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  • posted a message on Boil the blood -and- Phyrexian ritual
    Boil the blood R
    Instant (C)
    Until end of turn creatures you control gains bloodthirst 1.

    Kinda feels more green, as its just a +1/+1 counter effect, that does not need the keyword.

    I would simply make it the opposite, and a spell that gives creatures a +1/+1 counter if they dealt damage, which does not require the keyword and works easier.

    Reap the Rewards G
    Instant (C)
    Put a +1/+1 counter on each creature you control, for each opponent dealt damage this turn.

    *Actual stronger than your card, as it gives counters to any creature, regardless of when you play it, and has the added extra in multiplayer that you might scale it with the number of players ; which might put you in the situation to attack not just 1 player with all your creatures (or use stuff that hits everyone).

    Phyrexian ritual Phyrexian Green Mana
    Sorcery
    Add one many of any color to your mana pool.
    "The contamination spreads and rots even the purest of the forests"

    Well cards like this are simply "Lotus petal" ; which is a 1 time manaboost annoying enough for combo decks.

    Rituals are in fact better placed in red, while this can work, its questionable if you really want more Lotus Petals to fuel storm decks.
    Posted in: Custom Card Creation
  • posted a message on Battlefield tutor
    Quote from mondu_the_fat
    Hidden zone is still hidden zone even with a reveal clause.



    That being said, wording similar to guided passage also works, because it is not a "search".


    Seems to be quite a loophole in the rulez to make obvisious "visible" cards that are ALL revealed still "hidden zone".


    If it would be me, i would change that rule ; seems totally out of place (might just exist to make "searching" a cleaner word definition, as it would have even more exceptions otherwise [being the stuff with searching cards with criterias or without).


    *But sure what i ment was Guided Passage wording ; reveal all, pick (choose) them instead of searching.
    Posted in: Custom Card Creation
  • posted a message on [AVR] SCG: Phoenix Open Spoiler - Reforge the Soul
    Quote from Aradon Templar
    Well, the point is that with Reforge in your deck, you'll get more hands that aren't playable, so you'll be mulliganing more frequently than if you just another cheap burn spell in it's place. Or, if you're keeping, you'll keep more risky hands more often. The only good counterargument is that you could hardcast it, which requires some tweaking of the deck design. I think Seething Song + this is pretty excellent in effect, but in practice either one alone would be almost a dead card.

    Question for storm combo players- does this card appeal to storm decks? It seems kind of nice to seething song / ritual into it to refresh your hand (hopefully with more ritual), but it's five mana that doesn't necessarily contribute towards your total mana available (if, for example, you only draw a pyretic ritual). I guess Past in Flames is more desirable for storm decks?


    For storm decks its much worse than Past in Flames ; simply for the fact that you give the opponent an advantage aswell ; and you are required to play this in your draw step (so no sorcery speed things before).
    Also drawing 7 is nice, but as we know of Time Spiral, sometimes you draw into 5+ lands and you simply fizzle, while your opponent has the major advantage (even if that rarely is the case, like 10% of your draw 7 will just vanish into a gameloss).
    Posted in: The Rumor Mill
  • posted a message on Balanced Mental Misstep(?)
    Quote from Zalren
    The problem with MUC type decks is that if you lose the die roll, and the opponent goes first, there is only one way to counter their first turn drop, Force of Will. I was trying to design the card so MUC players, like myself, have another alternative to stop first turn drops.


    Actual we have "more" free counterspells not just force.

    BUT they are actual fairly costed to not be like a force.

    Mental Misstep is in fact not a problematic card itself ; but especially Legacy has the "problem" that so many relevant cards actual cost 1 mana that the effect turns into a extrem annoying card (especially as they counter each other).


    A better start would be to up the mental misstep cost to at least 2 blue phyrexian mana ; which fixes the problem to counter the misstep with another misstep / and makes it 4 life ; which can easily be quite a lot to counter a 1 mana spell.


    BUT still we have a free counterspell for a lot of important cards in Legacy, as the 1 drop (and 2 drop) are nearly omni-present.


    The first thing is "why" do you want an free counter, they nearly allways produce problematic scenarios if they are not just plain bad.
    Posted in: Custom Card Creation
  • posted a message on Battlefield tutor
    Quote from mondu_the_fat
    Not the previous wording, no.

    This wording also works:

    Search your library for up to 7 cards and reveal them. If you revealed a creature, an instant, a sorcery, an enchantment, an artifact, a planewalker and a land, target opponent chooses 1 card. Shuffle your library and place the chosen card on top of it. Exile the rest of the revealed cards.


    Solution to the rulez problem so far is to reveal the hidden zone for the duration of the effect.

    Instead of searching, reveal the library and have that player pick the cards ; as its revealed they can not fail to find something that they can see.
    Posted in: Custom Card Creation
  • posted a message on [AVR] Vexing Devil
    Quote from urafever
    This is not that similar at all, because its cheap and it always does something. Browbeat's modes could be wildly irrelevant at different points in the game. This card seems good at any point other than the lategame. Then again, monored doesn't care about that in the least.



