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Magic Market Index for June 8th, 2018
Ravnica: The Living Guildpact
Magic Market Index for June 1st, 2018
  • 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
  • posted a message on Najeela, the Blade-Blossom

    Quote from Remeiko »
    okay come on, they couldn't have made her a knight? We are sorely lacking a knight tribal commander!! But alas, Najeela is pretty freaking awesome.

    We have multiple tribal Knight legends at this point including one in Dominaria (Aryel, Knight of Windgrace). We've been lacking a good Warrior legend for years, and it's especially helpful that she covers both the RG Warrior tribal stuff from Morningtide as well as the BW Warrior tribal stuff from Khans block. This is the legend we both wanted and needed.

    And the set has Warrior tribal, not Knight tribal.

    Quote from RedGauntlet »
    Warrior tribal commander. I was expecting mardu, not 5 color XD

    Really we needed it in GWRB, having Blue is mostly just gravy. About the only notable card it adds is Ezuri, Claw of Progress, who seems HILARIOUS with this legend.

    Imagine the following line of play:
    T2 Any Warrior. Bramblewood Paragon, maybe?
    T3 Najeela
    T4 Ezuri, swing with Najeela and Paragon make two tokens, get two experience counter
    T5 Move to combat, put 2 counters on Najeela, swing with all five guys, make 5 tokens, get five experience counters, activate Najeela's ability.
    Move to second combat, put 7 counters on Najeela, swing with all ten guys, make 10 tokens, get 10 more experience counters.
    Posted in: The Rumor Mill
  • posted a message on Core 19, Yay or nay???
    Yeah, you want to wait at this point. We know next to nothing about the set - it could be great, like Origins, or it could be mediocre. But it's too soon to tell.
    Posted in: New Card Discussion
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from Salmo »
    Some of those cards are absolutely insane. You really can't give a 1 drop that much power, especially a Hybrid one. Like, a Hybrid 2/1 that makes instants cost 1 more is pretty busted.

    I did say that these were supposed to be pushed :p

    Quote from BlackWaltz3 »
    @Wildfire. You always give such great and thorough feedback, I'd like to return the favor.

    I agree with Salmo that most of these are far too strong and in certain color pairs a 2/1 hybrid 1 drop isn't appropriate (particularly with blue).

    Dampener and Underminer both have the blue problem, but ironically blue decks won't often want them as they are generally spell heavy.

    The way I looked at it was, White can get a 2/1 with upside (compare to Dryad Militant or Soldier of the Pantheon)) and the "upside" is more likely to be a downside in blue since blue is the most instant-heavy.

    As for the Underminer, it carries a pretty hefty drawback if your opponent can keep a board advantage on you.

    Bloodletter's drawback is actually better than Jackal Pup because the damage is capped at two. On top of this you have free recursion and hybrid casting. Too good.

    Jackal Pup has already been heavily obsoleted by Firedrinker Satyr. Recursion does probably need a cost though/

    I think the counter is too much for Usurper, but without it this could work and its still an upgrade over Tattermunge Maniac.

    Maniac is just such a disappointing card, I was looking for a way to make it better. Agreed that it probably does too much, should likely EITHER get the shatter or the counter but not both.

    A 2/1 Centaur is a little strange. I might go with three for three life personally, but this is probably fine.

    Yeah, I wanted it to be a slight reward for a go-wide strategy with a chance of backfiring. I think going higher than 2 life probably makes this too good TBH, especially as it makes it harder for your opponent to take advantage of.

    I think the Orzhov Guide is fine actually.

    Still pretty pushed, for sure.
    Concoction doesn't suggest elemental but that's a small quibble. I just don't like Blue getting a 2/1 for 1 even if it is just phantasmal bear with 1 shot looting.

    Phantasmal Bear means this is almost certainly printable. "Concoction" was supposed to denote that this is something incredibly unstable, which is why it flies apart when you look at it. Elemental might not be the best typing, maybe Weird.

    Creeper's recursion might be a little too efficient as is. Maybe if you have to exile from your opponent's graveyard only?

    Opponent's yard is a fine compromise here.

    Militia has rate issues. I think we are at the point where we could get a 2/1 for R/W mana and for 1 R/W mana we could get a double striking 1/1.

    We've gotten a few 2 mana doublestrike dudes with extra baggage like Viashino Slaughtermaster and Adorned Pouncer so I don't think this is entirely unprintable, but it could definitely be nerfed to "Doublestrike while attacking" if it's a touch too good.

    Strider is fine. Kind of loses impact once it has given its counter away though. I think this might be fun if it couldn't be blocked when it has no counters or something.

