafening Silence). The maindeckable cards all seem more fringe (although Emry, Lurker of the Loch is luring removal fast and powerfully in Jeskai Ascendancy Whirza, Castle Locthwain is swinging games in its favour as Expensive Bob On A Land, and Mystic Sanctuary is actually getting tutored for late-game).

    The mana dork in question is Gilded Goose. The card has been written off by many players here, but it does have some significant upsides compared to Birds of Paradise. The extra point of toughness makes it better against the likes of Gut Shot and Lava Dart, in addition to letting it block 1-power attackers. Being a mana dork with incidental lifegain also makes it stronger than BoP in the burn matchup, and the fact that it makes an artifact could also matter as well.
    Posted in: The Rumor Mill
  • posted a message on What Would Happen if Magic: The Gathering Added a Sixth Color?
    Quote from motleyslayer »
    I think that adding colourless as the "6th colour" was their way of adding an extra "colour" without having to warp the colour pie too much and having it fit story reasons. I don't know how they'd find the design space otherwise but I'm not in R and D or whatever

    Colorless-costed cards in Oath of the Gatewatch only behaved like a color insomuch as they imposed similar deckbuilding restrictions as it would to add an additional color to a deck. Where colorlessness got away with pretending to be an impossible sixth color was in terms of identity, namely that it doesn't have one. The Eldrazi had a tribal identity that included colorlessness among other mechanics, but the Eldrazi do not make an identity for colorless cards as a whole no more than elves, goblins, and merfolk encompass the whole of green, red, and blue.

    Instead, the actual identity of colorless cards is a catch-all, as they can literally do anything in the game as long as they receive the proper mana tax, restrictions, and flavor. This openness allowed the Eldrazi to carry out their color mimicry seamlessly, but a real, proper color that turns MTG's pentagon into a hexagon can't be content to exist only in the game's empty spaces.
    Posted in: Magic General
  • posted a message on [ELD] Throne of Eldraine Previews: Modern Discussion
    Quote from Lectrys »
    I don't get how Mystic Sanctuary counterspell locks work. Don't you cast your counterspell on their turn, bounce your Sanctuary then, draw a card on your turn, then play Sanctuary topdeck recurring the counterspell, therefore resulting in a counterspell every second turn instead of every turn?

    As a two-card combo, it only works every other turn, but it works every turn with a planeswalker, optimally Jace or Big Teferi, thrown into the mix.
    Posted in: Modern
  • posted a message on Tricolor Land Cycle with Come Into Play Untapped Abilities
    While there isn't anything inherently bad about trying to design tri-lands that ETB untapped with a strict restriction, these are really, really complicated. For context, River of Tears is about as complex as lands get without giving them a second activated or triggered ability, and no land cycle since has ever come close.

    Keep in mind that your payoff here is an untapped land, a benefit that decreases in value the longer the game goes on, and, ultimately, the only thing that matters when it comes to balancing these cards is when you want the land to be most useful. In my opinion, treating an untapped land, something that basics get by virtue of doing nothing special, as a reward to be earned by jumping through hoops misses the point of why the game has lands that conditionally enter untapped in the first place.

    Even compared to most of the hoop jumping seen in game, these ones are complex. They all look at multiple variables (draw and discard, the life totals of all players, and creature counts and permanent counts of all players), which is at least one more variable than all but the most Johnny of cards. Now, most discussions about complexity tend to revolve around players' abilities to read and understand the text, but I'd like to avoid that, since it never goes anywhere. Rather, I'd like to ask a simple question: Why do these cards need this level of complexity? Why can't you just pick one of the draw two or discard one and put it on the card? Why does the card need to care about both creature counts and overall permanent count, instead of one or the other? More isn't always better, especially when it comes to something as simple, and, well, basic, as one's mana base.
    Posted in: Custom Card Creation
  • posted a message on [ELD] - Deluxe Edition
    Yeah... how much a single collector booster is worth? 20$? 25?
    Here in Europe they are around 20€ now, so this seem grossly overpriced

    Now, I'm not saying this is a particularly good product, but you technically do get your money's worth. At $25/pack price (though some stores might end up selling them for more, depending on print run size), the collector's boosters alone would cost $400. On top of that, you get a borderless Garruk, Cursed Huntsman, which might command a pretty penny by itself if he sees any standard play, a likely prospect given that the similar Vraska, Relic Seeker also did. The non-foil BaB promo probably will only have value for people who dislike foil cards, so its contribution will be negligible unless we have another Nexus of Fate on our hands. On top of all of that cardboard, you also could get value out of the peripherals. The binder, art print, foil sheet, and arena code could all be worth something if they're exclusive to the deluxe edition.

    That being said, $450 is a monstrous price. It isn't hurting anybody for existing, though, so I don't see much need to get worked up over a product I'll never buy.
    Posted in: The Rumor Mill
  • posted a message on Zendikar Spell Keyword: Roil
    Quote from DJK3654 »
    I'm not sure if returning lands as a cost is something you want to do on the level of a mechanic. It's a neat effect for a certain number of cards, but I could see it being kind of annoying as a big thing, especially for newer players. Is this something many people really get excited about?

    It's definitely a newbie trap. I can see many players driving themselves into a corner, tempo-wise, in order to get powerful roil abilities.
    Posted in: Custom Card Creation
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