Magic Market Index for April 12, 2019
Magic Market Index for April 5, 2019
Magic Market Index for March 15th, 2019
  • posted a message on [WAR] War of the Spark for peasant cube
    This set has more cards that I'd consider testing that most recent sets.

    Excited to test:
    Burning Prophet - Dropping Zada because she just didn't have enough support. Also lowers mana curve.
    Cruel Celebrant - Dropping Batwing Brume because it never panned out.
    Elite Guardmage - Do I drop Cloudblazer for an extra toughness at a lower cmc, or do I run both? I am trying to improve my flyers archetype. Maybe drop Mistmeadow Witch.
    Eternal Taskmaster - Interested in the ability but don't know how repeatable it will be.
    Grateful Apparition - I already run Skyship Plunderer but not Thrummingbird. In white, this can help support +1/+1 counters. I'd probably cut Razor Hippogriff.
    Kasmina, Enigmatic Mentor - Can't decide what to drop here... maybe Peregrine Drake?
    Kiora, Behemoth Beckoner - No idea what to cut here. Maybe add a Simic slot and remove something else.
    Neoform - May not make it in, considering I really like my Simic slots. I like the ability in theory but worry it won't work well in a draft deck.
    Paradise Druid - Think I'll cut Wild Nacatl - it was supposed to be for multicolor support, but tapping for any color seems better.
    Pledge of Unity - Dropping Enlisted Wurm. Pledge supports +1/+1 counters and offers lifegain on an instant speed combat trick.
    Pollenbright Druid - I'll probably cut Kujar Seedsculptor or Scrounging Bandar.
    Teferi's Time Twist - I may cut Into the Roil.

    May consider testing:
    Aven Eternal
    Battlefield Promotion
    Bleeding Edge
    Emergence Zone
    Gideon's Sacrifice
    Mowu, Loyal Companion
    Saheeli, Sublime Artificer
    Teyo, the Shieldmage
    The Wanderer
    Tibalt, Rakish Instigator
    Ugin's Conjurant
    Posted in: Pauper & Peasant Discussion
  • posted a message on 5 Color Planeswalker Proliferation
    Quote from Drangsal83 »
    I finally decide to assemble a Superfriends deck.
    Awesome! It's a fun, challenging deck to pilot. I hope you like it.
    Quote from Drangsal83 »
    What do you think of efficient creatures that only shall defend the walkers?: Wall of Omens, Fog Bank, Guard Gomazoa, Wall of Denial.
    How useful they are will depend on your meta and budget. They are efficient creatures, but I would ask yourself a few questions:
    - How big are the creatures that normally attack in my group? Will a Wall of Omens survive more than one block?
    - How many creatures normally attack? Is blocking one or two creatures enough, or am I being swarmed by twenty tokens?
    - Can I even block the creatures that attack? Do they have flying or unblockable?
    - How often does someone wipe the board? Will a wall even survive long enough to block?
    If, after answering those questions, it sound like they would work, then by all means use them.
    I actually like The Elderspell as a possible card to run IN SUPERFRIENDS.
    I can see the appeal, but it comes with a lot of risk. As Lyonhaert pointed out, it can backfire if an opponent takes control of the spell or casts it from your hand or graveyard (Chancellor of the Spires, Diluvian Primordial, Memory Plunder, Spelltwine, Wrexial, the Risen Deep, etc.).
    2. I've been running Primevals' Glorious Rebirth for a while in my Superfriends deck and have had tremendous success with it as bringing out a critical mass of walkers all at once lets you address everything your opponents are doing while you generate card advantage and work towards your ults.
    I should try Primevals' Glorious Rebirth in mine - I just hate figuring out what to cut. But it probably is worth it.
    3. On the other hand, I'm not that impressed by Spark Double. I really wanted to like it but the fact that I can only target my own cards kind of sours me on this. If I'm getting a "discount" on a second Ugin or Bolas, I'm probably in a strong situation already. If I need to copy a midrange walker to generate some card advantage or clear some breathing room, meanwhile, I'd rather just have an additional utility walker in the 99 than risk drawing this with an empty board. While this has a few walker synergies (Liliana, Death's Majesty or Nissa, Vital Force, for example), I'm not seeing the ideal line here.
    I can see that. But I do love the card and will give it a try.
    On an unrelated topic, have you ever tried Honor-Worn Shaku? This card has been an absolute workhorse for me, effectively turning all of my walkers into mana rocks. While I know that colorless mana rocks aren’t that significant in 5 color decks, I regularly get 5-6 mana a turn out of this 3 mana artifact, which is too good for me to ignore.
    I haven't tried it. I'm sure it does give a lot of mana - I just wish it were colored.
    Posted in: Multiplayer Commander Decklists
  • posted a message on 5 Color Planeswalker Proliferation
    Other notable cards:

