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Jun 20, 2019Posted in: Rumored Card RulingsQuote from WizardMN »Necromancy will trigger twice since it is a permanent entering the battlefield. Each trigger will resolve separately. The first trigger resolves and brings back the target and Necromancy attaches to it.
Then, the second trigger returns the second target and attaches to the new creature. Since Necromancy says "When Necromancy leaves the battlefield, that creature's controller sacrifices it" and it hasn't left the field yet, the first won't be sacrificed.
You will end up with both creatures until Necromancy leaves the field.
Of course, there is always the caveat that new rules will change how this works.
New rules should not change how this works, given that you can already recreate this scenario with Strionic Resonator. There's no reason WotC would have to change how doubling up an ETB with a linked trigger works.
Jun 17, 2019You can probably get away with this at FNM, but I would caution you a few things:Posted in: Magic Rulings
1) Having cards that are not in your deck in your deckbox can be construed as an attempt to cheat and can earn you penalties up to and including disqualification. Make sure that if you are using actual cards as tokens, they are stored in a separate area.
2) Make sure that the card is extremely clearly not part of your deck (i.e. put it in a different sleeve and make significant sharpie alterations to it) so that it does not get shuffled into your library at the end of the game, because again this can earn you a penalty if your deck ends up different from what it started as.
Jun 17, 2019Seems like a pretty gross wincon in Green Commander decks, where it goes infinite with Gaea's Cradle/Growing Rites of Itlamoc with 5+ creatures or Nykthos, Shrine to Nyx with 8+ devotion to green, giving you infinite mana and making all your lands 5/5 hasters.Posted in: The Rumor Mill
Jun 16, 2019Posted in: The Cube ForumQuote from AvalonAurora »Sudden Inspiration 2UU
Scry 3, then draw two cards.
During your next upkeep, scry 1.
3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Warden's Law W
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
Aura Magnet 2W
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
Hopeful Destiny 2WWW
Enchantment - Aura
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
Eyes of Oblivion 2BBB
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
Avalanche Racer 2RR
Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
Mysteries of the Glimmering Dew 1G
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
Seafloor Looter U
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
is already pushed and probably very good.
Jun 14, 2019I'm also not sure why you're limiting it to just double against creatures and planeswalkers. If the idea is to have a build-around weenie-buffer, why not go whole hog and make it hit faces too? On that note, if the idea is buff weenies and hate on fat dudes, why not just make it a straight-up Retribution of the Meek on ETB? Kill fat things around Hexproof and it hits all of them, but also punishes you for playing fatties yourself.Posted in: The Cube Forum
Jun 14, 2019Posted in: The Cube Forum
Stoneforge Metallurgist 1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.
Thraben Detective 1W
Creature - Human (R)
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?
Angelic Aspirationist 1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
Notes: Build a Baneslayer Angel!
It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.
General Adrianna Vallore 4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.
Sword of Serra 3WWW
Creature - Angel (M)
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.
Lord of the Meek 4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
Jun 7, 2019The problem with Hybrid cards is, unless you build your cube with specific Hybrid slots (which is hard to do since not every pair has great options), you basically have to put them into the multicolor section, which is generally much tighter than the monocolored sections.Posted in: The Cube Forum
Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?
Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
Jun 7, 2019Posted in: The Cube ForumWurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
Jun 6, 2019Posted in: The Cube Forum6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.
Balan, Leonin Captain 4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.
This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.
Elia, the Wanderer 2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".
I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.
The -2 seems pretty low-impact though.
Jun 5, 2019Posted in: The Cube ForumQuote from allred123 »
7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
also, cards that do to much, you mean like Urza, Lord High Artificer
Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.
Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.
Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.
Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
Jun 5, 2019Posted in: The Cube ForumQuote from allred123 »Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
Legendary Human Wizard
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
I could see maybe something like this:
Wildfire Diviner 1RR
Creature - Human Wizard
When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
Quote from Mimeofacture »Lightning Ritual — 1R
Add RRR. If that mana is spent on a creature spell, it gains haste.
Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
Jun 4, 2019If you're not using them for their bodies, your best bet is going to be using them as sources of card advantage. The first one you play potentially gets you +3 card advantage, which can be pretty big. You obviously need to DO something with those cards to make them worth more than just an overpriced 1/1 or 2/2, but there's some options out there. Cards like Scroll Rack, Brainstorm, and Jace, the Mind Sculptor are some of your strongest options.Posted in: Multiplayer
Let's say you start from just two cards in hand: One Hawk, and one Brainstorm/Jace. You play the Hawk and get three more Hawks out of your deck. You then play the Brainstorm or Jace and +0, drawing three cards and putting two Hawks back. Finally, you play the fourth Hawk, getting the other two Hawks back out of your deck. You end up with five cards in hand, which is a pretty huge swing.
It gets even swingier when you start using Scroll Rack and ways to flicker our bounce your first Hawk. A setup of Squadron Hawk, Conjuror's Closet, and Scroll Rack means you can activate Rack to draw an additional three cards putting three Hawks back on your deck, then flicker the Hawk to re-find those same three Hawks, resulting in drawing three extra cards every single turn.
Other options for turning extra copies into "real" cards include discard outlets like Vivien's Arkbow, Survival of the Fittest, Fauna Shaman or looters like Merfolk Looter, Faithless Looting, Jace, Vryn's Prodigy, etc. Wheel of Sun and Moon, Loaming Shaman, Battlefield Scrounger and others can recycle discarded copies into your deck to fetch again and again.
If you actually want to use them as a wincon without using equipment or auras, mass buffs like Cathars' Crusade or Beastmaster Ascension, Overrun effects, or tribal buffs like Kangee, Aerie Keeper/Soulcatcher's Aerie, any of the vampire or elf lords for Conquistador or Sentinel, any of the wolf tribal stuff for Howling Wolf, etc are going to be your best bet.
Jun 3, 2019Posted in: The Cube Forum1RR or the multikicker changed to 2, not sure which right off hand.
A couple points.
1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.
Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P
1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger
Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
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Jun 12, 2019The staff is effectively united in moving to Nexus. I believe one mod is not transferring over because we no longer support his section (Mafia) on Nexus. A couple of others have expressed interest in at least shepherding the communities here through the transition while building Nexus.Posted in: Articles
Jun 12, 2019Just to clarify: this is a development that was unexpected to the staff of MTGS. We have been building something of our own, called MTGNexus, and we are continuing to do that. MTGSalvation will continue, but much of the current staff is leaving for our new venture. We hope you will join us, but we understand the history that Salvation has is a strong draw as well. Nexus is not yet ready to open its doors, but we will let you know when it does.Posted in: Articles
May 31, 2019Posted in: ArticlesQuote from Perodequeso »Well crap. Now I'm not going to have anywhere to ask rules questions or scope out cool deck lists for various formats.
In my opinion this has been the best resource for the game. Now I'm just wander around the internet trying to find a substitute. Bullocks I tell you!
You won't need to wander far, we have something in the works. Stay tuned.
Mar 13, 2018Wildfire393 posted a message on Dominaria Spoiler Digest - Who's Who and What's What from the Release NotesPosted in: ArticlesQuote from Viroid »The same way Halcyon is adjective for serene or calm. So a halcyon witness would basically be a serene and calm witness.
That is *possible*, but given that they're acutely aware of the events surrounding the Thran Empire (given the presence of The Fall of the Thran), and the fact that Halcyon was the name of Thran's Capital, I think they would shy away from coincidental, non-related use of that term.
Mar 12, 2018Wildfire393 posted a message on Dominaria Spoiler Digest - Who's Who and What's What from the Release NotesPosted in: ArticlesQuote from Caranthir »You are welcome. Some more:
odah's paragraph is quite wild.
"(Jodah) was also present during the Phyrexian Invasion and helped restore Urza's sanity during that time" - this is wholly incorrect, where you got it?
