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  • posted a message on Living End
    Quote from Raver »
    MTGGoldfish keeps a pretty accurate spread of the current meta, it's not perfect but it is very useful to see what decks you should be expecting, especially those on the first page.

    Currently the big hitters are: Dredge, burn, phoenix, and grixis death shadow. Obviously modern is a very open meta and is the one where people are most likely to jam pet decks no matter what meta but given the above 4, it's safe to say that we're being pulled in many directions and looking at some less than favorable matches.

    My personal opinion is that modern the format post KCI is still simply too fast and operating on too many different axis for living end to deal with without making concessions in our 75 that pulls the deck in many different areas.

    Against the top 4, shaving some LD actually has some benefits, the only deck that LD can (not guaranteed) to hit hard is GDS, the other decks either don't care, can recover, or are resilient. The problem is that UW/x and tron are evergreen decks so the need for LD is always present and shaving these pieces opens you up to losing percentage points against the two aforementioned decks.

    I think if the plan is to jam living end into this meta, that the key has to be in the SB. Looking at the current top tier decks, a 8 leyline plan (white and black) is very much something to consider. 8 leylines alone covers the top 4 decks pretty well and can hit a smattering of others in the process.

    I understand the thought behind having the Leylines. The white Leyline is really good against burn and the Thoughtseize -> Surgical Extraction plan. But I am not a fan of having a 4 of in your deck that is completely useless unless in your opening hand. That might be my personal preference not to take that risk. The Black leyline is good, no question. I still prefere the faerie Macabre (3 in the main) because the opponent may not see it coming and plays like he would normally do. And against the decks that don't really care for about the graveyard, it is still OK to get a 2/2 Flyer on the field.

    I agree that our winning route is through "sideboard" cards but here is a thought for you: What if you play 1-2 Shriekmaws and or 1-2 Ingot Chewers in the mainboard. When did you need more than one Archfiend and had the time to cycle them both? When was the Monstrous Carabid ever an answer to anything?
    Right now I play only 2 Archfiends and 2 Carabids, simply because the games we have good matchups, we don't need that many cyclers. The bad Matchups we lose because they have problematic cards we don't have an answer to or that are too hard to handle. The Evoke creatures come back, so they not only grant you meanngful interaction and hate, they also come back which is why they are so damn good in this deck.

    My Experience with UWx Control:
    You have to be faster and attack their lands. You have at least 3 Fulminator Mages to get rid of the Colonades / Hllowed FOuntains. The opponent may recognize that and will try to search for basic lands. The basic lands can be destroyed with Beast Within. These two cards, fastened up by a Simian Spirit guide, are our best winning route in my opinion. You will need a target when you cast Demonic Dread and these are your best choices. If you can manage to prohibit the double U, many counterspells can not be cast (Cryptc Command, Logic Knot, Snapcaster + something.) After LE getting rid of the double W prevents Supreme Verdict and Settle the Wreckage. You can Use Ricochet Trap on the last one mentioned but you need 4 Mana to do so.
    My plan would be:
    3-4 Fulminator Mage
    2 Beast Within
    3 Faerie Macabre
    3-4 Simian Spirit Guide
    1-2 Krosan Grip
    2-3 Ricochet Trap

    Cards that will most likely do nothing or not enough
    Shriekmaw - no real targets
    Archfiend of Ifnir - to slow and eats a Path anyway
    Ingot Chewer - their graveyard hate is enchantment based (if they bring any)

    And to back up my point from before: Playing Hate cards in the mainboard can have massive benefits. Usually the downside is, they do nothing if the opponents deck doeas not care about these cards. But in Living End you still get a creature out of it, even if there was no interaction. I am only concerned about playing 2 Shriekmaws in the mainboard because you have to hit one of your creatures eventually. But Fearie Macabre and Ingot chewer never completely fail.

