Okay so what are the rulings for the MDFC’s going to be in the command zone. I’m assuming we’re going to have every permanent type, which includes a possible land, but how will that work?
In standard/pioneer/modern, I don’t think 7 dwarves would be entirely too good. BUT, for casual play, jeskai thrumming stone with added self-mill would make a fun jank deck if there’s a dwarf tribal semi-win-con that gets printed.
Quick question about the slumber mechanic. Do you exile the card face up or face down? If it’s face up, do you intend to have reoccurring slumber in exile?
As to completing the cycle, all you have left for permanent types is lands (which don't makes sense searching for an X CMC) and planeswalkers. Notably, white has also become the color of tutoring planeswalkers. While planeswalkers are more powerful than enchantments, you also cannot flood the board with them as quickly as other card types which balances for the "non-cost" of tapping them to pay for the spell. If you put the Chord of planeswalkers in White and move chord of enchantments to Black(?) you'd just have to figure out how to deals with red.
Black works best with Delve, because if you look at Chord of Calling it really isn’t harder to flood creatures than enchantments. By design these cards are supposed to be strong with a cost payoff ratio that makes the board state weaker the more powerful a card you search for.
For a functioning black card it would be Delve, and return from the graveyard to to battlefield.
Blue is hands down Improvise artifact search. (Yes I know this card basically already exists, but for cycle purposes unless you’d reprint Whir)
In my opinion red would be something like “As an additional cost to cast ~, sacrifice any number of creatures. ~ deals X damage divided among any number of creatures where X is the amount of mana spent to cast this spell plus the total power of each creature sacrificed.” Yes this is strong, but it’s just barely as good as Damnation.
To fix the white one, maybe it could be “Each enchantment you exile while after you’re done activating mana abilities pays for 1. Return those cards to the battlefield at the beginning of your next upkeep.” Is this abusable, yes, but so are all the other ones. By power level it would most likely be Green, Black, White, Blue, and Red in my honest opinion, but not by much.
Piggybacking Homunculus2UU
Creature - Homunculus
Flash
~ enters the battlefield as an aura attached to target creature. Whenever enchanted creature becomes blocked, exile ~, then return it to the battlefield under your control.
Whenever this creature deals combat damage to a player, draw a card.
1/1
And the sky shattered, and through the breach came horrors to make any man go blind with insanity.
Borborygmos, the Blind5RG
Legendary Creature - Cyclops
Indestructible, Trample
Whenever ~ attacks, it fights target creature at random defending player controls. If a creature leaves the battlefield this way, destroy target non-creature permanent at random defending player controls.
7/7 ”Meat is Meat!”
”After the death of my children, Hans and Saffi, I knew what had to be done”
There are quite a few extremely blatant problems with the split deck idea you proposed. The easy one is that every single card that interacts with the library becomes void, because now you have two libraries. That means every draw, mill, exile, and search becomes completely void. Along with that ramp will become a fundamental part of the game because the only mana advantage possible is through ramp of a separate library rather than manipulating a mixed through scry effects. Green would become the most played color solely for the ramp options, or blue if you can target the second library with conventional draw. Resource management is a fundamental part of what makes Magic function, you’re either obtain more resource than your opponent, drain the resources from your opponent, or manipulate resources. By giving a split mana deck it becomes near impossible in practice to balance out resource management, solely for the fact that the aspect of resource gain is equalized, therefore the optimal strategy is increasing gain by ramp or other means.
Yes, I hate getting mana screwed or swamped, but with mulligans you’re probably going to see maybe one out of thirty games where you’re truly screwed or swamped.
Ultimately, my option is that a split deck is a very VERY poor idea.
Gor Muldrak, Amphinologist creature type hackball, need I say more? They way I’ve built mine it’s essentially a jank-group slug-steal your creatures deck that has got to be the most meme-worthy thing to play against AND it’s budget. I run very little creatures so my board has salamanders, and I don’t look too threatening, but then I throw out some stunts like the cards below.
Notable inclusions- Artificial Evolution - Anti tribal by changing Muldrak’s salamander type Standardize - pair this with isochron scepter and you’ve got protection from that one big swing every turn Peer Pressure - got salamanders? Now you have all the salamanders, plus other creatures that have been turned salamanders... all cards are secretly salamanders.
