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Treasure Cruisin' Amulet's End
Magic Market Index for April 19, 2019
  • posted a message on Archetypes
    +1/+1 counter support is nice to see. What are your thoughts on the other new proliferaters as well, Courage in Crisis and Kiora's Dambreaker? I'm iffy about Courge but etb proliferate on a pretty decent body for a blue 6-drop seems solid. We also have Titanic Brawl as a small payoff, one that's good enough on its own at least.

    There's also a fair amount of more decent creatures with incidental counters that could help support it between mechanics like unleash, undying, fabricate, etc... there's a bunch, many of which are good already.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler

    Full spoiler is up and here's the rest of the downshifts.

    Also got a decent amount of new arts for existing commons like ulamog's crusher
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler
    Ooh, seem like a solid flexible option. Solid start to spoilers at least In past constructed formats, would it be normal line to use ice to tap down a land at upkeep in the early game or not usually? Never really played it much at all in constructed myself so don't haven't much experience with it and how's it's usually played or in general.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Btw. has anyone any good ideas if we can transfer this project to somewhere else? I thought of Google docs or something similar, but I'm not really good at designing such a space. The reason is simply, that it's a huge pain to edit it in the current version, because the threads don't really support this amount of text and I could simply give out permissions to people wanting to edit the project.

    I think Google docs could maybe work. Not aware of any of possible options that could be good, but I can look into setting something up just on docs at least to see if it's viable. I'll mess around and see what I can come up with. Would make thing easier.

    EDIT: Google Sheets may work too, maybe better than docs
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Here's the update for Masters 25. I'll work on adding it in and adjust accordingly with any further feedback/discussion that comes happens.

    Fencing Ace (Borderline)
    By itself, it's not great, but can get crazy with any kind of pump.

    Geist of the Moors (Cubeable)
    3 power combined with evasion makes for a solid card in an aggressive color.

    Loyal Sentry (Borderline):
    Can be a nice defensive creature with pseudo-deathtouch for more controlling white decks. Does combo nicely with flicker effects.

    Savannah Lions (Staple)
    Group with the similar Elite Vanguard
    Borrowing 100,000 Arrows (Bad)
    Functional reprint of Theft of Dreams

    Dragon's Eye Savants (Bad)
    Flexibilty of morph is nice on a wall, but both modes still aren't very exciting and seeing an opponent's hand is as relevant as often or as for long in limited.
    Relentless Rats (Bad)
    Group with similar cards that don't work in a typical cube

    Ruthless Ripper (Cubeable)
    Might just group with other 1/1 deathtouchers, even though it's slightly better.
    Balduvian Horde (Bad)
    The body is huge for the cost, but it's not really worth 2 for 1'ing yourself with the random discard, in order to play it on curve. It's also terrible against any kind of bounce.

    Cinder Storm (Bad)
    Group with a similar expensive burn that is outclassed by x spells

    Crimson Mage (Borderline)
    A repeatable haste-granting creature with a decent body is nice, but 1 mana isn't nothing and isn't always ideal early when trying to curve out.

    Frenzied Goblin (Borderline):
    Preventing blocking is nice, but the body is fragile and the 1-mana required every turn to use it isn't nothing and can interfere with curving out.

    Hordeling Outburst (Cubeable):
    This card is amazing with any kind of swarm support in your cube, and even without, 3 power worth of tokens is okay.

    Jackal Pup (Cubeable):
    2 power one-drops are great for agressive decks, which don't even care that much about the downside usually.

    Pillage (Bad):
    Group with similar land destruction spells
    Ainok Survivalist (Cubeable):
    Probably just group with Nantuko Vigilante at 3 mana.
    Court Hussar (Azorius Cubeable):
    An Anticipate on a stick is solid and in slower decks, this is a nice roadblock for against agressive decks.

    Skeletonize (Rakdos Borderline)
    Killing a medium-sized or smaller creature and leaving behind a resilient 1/1 can sometimes be nice for more controlling-style rakos decks.

    Assembly-Worker (Bad):
    There aren't nearly enough Assembly-Worker creatures for this to even maybe be viable.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Thanks for the help folks. Good points. I'll adjust rankings accordingly. Just have a couple responses concerning specific cards

    Yeah concerning [card]Soul of the Rapids, I leaned to Borderline with it being more of an archetype card or at least requires some consideration when cube building but I could see it at cubeable as a resilient and evasive control finisher. That or maybe some borderline creatures in that cmc slot aren't as good anymore. Could be a combination of the two also.

    Giltgrove Stalker isn't really a strictly worse Wandering Wolf because just as is, wolf can be blocked by 2/X's unlike stalker. I think wolf may be more a borderline archetype card, since it require a decent amount of equipments/auras to make use of it's full potential, or at least as good as Stalker.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Thoughts on this for the Rivals Update?