    Bioessence Hydra - Rather bizarre interaction with superfriends. Probably best in limited color superfriends (like 2-3 color), but I don't see making room in five-color.

    Command the Dreadhorde - Need some decent life to use this, but it offers recursion.

    Ignite the Beacon - I don't run Call the Gatewatch or Deploy the Gatewatch, and I don't plan to run this.

    Interplanar Beacon - This is pretty nice, granting a little lifegain and mana fixing without costing a slot.

    Oath of Kaya - Lifegain/lifedrain but doesn't affect the board.

    Single Combat - This can hurt us pretty badly.

    Spark Double - I already raved about this above. It's awesome. I love it.

    The Elderspell - This is stupid, undercosted, and nearly kills our deck for a measly two mana. They wouldn't print "destroy any number of target" for any other permanent type with no drawback, especially at 2 cmc. I really hate this card.

    All in all, a crazy set that promises to shake up superfriends like no set before it. I'm still deciding what I'll run.

    What are you excited to try?
    Anyone disagree on my analysis?
    Posted in: Multiplayer Commander Decklists
  • posted a message on 5 Color Planeswalker Proliferation
    Turns out I was wrong - 16 cards with Proliferate!


    Contentious Plan - Similar to Steady Progress or Tezzeret's Gambit. Cheapest cmc but a sorcery.

    Evolution Sage - Landfall Proliferate! Wow.

    Flux Channeler - Amazing ability - proliferates on nearly every spell we cast. It may die to our boardwipes, but it will proliferate before hitting the graveyard.

    Karn's Bastion - Repeatable proliferate in a land slot.

    Planewide Celebration - High cmc, but I hear that choosing to proliferate four times is pretty good... Also offers other options.

    Not As Good

    Bloom Hulk - Meh.

    Courage in Crisis - Not bad with Ramos (nets 3 +1/+1 counters), but there are so many better options.

    Grateful Apparition - Tiny body and needs to connect.

    Guildpact Informant - Apparition for one extra mana.

    Huatli's Raptor - Not a bad body or cmc, but we just have better options.

    Kiora's Dambreaker - High cmc, vanilla body.

    Martyr for the Cause - We can do better than a dead bear.

    Merfolk Skydiver - Repeatable with enough mana, but a bit expensive for my taste.

    Pollenbright Druid - Almost hit the good list just due to cmc, but we want more than one time proliferate and an irrelevant body.

    Roalesk, Apex Hybrid - Double proliferate is nice, but we need him to die.

    Wanderer's Strike - High cmc sorcery removal.

    It's also worth noting that they changed the rules for proliferate. It used to give one counter of a type found on the player or permanent, but now it gives another counter of each type on them. So, before you could give a player another poison counter while not giving them more energy or experience, but now it's all or nothing (according to what they have on them already).
    Posted in: Multiplayer Commander Decklists
  • posted a message on 5 Color Planeswalker Proliferation
    Alrighty - we have all the cards from War of the Spark, and it's time to evaluate how good they are for superfriends. 36+ Planeswalkers, 14 Proliferate cards, and a handful of other notable interactions makes this the craziest set ever for our needs.

