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  • posted a message on [[BNG]] Hunter's Prowess (SCG Preview)
    Quote from GeneralArmchair
    Calm down. The creature has to inflict damage to a player to draw cards. They can still successfully block it and deny you all those cards.


    The creature gets trample as well as that +3/+3. If you're green and you have five mana, it's all-but-guaranteed that your creatures are already going to be bigger than your opponent's, and that's even before the pump this gives.

    EDIT: Whoops, double post, sorry about that. D:

    EDIT EDIT:

    Quote from x77
    I like how this synergizes well with reaper of the wilds. Aside from being able to get hexproof and deathtouch they're in colors that give you ramp and discard/info on possible removals


    Reaper of the Wilds also gets deathtouch. Grin Remember, folks - Trample + Deathtouch = virtually unblockable by a lone creature.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Hunter's Prowess (SCG Preview)
    There are so many cute combo options, but the more I think, the more I realize that... they're not necessary. Here's what I'm realizing:

    1. This card means that absolutely any creature that green plays is a potential blow-out, and it means that it will be very unwise to tap out against green when they have five mana. When even something as innocuous as a 1/1 Elvish Mystic suddenly is swinging for four AND drawing the green player four cards... yeah.

    2. This all but ensures that there will be a tier 1 hexproof deck, since hexproof creatures are the safest way to get maximum value.

    3. This is pretty much a four-of in your deck if you're playing green. Why? Well, because it's an outstanding topdeck late game, and much like Sphinx's Revelation, it's going to be at its best when you can chain them into each other.

    4. Monoblue Devotion is in big trouble as an archetype, and I'm going to be surprised if it stays around at all, really. The reason is because... there's no compelling reason to play it as of now. Green-based decks already were able to get bigger creatures out faster than MonoBlue, and have more consistent starts than MonoBlue... now they'll be able to completely smoke MonoBlue in terms of card advantage as well.

    5. I really hope that WotC knows what they're doing with this card, and that they've fully considered the ramifications of giving green something that it's never had before: incredible, unconditional (for green), potentially-uncapped card advantage.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Hunter's Prowess (SCG Preview)
    At worst - cast on, say, a Gladecover Scout - this is a green Tidings. At the worst.



    Guys, Wizards just printed the best sorcery-speed card draw they've ever printed, and they put it in green. My mind is completely blown.

    This card will change the face of Magic forever.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Hunter's Prowess (SCG Preview)
    It's as if this thing is custom made for me, seriously.

    It's perfect in a non-blue, creature-heavy, tempo-based deck that happens to play a lot of hexproof creatures, that runs enough value cards to benefit such a draw, and that can support a five casting-cost card without any trouble.

    In other words, THIS DECK RIGHT HERE.
    Posted in: The Rumor Mill
  • posted a message on Theros Block Draft Design - KTK Design Speculation
    I like to think of it was WotC learning from the mistakes made with DGM and realizing that all they had to do was flip it around, and that the big set is where you should have the fixers, not the little one.
    Posted in: Speculation
  • posted a message on Theros Block Draft Design - KTK Design Speculation
    So, I've been analyzing the way that WotC's designed Theros block to work for draft, and I'm really impressed. I have speculation on how things will work with Journey into Nyx that I'd like to share here.

    Firstly, let's look at how it worked with THS/THS/THS: 10 different draft archetypes, each based around a two-color combination. There's enough depth to support one of the more balanced draft formats I've seen.

    Second, BNG/THS/THS: Born of the Gods is showing an emphasis on allied-colored pairs. This means that the first pack is going to favor people who want to draft those particular archetypes, with everyone else making due from the second and third packs... not quite ideal, but shouldn't be too bad.


    Now for the meat of this post, JOU/BNG/THS: Here's where it gets really interesting.

    First pack will be heavily geared towards enemy-colored pairs.

    Second pack will be for allied-colored pairs... note that this is the pack going to the right, which means that if you were cut out of an enemy pair you can make due with an allied-pair combo just fine.