    Every card in the red deck does damage.


    Browbeat was in fact a nice card for mono red as it delivered pretty much allways what you wanted.


    Either they get damage, or you draw cards "which are also damage" unless you are super unlucky and just get land (in which case you just draw the cards you otherwise would topdeck over and over, which is fine also).


    So Browbeat was "fine" as its time ; but currently it would be pretty bad, as we had quite powerfull red stuff and got Faithless Looting, which in card draw terms is just better to filter for burn spells (lands away, burn in hand, easy thing).


    The devil is not bad, its questionable if hes worth 4 damage, as currently magic in Standard is more about getting the edge in creatures on the board (be it Spirit tokens with your +1/+1 effects, or getting a planeswalker down) ; which gets me to the little funny thing, were the devil will be a 4/3 as otherwise it will kill a planeswalker with the 4 damage.


    In legacy its more relevant to be a 4 damage spell for 1 mana ; but problem is, he never is when you need it, and giving controll away to your opponent is not really that nice.

    Peops will for sure try him in Burn, either its slighty worth the deal in the end or not ; but its def on the edge if he is worth the +1 damage or not.


    Quite nice in standard could be that your opponent is at 9 and if you play it late game, they will allways give you the 4/3, as otherwise you get the morbid Brimstone to the face (and which the major amount of 5 damage burn miracles that might all be viable).
    Posted in: Rumor Mill Archive
  • posted a message on [AVR] DailyMTG Previews 4/13: Tibalt; Cathars' Crusade; Stonewright
    If your deck can not really abuse the +1 ability he will not make the cut.

    Any "real" aggressive red deck does not like him, as he will not deal damage and playing him does not give you an actual "damage" value.


    Decks that want to grind for some time can use him, and the most obvisious deck is a UR "controllish" deck, that hopefully is able to play this and generate value with flashback (is not that bad with Devils play and such).

    But thats it, he is underwhelming, and i can not see to have his ultimate to actual damage, unless you totally "outcontroll" the opponent anyway (and simply threat the ultimate, but never using it unless your opponent is totally stupid or going to surrender anyway).

    You must keep him alive and out of damage for too long to make the ultimate matter, especially if you do not drop him turn 2.

    *Koth in that view is nice all the time after you ahve 4 mana, and you beat for damage while going +1, and the ultimate is just GG right away, Koth mana ability was very rarely usefull, but from time to time, it can fuel the killing amount of burn spells and thats fair enough.
    So saying that, "Koth" is the actual red planeswalker that gets the job done, this is an experiment for a super cheap walker, but he is way less "universal" usefull than Liliana is.
    Posted in: The Rumor Mill
  • posted a message on [AVR] Bonfire of the Damned (channelfireball.com preview)
    Quote from Pronigious
    To me, this is exactly what they wanted Mythics to be. Is it fairly complex? Yeah, double X card, and we haven't seen Miracle on a common yet. Is it splashy and exciting? A One-sided earthquake for RX is pretty splashy and exciting! Is it a staple? Doesn't seem to be, seems to be a sideboard card against token decks that can (under certain circumstances) be amazing. Certainly not a 4 of main deck type of card.

    I could be wrong about the current direction of things, but this seems to me to fit the bill for what they wanted mythics to be.


    Double X is not complicated, every newbie understands it that is older than 6 years (never seen anyone not get it, while Fireball being UNCOMMON is horrible complex and peops never really understand the card unless they read a rulez article, or even then not).

    So your argument about "complexity" is kinda invalid, as we have crazy complex stuff at uncommon.

    Only "real" mythics i am ok with so far are planeswalkers, anything else is not justified as a mythic (unless a bunch of legends, but only for flavour).



    Ignoring all that, the card itself is underwhelming.

    Lavalanche is a nice card, but actual "justifies" the cost of it.

    This will be X=1 or X=2 in like "allways" without miracle.

    And "with" miracle its kinda bad example of a miracle, as the last i want is get this "early" , i still need tons of X to get a real feeling from it.


    Its the kind of card that has to be "rare" and thats fine enough, no reason to be mythic, not a little ...
    Posted in: The Rumor Mill
  • posted a message on [AVR] DailyMTG Previews 4/11: Gisela, Arcane Melee, etc.
    Quote from blueram
    TECHNICALLY, in a direct fight it'd be a tie since Gisela would be powered down to 3/3 and would only deal 6 damage to Elesh who would, in turn, only deal 2 damage to the weakened angel.


    shes flying you know , simply hits for 6, elesh hits back for 2.

    Not that crazy math to see that 6 > 2.



    Effect wise you can easily count on burn, so the Angel might win even "harder" in a race ; but Elesh Norn simply kills more decks outright.
    Posted in: The Rumor Mill
  • posted a message on [AVR] Harvester of Souls
    Quote from FellintoOblivion
    Deathtouch on a 5/5 isnt really all that relevant.


    The major problem is that it will not cantrip on itself , which means you need "other" creatures around (which means, by itself it wont do anything, unlike titans which are just good by themself).

