Modern is cheaper then Legacy in paper but often more expensive onlime. RUG Delver is 4K in paper but $500 online, Jund is 2K paper and $700 online.
That is because of the lands, basically. Legacy's none-land cards are so overshadowed in price by their reserve list lands that they don't got bought up as much, while Modern's cheaper lands and larver player base leads to more expensive creatures and spells.
Online where lands are very cheap Legacy becomes more affordable, like 12 Post costing 5K in paper or $100 online.
I think there are some benefits to changing colors, I don't think the snake is therefore strictly better. Mongrel dodges color specific removal (which used to be very prevalent.)
From back when people didn't take a children's card game so seriously.
I have a few of these and other oddball goblins like goblin snowman from back in the day. I don't think these are even good enough for draft chaffe anymore.
I think you are seeing this from the viewpoint of an experienced player though. Someone getting into Commander is going to spend months, if not years, getting suddenly blindsided by cards they never heard of and will never be able to afford. Nether void into Armageddon is something that very few new players are going to enjoy happening to them.
Heck the first year I played my group told me to never play removal, discard or counters because they weren't fun.
Any chance to use it as a transformer deck? It has just enough in common with Free Win Red that it seems like you could side from hyper aggro to control and so blank their removal.
There are lots of ones that could be evergreen, but I think the biggest recent ones are Approach of the Second Sun and Aetherflux Resevoir.
AotSS is an extremely fair control finisher, requiring the control dexk to tap out on their turn twice to win but also wrapping up control lock games (which can go crazy long otherwise.)
AFR is the fixed version of storm, which is a popular archetype that otherwise isn't making it into standard.
So the best way to abuse it is as a 4 mana spell that requires having creatures already on board? The term "win-more" gets bandied about a lot, but this requires board advantage and card advantage to cast removal (and post combat at that.)
I think it seems a little greedy to run 3 colors plus field when maindeck land destruction is now a thing. You are going to be run out of basics by opponents as well, and operation "grind them out of lands" is only going to be relevant against slow decks.
I think traverse and an increased basic count is the best solution, being immune to spot removal is going to be the key IMO.
That is because of the lands, basically. Legacy's none-land cards are so overshadowed in price by their reserve list lands that they don't got bought up as much, while Modern's cheaper lands and larver player base leads to more expensive creatures and spells.
Online where lands are very cheap Legacy becomes more affordable, like 12 Post costing 5K in paper or $100 online.
I have a few of these and other oddball goblins like goblin snowman from back in the day. I don't think these are even good enough for draft chaffe anymore.
Heck the first year I played my group told me to never play removal, discard or counters because they weren't fun.
I'll do some testing and get back to the thread
Now it is fairly good alone but doesn't turn into a combo nightmare.
Bad card design, great card.
AotSS is an extremely fair control finisher, requiring the control dexk to tap out on their turn twice to win but also wrapping up control lock games (which can go crazy long otherwise.)
AFR is the fixed version of storm, which is a popular archetype that otherwise isn't making it into standard.
@relentless assault it feels like New Radha should be able to make an infinite combo with this but I have no idea how.
I do like scoop combos.
I think traverse and an increased basic count is the best solution, being immune to spot removal is going to be the key IMO.