    Cleansing Ray (Bad):
    Put with group of bad modal cards that starts with Alabaster Potion

    Exultant Skymarcher (Cubeable):
    Functional reprint of Chapel Geist

    Luminous Bonds (Borderline):
    Put with the group of similar enchantments that have no significant upside in the average cube that starts with Bound in Silence)

    Martyr of Dusk (Bad):
    The initial body is bad and the 1/1 with lifelink you get when it dies doesn't make it interesting.

    Moment of Triumph (Borderline):
    The pump isn't best, but with the extra life attached it can be nice.

    Sanguine Glorifier (Bad):
    Tribal card

    Snubhorn Sentry (Bad):
    The body takes way too long to be relevant.

    Squire's Devotion (Borderline):
    A fine aura, but it's usually still not worth the risk of card disadvantage on non-hexproof creatures.

    Sun-Crested Pterodon (Bad):
    Tribal Card

    Sun Sentinel (Bad):
    Functional reprint of Huatli's Snubhorn
    Crashing Tide (Borderline):
    Will mostly be a Drag Under in the average cube so group this with that

    Deadeye Rig-Hauler (Bad)
    The timing restriction for the bounce takes a lot of the oomph out of Man-o'-War-style cards since you can't bounce anything pre-combat and you may not even be able to make a profitable attack, in a scenario you might have been able to if you could bounce before combat.

    Kitesail Corsair (Cubeable):
    Could just group with the similar Welkin Tern and similar. It's slightly different of course, but I don't think it's different enough that it needs its own entry. Mostly a side-grade.

    Mist-Cloaked Herald (Borderline):
    Functional reprint of Triton Shorestalker

    River Darter (Bad):
    Put in the group of creatures with way-too situational abilities.

    Sea Legs (Bad):
    Tribal Card

    Secrets of the Golden City (Borderline):
    An upgraded version of divination for the cost of an extra U in the cost. Still not very exciting though.

    Soul of the Rapids (Borderline):
    The body is small to begin with, but it's a good carrier of equipment and aura. It can be nice if you support the hexproof archetype.

    Spire Winder (Bad):
    The initial body isn't exciting and it can take a while to turn on Ascend.

    Sworn Guardian (Bad):
    group with the similar vanilla 1/3s

    Waterknot (Cubeable):
    Functional Reprint of Claustrophobia
    Canal Monitor (Bad):
    Functional reprint of Mass of Ghouls

    Dark Inquiry (Bad):
    Group with similar bad 3 cmc discard spells (starts with Coercion)

    Dinosaur Hunter (Bad)
    Groupe with the other bears with fringe upsides

    Dusk Charger (Borderline)
    Getting bigger in the late game is nice, but the initial body isn't very exciting and black doesn't go very wide or use permanent based removal very often to help with Ascending.

    Dusk Legion Zealot (Borderline):
    The black Elvish Visionary. They body isn't great, but it replaces itself at least.

    Fathom Fleet Boarder (Borderline?)
    Do you folks think the 1 less life loss makes this good enough to be a ranking above Serpent Warrior?

    Grasping Scoundrel (Cubeable)
    A fine 2 power aggressive 1-drop

    Gruesome Fate (Bad)
    Group with Alms of the Vein to create a group of bad life-loss cards

    Impale (Bad)
    Group with other 4 cmc sorcery speed unconditionals

    Moment of Craving (Cubeable)
    A solid removal spell that's best against aggro but otherwise still fine and flexible. Mostly the strictly better Sorin's Thirst

    Vampire Champion (Borderline)
    A decent sized body that can trade with anything.

    Voracious Vampire (Bad)
    Tribal Card
    Bombard (Borderline)
    Flame Slash at instant speed can be nice but 3 mana is bit much

    Brazen Freebooter (Bad)
    The treasure can sometimes be nice to help double spell or fix mana but otherwise, it's just a Hill Giant

    Buccaneer's Bravado (Bad)
    Tribal Card

    Fanatical Firebrand (Borderline)
    Group with Mogg Fanatic

    Frilled Deathspitter (Borderline)
    A decent body with damage tacked on is nice.

    Goblien Trailblazer (Cubeable)
    A solid 2-power creature with evasion

    Mutiny (Bad)
    A neat design, but red has better options for removal.

    Orazca Raptor (Bad)
    Functional Reprint of Hyena Pack

    Stampeding Horncrest (Bad)
    Tribal Card

    Sun-Collared Raptor (Bad)
    It's bad in the early game and requires a decent amount of mana each turn to be relevant.

