Magic Market Index for Aug 17th, 2018
Magic Market Index for Aug 10, 2018
Treasure Cruisin' Modern Big Red
  • posted a message on The Mafia Council & Helpdesk Thread
    Hey, I'd just like to chime in and address a few comments that have been made here.

    There is no talk at all among senior staff about shutting down Mafia. It was briefly discussed while we were in the process of reducing the footprint of our non-Magic-related areas like debate, but ultimately it was decided to keep it alive, and the issue has not come back up since. One of the current admins, Cythare, has his name on the door of Mafia and regularly plays it, and while I haven't played in a while, I do support the existence of Mafia myself. There is no indoctrination among the staff against Mafia - most of the mods aren't even really aware you guys exist. While it's possible we could do more to push the mods towards Mafia (when I started out as a mod, we had a Mod Mafia that got me into it), we aren't doing anything to actively push them away from it.

    Senior staff other than Cythare only intervene in a game when all three current mods (Iso, Bur, and Cythare) are either in that game or otherwise unavailable, and even then we only do it when the situation specifically calls for it - generally there is a report and Iso or Bur will alert us that it needs one of us to look at it. If there aren't problems, we don't intervene, and we certainly don't go out of our way to look for problems.

    It would probably be better if this was not required (i.e. make sure at least one of the above mods isn't in any given game), but we're fine doing it when the situation calls for it, and we certainly don't view it as an undue burden or anything. And on the flipside, we're definitely not doing it capriciously or vindictively.

    Hope that clarifies where things stand.
    Posted in: Mafia
  • posted a message on Print This Wizards (so I can put it in my cube)
    Right. Do you think this card you've proposed here beats out Emissary of Grudges or Inferno Titan? I'm thinking probably not.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Oh yeah, that new guy is pretty baller.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    I think cubes don't run more than one red 6 drop because there isn't a great one outside of Inferno Titan. This could fill the gap I think. I'd like to make this effect playable without having to force combo. I would not run the 1RR version, but I would run mine.

    Combustible Gearhulk and Burning Sun's Avatar are both solid enough that a 720 cube would run them if it was worth playing more than one 6 drop.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    The real problem with Zealous Conscripts is that it's 5cmc when the competition at that slot is pretty high - it's tough to beat Glorybringer, Stormbreath Dragon, Kiki-Jiki, Mirror Breaker, and Siege-Gang Commander, and there's only so many slots. 6 CMC is even tighter, you rarely want to run more than one 6 CMC red card - even the average 720 cube doesn't run more than Inferno Titan, and I don't think this beats it.

    If you truly want to make a Zealous Conscripts variant that's more guaranteed to see play, the thing to do is bring down the CMC. The following card would be a slam dunk in most cubes:

    Zealous Dinger 1RR
    Creature - Goblin Warrior
    When Zealous Dinger enters the battlefield, gain control of target creature until end of turn. Untap it, it gains haste until end of turn.

    Because that gives you a playble threaten effect that also goes infinite with Splinter Twin/Kiki-Jiki at a mana cost where you aren't conflicting with those.

    I could also see 2RR as a 3/2 with haste or something.
    Posted in: The Cube Forum
  • posted a message on After 10+ years, it's finally complete
    Moved to Casual
    Posted in: Casual & Multiplayer Formats
  • posted a message on Arixmethes under a blood moon

    You are correct, there is a dependency between Arixmethes' ability and Blood Moon. Blood Moon can't apply until after Arixmethes' ability applies, which cannot happen until after it has slumber counters placed on it. So it will enter the battlefield tapped with 5 slumber counters on it as a Mountain.
    Posted in: Rumored Card Rulings
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Just a one-of for today

    Dwindleburn Phoenix 2RR
    Creature - Phoenix (M)
    At the beginning of your end step put a -1/-1 counter on Dwindleburn Phoenix for each red spell less than two cast this turn.
    1R: Reveal cards from the top of your library until you reveal a red card. Put that card into your hand and exile the other cards. You take damage equal to the number of cards revealed this way.

    That EOT trigger seems really confusingly worded. "At the beginning of your end step, if you cast fewer than two red spells this turn, put a -1/-1 counter on Dwindleburn Phoenix. If you cast no red spells this turn, instead put two of those -1/-1 counters on it."

    That last ability also doesn't seem particularly red. I'd maybe like to see it as a Chandra's Impulse variant. "Exile cards from the top of your library until a red card is exiled this way. You may cast that card this turn."
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Made a mythic one drop cycle that shares the following features:
    - Mono-color one drops
    - Each has an activated or triggered ability
    - Each one has a transform ability that can become cheaper in a way connected to the first ability.
    - Each transformation represents an iconic tribe respective to the color. (Angel, Demon, Beast, Dragon, Sphinx)
    - Each card references its power or toughness in varied ways. Some less overt than others.

    "Beast" is not the iconic creature type of Green. Hydra is. Just noting that.