    Notable card in my 75 right now include:
    2 Anger of the Gods - against Dredge, Humans , Vizier COmbo
    2 Brindleboar - against Burn , Skred, 8Whack, 8Rack
    2 Shriekmaw (May go up to 3) - against Burn, Humans, Spirits, Vizier Combo
    3 Ricochet Trap (May go down to 2) - against UWx-control, Jeskai Control, Grixis Death's Shadow
    3 Ingot Chewer - against both affinity versions, Tron, the graveyard hate
    3 Faerie Macabre (may go up to 4) - against Dredge, UWx-control, Jeskai Control, Arclight Phoenix, any Death's Shadow, Jund, Surgical Extraction plan
    4 Fulminator Mage - against UWx-control, Jeskai Control, Tron, Titan Shift, Amulet Titan
    2 Krosan Grip (May go down to 1 or be replaced completely) against Leyline (i hate that card) and other enchantments.
    2 Dead // Gone - against Burn, Humans, Elves, Vizier Combo, Affinity
    Posted in: Combo
  • posted a message on Scaled Affinity
    I hope I did not write this for nothing and it can help some people:

    Play and Sideboard guide against Living End

    In this matchup you (the Hardened Scales player) can get the win but you have to keep many things in mind. The matchup can be played very differently depending on the opponent's sideboard and what cards are drawn.

    General strategy
    Game 1: Don't commit too hard on the board with creatures unless you have an Arcbound Ravager. This is the best card (in this matchup) to draw. When Living End goes on the stack, sacrifice your creatures to Ravager and if you want to get an advantage put all those counters on a Hangarback Walker which is generally the second best card in the matchup.
    You dont't loose much and get many Thopters and your Ravager and other non XX mana creatures are back on the field.

    Example boards against Living End:

    Top: Ravager, Hangarback, Arcbound Worker, Hardened Scales.
    Don't worry about Living End at this point.

    Good: Ballista, Metallic Mimic, Hangarback walker. Hardened Scales
    Shot down the Metallic Mimic and if you can in any way put more counters on Hangarback walker. When Living End resolves Hangarbacks ability will go on the stack but first Mimic will enter the battlefield, you name Thopter. Hangarbacks ablity will resolve last and create X thopters all 3/3 flying.

    Decent: Every board where you get some thopters or can kill your non XX creatures. OR a board without any creatures because Demonic Dread need a target and if the opponent got the violent outburst you don't lose creatures and hopefully don't get run over. No creature in the Living End deck has trample and because their Archfiends cost 2 to cycle you normally don't see a board full of flyers. Animation Module is good here as it creates chump blockers and gives you much time.

    Bad: A board full of your value creatures like Steel Overseer or Metallic Mimic starting without the option to sacrifice anything.

    What you should expect and fear of the Living End player:

    3-4 Ingot Chewers
    Best answer to all Artifacts ever, does not get hit by chalice / Inquisition of Kozilek can be devistating because its a 2 for 1 if Living End resolves. The opponent will most likely hit hatecards like Relic of Progenitus with it. But if you don't watch out your Arcbound Ravager is also going to die to it.

    3-4 Faerie Macabre
    One of the reasons this matchup feels bad for many Hardened Scales players. If you play well and sacrifice your creatures this prohibits them from comming back. I personally never play Living End without at least 3 of them and you have to expect them in the main board in this meta.

    Leyline of the Void
    Some lists run it in the sideboard. It is really bad because it is Faerie Macabre in far worse for the Hardened Scales Player. It makes our main interaction with the combo useless, and exiles Hangarback Walker which is really bad.

    What you should side in:

    all Relic of Progenitus that you have in the side board. Slows down the game enormously which helps the Hardened Scales player a lot.

    2 Dismember can be great against the Archfiends of Ifnir who otherwise can kill yor chump blockers/ thopters by putting -1/-1 counters on them.

    2-4 Nature's Claim. It depends if you now your opponent plays leyline or not. If you are unsure play 3 because it is another good way to kill our creatures so they come back with living end. then if you now, switch up to 2 or 4.

    What NOT to side in:
    Gravediggers Cage - it does not work so don't use it.

    Chalice of the Void - you could play it on 0 but with all the cheep artifact hate that Living End has, it is not worth it, as it has no effect on the graveyard itself and the opponent can just cycle normally until he/she finds an answer.

    Damping Sphere - It will the opponent only cost 1 mana more to play Living End and because it has to be on the battlefield the opponent can easily play around it.

    My final suggestion:
    In: 3 Relic of Progenitus / Tormod's Crypt , 4 Nature's Claim ( 2 If the opponent does not play Leyline of the void. If so: 2 Dismember)
    Out: 3 Welding Jar , 2 Throne of Geth , 2 Steel Overseer
    Posted in: Aggro & Tempo
  • posted a message on Living End
    Quote from PopeJP »
    Hey guys, long time no see.