    Swab Goblin (Bad)
    Put with other vanilla bears

    Swaggering Corsair (Cubeable)
    A 3/3 for 3 mana is good and Raid isn't usually too hard to enable in red decks.
    Hardy Veteran (Borderline)
    A fine pseudo-evasive two drop. Could just group with Deeproot Warrior

    Giltgrove Stalker (Borderline or Cubeable?)
    Another fine evasive two-drop. May just group it with Hardy Veteran

    Jade Bearer (Bad):
    Tribal Card

    Jadecraft Artisan (Borderline)
    A Hill Giant with a decent upside. Not great, but not terrible either.

    Jungleborn Pioneer (Bad):
    Group with Scion Summoner

    Knight of the Stampede (Bad):
    Tribal Card

    Orazca Frillback (Cubeable):
    Functional reprint of Alpine Grizzly

    Overgrown Armasaur (Borderline):
    Requires some built around with other cards like pingers to worthwhile, but can potentially make a decent amount of saprolings.
    Gleaming Barrier (Bad)
    Group with other similar bad walls

    Orazca Relic (Borderline):
    A 3-mana rock that only produces colorless mana isn't exciting but being able to turn it into a card and 3 life once it's no longer needed is pretty nice.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Got an decent graveyard archetype payoff card for golgari. I like it.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Watcher is a nice twist on sphinx. Nice for enabling graveyard stuff, even if just a little bit.

    I wouldn't say that Piston-Fist Cyclops is simply a worse Nivix Cyclops. Yes, it lacks the combo kill potential if it's thing in your cube, but this is at least just as good in more regular tempo style decks. Though the benefits are limited to once per turn vs cyclops. It also is a lot better on defense. While it loses a single toughness it default has 4 power to help hold off possible attackers. It also flexible casting-wise and goes in a lot more decks than nivix can.

    Patrol looks decent. Best mentor card so far probably.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Wow, the Mediator art looks gorgeous but probably not worth it over Centaur Healer.

    ~ has double strike if you control a gate
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    It seems about one mana too expensive. It's sort of like a bigger version of Agony Warp that deals with bigger threats somewhat better but doesn't seem better in enough situations to make it worth two more mana. It's a nice combination of effects though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Here's a low res image of Healer's Hawk from reddit

    Also, Arboretum Elemental is an uncommon

    Overall, initial cards don't seem the most exciting. Some initial thoughts are

    • Jump-start cards we've gotten so far seem overcosted for the effect or not very impactful.
    • Mentor is seems like more of a win-more mechanic, at least on such fragile bodies. The creatures we've seen that have it so far aren't exciting.
    • Moodmark Painter seems like a decent archetype support card if you support graveyard shenanigans in your cube. Will be excited to see what other support there is,
    • Rosemane Centaur seems like an fine 5 drop. It's not the most exciting at first glance but seems like a fine sign post card if gw is swarm in your cube.

    Edit: Formatting
    Posted in: Pauper & Peasant Discussion
  • posted a message on M19 Commons Spoilers
    Full Spoiler is up. Got a few more cards.

    Nothing too exciting. Vampire Neonate could be a somewhat decent black card to help support Epicure of Blood I guess.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Thanks for the input, valid points. I'll fix the ratings when I put them in. A few thoughts/things on individual cards though

    Didn't get around to actually doing anything with the white 3/1 vanilla's yet. Will address that with next update.

    Yeah, concerning Thief, Idk maybe it's overrated a little bit in peasent and/or it's just because peasant has more overall powerful non-creature spells. Pauper still has some solid removal and non-cratures though. Haven't had much experience with it myself so borderline for now.

    My reasoning for putting Earth Elemental as borderline was because the somewhat similar (at least in sum of p/t) 5/4s for 5 vanillas at borderline, which may or may not be the correct rating for them Idk. I guess you'll usually want the extra power over the toughness but Idk if that means E Elemental should go down a rating, to where there are also vanilla 4/4s. I agree it's a not a great or exciting card overall but that was my thought process at least.

    Cubeable seems like a fine spot for Forked Bolt then. I think it's on par with the 1 damage spells that can be cast at least twice.

    I'll go ahead and move Burn the Impure down a rating to be with Draconic Roar at bad then.

    Slime Molding has few advantages of it's own, when compared to Ivy Elemental, though probably fewer overall. It works with Archaeomancer-like cards a few other way more fringe things. Ivy Elemental may have the edge overall, but I they're still underwhelming enough in the earliar parts of the game that borderline is fine for both of them.

    Borderline still seems fine for Star Compass. Yes it comes into play tapped, but that doesn't always make a big difference and helping fix for single-color double mana-symbol costs can be useful if your low on one type of land. It's still a 2-mana rock and it's at least on the same level as the group of generic 2 cmc colorless mana rocks with fringe upsides at borderline.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Thoughts on these ratings/placements for Iconic Masters?

