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  • posted a message on 20 favorite EDH cards for mono-red (1v1 and multiplayer separatly)
    I've been playing a lot of mono-red and trying out all sorts of things, and I'm curious as to what others think. Smile No particular order, your favorite ones, not necessarily ones you think are the strongest. And you can name the same card in either list. And I'm not going to name too many obvious auto-includes.

    For 1v1:

    1) Kari Zev, Skyship Raider
    2) Destructive Urge
    3) Flametongue Kavu
    4) Goblin Motivator / Bloodlust Inciter
    5) Pyrokinesis
    6) Shattering Spree
    7) Slobad, Goblin Tinkerer
    8) Dead // Gone
    9) Flailing Soldier
    10) Experimental Frenzy
    11) Goblin Wardriver
    12) Faithless Looting
    13) Arc-Slogger
    14) Quest for Pure Flame
    15) Kari Zev's Expertise
    16) Ingot Chewer
    17) Abrade
    18) Invigorated Rampage
    19) Mizzium Mortars
    20) World at War

    And for multiplayer:

    1) Arc-Slogger
    2) Insurrection
    3) Mob Rule
    4) Wild Ricochet
    5) Release the Gremlins
    6) Dragonmaster Outcast
    7) Harness by Force
    8) Captain Lannery Storm
    9) Experimental Frenzy
    10) Obliterate
    11) Stolen Strategy
    12) Mizzium Mortars
    13) Past in Flames
    14) Harvest Pyre
    15) Burning Wish
    16) Faithless Looting
    17) Veteran Brawlers
    18) Dire Fleet Daredevil
    19) Impact Resonance
    20) Disrupt Decorum

    There, some are obvious staples, some I never see mentioned, but they've all been terrific for me Smile
    Posted in: Opinions & Polls
  • posted a message on Experimental Frenzy
    I saw folks over at Channel Fireball get all hyped about Experimental Frenzy, and one of them tried a legacy storm deck using it as the engine. It makes perfect sense, and there's likely a solid deck there, but the thing was that he was doing it on MTGO, and I don't think they've reprinted Mana Severance in Tempest remastered, or anywhere else. There's 3 ways to mess up with the frenzy. One is to get stuck with all your win-cons in your hand, but then you just need some more mana to destroy the frenzy and then play it. The other is to not have enough mana to cast stuff off the top of your deck. Legacy format means this is rarely going to be a problem. The third way is having to stop due to lands (even if you don't run that many). Hit one Mana Severance, though, and you eliminate that, right?
    Posted in: Developing (Legacy)
  • posted a message on Gold Sets not 'Gold' Enough?
    I think the thing you might be noticing is that there are a lot of fine, playable or even great mono-colored cards in the current set. One of the things about multicolor cards is that they have very niche appeal. A single colored card can be played in any deck which has mana sources for that color. Hybrid cards are even more widely aplicable (even if Commander rules make them equal to multicolored). Multicolored cards are only playable in certain decks. So if you've got a lot of multicolored cards in a set, many of them will be unplayable and uninteresting by default to anyone not looking to play those colors. Too many multicolored cards in a set means too few cards individual players are interested in opening.

    I mean, I play mono red in Commander, and have several mono-red Commander decks. And also it in pauper. That's a bit extreme, but it's not that different from most people who're all looking for whatever fits their color combination that they're already invested in. I got all the cards I wanted from the Guilds of Ravnica on the night of the prerelease, and had no real reason to even attend any more prereleases even though I had the opportunity. It's simply, there's nothing in the set I need, as it's loaded with multicolored cards. There were great mono-colored cards in it for me, sure, more than great, but the set hadn't even been out and I already had no reason to crack a single pack. I've got nothing to even trade for with people who do open packs or draft. With a regular set this isn't nearly as bad as it is with a multicolored set. And it's been fine with me as red did get incredible stuff, but folks playing other mono-colors aren't nearly as happy. What's there for me in a pack of all-multicolored?

    It's not that much different for folks who routinely play 2 colors, either. Especially if they play the "wrong" ones, when it comes to Guilds of Ravnica. The only cards which are useful to them are the mono ones. "Multicolor" is a weird penalty/restriction for cards. For folks who'd put multicolored cards in decks, the strong ones are really great. But for folks not in those colors they literally don't do anything unless they're really valuable and sought after.
    Posted in: New Card Discussion
  • posted a message on Guilds of Ravnica - afterthoughts, please share your likes & dislikes
    Quote from Flamebuster »
    Experimental Frenzy is now a $6 card. Steam-Kin is over $4.