    Let's start with Planeswalkers. I'm going to grade these out of ten points, but the new designs make it a lot more difficult than normal. Static abilities throw everyhing off, as does a lack of ultimates and even a lack of plus abilities. There's really no formula for these scores - it's more of a gut feeling after asking myself these questions:
    - How relevant is the static ability?
    - How useful are the loyalty abilities?
    - Does it help me win?
    - Does it protect itself and my other walkers?
    - Is it worth paying the mana cost?
    - Does it interact well with Doubling Season?

    Keep in mind that a walker can get a low score in the context of a superfriends even if it is really good in a different deck; in fact, there are several walkers in this set who would excel in a very focused artifact or creature deck but that just aren't right for us.

    Rares first (because they can uptick their loyalty):

    Ajani, the Greathearted (4.5/10) - Vigilance and lifegain aren't that useful for us, but the counter ability is great. The main problem is, again, that I need a good board for it to matter, and I should already be winning at that point.

    Chandra, Fire Artisan (3/10) - I like her static (actually would love that for all my walkers), and she does offer some card advantage, but she's just not very good.

    Domri, Anarch of Bolas (4.5) - Cheap and produces mana, but that's most of his usefulness.

    Gideon Blackblade (4/10) - An indestructible creature is nice, but it's only on our turn, and we care more about blcoking than swinging. We also pack board wipes designed to get around indestructible, so there's some anti-synergy there.

    Jace, Wielder of Mysteries (3.5/10) - We're not built to win off Labman, we have better card draw walkers, and the mana cost is very heavy blue for a five color deck.

    Karn, the Great Creator (3.5/10) - Karn is very artifact-centric and can be amazing, even devestating in the right deck. That just isn't superfriends. His static does offer some opponent hate, but he doesn't really help us win.

    Liliana, Dreadhorde General (7.5/10) - Her cmc is a bit high for my taste, but she offers chump blockers, card draw, and a potential win. She's especially good with DS, as it doubles tokens and offers an instant-ult, which should put us far enough ahead to win.

    Nicol Bolas, Dragon-God (11/10) - Haha! That's right, we've turned the dial up to eleven. That static ability is a thing of beauty. Beyond that, the plus is great, the minus is useful, and the ult is potentially game-winning the cost is a bit demanding, but I'm totally willing to pay it.

    Nissa, Who Shakes the World (3/10) - She's got a good static for decks running shocks or duals, and the ult is amazing, but I don't want to tick her up because it makes my land vulnerable. Short of dropping her on the board with DS already out or some really heavy proliferate, she does nothing for me.

    Ral, Storm Conduit (2/10) - Meant for spellslinger, not superfriends.

    Sarkhan the Masterless (4/10) - The static is not right for superfriends, but the plus is a hilarious potential wincon - unfortunately, it feels like win-more because if I have enough walkers for it to matter, I should be winning already. The tokens are nice.

    Sorin, Vengeful Bloodlord (2/10) - Not enough impact for us, doesn't help us win.

    Tamiyo, Collector of Tales (3/10) - The static offers niche protection, and she doubles as an Eternal Witness, but the plus is pretty terrible.

    Teferi, Time Raveler (6/10) - Cheap cmc, relevant static, and a great plus. I've often said that Alchemist's Refuge is the best card in the deck, and being able to tick up his loyalty as I threaten instant-speed boardwipes every turn is great. The minus may or may not be that useful.

    Tezzeret, Master of the Bridge (0/10 for being promo-only, but 3/10 as a card) - Amazing card in an artifact-centric deck but not in ours.

    Ugin, the Ineffable (5.5/10) - His static is near useless for us, but his loyalty abilities do offer chump blockers, card advantage, and removal. I just don't think I'd ever want to spend 6 on it in this deck.

    Vivien, Champion of the Wilds (1/10) - Awesome in a creature deck but useless for us.