    I'm back and ready for more of these shenanigans. I've thrown together a list similar to the one from GP Oakland, but I'm not so sure what the meta looks like these days so I had a couple of questions.

    Of course I've always loved Faerie Macabre, but why are we maindecking her now? Ironworks combo? General Snapcaster hate? Dredge?

    Decks faster than Living End almost all use the graveyard. People who are good at magic and use creature decks fnd a way to build pressure and kill their own creature to let them return or they use discard/thoughtscour them. Its good against phoenix and ok against dredge and awesome against Hollow One in my opinion. And yes it is good against the Snapcaster Mage and very importantly it helps us not getting Surgical Extractioned: use the faerie macabre on Living End in the Graveyard (Or on a cascade spell that got discarded) when the opponent tries exile them withSurgical Extraction. The target is removed and the spell fizzles so they can not remove all our Cascade Spells/Living End

    Quote from PopeJP »

    Are there fewer Counterspells these days that going down to only two Ricochet Traps is the way?

    One reason might be the Faerie Macabre as a way to deal with snapcaster but in my opinion it depends on your local meta and what you expect. I always run 3 because I hate to loose against Merfolk's Spreading Sees and play against blue decks often.

    Quote from PopeJP »

    Going from 4 each of Beast Within and Fulminator Mage down to 2 and 3 respectively is losing a LOT of LD for me. I'm guessing not running a full set of Fulminator isn't standard, but even that aside I'm going down to 75% of my current LD. I'm guessing Tron isn't nearly as common anymore?

    Good to be back in the thick of it, but man I'm gonna miss Deadshot Minotaur. I just don't like the art on these new guys as much.

    Edit: Also, are decks creature-centric enough that we don't need Dryad Arbor anymore?

    The LD-package has shrunk for the better i.m.o. You do not need so many LD effects for 3 mana, because you will likely draw very many of them. The Beast Within @ 2 peaces is likely to the fast nature of Modern right now and the Fulminator Mage can only hit Non-basics which many decks try to play around. I keep always 4 Fulminator mages in my 75 and I can imagine a time where a third Beast within comes in as well.
    I think the meta is so creature-centric right now that you can afford to not play Dryard Arbor. You don't want to lose against creature decks and they are so fast that you really need all the mana you can get, and in the worst case the opponent uses his 3-4 copies of Fatal push, a normally dead card against our land which sucks hard.

    | Faerie Macabre is good against dredge, Hollow One, Phoenix and Death's Shadow. Ply at least 2 in the main is my suggestion
    Posted in: Combo
  • posted a message on [POLL] What cards do you want banned or unbanned in the January 21, 2019, announcement?
    I think if Ancient Stirings ever gets banned, we need to change to Oath of Nissa and also:

    Posted in: Modern Archives
  • posted a message on Living End
    I am not 100% sure on that but maybe you can enlighten me on this: If I play against Harden Scaled Affinity, and use Living End in my turn, can I choose in which order the triggers are placed?
    Situation: H.S.A player uses Ravager to sac the Metallic Mimic, than itself and adds the counter to a Walking Ballista which he then shoots at me. Now everything is in the graveyard and comes back. Now the H.S.A-player wants to name "Construct" with the mimic so that his Ballista enters with a counter. I thought that was OK, since the Mimic has a effect that says "as" which I understand is between the cast -> enter the battlefield order. But if it is my turn wouldn't I be able to change the order of the triggers so that Ballista dies ?

    thx a lot : )
    Posted in: Combo
  • posted a message on [POLL] What cards do you want banned or unbanned in the January 21, 2019, announcement?
    I really hope they don't ban ancient Stirrings. It existed for a while and neither Tron in all different varieties nor Scaled Affinity broke it. If they feel the need to ban KCI, they could ban the namesake card or maybe Scrap Trawler.
    The option I also see as possible is the banning of Mox Opal but I doubt that honestly just because it would loos so much financial value and hurt affinity who did nothing wrong. They could of course just Print a "hate card" that says: "If an opponent casts a spell that lets him/ her select a card he / she owns that is not on the battlefield, you may make the choices."
    Posted in: Modern Archives
  • posted a message on Scaled Affinity
    Hello there,

    I am kind of new to this deck, but already deeply in love. So many different possibilities, so many angles - wow. I played it for around 1 week on xmage / Proxy and it really keeps me coming back. I have some questions concerning the mana base:
    The choice between LLanowar Reborn and Ruins of Oran-Rief really is stuck in my head. I like to have more green mana, but the effect on Ruins of Oran-Rief seems much better. And how important is the 1 Phyrexia's Core ?