    Yep. Folks caught up with the sillyness a bit. Frenzy is probably way more ridiculous than just 6$, mind you. Also, I came to my LGS today and Risk Factor was a 5$ card when I walked into the store. An hour later, folks were selling it for 7.5 $.

    Once the commander crowd figure out that the Steam-Kin enables an infinite Grinning Ignus loop, as in it becomes common knowledge, that thing will be worth a pretty penny. Folks have been looking for ways to go infinite with Ignus for ages and as oposed to other ways to successfully loop him this thing can be tutored for very easily in mono red.

    I haven't seen anyone really nail the fact that if you cast and jumpstart Gravitic Punch with Erratic Cyclops in play and then attack for a total of 20 damage in one turn. Mana enabled by Runaway Steam-Kin and/or Catalyst Elemental and/or cost reduction provided by Goblin Electromancer if we're just talking standard-legal stuff. Maybe folks have figured it out.

    I've got access to waaaaay too many red cards from all the time MtG has existed, but there's red stuff in this set that up there with the best of it. I'm a bit worried about what happens when Gruul and Rakdos roll around in the next set. They're the sort of guys who do what red's traditionally good at. It might turn out to not be as silly good as this set, simply because red got messed-up-strong cards in areas it usually lacks in, but god help us if the tradish RDW fodder turns out to be this caliber of crazy.

    Honestly, whatever ends up dominating standard or working out or whatever, Guilds of Ravnica will end up remembered long-term for the mono red rare suite more than anything. Surveil's certainly good, there's pushed stuff around, but you know... none of it is a splashable, cheaper red Future Sight. You'd think that it would be practically impossible to make red floor people after Amonkhet rotates, since Amonkhet already kinda raised the bar on obnoxious mono-red higher than it's probably ever been. But there you have it.
    Posted in: New Card Discussion
  • posted a message on Guilds of Ravnica - afterthoughts, please share your likes & dislikes
    As someone who plays a lot of mono-red Pauper and Commander I can't really say the set had many cards I was interested in. I got pretty much all I wanted out of it for 7 dollars on pre-release day. From this, rather narrow, perspective

    - Runnaway Steam-Kin is obviously interesting.
    - Erratic Cyclops is also interesting. Hilarious with Masques-and-older pitch spells which cost no mana to play but have huge casting costs.
    - Experimental Frenzy is laughably broken, at least in commander. The only balancing on it is that mono-red doesn't have tutors in Commander, but that's basically that. Dunno about Standard and Modern, but it would be strange if it doesn't end up showing in older formats. It's also a good test of "how long has someone been playing Magic" - the more you've been around the more ways around it's restrictions and payoffs to having it in play come to mind.
    - The Abrade Goblin is a nerfed abrade who swings for a small bit and can be tutored up with Goblin Matron, Imperial Recruiter and Moggcatcher, which is quite a handy thing. Not very likely to play a role in Standard unless Eldrazi show up again or something, but he'll see play somewhere.


    Everything else that I picked up is kinda meh and niche-ish, but not necessarily bad for a certain function. The pinging wall is another red earlygame roadblock for commander, to keep folks from running you over while you set up. The Rare goblin mentor guy might have his uses (he's not that great though). The +1/+1 +haste for R Instant thingy is probably alright in heroic/spam decks, Dirrect Current is actually fine (probably a bit too high costed for anything but being a value card in Commander), and there might be a few more cards.

    What's funny is how completely off everyone's radar the good ones are price-wise. Experimental Frenzy is 0.25 E on Cardmarket currently. The cyclops is 0,08. Runaway Steam-Kin is at 2 E at least, but I kinda feel the other two could cause so much more mayam. I suppose it's a good time to take it off people's hands.

    The Frenzy and the Cyclops remind me of Tarmogoyf in a certain way. When Goyf came out you could spot who's been around for Oddysey block and who hasn't. Folks who haven't played Oddysey block thought the card was garbage and were giving it away. Folks who've played Oddysey immediately knew that the power level on that thing was through the roof and were taking them off the other guy's hands.
    Posted in: New Card Discussion
  • posted a message on Full Set Gallery Up
    Quote from Empathogen »
    That sort of respect is way more overdue for GU than WB.