    Now the uncommons. These suffer in the scoring because they can only tick down on their own, requiring heavy proliferation to remain meaningful for more than a couple turns.

    Angrath, Captain of Chaos (2.5/10) - Relatively useless static for us, and Amass is not as good as mutliple tokens for us.

    Arlinn, Voice of the Pack (3/10) - High cmc, plinks out a few chump blockers.

    Ashiok, Dream Render (4.5/10) - Excellent hate card that I plan to run in other decks, but it does nothing to secure a win for us in this deck.

    Davriel, Rogue Shadowmage (1/10) - Needs to find a home in a discard deck rather than superfriends.

    Dovin, Hand of Control (4/10) - Tax and damage prevention but again doesn't contribute to our win.

    Huatli, the Sun's Heart (1/10) - Not the lowest scoring Huatli, but close. Aside from gaining us a few points of life, she doesn't do much for us.

    Jaya, Venerated Firemage (1.5/10) - Burn walker wants a burn deck.

    Jiang Yanggu, Wildcrafter (2/10) - Amazing in the right deck, just not in this one.

    Kasmina, Enigmatic Mentor (6/10) - She protects our walkers, creates chump blockers, and digs deeper into our deck. I like her, especially with DS on the table.

    Kaya, Bane of the Dead (2/10) - One or two copies of Unmake that get past hexproof. I'd rather use a mass board wipe and get other creatures, too.

    Kiora, Behemoth Beckoner (5.5/10) - Very nice loyalty-to-cmc ratio. The static draws a card off our commander, and the untap can be used for lands or things like The Chain Veil, Contagion Clasp, or Contagion Engine.

    Nahiri, Storm of Stone (1.5/10) - May kill one tapped creature. that's it.

    Narset, Parter of Veils (5.5/10) - Decent loyalty-to-cmc ratio, nice static, and a good ability to dig deeper.

    Ob Nixilis, the Hate-Twisted (2.5/10) - Higher cmc. I like the static, even if it is a bit slow. Not a fan of the loyalty ability.

    Saheeli, Sublime Artificer (6/10) - This was hard to evaluate, but I think she's pretty good - nearly every spell we have will generate a token. The loyalty ability isn't great unless we have something like Contagion Engine on the field, but she's great with DS.

    Samut, Tyrant Smasher (1/10) - Creature.dec wants their walker back.

    Teyo, the Shieldmage (4.5/10) - He protects us and spawns blockers, but he doesn't actively help us win. Ever.

    Tibalt, Rakish Instigator (4/10) - Cheap cmc, a relevant static, and spawns out chump blockers that also burn. Much better with DS or heavy proliferate.

    The Wanderer (4.5/10) - Elsepth uses a big floppy hat to hide her mask of the returned while offering protection from burn and removing an inconvenient creature or two.

    Vraska, Swarm's Eminence (2.5/10) - Deathtouch tokens. Certainly don't want them stolen and used against us.

    This has gotten long. I'll put the other cards in another post.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mirror Image and ETB effects.
    Quote from SavannahLion »
    So... wouldn't replacement effect replace the copied creature's own ETB?

    I'm sorry. I know that it works like this. Which is why you can't play Vesuva to copy Dark Depths to avoid the counters. I'm just having trouble understanding why there's a second ETB that happens.
    It enters as a copy of the other creature; it does not enter and then become a copy. If you choose to copy Mesmerizing Benthid, a copy of Mesmerizing Benthid enters the battlefield - at no time is a creature named "Mirror Image" on the battlefield. You simply go from having one Benthid to having two Benthids. This copy effect is not an ETB, so there is no "second" ETB. The new Benthid enters, and its ability triggers.
    Posted in: Magic Rulings
  • posted a message on [POLL] Planeswalkers as playable generals
    Quote from illakunsaa »
    Ashiok isn't fun? Stax often leads to fun and interesting gameplay.
    ...said no sane person, ever. I don't know how you play stax, but every game I've ever played against stax has been slow, miserable, grindy, and something we wanted to forget and never repeat again. Most people I know play Magic to play Magic. They don't play to not play.
    Quote from Carthage »
    I assume all newly printed commanders will no longer be legal at release, and instead evaluated for how "worthwhile" they are and what they can bring to the format.
    That's not even attempting to be a logical debate.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [POLL] Planeswalkers as playable generals
    Quote from Carthage »
    It is explicitly interactive.