    Edit: RIght now I really like the Metallic Mimic in the deck, naming constructs and sometimes Thopter, what is your point on that?

    Posted in: Aggro & Tempo
  • posted a message on Living End
    Quote from Vissah »
    I`m really into just being the best combo deck I can be, specially game 1. After that I don`t mind changing or playing a bit more midrange because games turn out a lot like that.
    I play the same style with Reanimator so what kind of list would you suggest if I just want to combo off as fast and cinsistent as possible.

    OK, here we go:
    Living End is a good Deck for game 1 in particular when your opponent tries to fill the boards with many creatures very fast. (Elves / Bogles / 8Wack Goblins)
    And it is much better against hand disruption than Ad Nauseam, Vizier Combo or Saheli Cat, because you need 1 Cascade spell as the payoff and thats it. I would agree that it is very easy to achieve the combo so it is in my opinion the most consistent combo deck. I like to play both cascade spells 4x but many play only 3 Demonic Dreads. But the combo does not directly win you the game and the opponent has the option to interact with it. You still need to attack with the creatures and when you Cascade for 4 creatures with Demonic Dread your opponent can play a wrath card or burn you to death. (For example Affinity sacrifices all creature Artifacts to Arcbound Ravager and they can basically keep their board if you don't have the Faerie Macabre) Which brings me to my next point: Imagine you play against a "normal deck" with black Interaction for destroying creatures, attacking the hand and so on. They will interact with you, they will Push / Bolt their own creatures on the board Or will Thoughtseize /Thoughscour themselves for that juicy Gurmag Angler Boy who hols up your 4/4s. If your opponent knows what he is doing and has a game plan against Living End, he will interact with you even in game 1, because he can. You do get some really free Game 1s with T3 Cascade and reanimate a 6/4 , two 4/4s and a 3/4 and your opponent just scoops or does not have an out, but that is not the case against most non super linear decks. On the other hand the games against Hollow One and Grixis Deaths Shadow are among the most interactive matches I ever had and I love it. Thats one reason you see Faerie Macabres and Fulminator Mages in the main board on basically all the lists. You want interaction, because it is often worth it / you need it because the opponent hits harder / is faster. (Storm / GrishoalBrand / BridgeVine)

    One of the big upsides of Living End (in my opinion) is that you don't fold to hate automatically. Your main gameplan has already 2 sides: Kill everything on the board AND put everything from your GY back to the field. The opponent has a Rest in Peace and 3 creatures on the board? OK, Cascade into living End, wipe the board and start casting your stuff. Even a small living end can win you the game when you wipe the opponents board. Then you also have the Land-destruction plan which is awesome against Tron and Ux-Control Decks. They don't care about their creatures -> hit the lands.

    I feel like Living End is not a usual Reanimator deck at all, at least not to me. It is much more interactive and flexible and plays super interesting cards like faerie Macabre and Ricochet Trap while being in my favorite colors black and red.
    Edit: It may also be noticed, that the living end combo disrupts other combos like Saheli, Vizier or Kiki-Angel.
    Posted in: Combo
  • posted a message on Myr-O'bots
    Ok, this is my OC-deck for the modern format highlighting the card Myr Superion and Grand Architect
    This deck exists for around 7 days now and is still in the making, but here is the current version:

    Cards that I am still unsure to play: 4x Polluted Delta. I could play Scalding Tarn and a basic mountain but I consider cutting all the fetchlands. I am not sure if its worth it but you can of course make point for playing them.
    The split of 2 Serum Visions and 3 Relic of Progenitus is also not fix
    The sideboard is kind of thrown together only fix things are the 1 lightning bolt, 2 of the Damping Spheres and the 2 Spellskites.
    I have little experience playing artifact based decks in modern so I would like to have some advice on side boarding.
    Posted in: Deck Creation (Modern)
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I like the color and the mana costs. I am not sure if the wording is clear enough though. Damage to opponent is also called combat damage and this would mean no player can't lose life to attacking creatures, but I am sure that is not what you wanted to happen here. I would suggest the following wording:
    Whenever a creature would deal combat damage to another creature prevent that damage. Then each of those creatures deals damage to itself equal to its power.
    The problem still stands: What happens when 1 creature attacks and is blocked by three creatures. Then each blocker deals damage to itself. I think that it is ind of strange to "mess" with the basic rules of combat, it gets confusing very quickly. But i still like the idea to push those toughness higher than power creatures.
    Here is my newest edition to my Elemental cycle (I hope you don't get tired of it)
    Rakdos Elemental 1(B/R)(B/R)
    Creature - Elemental
    When Rakdos Elemental enters the battlefield, target opponent discards a card if B was spent to cast Rakdos Elemental
    When Rakdos Elemental enters the battlefield, it deals 2 damage to target player or planeswlker if R was spent to cast Rakdos Elemental
    Evoke (B/R)