    Beastling G
    Creature - Beast (M)
    Beastling cannot attack alone if an opponent controls a creature with two or more power.
    2GGGG: Transform Beastling. If an opponent controls a creature with four or more power you may pay 2GG instead to activate this ability.
    Beast Pack Alpha
    Creature - Beast (M)
    When Beast Pack Alpha enters the battlefield you may have it fight target creature an opponent controls. (Each deals damage equal to its power to the other.)

    Decent mix of abilities. I like the combination of the Orgg ability and the Mogg Flunkies ability, it allows this to attack live on curve a lot of the time which is solid, while still being a drawback.

    Do note that transforming a creature does not cause it to enter the battlefield unless you use the "exile and return flipped" tech from the transform walkers. The actual text you want should be taken from Ravager of the Fells.

    Benevolent Warrior W
    Creature - Human Monk (M)
    W: Prevent one damage dealt to an attacking or blocking creature you control.
    3WWW: Transform Benevolent Warrior. If one or more damage dealt to a creature you control was prevented this turn you may pay 2WW instead to activate this ability.
    Angel of Benevolence
    Creature - Angel (M)
    Flying, Vigilance
    1WW: Prevent up to four damage dealt to creatures you control.

    Obviously a strong card because it's Elite Vanguard++, but I have some issues with this one. That damage prevention ability seems like it could be pretty oppressive, letting you swing freely into what would otherwise be trades. I'm also not super fond of how the transform discount is basically automatic if any combat happens, but also basically always just a discount of W instead of WW since there's not a ton of sources of prevention in Cube.

    Also, the prevention wording is not quite correct. It should be "Prevent the next 1 damage that would be dealt to target attacking or blocking creature you control this turn" and "Prevent the next 4 damage that would be dealt this turn to any number of target creatures you control, divided as you choose."

    Calcified Cultist B
    Creature - Skeleton Wizard (M)
    At the beginning of your upkeep, you may sacrifice a creature.
    2BBBB: Transform Calcified Cultist. If you sacrificed a creature this turn you may pay 2BB instead to activate this ability.
    Flesh Demon
    Creature - Demon (M)
    Sacrifice a creature: Flesh Demon gains indestructible and +X/+Y where X is the sacrificed creature’s power and Y is the sacrificed creature’s toughness until end of turn.

    Not super fond of black getting a drawbackless 2/1, it should at least enter tapped or not be able to block. It also seems weird to have a sac ability that serves no purpose except to trigger a discount on its flip cost. Maybe make it do something minor like drain 1 life? Alternately, make this a Carrion Feeder variation.

    I'm also not a huge fan of the flip side using both X and Y. I'd probably change this to be something like:

    Front side: 1/1, at the beginning of your upkeep you may sacrifice a creature to put a +1/+1 counter on it.
    Backside: 3/4, Sac a creature: Put X +1/+1 counters on it, where X is the sacrificed creature's power.

    The flavor of a skeleton turning into a "flesh demon" is also super weird. I'd make this a Human or maybe a Zombie.

    Masterful Mentalist U
    Creature - Human Wizard (M)
    U, tap symbol : Draw a card, then put two cards from your hand on top of your library in any order.
    3UUU: Transform Masterful Mentalist. If you have drawn more than one card this turn you may pay 2UU instead to activate this ability.
    Majestic Mentalist
    Creature - Sphinx (M)
    tap symbol :Draw four cards, then put three cards from your hand on top of your library in any order. You may reveal any of the cards returned to the top of your library this way. Majestic Mentalist gains protection from each card type of the revealed cards until end of turn.

    The first side's draw ability seems super weak, and I'd probably only ever use it to get a one mana discount on the flip cost if I had no other way to draw an extra card. The backside's draw ability is strong, but I'm not super fond of how this basically can't attack because it has to tap to use this ability to do anything of note. Probably the weakest of these designs IMO.

    Talon Collector R
    Creature - Goblin Shaman (M)
    R, tap symbol : Talon Collector deals 1 damage to any target and 1 damage to you.
    3RRR: Transform Talon Collector. If at least two players have been dealt damage this turn you may pay 2RR to activate this ability instead.
    Twin-Talon Dragon
    Creature - Dragon (M)
    Flying, Double Strike
    Whenever an instant or sorcery an opponent controls targets Twin-Talon Dragon you may copy that spell, if you do, choose new targets for the copied spell.

    I like the symmetrical ping, though I'm curious why red doesn't get a 2-power dude. Again I'm not super fond of how the ability is one of the few ways to trigger the discount and so the discount effectively becomes only 1 instead of 2.

    The dragon is strong, but I don't really get the spell reflection component of it as a cohesive card here.

    I'm also confused overall on the cycle why some cost 2MMMM to flip and others cost 3MMM, but all the discounted costs are 2MM. Why is green the only one whose flip condition has nothing to do with its other abilities?

