I had a fairly decent pool, and was 2 - 1 heading into the last round. I had a terrible match in round four. I mulled to five to finally get two lands. My opponent goes first, turn 1 Llanowar Elves, then turn two random threat. I'm stuck in this two lands I mulled to. Turn three, he had land destruction. I scoop. Game two, I keep a hand with three land. He had ld again in turn three and the same ld again in turn four. I scoop. Seismic Shift plus Llanowar Elves feels bad in limited. Turn there ld hasn't been a thing in limited in a long time, why bring it back at common with Llanowar Elves at common, also. My opponent had two of each.
Yeah his ult is 'you win the game' unless they are stomping you and have a mass of tokens or something.
Hes good.
Actually, no, his ultimate doesn't win you the game at all. You win the game by getting your opponent's life total down to 0 or making him draw all his cards. Teferi does none of those things, and that's why he's not a good control planeswalker. A control planeswalker needs to win you the game in order to be good. Just look up every control planeswalker that was ever succesful and every control planeswalker that was not and this will become very clear.
Teferi will be a failure just like Dovin Baan and Narset, unfortunately, because I have been longing for a good blue/white planeswalker for a long time.
It can put you in a solid position to win, however. It's pedantic to say it doesn't win, when many of the walkers don't in fact win, but put you in a winning position that's easy to close a game out of. If you get the emblem, Opt becomes Swords+, and any higher card draw becomes Anguished Unmaking/Stone Rain+. I think if you get the emblem, you can quite easily close out a game. The problem with Dovin Baan is more tied to the fact that it takes 5 turns of Mazing a creature to get there. If he started at 4 loyalty, he'd be better, and at 5 starting loyalty a strong card. Development was probably playing it a little too safe, but you also can't expect to put an uninteractive/permanent Static Orb into play easily. Stasis Decks were already incredibly oppressive in the day, and at that was with Orb being an interactive permanent.
You just found SaffronOlive's next video when Dominaria comes out.
Of course Saffron Olive pretty much meh'd this card yesterday in his spoiler review, not being able to see past golden demise in standard.
Golden Demise is a sideboard card, at best, and one would assume that decks built around this card would have one or more of the following:
1. Creature buffs;
2. Counter spells;
3. Ramp sufficient to have enough lands out to end the game once this is cast.
I, for one, would love to have enough mana up to cast Sylvan Awakening and Fall of the Thran on the same turn. The card is good, even if there is a card or two in Standard that has the potential to hose it.
I suppose that depends on your meta. There are lots of aggro strategies where I play, and a number of decks run a few copies of Demise main and Yahenni's Expertise in the board. Also, with cards like Cast Out, Seal Away, Moment of Craving, even Vraska's Contempt if it came down to it, it's not entirely unthinkable that someone could survive your alpha strike with a small bit of life, then wipe you out and take the game. Settle the Wreckage can end this pretty quickly, as well. In fact, I have been playing a BG Expolore deck recently with 3 maindeck Demise, and between the Contempts, Moments of Craving, and Wildgrowth Walker, I often end games at 40+ life. I'm not saying it can't be played--I full intend to try it out--but it's not as much of a blowout as Rude Awakening was in its Standard environment.
I was just messing around with some proxies and have been trying to make a deck to use Arcane Adaptation for a while.
With all the Saproling cards coming out, I had an idea to use Slimefoot for a somewhat-combish kill. So far in playtesting against Standard decks, it has been shown that I can win sometimes, but its clunky and needs some more brewing and fixing.
After getting Arcane Adaptation online, every creature in the deck can be a Saproling. That lets the Sporecrown Thallid pump all your creatures, including your lands. It also lets every creature be sacrificed to Fungal Plots, allowing for card draw, and triggering Slimefoot's ability. Typically the games I have gone off have me attacking my opponent for 6+, and then sacrificing all my lands and creatures to trigger to Fungal Plots to end the game.
Fourth, I hope a Thallid deck happens in Standard.