- one of the primary contributous to Worldspell - not quite, he had to provide his mirror and was forced to utilize (and in the process, consume) the safe havens to distribute the excess energy of the spell to prevent another Sylex Blast.
It is debatable, whether Evra, Halcyon Witness is what we think. After all, we have seen Halcyon Glaze. But using this very particular name on Dominaria and NOT tying it to THE Halcyon would be immensely stupid.
Kolo Meha was above all a Bogardan fire mage, but with ties to Madara, of course.
Gix was not Glacian's kíller. He attacked and wounded him, but Yawgmoth "killed" him by his treattment.
The Jodah piece was paraphrased from the wiki: "300 years after the destruction of the School, Jodah visited Urza Planeswalker, who had returned to Dominaria. Urza wanted to fight the Phyrexians and their coming invasion, but was completely insane. Jodah talked to him, telling him what had happened to the plane in his absence, and played an important role in restoring Urza to sanity." But on further review it seem this was still a bit prior to Invasion.
Mar 12, 2018Wildfire393 posted a message on Dominaria Spoiler Digest - Who's Who and What's What from the Release NotesPosted in: ArticlesQuote from Caranthir »Some minor corrections:
- Primevals' rebirth was one of the climaxes of Planeshift,not Invasion
- Karn's Temporal Sundering is probably the time machine explosion also depicted on Sunder, not the Tolarian rift closure.
- Sagas get counters on the beginning of the precombat main phase
- Mirari was just one of Karn's probes, and a faulty one (it shouldn't be leaking power)
Thanks, I'll get these propagated.
Feb 24, 2018Posted in: Articles
Do you have a list? In my research, I don't think I came across anything quite like what you're describing here.
Feb 17, 2018Posted in: Articles
Sultai Delver is in a weird place right now. Grixis is definitely grindier, as Young Pyromancer provides a threat that's very difficult to answer with a single piece of removal. Sultai Delver is largely left relying on Liliana of the Veil and/or Liliana, the Last Hope to provide their midrange potential, but in doing so they dilute their spell count without actually adding another threat (Last Hope can recur threats, but this is unreliable in the face of Deathrite Shamans). Tarmogoyf is the biggest draw to Green over Red, but Tarmogoyf isn't great with Fatal Push being so common in Czech Pile. There's also Abrupt Decay, of course, but that isn't as vital of a card without Counterbalance being everywhere.
I feel like most builds of Sultai Delver right now would benefit from dropping Goyfs for Pyros and just running as Grixis Delver. You can make a grindier, blacker Grixis Delver with Hymns, Lilianas, and Tombstalkers if that's something that appeals to you.
Feb 15, 2018Posted in: ArticlesQuote from Kuroze »An incredibly enjoyable read. I would have totally continued reading if it went into even more detail. I started playing MTG after Delver itself had already been printed and it has therefore been surprising to see that the archetype already kind of existed, and to see the how much card quality has improved over the years. Imagining MTG without Delver is kind of difficult.
I'd like to add that Delver has been a really important card in Pauper too. Supported by Spellstutter Sprite, Counterspell, Daze, Ponder and Preordain, Delver of Secrets has dominated pauper since at least five years ago.
Yes, there were several areas I could have touched on but did not - I chose to focus primarily on Legacy. But Delver had a dominant run in Standard alongside Snapcaster Mage, Ponder, Mana Leak, Vapor Snag, and Geist of Saint Traft, and it's also been a periodic player in Modern in a few different forms, mostly with parallels to the Legacy lists (RUG Delver and Grixis Delver both see a fair amount of play). And, of course, as you've mentioned, Pauper. For a common card, it's definitely one of the most influential of all time, and easily the most influential common creature ever printed.
Sep 23, 2016Wildfire393 posted a message on Kaladesh Spoiler Digest Part 2: Full Spoiler and InventionsYep! >_<. My bad.Posted in: Articles
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