    Also, if your opponent plays "many" creatures that you can kill on turn 6, you are most likely dead anyway by the attack, so you would need to "wrath" the board before it anyway, which means less stuff comming for you to draw cards on.


    In case you can choose to play UB , the Sphinx will guarantee you +2 cards each turn by your opponents draw, which is actual decent, and a 4/6 body is ironical way better than a 5/5 one , flying sure is better than deathtouch.

    Yea, in worst, the problem with this guy simply is that other cards in black are so much more "awesome" for the money.


    Right now a 6 drop must somehow give you a reward "right away" to justify its high manacost, otherwise it will just get killed with a 1-2 mana spell and its no value for you (yes sounds brutal, but that is how constructed works, 6 mana must spell game winner or it does not exist).
    Posted in: The Rumor Mill
  • posted a message on [AVR] Vexing Devil
    Quote from Phykos
    You mean the 1 of miracle card? Can I get a serious answer? You will never play more than 1 or max 2 of a miracle card. Jesus. Sarcastic replies are useless.


    hm why ?

    In fact you could add more artifacts to the burn deck and just go for Senseis Top / Magma Jet / Shrapnel Blast (Artifact lands, top) ; maybe even add Isochron Szepter for more burnvantage.

    You "could" play Chrome Mox as a mana source and in case you have the 6 mana miracle in your hand simply imprint it.

    If you play blue splash for delver / Snapcaster anyway, it makes even sence to add Brainstorm in the mix (as its just silly to get a brainstorm into this card, put one back and cast another, thats a crazy 10 damage by your brainstorm in opponents turn and your draw).


    I see this thing can work ; blue/red burn is allready quite viable in legacy, this miracle just gives it more "luck out" draws and offers brainstorm abusing as its best.

    In worst you just go the Price of Progress into Snapcaster + Price of Progress ; which is enough most the time aswell (or in case of Shrapnel Blast, double cast that one, also 10 damage).


    Burn had a lot of "3" damage burn in the past, and you sure will play all the 1 mana 3 damage burns available ; but some of the worser ones can be replaced by cards that promise more damage per card.


    So in this view:

    Red miracle => potential to be sick strong in legacy

    Devil => kind of works, but has a fair amount of "downtimes" that it is not really as sick as it sounds.
    Posted in: Rumor Mill Archive
  • posted a message on [AVR] DailyMTG Previews 4/11: Gisela, Arcane Melee, etc.
    Seems nice overall.

    But ofcourse the question is if the card is actual more annoying than "Elesh Norn" (the actual 7 drop of choice).

    I think the -2/-2 effect of Elesh Norn is just too sick and destroys decks by itself (packed on a 4/7 it also dodges way more removal).

    In a direct fight the angel still wins.
    Posted in: The Rumor Mill
  • posted a message on [AVR] Vexing Devil
    Quote from AsianHammer
    No, at worst, he gets pasted by an PtE or other removal spell.


    A) At worst his effect will allways be the one that does not matter.

    B) As its best, either choice is bad for the opponent.


    On turn 1 or 2 its most the time B) , later its more and more A) (so even if a 4/3 is nice if your opponent is at low life, it won't help then most the time, as at some point all you need is direct damage to the face, something this card does not provide).


    But the good thing about this card is that it reads and promises much more than it delivers ...
    Posted in: Rumor Mill Archive
  • posted a message on [AVR] Harvester of Souls
    Quote from Giodante
    Seizan, Perverter of Truth did it first. Right now we have four, considering Griselbrand, and three in standard right now!


    Demonic Tutor simply searches cards.

    Tutor is way better than drawing cards anyway.

    In this view, this card should give a Demonic for each dead creature , for flavour reason alone ...

    Its a freaking "DEMONIC" Tutor ...
    Posted in: The Rumor Mill
  • posted a message on [AVR] DailyMTG Previews 4/10
    Quote from Shattuck
    Solar Flare is a crappy control deck that had a moment in the sun when nobody knew what the new standard meta would shape up to be.

    Frites is a very explosive deck that works by dropping a bunch of mana dorks, tossing Elesh Norn in the graveyard, and then bringing it back with Unburial Rites to potentially wipe your opponent's board and make all those mana dorks suddenly very dangerous. If your opponent isn't packing sideboard hate or doesn't know what you are playing, its devastating.

    The only similarities between the two decks is that they both run Elesh Norn and Unburial Rites, but Solar Flare runes 1 of each generally while Frites runs playsets. Other than that they are completely different decks.


    Solar Flares biggest weakness was/is its crappy manabase and the simpel fact that Delver decks just kick your ass faster than you can land a Elesh Norn.


    Powerwise the Solar Flare idea is still viable and does a good job.

    Delver is just a brutal matchup, and annoying huntmaster / undying creatures to not really help the deck.

    *So if the idea is to just land a quick Elesh Norn, which most the time spells "win the game" against this opponents, than just play the combo approach and get it by turn 4 instead of turn 7+

    Funny enough ist that a 5-color green based manabase is stronger and more reliable than a UWB manabase.
    Posted in: The Rumor Mill
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