Same. I've already been brewing a normal Thallid/Saproling tribal deck, and a ridiculous Slimefoot combo deck. Not sure either is super strong, yet, but they aren't even close to optimized, either.
Not the first WB Knight legend, but I like this one better. The vigilance allows your Knights to attack, possibly block, then tap at the most opportune moment to strike down a creature. Especially mean with Knight Exemplar on the field.
Don't forget Settle the Wreckage in Standard. Granted if enough basics are still in your library it could be less of a blowout, but it could also just be GG.
Wait, so the (marid) Djinn on Dominaria came all the way from Rabiah?
How? Do we have a story for that?
Djinn and efreet have been frequently summoned especially in northwestern Jamuraa (Zhalfir & co]. Suq'Ata had pretty much regular contact with Wildfire, but the non-fire aligned djinn were originally from Rabiah.
Quote from -MTGS Wiki »
Six types of Djinni live on the plane of Rabiah: True Djinn, Djann, Efreet, Nekrataal, Marid, and Ghoul. Since Djinn is both the name for all six of them and the name of one specific group, the term "Djinn Tribes" is used when talking about the six of them together and "True Djinn" for the sub-group, to avoid confusion. Most of the djinn tribes are only native to Rabiah, but they often cross over to planes that have steady portals to Rabiah, such as Wildfire and Dominaria. All members of the djinn tribes have the ability to shapeshift and most of them can fly.
I wonder why Nekrataal has the creature types Human Assassin, and if they'll ever errata it.
Exactly was my thinking as well. The only card in my Sygg deck that doesn't get effected is Sire of Stagnation, but its strong even if it doesn't attack.
The question is why is this rare? When Coffers was uncommon? Its not like this is better then coffers most of the time but the opposite (most of the time coffers is the better choice), This should be uncommon or should have been made as a better coffers to warrent its boost to rare.
Coffers, as well as many cards then were given at odd rarities given their power levels, or even as far as complexity goes. Deserted Temple probably didn't need to be a rare, whereas Cabal Coffers should have been. Dogged Hunter was rare, yet almost the entirety of the Madness decks were common. Wild Mongrel was incredibly strong. Volley of Boulders not so much. Psychatog? Crazy strong. Unifying Theory? Nope. Rarity didn't mean that much back then, especially in terms of scarcity, because you could go to any store (like Walmart), buy a single booster, and then pick the rest of the boosters out of the box with the Call of the Herds and Shadowmage Infiltrators in them, because they were all mapped online.
No. Hexproof means that the permanent cannot be targeted by any spell or ability your opponent controls.
It can put you in a solid position to win, however. It's pedantic to say it doesn't win, when many of the walkers don't in fact win, but put you in a winning position that's easy to close a game out of. If you get the emblem, Opt becomes Swords+, and any higher card draw becomes Anguished Unmaking/Stone Rain+. I think if you get the emblem, you can quite easily close out a game. The problem with Dovin Baan is more tied to the fact that it takes 5 turns of Mazing a creature to get there. If he started at 4 loyalty, he'd be better, and at 5 starting loyalty a strong card. Development was probably playing it a little too safe, but you also can't expect to put an uninteractive/permanent Static Orb into play easily. Stasis Decks were already incredibly oppressive in the day, and at that was with Orb being an interactive permanent.
I suppose that depends on your meta. There are lots of aggro strategies where I play, and a number of decks run a few copies of Demise main and Yahenni's Expertise in the board. Also, with cards like Cast Out, Seal Away, Moment of Craving, even Vraska's Contempt if it came down to it, it's not entirely unthinkable that someone could survive your alpha strike with a small bit of life, then wipe you out and take the game. Settle the Wreckage can end this pretty quickly, as well. In fact, I have been playing a BG Expolore deck recently with 3 maindeck Demise, and between the Contempts, Moments of Craving, and Wildgrowth Walker, I often end games at 40+ life. I'm not saying it can't be played--I full intend to try it out--but it's not as much of a blowout as Rude Awakening was in its Standard environment.
