Magic Market Index for Dec 28th, 2018
 
Magic Market Index for Dec 21st, 2018
 
Ultimate Masters: MMI Review
  • posted a message on Kaya, Orzhov Usurper
    Shes generally good in modern, as there are a lot of potential targets for non-land permanents that cost 1 or less.

    All the Mox, 0 mana stuff, Aether Vial, Chalice of the Void, Engineered Explosives, a bunch of 1 mana creatures, tokens in general and so on.

    Plenty of stuff.

    Exiling cards from graveyards is also a thing that matters in modern. Exiling cards so they cant Delve them away, good, exiling flashback stuff good, exiling spells in general good, Exiling creatures for dredge, Phoenix and the like, all good.

    All the abilities are made to matter in modern and they are super fringe and either hit a "metagame" or they do absolutely nothing.
    Its pretty much the absolute most metagame depended planeswalker ever made.

    The card is even a "win-option" for a Lantern control deck, as you can easily exile stuff from the library, and it hits a lot of stuff that your Ensaring Bridge does not stop naturally.

    ----

    Let me repeat, its a SUPER FRINGE planeswalker, but if it does what you want, it does it pretty well.

    For the vast majority of casual Timmy players its a terrible card, but for the Spike that wants to win, it might be exactly what they are looking for.
    Posted in: The Rumor Mill
  • posted a message on Judith, the Scourge Diva
    Non-token is a bit of a disappointment with so many tokens around, but its classic WotC over protection to ensure the card doesnt end up being too good.

    Its a human, so if all breaks, you can just play 1 or 2 (maybe even 4) in a Humans deck.

    Even if you play a 2nd copy, you at least get 2x 1dmg out of it.

    Pretty much will see play for sure, as it gives a red deck more punch.

    Even fits in as a "finisher" for combos that loop creatures around.
    Would look at Reveillark to get stuff rolling (even with Phantasmal Image in the mix)
    Posted in: The Rumor Mill
  • posted a message on Dovin, Grand Arbiter (The Mana Source preview)
    It comes down to if this card is good enough if you just -1 it 3 times.

    Thats 3 x 1/1 flyer and 3 life.

    If you found another copy by then, you keep cranking out tokens and that alone should win the game, if your other means of controlling the board ensure you dont die.

    Cards not particularly great, but its 3 mana to get flying tokens, which can totally be enough to see play in standard, even if its not incredible at all.
    Posted in: The Rumor Mill
  • posted a message on Noting damage on creatures
    The moment you place something as a "reminder" you have to distinquish them from actual counters and you are responsible for them to be correct / otherwise you misrepresent the gamestate and thats a problem.

    As long as stuff is done in each players head, they can do mistakes or miss triggers or simply miss that the creature has damage and so block different.
    However, if you play the game for a reasonable amount of time, keeping track of damage for a turn is in the vast majority of time a pretty trivial thing, as more often than not stuff just dies right away from damage or it dies from a removal at the end of turn.


    So outside of the digital game, in which tracking damage is just simplistic to do and the game itself keeps track of it, in the physical card game someone would have to do that job, and thats much more hassle than its worth, as it simply never really matters in the vast majority of time and you would just have to move around "temporary" damage reminders just to remove them immediately after without doing anything relevant.
    Posted in: Magic General
  • posted a message on Absorb
    Lich's Mastery is already a deck, its not great but it does its thing.

    And the deck does not really need the new duals anyway.

    Absorb is still pretty terrible in that deck, as you have to dig deep each turn or do something productive rather than sit and wait just to "hope" they play something you can counter.
    Thats especially bad with all the cant be countered stuff in standard, so there are plenty of way better options to choose from.

    Emergency Powers would have been an amazing card for the deck, but it shuffles the graveyard back in, which is completely counter productive.
    Massive design fail, but oh well ...
    Posted in: The Rumor Mill
  • posted a message on Absorb
    Absorb is really bad, you dont want 3 mana counters , but you will play them if there is nothing else to choose from.

    Posted in: The Rumor Mill
  • posted a message on Incubation // Incongruity (Simic uncommon split)
    Quote from MRdown2urth »
    Does blue have any good creature ones besides Deep Freeze and Imprisoned in the Moon?


    In standard not really much.

    But control magic removal is arguably the best removal you could possible have as it gives you the creature for them to remove or die.

    We just dont get any reasonable playable control magic anymore as they cost way too much mana (6+ for the unrestricted ones).
    Posted in: The Rumor Mill
  • posted a message on Ravnica Allegiance Mechanics ( Spectacle, Afterlife, Adapt, Riot, Addendum)
    If there is a 7 mana permanent that just "wins" the game after this, or severely punishes the opoonent and/or gets you ahead so much that the symmetry doesnt matter, THEN this card turns into a real winner.

    Otherwise its worthless garbage.

    So this is quite a gamble.
    Its either really useful to find your game winning bomb, or its completely worthless.
    Theres really not much in between.

    (Its still 7 mana too, so it still requires a real deck around it to work, but the most important part is to have something that is truly broken that you can find with it)
    Posted in: The Rumor Mill
  • posted a message on Ravnica Allegiance Mechanics ( Spectacle, Afterlife, Adapt, Riot, Addendum)
    Quote from Flamebuster »

    That's the result of people being narrow-minded and seeing things in a vacuum. I'll admit I was a bit guilty at first however once you see the mechanics in action, which is the best way to gauge whether it is feasible or not, you change your tune quite readily. Personally I think Jump-Start is somewhat superior to Flashback because you can recast the spell through ACC means. Same with people chiding Mission Briefing as subpar to Snapcaster Mage. Is it? Mission Briefing lets you cast things like Ancestral Vision again via its suspend cost. Snapcaster doesn't let you have that luxury.