    Evolve was linear and quite powerful. I still get nice enough mileage out of it, bloodrush and unleash in commander and pauper.
    Posted in: The Rumor Mill
  • posted a message on Pelt Collector (Gaby Spartz preview)
    Evoking silly buggers triggers this guy twice, right? First turn this guy, second turn evoke Shriekmaw or Ingot Chewer... Third turn evoke Spitebellows...
    Posted in: The Rumor Mill
  • posted a message on Experimental Frenzy - MTGGoldfish Twitter
    Does Madness still work in the weird convoluted way it used to? Because if it does I think you can actually use madness with cards in your hand despite this being out (if I'm not much mistaken how madness works is that the card gets temporarily removed from the game if it's discarded and you're prompted to either put it in the graveyard or pay the madness cost. In which case you're not playing it from your hand.).
    Posted in: The Rumor Mill
  • posted a message on Experimental Frenzy - MTGGoldfish Twitter
    So in burn deck it's pay 4, wait a turn, draw, shoot all the spell on top of your library until you hit a land?


    Until you hit 2 lands, rather. Or did I misread it?

    Btw, this is a ridiculously powerful card. Red has not had this sort of effect before (blue, black and green have), and noone's had this effect come this cheap. And red is loaded with cheap stuff which interacts with the enemy life total (and hasty critters) - no color can really abuse this as much as Red can. And red also has ramp and plenty of library manipulation. I mean, this means a burn/RDW deck can topdeck as many cards per turn as it takes to get to the second land or second copy of this thing (and more if it's got any scry). The cards that get stuck in your hand are irrelevant, except you can use them to pay additional/alternative costs to spells on top of your library (discarding/removing from the game, etc).

    Dunno about standard, but this looks like it will get broken somewhere, potentially a lot of somewhere's. Preposterous card.
    Posted in: The Rumor Mill
  • posted a message on Generous Stray (Wizards Tumblr)
    Quote from CatParty »
    Unaligned cards like this are interesting - what is their intended purpose? This cat can block small tokens, can be pumped by mentor effects, and replaces itself so you feel fine getting it in the graveyard for undergrowth. I like the versatility.


    It also convokes stuff. That's the bit that's not obvious, it's "2G, 1/2, draw a card, tap for G". Might turn out to be a fondly remembered card in limited. It's also 100% true to life and heartmeltingly adorable Smile
    Posted in: The Rumor Mill
  • posted a message on Citywide Bust (First Strike Podcast preview)
    Funny how Vine Mare keeps looking better and better compared to Nullhide Ferox.
    Posted in: The Rumor Mill
  • posted a message on Etrata, the Silencer - Command Zone preview
    For an effortless bounce effect in Commander, you can go with Seal of Removal. Plop it down turn 1, fire it off in response to the first hit, replay her. Snap also works, obviously, but is more likely to get countered. No real combo there or anything, just random cards one would stick into a commander deck that aims to win with her. Someone also mentioned Ninjitsu, add that to the list, too.

    Also, errr, if you sacrifice your own commander, she goes to the commander zone, right? So just sac her twice, recast her for a bit more mana... You're blue/black, getting 3 hits in that way ought to be slowish but fairly dependably doable.
    Posted in: The Rumor Mill
  • posted a message on Enhanced Surveillance and Disinformation Campaign
    The cultural relevancy of the flavor on these cards is creeping me out. "Enhanced Surveillance", "Disinformation Campaign".
    Someone at Wizards deleted his Facebook account...


    Yep, this is some real art reflecting life stuff going on here. They tend to do this with Ravnica sets, back when the previous block was out there was a LOT of rioting all over the world, and red cards really embraced it.
    Posted in: The Rumor Mill
  • posted a message on Swiftblade Vindicator
    The funny thing is that you can kill people stone dead with a 2cc 1/1 with double strike anyway in plenty of formats without anything else tacked onto it. I've been playing a RW casual deck which randomly duped bloodrush critters onto Boros Swiftblade and Fencing Ace lately. The 2 toughness on the og Swiftblade is a huge deal, but getting a guy with trample to go with double strike is just going to be ridiculous. Smile
    Posted in: The Rumor Mill
  • posted a message on Venerated Loxodon & Blood Operative
    Quote from Guesswork »
    [quote from="emeticLunch »" url="/forums/magic-fundamentals/the-rumor-mill/798481-venerated-loxodon-blood-operative?comment=9"]I'd wager the chances that surveil comes back as a set / block mechanic or even a deciduous scry alternative are pretty close to 100%. So I'm not too displeased by seeing these kinds of abilities. It doesn't seem parasitic to me, it seems like planting seeds for the future.


    They've been looking for a reusable blue/black specific mechanic for ages, surveil might finally be it. Two problems with that - it's potentially really powerful with graveyard strats, and it's not a combat ability like menace is for black/red or double strike for white/red.
    Posted in: The Rumor Mill
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