    Angel of Mercy (Borderline):
    Functional reprint of Aven of Enduring Hope.

    Emerge Unscathed (Cubeable):
    Put with the group of similar white 1 cmc protection spells at cubeable

    Seeker of the Way (Cubeable?):
    A great card for agressive/tempo decks. Just from the threat that prowess presents, this creature can be pseudo unblockable some times and with just one trigger, it becomes a big 3/3 lifelinker.

    Survival Cache (Bad):
    It's an unique take on a white Divination, but it's very situational and high varience. At it's ceiling it's a fine card, but it can quickly become just a Healing Hands or even a Sacred nectar which are terrible cards. Against aggro it's Sacred Nectar and against control it's Divination with a life boost. Also, it's pretty unreliable against midrange.

    Sustainer of the Realm (Bordline):
    A 2 power flyer that can block really well is ok but not exciting.
    A 3 mana counter with possible card selection in the form of scry is an okay card.

    Jace's Phantasm (Bad):
    In most cubes it it will take way too long to be any more than Flying Men. It would be a good payoff for a cube with a mill-theme.

    Jhessian Thief (cubeable):
    The threat alone that prowess presents can be nice evasion at times and this is card is a fine threat in tempo or spells-matter decks,

    Riverwheel Aerialists (cubeable):
    It has a solid and evasive body to be a good finisher option.
    Foul-Tongue Invocation (bad):
    Tribal Card

    Thrill-Kill Assassin (Staple??):
    The flexibility to either be a 2/3 deathtouch attaker in the early game or a deathtouch 1/2 bocker if needed makes this card great.

    Virulent Swipe (Borderline):
    Surprise deathtouch can be a nice combat trick, but it will still essentially be 2 for 1 trade against you, unless the creature happens to have a high enough touhness to already survive on its own. While not exciting, it can be used just as a buff for getting damage through if needed. The turn it comes off rebound isn't great since your opponent will see it coming, but it can get a little more damage through on a creature that wouldn't already have been blocked and traded for 1 for 1, since there's no toughness buff. While nice options to have, the deathtouch and power buff don't really have any synergy with each other with no toughness buff.

    Wight of Precinct Six (Cubeable):
    It not actually a turn 2 play, but a solid late game creature that can grow to be huge as the game goes on.
    Draconic Roar (Borderline):
    Combine with Burn the Impure to be a group of 3 damage removal spells with fringe upsides, which are outclassed by many better versions

    Dragonlord's Servant (Bad):
    Tribal card

    Earth Elemental (Borderline):
    It's a ok sized body for the cost, but it's a strictly worse Wayward Giant.

    Furnace Whelp (Cubeable):
    It's somewhat fragile, but it can be a solid evasive finisher for red.

    Mark of Mutiny (Borderline):
    Can probably be put with the Act of Treason group
    Crowned Ceratok (Borderline):
    An alrighty build-around for decks and there are a decent amount of incidental +1/+1 counters in cubes lying around already.

    Duskdale Wurm (Borderline):
    A huge body with trample is solid, but by the time you get up to 7 mana you'll often prefer something a little extra like Oakgnarl Warrior's vigilance over the 2 extra power.

    Ivy Elemental (Borderline):
    Can be grouped with the mostly functional reprint of Slime Molding

    Jaddi Offshoot (Bad):
    It can be fine when gotten out early agaisnt aggro, but other than that it's too bad to be worth it.

    Lead the Stampede (Cubeable):
    A great form of card advantage for most green decks. Limited decks play plenty of creatures already and green is typically the most creature-dense color.

    Prey's Vengeance (Cubeable)
    It's a fine combat trick that can do it's job and then come back the following turn with Rebound. During the rebound turn, it's likely to either force through a lot of damgage or make your opponent make an somewhat ideal or less ideal chump to stop a big chunk of damage.
    Darksteel Axe (Borderline):
    Indestructible on Bonesplitter isn't worth the doubled equip cost and the indestructibility will be an irrelvant line of text most of the time.

    Scion of Ugin (Cubeable):
    The flying 4/4 flying body is an fine rate for colorless.

    Guardian Idol (Cubeable):
    Could be combined with mind stone to form the group of 2 cmc colorless mana rocks with useful second options when mana is no longer needed.

    Star compass (Borderline): This could probably be grouped with the group of 2-cmc rocks (that starts with Fractured Powerstone) with minamal upsides but still "okay". I think Fellwar Stone could also be bumped up a rating to be with this group.
    Forked Bolt (simple staple right?... or just cubeable?)
    The flexibility of Twin Bolt for just 1 mana is amazing.

    Seems it must have been overlooked since it was just randomly downshifted in a duel deck.
    Posted in: Pauper & Peasant Discussion
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