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  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    So when is WOTC announcing Arena Modern? I mean presumably it has to be before Fall Rotation. I would guess it be post War of the Sparks.


    As far as I know, there is no intention of making Arena modern.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from 13055 »
    Quote from Amerigo99 »
    Quote from ElectricEye »
    Better Evolving Wilds
    Land
    T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.

    Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.

    I heartily agree about Evolving Wilds and the need to make a playable version of it.
    Quote from CatParty »

    Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.

    I don't understand you comparison with fast lands. You only get a basic land so you pick one mana color and stick with it for all following turns.

    Apart from the possible interaction with graveyard strategies it doesn't look specially powerful to me.


    Think of it this way. Modern design says that any non-basic land should never be strictly-better than a basic land. Consider the shocklands. Sure, you can have access to two colors of mana, but either you wait a turn or you pay two life. Fetchlands are also in line with this rule; technically you can just fetch for basics, but because you need to pay 1 life, a fetchland is not strictly-better than a basic. (Of course, there are breaks to this design paragon, most obvious being the ABU duals, and I'd argue the Mirrodin Artifact lands.)

    Your proposed land is always a strictly-better basic. In any deck that has more than 1 type of basic, there is no significant downside to running 4 of these. So even though it might not be ridiculously "overpowered," per se, it is certainly just a better basic in any deck that runs two or more colors, and basics.


    That's modern design meaning cards for standard legal products. There is no reason it can't be printed in a non-standard legal set meant for modern and other eternal formats.

    Quote from xPlaneswalker »
    My messages were all deleted weeks ago.

    I put back my old ideas with some new ones:


    Not sure why I can't use italics within a quote, but my responses are below each card.

    Quote from xPlaneswalker »
    The first 3 would fit well with Selesnya and Azorius guilds.

    Flash Rest in Peace GW
    Enchantment
    Flash.
    When Rest in Peace enters the battlefield, exile all cards from all graveyards.
    If a card or token would be put into a graveyard from anywhere, exile it instead.

    I don't see what is green about this card.

    Insert name 1WU
    Legendary creature : Human
    Flash.
    Permanents entering the battlefield don't cause abilities to trigger.
    1/4

    I like this one. Quite a bit better than Tocatli Honor Guard

    Containment priest 2.0 WU
    Creature : Vedalken Wizard
    Flash.
    If a nontoken creature or artifact would enter the battlefield and it wasn't cast, exile it instead.
    2/1

    Slightly better than the original. How often are artifacts entering battlefield without being cast though? Not in modern. Maybe for EDH?

    Simic essence scatter GU
    Instant
    Counter target permanent spell.

    Very nice design. Surprised it hasn't been printed yet.

    Wrath of Elesh 1WWW
    Sorcery
    Exile all creatures and artifacts with converted mana cost 3 or less.

    Quite a bit better than Ritual of Soot as it exiles and hits artifacts. A bit odd for white to be removing small things as it usually takes out big creatures with its selective wrath effects when given the choice

    Shock or Slash R
    Instant
    Choose one:
    -Shock or Slash deals 2 damage to target non-artifact creature or player.
    -Shock or Slash deals 4 damage to target artifact creature or planeswalker.

    This seems a bit complicated. I do think Flame Slash should be an instant though

    Graveyard fences B
    Enchantment
    Cards in your graveyard have hexproof.

    I'm not really a fan of anti-graveyard hate, since graveyard decks are powerful enough in this format. I'm not entirely sure who would play this card either. Sure it stops surgical, but not Tormod's Crypt, RIP, Leyline, or Relic. So it's probably too narrow.

    Abrupt counterspell UB
    Instant
    Counter target spell with converted mana cost 3 or less.

    Yes please. This needs to be printed.


    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Zen fetches really need a reprint again. $80 is absurd for a card that sees play in many top tier strategies as a 4-of. I expect them to be in the Innovation product, which I expect to be a combination of reprints and new cards.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    The format looks alright except maybe for Faithless Looting decks still being a bit too strong.

    I'm hoping whatever the Innovation set does, it shakes up modern in a good way and not a bad one. Containment Priest would be an example of making things much better, for instance. But if they inject too many new cards into the format there is also the possibility of making things much worse.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Teenage Wasteland
    Land
    T: Add 1 to your mana pool
    T, sacrifice Teenage Wasteland: destroy target nonbasic land. Activate this ability only if an opponent controls more lands than you.

    I wanted to make a wasteland variant that specifically helps to combat ramp strategies.

    Better Evolving Wilds
    Land
    T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.

    Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.


    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from ed06288 »
    Tired of all the shuffling in modern. Really wish fetchlands had never been created. But then we'd probably be complaining of mana screw.


    Well you can always play standard if you hate shuffling. They have worked hard to do away with shuffling effects in this format.
    Posted in: Modern
  • posted a message on Burn Bright
    I was hoping for this to be a burn spell, based on the name.