    Maybe I have to change the second ability so you can only deal damage to a player, but idk for sure.
    Posted in: Custom Card Creation
  • posted a message on Card Idea. Evoke dependent on color of mana cast for it. Too good?
    Quote from void_nothing »
    Simic Elemental is, bluntly, absurd. Man-O'-War would still be one of the best Limited cards in a set if reprinted today. It might even see Constructed play if a blue tempo deck were supported. That, but for 1GU and as a 3/4, would easily be the best creature in a set. That but more flexible still by allowing you to put the counter on any creature is just icing on the cake made entirely of icing. That and it has two useful modes for one mana would make it just unholy.

    Selesnya Elemental is fine; the full mode, without building around, is 2GW for a 3/3 and two 1/1s, which is fair at rare for Limited and might not even make a Constructed splash. If you're going to use a one-off populate without keywording it, I guess this is the place to use it.

    In all honesty: I am so thankful for your comment. I don't play limited or sealed very much and can often not grasp all these influences on those formats. My strategy until now was to put two fitting common cards, each a little powered down together and put a body under it.
    I am especially interested in how I can make the Simic one more fair. As references I used The Instant unsummon and "powered it down" to sorcery speed. Combined with the card effect of Arbor Armament also now at sorcery speed and without reach. I am not sure how powerful that +1/+1 counter is, for me it was not that good, at least in constructed. I thought about what happened to Reflector Mage in standard and thought this creature would be similar but not as good so i can give him the 2/3 body. I see how that is too much on its own. Do you (or any one) think(s) that changing he mana cost to
    2(G/U)(G/U) will be enough ta balance it, or should I also lower the stats?
    In general I guess I have to rethink the strategy because some common cards are just good and can not get another upside justified by different rarity. (Ponder, Serum Visions...)
    I think it is hard to balance a card with a specific concept so you don't make it too good, but also don't miss out on a good rare card that is actually playable in constructed. Normally I don't mind to create an OK card, but as a cycle I don't want to really push some colors and let the others get crap versions of their card. Thank you very much for you comments and interest.

    Edit: Here is another one:
    Rakdos Elemental 1(B/R)(B/R)
    Creature - Elemental
    When Rakdos ELemental enters the battlefield, target opponent discards a card if B was spent to cast Rakdos Elemental
    When Rakdos ELemental enters the battlefield, it deals 2 damage to target player or planeswlker if R was spent to cast Rakdos Elemental
    Evoke (B/R)
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from InfinityDie »

    Pen and Paper 1
    Artifact (M)
    At the beginning of your upkeep, each player puts a +1/+1 counter on target creature they control and draw a card. Then, if your life total is equal to or less than half of your starting life total, transform ~
    Some wars are won with the diplomat speaking words of peace...
    Shield and Sword
    Creatures you control have lifelink and double strike
    ...and others are won when the knight stabs the diplomat
    I think it is ok balanced but it has a really big impact on the game. If your opponent(s) don't play creatures they are in massive disadvantage and if everyone does, much more cads will be drawn. This would mostly fit in a commander set where the chance of removing this is higher but also can benefits a large amount of the players. (and keeps you from getting attacked.) I like it