    Third pack, the Theros pack, is going to be perfect for filling holes in decks. The abundance of mana fixers, the fact that all 10 color combinations have strong uncommons and commons, and the existence of very solid and flexible mono-colored cards means that people will tend to get the cards that they really want.

    What's striking to me is that the full block draft looks like it will support the ability for every single player to have a different deck, without any real fighting over color combinations. If you look at the breakdown of playstyles of the colors in Theros draft it works like this:

    blue mana white mana | blue mana red mana - Control/Fliers
    black mana blue mana | black mana green mana - Removal/Graveyard
    red mana black mana | red mana white mana - Aggro
    green mana red mana | green mana blue mana - Tempo/Ramp
    white mana green mana | white mana black mana - Midrange

    Do you see? There's an allied-color pair and an enemy-color pair for each of the playstyles. This means that, in the full block draft, you'll have a fairly easy time going for a particular style of play.

    I predict that this is going to be the most interesting and fair draft format ever, and I am extremely excited to see how it pans out.

    EDIT: Corrected formatting on mana symbols to make them actually readable.
    Posted in: Speculation
  • posted a message on [[BNG]] Name and number crunch
    Wow, that is an extraordinarily-elegant cycle of mythics.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Hero of Iroas
    That's it. I'm putting him in a deck with as many Ordeals as I can, just so on turn 3 I can swing for 8 and: deal 9 to the dome/ramp out six lands/empty my opponent's entire hand/gain 30 life/draw 6 cards/any combination of the preceding.

    Does it die to Doom Blade? Yes, but those times it doesn't... oh so epic.
    Posted in: New Card Discussion
  • posted a message on [[BNG]] DailyMTG Previews 1/21: Whelming Wave, Phenax, Hero of Leina Tower
    Oh, yes... yes. Kiora, and Phenax, and Prophet of Kruphix... Axebane Guardian, Sylvan Caryatid, and their wall friends... a couple of Prime Speaker Zeganas for card draw. And there's still room for counterspells and pinpoint removal.

    This is going to be such a dirty deck.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] DailyMTG Previews 1/21: Whelming Wave, Phenax, Hero of Leina Tower
    Turn 2: Murmuring Phantasm/Doorkeeper.
    Turn 3: Wall of Frost.
    Turn 4: Wall of Frost.
    Turn 5: Phenax, mill half your deck.
    Turn 6: Yay, I win!

    (That's without even trying to abuse the card. I have some nasty, mean combos cooked up already)
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] DailyMTG Previews 1/21: Whelming Wave, Phenax, Hero of Leina Tower
    Well, WotC, this is why we can't have nice things.

    As if BUG wasn't already going to be ridiculous enough, you had to go and give them the hands-down best god in the set. There are going to be so many people angry at getting consistently comboed out by Phenax.

    And by "Phenax" I mean "me".

    And by "me" I mean, "the existing BUG Wall Ramp deck that I built that was merely lacking a quick wincon."
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Game Day: Battle the Horde (OP Updated with all info 1/20/14)
    The art in this is absolutely gorgeous. Wow.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Heroes' Podium
    Interesting. Perhaps I'll be correct about the next block being legend-focused!
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] Searing Blood
    Quote from ChewyWumpus
    I maybe completely wrong here, but people seem to think that this requires 2 toughness creatures to be good, isn't the exact opposite true? This finally seems like the answer mono red needs to a lot of the high toughness creatures being played at the moment.

    Currently in mono red if you actually want to remove a desecration demon, you have to 2 for 1 yourself, that's it. With this you burn it with two spells but your not really two for one-ing yourself, your playing a spell: "deal six damage to target creature" and then just essentially just lightning striking your opponents face.


    This is an interesting point.

    Basically, it's a "free" spell in terms of card advantage.

    It makes every single other burn spell in a burn deck that much better.


    Hmm. In a Lava Spike-style Standard deck this card is going to be nuts.
    Posted in: The Rumor Mill
  • posted a message on [[BNG]] LoadingReadyRun Preview - Raised By Wolves
    Born of the Gods, stop making me want to come up with so many different decks. Rofl
    Posted in: The Rumor Mill
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