    Sadly it is not
    Posted in: The Rumor Mill
  • posted a message on Destructoid Preview - Sauroform Hybrid
    Bigfoot, is that you?
    Posted in: The Rumor Mill
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    The "fix" is probably switching over to Standard+/Origins format.

    If you look at the modern banned list, the vast majority of cards on it are from the first half of sets that comprise the format's history:

    Ancient Den
    Birthing Pod
    Blazing Shoal
    Chrome Mox
    Cloudpost

    Dark Depths
    Deathrite Shaman
    Dig Through Time
    Dread Return
    Eye of Ugin

    Gitaxian Probe
    Glimpse of Nature
    Golgari Grave-Troll

    Great Furnace
    Green Sun's Zenith
    Hypergenesis
    Mental Misstep
    Ponder
    Preordain

    Punishing Fire
    Rite of Flame
    Seat of the Synod
    Second Sunrise
    Seething Song
    Sensei's Divining Top
    Skullclamp
    Splinter Twin

    Stoneforge Mystic
    Summer Bloom
    Treasure Cruise
    Tree of Tales
    Umezawa's Jitte
    Vault of Whispers


    The cards in bold are all from sets that were released from the 1st half of modern sets (8th edition through Scars of Mirrodin), while the remaining few are from the second half (Innistrad through Guilds of Ravnica)

    From the original Mirrodin block alone? Almost 1/3rd of the entire list. Add KCI to this list and there's another card from Mirrodin block.

    From innistrad onward, they have been much more careful when designing cards. Yes there have been slip-ups now and then but for the most part its the older sets that have contained the most number of bannables. Through this, one could almost argue that Modern was an awful idea from the start, at least starting it where it did at one of the most broken Magic sets of all time.

    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    Quote from Pistallion »
    Quote from 13055 »
    Quote from BlueTronFTW »
    Mengucci has hated modern for years for the same reason that many pros dislike it - they always want a best deck, and modern basically never has a best deck due to the size of the field. I like this because its ultimately fair - everyone's deck has a major weakness or two and we all have the chance of running into that rough matchup on a given weekend.


    Which is what I find supremely ironic about all the hate KCI is getting from Pros - it is literally what they are constantly asking for! A clear best deck that takes skill to pilot. I don't know what would make Pros happy with Modern at the point.

    Its not what they want. They want an interactive deck that can leverage skill


    Engineered Explosives, Nature's Claim, Spine of Ish Shah, Pyrite Spellbomb, and various counterspells and removal spells out of the sideboard are all interactive elements found in KCI.

    Maybe it's not the type of interaction they want, but it's hard to deny that the deck interacts at least somewhat.
    Posted in: Modern Archives
  • posted a message on January 7 Mothership spoils
    Strange design that a multicolored card only has a red activated ability and not a black one.

    The other abilities are more red than black as well
    Posted in: The Rumor Mill
  • posted a message on Growth-Chamber Guardian - Elf Crab Warrior
    This type of effect is odd to see on a rare. I wonder why it was not a lower rarity for the purposes of limited.
    Posted in: The Rumor Mill
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    Quote from Bec Storm »
    Also, IF, KCI were to eat a ban, the deck would most likely use the Thopter Foundry / Sword of the Meek combo seen in the second place team at SCGCol this weekend with minimal changes.


    KCI is what allows Thopter/Sword to go infinite.

    Thopter/Sword is what the deck would play without Scrap Trawler, if that ends up being the ban, which I do not expect.
    Posted in: Modern Archives
  • posted a message on Firewild Shaman
    Quote from user_938036 »
    Quote from ElectricEye »
    Quote from user_938036 »
    This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.

    It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.


    What do you mean by "trap"?



    It encourages the player to mana screw themselves. Cards that encourage players to make bad or incorrect plays have almost completely been phased out of the game.

    Compare it to an effect with a similar cost Molten Vortex. The vortex 'can' be used to screw yourself early but it's main use is to add value to your late game lands. While your card is meant to be used in the early turns when you are still deploying lands. Hitting a 4 drop on turn 2 can end the game, but if you discarded your third land and fail to draw anouther for a few turns then it will certainly end the game. Even if you draw your fourth land its actually only your third now. These types of play decisions are way above the heads of most players and can lead to feel bad moments. In a product where you expect a more knowledgeable player, like the masters sets, this can be an actual skill testing card rather than a dangerous trap.


    I don't think it's the fault of the card if players are unable to make good risk assessments.

    It would be very sad if Wizards has completely phased these type of cards out of the game.
    Posted in: Custom Card Creation
  • posted a message on Firewild Shaman
    Quote from user_938036 »
    This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.

    It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.


    What do you mean by "trap"?



    Posted in: Custom Card Creation
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