With all the Saproling cards coming out, I had an idea to use Slimefoot for a somewhat-combish kill. So far in playtesting against Standard decks, it has been shown that I can win sometimes, but its clunky and needs some more brewing and fixing.
The idea is to use Slimefoot, the Stowaway, Arcane Adaptation, and Sylvan Awakening to basically Cheese-Stands-Alone-Yourself, sacrificing your board to kill your opponent.
04 Llanowar Elves
04 Dusk Legion Zealot
03 Slimefoot, the Stowaway
02 Sporecrown Thallid
Sorceries - 09
04 Saproling Migration
02 Adventurous Impulse
02 Mastermind's Acquisition
01 Sylvan Awakening
Instants - 10
02 Fungal Infection
02 Vraska's Contempt
02 Spore Swarm
02 Vicious Offering
02 Fatal Push
02 Fungal Plots
01 Arcane Adaptation
Artifacts - 01
01 Vanquisher's Banner
Lands - 24
05 Forest
04 Woodland Cemetery
04 Swamp
03 Evolving Wilds
02 Drowned Catacomb
02 Hinterland Harbor
02 Blooming Marsh
01 Botanical Sanctum
01 Island
04 Duress
03 Moment of Craving
02 Silent Gravestone
01 Sylvan Awakening
01 The Immortal Sun
01 Vicious Offering
01 Torgaar, Famine Incarnate
01 Razaketh, the Foulblooded
01 Naturalize
After getting Arcane Adaptation online, every creature in the deck can be a Saproling. That lets the Sporecrown Thallid pump all your creatures, including your lands. It also lets every creature be sacrificed to Fungal Plots, allowing for card draw, and triggering Slimefoot's ability. Typically the games I have gone off have me attacking my opponent for 6+, and then sacrificing all my lands and creatures to trigger to Fungal Plots to end the game.
Lavarunner was spoiled in the first leak.
Same. I've already been brewing a normal Thallid/Saproling tribal deck, and a ridiculous Slimefoot combo deck. Not sure either is super strong, yet, but they aren't even close to optimized, either.
Second WB Knight Legend.
Also, the panther makes me think of Cringer, which makes me think of Prince Adam, which makes me want to call her She-Ra.
I didn't. Look closer. ;p
You still lose to Golden Demise, Yahenni's Expertise, or Soul-Scar Mage with Fiery Cannonade, and get wrecked by Vona's Hunger or Settle the Wreckage (if you don't have enough basics) in Standard. In Modern you can get wrecked by Bile Blight, Echoing Decay, Biting Rain, Black Sun's Zenith, Drown in Sorrow, Declaration in Stone, Descend Upon the Sinful, Eradicate, Final Judgment, Flaying Tendrils, Living End, Merciless Eviction, Sever the Bloodline, Infest, Languish, or Mutilate. These aren't even exhaustive lists. The point is that even with Indestructible, you can still get blown out pretty easily, with your lands all being 2/2's until your next turn. Some of these cards are Instants, too. This card could definitely be strong, but it has to be played carefully.
I wonder why Nekrataal has the creature types Human Assassin, and if they'll ever errata it.
Exactly was my thinking as well. The only card in my Sygg deck that doesn't get effected is Sire of Stagnation, but its strong even if it doesn't attack.
I also love that in my Wrexial, the Risen Deep deck, she lets Guiltfeeder through.
Coffers, as well as many cards then were given at odd rarities given their power levels, or even as far as complexity goes. Deserted Temple probably didn't need to be a rare, whereas Cabal Coffers should have been. Dogged Hunter was rare, yet almost the entirety of the Madness decks were common. Wild Mongrel was incredibly strong. Volley of Boulders not so much. Psychatog? Crazy strong. Unifying Theory? Nope. Rarity didn't mean that much back then, especially in terms of scarcity, because you could go to any store (like Walmart), buy a single booster, and then pick the rest of the boosters out of the box with the Call of the Herds and Shadowmage Infiltrators in them, because they were all mapped online.