    It's all about perspective.

    'buster



    You can only suspend from your hand.
    Posted in: The Rumor Mill
  • posted a message on +1/+1 Counters, Tokens... Again...
    Time Spiral block did a lot of these.

    And it was the most complex block they ever did.

    They wont do that anymore, the ordinary player is simply overwhelmed by this.

    Its in contrast to what players enjoy that are more engraved into the game and stick with it longer, but its the pill to swallow.

    ----

    In non-standard product they are more into trying more complexity out.

    Even the Un-Sets add more complexity and Draft-Sets did cards that do more than what they would do for standard.

    ----

    Simply put, any set that will be standard-legal is doomed to be as trivial as possible.
    They just wont do anything complex anymore, that train went off quite some time ago.

    Posted in: Magic General
  • posted a message on +1/+1 Counters, Tokens... Again...
    Quote from Galerion »
    Ever heard of Dredge or Storm? Turned out those mechanics are completely busted.
    Then there was Delve which created monsters like Treasure Cruise and Dig Through Time and even the not-busted ones are still very good and playable.
    And not that long ago there was Energy.

    It's easy to say they should be more creative but the thing is the crying will be even louder if they mess it up. And that's always a risk when making a mechanic that does something that has never been done before.


    I would go and argue that these mechanics are EXACTLY right, as they are powerful enough to break into constructed.

    And lets face it, every card that sees play in modern is in some way, shape or form, a "busted" card or downright a mistake as its just too pushed.

    Self-mill as a strategy works thanks to Dredge, so that is in general a good thing, as its an entirely different form of playing the game, which enriches the game.

    Storm is a mechanic that requires a lot of setup to work, unless you pair it with rituals and cards that ramp into it for the single big turn.
    In general, storm is also a great mechanic, at the bunch of cards produced entire NEW decks that would not work before.
    Again, it enriched the game with an entirely different form of playing the game.


    These mechanics are dangerous as they do something so different and they require different answers, as they dont follow a mindboggling stupid way of playing creatures and attacking, thats just an tiny aspect of magic and what it can do.

    ----

    Cards with "kicker" variants are just a bit more flexible, if one mode is good, the kicker bonus is just the cherry on top.
    Cards with "flashback" variants are somewhat inherent 2-for-1 spells, they are pretty much good from the get go.

    Cost-reduction mechanics are dangerous as they become busted the moment they are abused the most, or too easy to abuse.

    Outside of that, mechanics that do something truly new can very easily produce entirely new decks that attack an angle the game did not have before, and by that chances are that the deck has no real good "counter" cards.
    But the game becomes so much better if you have these mechanics and give players new decks to explore, instead of repeating the same stuff over and over again in tiny variations.
    Posted in: Magic General
  • posted a message on Ravnica Allegiance Mechanics ( Spectacle, Afterlife, Adapt, Riot, Addendum)
    Modal abilities are always nice if they offer a real choice that makes sense reasonable often.

    In Limited i have a hard time to see why anybody would play the cards with haste and not the +1/+1 counter, unless its the actual alpha-strike of damage.

    ----

    Overall the mechanics of this set are extremely tilted to be as dumb as possible.

    In comparison Bloodrush and Evolve offered a much more interesting approach, while the new mechanics are just flat out uninspired +1/+1 counter at be done with it.
    Posted in: The Rumor Mill
  • posted a message on +1/+1 Counters, Tokens... Again...
    The current form they design sets kinda repeats the same formula over and over.

    They just print cards that are kinda similar to existing ones , especially at common and uncommon , there is very very rarely something new.

    The same is true for mechanics. They like to roll it save and just do what they already know and repeat it over and over and over, till players get sick of it.

    ----

    Experiments come with a cost to fail or be great.
    They shy away from that and just go on infinite repeat.

    At least we get a handful of cards that still do something special, but more often than not these cards are over costed or just not supported enough to make any spot in constructed , but they do provide a new angle of gameplay, they have a fear from cards to be too good, especially if they cant really say how good a card will be, they simply make it more expensive and thats usually the nail in the coffin.

    ----

    The last set that really pushed the level of complexity was the Time Spiral set, which did so much combinations of mechanics and nostalgia, combined with messing around with the core mechanics of the game, its "too much" for a lot of players, which is sad.

    Some players cant get enough complexity and special effects, but the audience for that is just too small, so we get the opposite, streamlined stupified mechanics that just do the same stuff over and over again in minimal different ways, its boring yes, but really only to the people that desperatly want more complexity and play the game every week, people that have longer breaks or skip entire sets will not immediatly recognize that a mechanic is just a repeat, as they didnt play at that time.

    ----

    Its a real issue, but it also simply not the way they make sets right now and probably wont in the future.

    At least there are Cubes. Simply build a cube with cards and mechanics you enjoy and play with people that do the same, its the only really way out to get what you want.

    Posted in: Magic General
  • posted a message on [RNA] Zegana, Utopian Seeker
    Really boring card.

    It stats are made to be effective, and if its a 4/4 that draws a card, it will see play, if thats what the card is doing 99% of the time.

    But thats all it really is, late game fat, boring ...

    They really removed anything remotely interesting from this Ravnica and replaced it with generic filler crap cards ... How could they possible allow this to happen ? Quality Assurance probably all in vacation time or non existent.
    Posted in: The Rumor Mill
  • posted a message on Ravnica Allegiance Mechanics ( Spectacle, Afterlife, Adapt, Riot, Addendum)
    Adapt is a terrible mechanic.

    All of these mechanics are flat out stupid, as they are so blatantly blank.

    Its not even remotely new in these mechanics, incredible disappointing.


    Who could have ever thought that Ravnica could be such a boring place to be ...
    Posted in: The Rumor Mill
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