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  • posted a message on Theros Beyond Death the rest of the cards and story
    Well, the set is a mess. The main problem is mechanics: They have three major themes in the mechanics that have nothing to do with one another and do not operate together (devotion, enchantments-matter and escape/graveyard recursion). They should have focused on just one or maybe two at most. Given Theros's thematic history, Escape was a mistake, and they could have made a better and more cohesive set without it, or perhaps limiting it to a non-keyworded ability for just a few cards, like maybe just Elspeth and the titans themselves. And of course it's not a top-down set, either, with essentially zero plot or character development. It certainly won't satisfy anyone who wanted a return to Theros, since those people mostly wanted an expansion of the Greek mythology (not really explored other than token nods), more enchantment-matters stuff (what they did for enchantments in this set is weak and kind of a joke) and devotion (also pretty weak), and no one asked for more graveyard mechanics.
    Posted in: The Rumor Mill
  • posted a message on The Pioneer Format
    Quote from JuiceBOX »
    Then what is the point of any 'eternal' format?


    Eternal just means it doesn't rotate. Cards that are legal in that format are legal in that format eternally (unless they get banned).
    Posted in: The Rumor Mill
  • posted a message on Taking Turns
    Quote from protoaddict »
    Works much better with Meloku the Clouded Mirror and a timewarp.

    I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.

    I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.


    Tempest Djinn only counts basic Islands. Mystic Sanctuary is an Island but not a basic land.
    Posted in: Combo
  • posted a message on 5 Throne Spoilers
    Quote from Buffsam89 »
    Quote from Cainsson »
    Returning a creature to your hand for 0 IF and only if you have 3 Swamps already in play would be powerful. Returning it to top is way less impressive.


    It’s a fetchable Volraths Stronghold? People really need to start having realistic expectations.


    It's a fetchable Mortuary Mire.


    Right. It's usually worse than Mortuary Mire, too, since it only gets the effect when you already have a bunch of Swamps out. Being a Swamp and occasionally entering untapped definitely have uses, but they are very situational. At least Mortuary Mire is consistent.

    Quote from Ryperior74 »
    Quote from Cainsson »
    Returning a creature to your hand for 0 IF and only if you have 3 Swamps already in play would be powerful. Returning it to top is way less impressive.


    Golos, Tireless Pilgrim would like to challenge you to that statement

    And you know dang well golos deck will infact run a Urborg, Tomb of Yawgmoth easily


    As a reminder, you wouldn't want to fetch this land with Golos because Golos always puts the land he fetches into play tapped.
    Posted in: The Rumor Mill
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