    Non-interactive means it wins without caring what the opponent does

    For example...say...tutoring up a 2 card combo and ending the game.
    It makes the game non-interactive. When you sit there unable to play cards, unable to play your deck, you can't interact. There's no give and take - only take.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [POLL] Planeswalkers as playable generals
    Quote from illakunsaa »
    Hoses ramp and gy strats? Sign me up. Especially ramp is just pure cancer. Any ramp hate card just actively makes this format better.
    It hoses a lot more than ramp. It hoses color-fixing, too, making it harder for your opponents to even have the right colors to play. And it is not symmetrical, allowing you to ramp to your heart's content or completely abuse cards like Maralen (as Buffsam89 pointed out) to lock everybody else out of the game. As a 3cmc card in the command zone, this would be stupidly unfun to play against; it's not interactive and in fact, encourages non-interactive, anti-social deckbuilding in a format. It may be fine for some playgroups, but it would be really bad for a lot of others, and it could actively discourage some people from playing.

    In the 99, it's a fine tool, though. Get it out, someone kills it, and the game goes on.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [WAR] War of the Spark for peasant cube
    Ugin's Conjurant intrigues me. Colorless, scales according to your mana, supports +1/+1 counters, and circumvents your opponent's lifelink/deathtouch effects. It's a shame that it removes "that many" counters rather than just one like the Phantom creatures or Undergrowth Champion, but I might consider testing it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Spark Reaper (Andrea Mengucci Preview)
    A worse Vampiric Rites on a stick. Sure, you get a 2/3 body for 3 mana - and that's probably all it will be used for. I guess you could always sac it to itself if it was going to die anyway.
    Posted in: The Rumor Mill
  • posted a message on Ashiok, Dream Render and their Skulker - Nizzahon Magic spoiler
    Ashiok is really good. I can't wait to play it in several Commander decks, and I dread playing against it with nearly all of them. Restricting search and exiling graveyards is powerful hate.
    Posted in: The Rumor Mill
  • posted a message on IGN Spoilers - Nicol Bolas, Dragon God, Deliver Unto Evil, The Elderspell
    Quote from idSurge »
    Quote from Faruel »
    The elder spell is ridiculous. The planeswalker card type doesn't really need this kind of hate. I think I pass on playing any planeswalker in limited or at least not more than one at time.
    Why not? Walkers are just another permanent to destroy.
    Show me the 2cmc card that destroys "any number of" artifacts. Or lands.
    For enchantments, we do have Back to Nature - this is the closest parallel I can find, yet it blows up your stuff, too, rather than being selective and one-sided.
    There's only one 2cmc card that destroys all creatures, but it telegraphs itself and is conditional.
    For lands, we have Impending Disaster, which again telegraphs itself and is slow.
    Serenity is the same.
    And those three are all old cards and can be destroyed before their upkeep trigger; we have nothing comparable to The Elderspell in terms of shear power and ability to wipe out an entire player's board.

    The Elderspell should cost at least 4cmc to be fair.
    Posted in: The Rumor Mill
  • posted a message on Brand new to the forums
    Marklen - Don't forget that every tag needs a closing tag to make it work. So, your [deck] needs a [/deck]. And there is a deck tag button right above the typing box - all of those buttons create both the opening and closing tag.
    Posted in: Commander (EDH)
  • posted a message on Brand new to the forums
    OK, that's easier. Is that new? I've been coding decks the same way for years because it was the only way I could get them to work a decade ago. Either way, thanks for correcting me - makes it a lot easier.
    Posted in: Commander (EDH)
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