And finally Second Harvest - they’re coming... that’s a lot of 4/3...
It’s my personal opinion that chroma is just a better ability than devotion. Sure, from a simplicity and rules perspective devotion works better, but chroma allows for interactions like Sanity Grinding,Fiery Bombardment, and Light from Within to exist where devotion can’t really work that correctly. And from legend building, chroma works better than what the basic “god-shell” devotion promotes. I wish chroma would get reprinted in newer cards but I doubt we’d see it outside of a masters set.
What are y’alls opinions on these abilities, and which would you prefer to be used more?
I mean if you go hard on clones you could run Chance Encounter. Mirror March if you’re feeling lucky with storm spells and a lot of Krark on the field.
There’s an issue with artificer and Warrior. Besides Zendikar rising, warriors dominantly have been cause of the vampires and artificers have been dominantly because of the Kor.
But I don’t have a huge problem with keeping the artificers and warriors in your pairings for post-eldrazi Zendikar. If you were to add the next three it would be
-Berserker
-Leviathan***
-Horror
The reason that is Leviathan is that 1)there have only been 5 cards in all of Zendikar’s printing that are only those colors, 2) of those cards, one is a serpent and the other is Kiora, and 3)Zendikar has big sea creatures proven by some of the new legends printed in Zendikar rising and Commander Legends.
Black works best with Delve, because if you look at Chord of Calling it really isn’t harder to flood creatures than enchantments. By design these cards are supposed to be strong with a cost payoff ratio that makes the board state weaker the more powerful a card you search for.
For a functioning black card it would be Delve, and return from the graveyard to to battlefield.
Blue is hands down Improvise artifact search. (Yes I know this card basically already exists, but for cycle purposes unless you’d reprint Whir)
In my opinion red would be something like “As an additional cost to cast ~, sacrifice any number of creatures. ~ deals X damage divided among any number of creatures where X is the amount of mana spent to cast this spell plus the total power of each creature sacrificed.” Yes this is strong, but it’s just barely as good as Damnation.
To fix the white one, maybe it could be “Each enchantment you exile while after you’re done activating mana abilities pays for 1. Return those cards to the battlefield at the beginning of your next upkeep.” Is this abusable, yes, but so are all the other ones. By power level it would most likely be Green, Black, White, Blue, and Red in my honest opinion, but not by much.
Piggybacking Homunculus 2UU
Creature - Homunculus
Flash
~ enters the battlefield as an aura attached to target creature. Whenever enchanted creature becomes blocked, exile ~, then return it to the battlefield under your control.
Whenever this creature deals combat damage to a player, draw a card.
1/1
And the sky shattered, and through the breach came horrors to make any man go blind with insanity.
Borborygmos, the Blind 5RG
Legendary Creature - Cyclops
Indestructible, Trample
Whenever ~ attacks, it fights target creature at random defending player controls. If a creature leaves the battlefield this way, destroy target non-creature permanent at random defending player controls.
7/7
”Meat is Meat!”
”After the death of my children, Hans and Saffi, I knew what had to be done”
Yes, I hate getting mana screwed or swamped, but with mulligans you’re probably going to see maybe one out of thirty games where you’re truly screwed or swamped.
Ultimately, my option is that a split deck is a very VERY poor idea.
Notable inclusions-
Artificial Evolution - Anti tribal by changing Muldrak’s salamander type
Standardize - pair this with isochron scepter and you’ve got protection from that one big swing every turn
Peer Pressure - got salamanders? Now you have all the salamanders, plus other creatures that have been turned salamanders... all cards are secretly salamanders.
And finally
Second Harvest - they’re coming... that’s a lot of 4/3...
What are y’alls opinions on these abilities, and which would you prefer to be used more?
But I don’t have a huge problem with keeping the artificers and warriors in your pairings for post-eldrazi Zendikar. If you were to add the next three it would be
-Berserker
-Leviathan***
-Horror
The reason that is Leviathan is that 1)there have only been 5 cards in all of Zendikar’s printing that are only those colors, 2) of those cards, one is a serpent and the other is Kiora, and 3)Zendikar has big sea creatures proven by some of the new legends printed in Zendikar rising and Commander Legends.