    My newest edition to the Guild Elementals. (I honestly want to think of a cool name for each of these, but I am just not good at it.
    Golgari Elemental 3 B/G mana B/G mana
    Creature - Elemental
    When Golgari Elemental enters the battlefield, target creature gets -2/-2 until end of turn if B was cast to spend Golgari Elemental
    When Golgari Elemental enters the battlefield, you gain 4 life if G was cast to spend Golgari Elemental
    Evoke B/G mana
    Posted in: Custom Card Creation
  • posted a message on Card Idea. Evoke dependent on color of mana cast for it. Too good?
    My initial thought was 2(B/G)(B/G) but I looked at all existing cards with these mana costs and they are really bad, so I did not want to make a creature that is so much better compared to these. I thought about adding defender to the creature BUT it did not fit in the card space! Frown I wanted to have these Stats so that the -2/-2 makes sense, because it drains 2 from a creature (I just realized that i accidentally wrote -1/-1, sorry.) and the 4 life should be represented in the toughness. I think I will make a full cycle of these but I don't want to rush it. I really hope WOTC brings back evoke, it was my favorite mechanic. I also want to make a design for enchantments with evoke but that is a bit more in the future
    Here is another one:
    Simic Elemental 1(G/U)(G/U)
    Creature Elemental
    When Simic Elemental enters the battlefield, you may put a +1/+1 counter on target creature if G was spent to cast Simic Elemental.
    When Simic Elemental enters the battlefield, return another target creature to its owner's hand if U was spent to cast Simic Elemental.
    Evoke (G/U) (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

    I was thinking about removing the "another" in the second effect, but then you can pay 1(G/U)(G/U) again and again to put another counter on something else. This payoff for infinite mana is nice but I can not say if that would be a mayor problem in specific formats, but at least you have to pay U as well. If this was safe, I really want to change that so you can repeat the effect for the +1/+1 counter. It would mean I created a spell that says:
    Sorcery - G
    put a +1/+1 counter on target creature
    buyback 1U
    Here is another one:
    Selesnya Elemental 2(G/W)(G/W)
    Creature Elemental
    When Selesnya Elemental enters the battlefield,
    create a 1/1 green Saproling creature token if G was spent to cast Selesnya Elemental.
    When Selesnya Elemental enters the battlefield,
    create a token that's a copy of a creature token if W was spent to cast Selesnya Elemental.
    Evoke (G/W) (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

    I ran into 2 problems here: First i think the abilities are too bad if you play it for the evoke cost at least compared to the other. But i did not want to make a special token with lifelink that does not exist (yet) or does not fit the elemental idea. Second these are all triggered abilities, which may be hard for a casual player to understand, but on the other hand you have to learn them eventually and these are not too complicated. I like this one the least because it feels too weak for a rare but I want to make a cycle of them. I had to change the others if I want to lower the power level which I don't think is absolutely necessary.
    I wish I could give the Golgari Elemental Defender and Reach and the Selesnya Elemental Vigilance but the text is too stuffed then.
    Now that all the green colored Elementals are done i will get really hard for me to find the right pictures / flavors for the rest (if I really do all)
    Posts merged. Please don't double post in a short period of time.
    Posted in: Custom Card Creation
  • posted a message on Card Idea. Evoke dependent on color of mana cast for it. Too good?
    || Thank you for your post and your point of view. I agree that Boros would also be very fitting and I think I get your point. I would like to point to some cards that may underline my color choice. Red for the artifact part is well established and obvious, no further explanation here. The point that would speak for Red / White is the card Wear // Tear and Wispmare. The following cards would support my point of Red / Green: Hull Breach , Back to Nature because green is there specifically to destroy enchantment and on the other hand the white card Fragmentize which can destroy both an artifact and enchantment for only W. Last point is my understanding of the Gruul Clan(s) that their goal is to destroy all unnatural and still need a creature that reflects that strive.
    Newest Card in the category Evoke with 2 colors:
    Golgari Elemental 3 B/G mana B/G mana
    Creature - Elemental
    When Golgari Elemental enters the battlefield, target creature gets -2/-2 until end of turn if B was cast to spend Golgari Elemental
    When Golgari Elemental enters the battlefield, you gain 4 life if G was cast to spend Golgari Elemental
    Evoke B/G mana

    I am honestly sorry to not have included the artist before, I just forgot to add it.
    Posted in: Custom Card Creation
  • posted a message on Ultimate Masters & Box Topper Promos + PSA regarding sealed Box Topper Boosters
    One thing I don't understand at all: Why do WOTC always choose to print a full cycle of lands even though there is only like 1 or 2 good of them. Why don't they printed these 5:
    Horizon Canopy G/W
    Celestial Colonnade W/U
    Creeping Tar Pit U/B
    Blackcleave Cliffs B/R
    Copperline Gorge R/G

    In all these reprint sets they do stupid stuff like printing crap rares no one plays, just for completing a cycle. Mad
    Posted in: The Rumor Mill
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