    The cycle also seems extremely busy, between each card being either a one drop beater with an extra ability or a powerful utility creature, AND having a transform ability, AND having a discount on the transform ability under certain circumstances, and then the backside having more abilities that may or may not be linked to the front side. I guess that's fine for mythics, but I'd maybe look for a place that they could be trimmed down slightly.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Musing on making an actually-Green Sylvan Library:

    Sylvan Sage 1G
    Creature - Human Druid
    At the beginning of your upkeep, look at the top three cards of your library and put them back in any order.
    At the beginning of your draw step, if you control a creature with power 4 or greater, draw an additional card. If you control a creature with power 8 or greater, instead draw two additional cards.
    Posted in: The Cube Forum
  • posted a message on JODAH COMMANDER DECK COMBO
    Moved to Commander
    Posted in: Commander (EDH)
  • posted a message on Print This Wizards (so I can put it in my cube)
    Banding + Provoke is really interesting. It allows you to basically provoke with a bigger creature and then shunt any damage to that creature. It honestly seems a little oppressive, really. If I have this guy and a 5/5, you can't cast any creatures that are 4/4 or smaller or I can just swing, provoke, and pick them off. You'll note that of the nine actual creatures printed with Provoke, every single one has either Power or Toughness 3 or less, with the exception of Feral Throwback, who can get larger than that, but requires specific deck construction to do so. Every other provoke creature with high power has low toughness so they can trade with a creature but can't but can't just bulldoze everything, and every provoke creature with high toughness has low power so they can take creatures out of blocking and survive but can't consistently pick off midsized creatures.

    So in short, yeah this seems Cubeable, but I'm concerned it would lead to a negative play experience due to how easy it can become to shut your opponent out of meaningful creature combat.
    Posted in: The Cube Forum
  • posted a message on Promo Tron Lands & True-Name Nemesis & Traxos
    Quote from MRdown2urth »
    Random lore-type question: Were all dragon engines stand-alone, unique critters? Or were Ramos and Traxos special? It is a distinct like Silumgar/Silumgar's brood? (Similar then to the Eldrazi, too, I guess.)

    The Dragon Engines were Phyrexian creations and replica constructs built by Mishra in the Brothers' War. Traxos was a specific Dragon Engine used to assault the city of Kroog. Ramos was another Dragon Engine that Urza captured and repurposed as a protector on Mercadia.

    Dragon engines
    Dragon engines were dragon-like creatures of unknown origin that lived in the first sphere of Phyrexia. Phyrexian dragon engines are as intelligent and swift as organic dragons, not in the slightest hampered by their mechanical origins. They were used by Mishra during the Brothers' War (he used real Phyrexian dragon engines and his own versions, only pale shadows of the original Phyrexian ones) and by Phyrexia itself in the Invasion.

    Remains of them can still be found in Dominaria among the wreckage of the Invasion. Many of Dominaria's goblin tribes believe that carrying a gear or cog from a dragon engine will keep other dragons from attacking the bearer.[13]

    Ramos, a construct worshipped as a god by the Cho-Arrim, is perhaps the most well-known example of a dragon engine. A well known copy made by Mishra is Traxos, Scourge of Kroog.[14]

    Many myths had evolved amongst the people of Mercadia regarding his origins; but, according to Ramos himself, he had originally been in the service of Mishra during the Brothers' War, but had been captured and reprogrammed by Urza to protect people of Terisiare, in case they were wiped out in the conflict. Urza later confirmed this story.
    Posted in: The Rumor Mill
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Lord_Kaos »
    Idea Snatch - Flavor wise it just barely misses. It's more of an Idea copy, snatch implies taking something.

    My take on it
    Idea Snatch 1UB
    Each opponent reveals his or her hand.
    For each player, choose an instant or sorcery card, that player discards that card, then you may search your library for a card with the same name, then if you searched your library shuffle it.

    Why not just use Nightveil Specter wording?

    Idea Snatch 1UB
    Each opponent reveals his or her hand. For each opponent, choose an instant or sorcery card in their hand and exile it. You may cast those cards as long as they're exiled and you may spend mana as though it were mana of any type to cast those cards.

    I was thinking about a Red take on Intruder Alarm myself...

    Relentless Intrusion 6R
    Whenever a creature enters the battlefield under your control, you may untap each creature you control that attacked this turn. If you do, following this phase, there is an additional combat phase followed by an additional mainphase.
    Posted in: Custom Card Creation
  • posted a message on Najeela, the Blade-Blossom
    Quote from Remeiko »

    We have sub-par knight tribal commanders, no commander has all 3 colors (Abzan) to make for a solid commander. But other than that I do agree warrior tribal commander was a long time coming.

    Every Knight Tribal card (of which there have been relatively few) has been either Black or White, so what's Green needed for? Just Knight of the Reliquary? Juniper Order Ranger and Knight of New Alara? Wilt-Leaf Liege?

    Aryel is sufficient for Knight tribal, and there are some wackier options out there if you want. I'm partial to Edgar as a Knight tribal legend myself, since he makes Knight tokens - you can use Haakon, Stromgald Scourge to loop Crib Swap/Nameless Inversion/Blades of Velis Vel to generate Knights that then pick up whatever Knight tribal bonuses you scrape together. There's also a decent amount of natural Vampire Knights in Shadows to trigger him.
    Posted in: The Rumor Mill
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