    Yeah, this one I'm not so sure on. It's really strong if you can curve it into a two drop with a counter on it, but there's not a ton of those. Getting a +1/+1 counter on your 2 drop and a free 1/1 is not awful, but it's not as pushed as the rest of these. But GU is also the color least likely to get a 2-power one drop.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Some pushed hybrid one drops in every color:

    Azorius Dampener W/U
    Creature - Cat Wizard
    Instants cost 1 more to cast

    Dimir Underminer U/B
    Creature - Shade Rogue
    If you control more creatures than every other player, Dimir Underminer can't be blocked. Otherwise, creatures you control can't block

    Rakdos Bloodletter B/R
    Creature - Devil Berserker
    Whenever Rakdos Bloodletter is dealt damage, it deals 2 damage to you.
    Whenever an opponent is dealt damage, return Rakdos Bloodletter from your graveyard to the battlefield

    Gruul Usurper R/G
    Creature - Ogre Barbarian
    Gruul Usurper attacks each turn if able
    Whenever Gruul Usurper deals combat damage to a player, you may pay R/G. If you do, destroy target artifact that player controls and put a +1/+1 counter on Gruul Usurper

    Selesnya Warden G/W
    Creature - Centaur Cleric
    Whenever two or more creatures attack, the attacking player gains 2 life

    Orzhov Guide W/B
    Creature - Spirit Scout
    Orzhov Guide enters the battlefield tapped
    If you've gained life this turn, you may cast Orzhov Guide from your graveyard

    Izzet Concoction U/R
    Creature - Elemental
    When Izzet Concoction becomes the target of a spell, sacrifice it. If you do, discard a card, then draw a card.

    Golgari Creeper B/G
    Creature - Plant Zombie
    Golgari Creeper can't block
    1G/B: Exile target creature or artifact card in a graveyard and return Golgari Creature to the battlefield.

    Boros Militia R/W
    Creature - Minotaur Soldier

    Simic Strider G/U
    Creature - Spider Frog
    Graft 1
    Simic Strider can't attack or block unless you control another creature with a +1/+1 counter on it
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Few more cube card ideas.

    Adaptive Anthem W
    Enchantment (R)
    Creatures with a converted mana cost within one of adaptive anthem’s converted mana cost gain +1/+1.
    2: Add or remove up to two charge counters to adaptive anthem. Adaptive Anthem’s converted mana cost is equal to the number of charge counters on it.

    Notes: OG design also granted vigilance but figured that might be too pushed as this is already really strong in aggro builds.

    I see a lot of problems with this. For starters, just leaving it on 1 pumps all your tokens, 1 drops, and 2 drops, which is pretty absurd for a one-mana anthem. Secondly, the changing its converted mana cost thing seems confusing and unnecessary (as you could just have it enter with a charge counter and add/remove counters and compare to the number of counters).

    Quickstudy Apprentice UU
    Creature - Human Wizard (R)
    Whenever you cast an instant or sorcery put a +1/+1 counter on Quickstudy Apprentice and it gains hexproof until end of turn.

    Notes: Something fun for spells matter decks.

    At first I thought this was a one drop, which would have been DISGUSTING. As it stands, this seems kinda lackluster between the double-blue mana cost and needing a spell to even be able to attack for damage.

    Thunder Pillar 1RR
    Creature - Elemental (R)
    Haste, Trample
    At the beginning of your end step, sacrifice Thunder Pillar.
    When Thunder Pillar leaves the battlefield you may pay X, if you do create X 1/1 Red elemental tokens.

    Notes: Hell's Thunder trades flying for token creation giving this some added value beyond the early game.

    Hell's Thunder doesn't even make most cubes these days, and you've made it worse in two significant ways (lack of Unearth hurts) while adding back something fairly lackluster. I'd pass on this.

    Aven Recruiter 2U
    Creature - Bird Soldier (U)
    When Aven Recruiter deals combat damage to a player you may exile it and return it the battlefield tapped during the next end step.
    When Aven Recruiter leaves the battlefield you may pay U, if you do, create a 1/1 Blue bird token with flying.

    Notes: Something fun for blink or just value even when dying.

    It's cute, but I'm wondering if it even needs the mana cost on the trigger. It seems like it'd be probably fine without it.
    Posted in: The Cube Forum
  • posted a message on Mono Black Casual Budget Deck
    Moved to Casual

    I'd recommend wrapping your deck in deck tags, which will autocard everything.

    For example:

    21 swamps

    2 Macabre Waltz
    1 Despise

    Gives you:

    You can also try inputting it into our deckbuilder.

    Is this supposed to be for 1v1 games or for multiplayer? The deck suggestions vary quite a bit based on that.
    Posted in: Casual & Multiplayer Formats
  • posted a message on MtGSalvation Site-Wide Issues Compendium

    CavalryWolfPack and Ulka have joined the team of Global Moderators! Weclome!
    Posted in: Community Discussion
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »

    I think rift having a base mode that is the same as disperse would make it more attractive then rushing river. Also being able to return any permanent--which can often work to your advantage in many archetypes--is way better than having to sacrifice a land even if you can't get a creature with the second bounce effect on my design.

    Disperse as the base case seems fine given that Into the Roil and Blink of An Eye exist. I'm just not convinced that a kicker of "U, bounce a permanent you control" to get a second bounce that can't hit the two most common card types is that attractive. I don't think I'd run this over the aforementioned bounce spells, and those are borderline playable as it stands.

    Of the red four drops you list I would only consider Hellrider and Pia and Kiran Nalaar to be high-quality options. FTK and Hero are fine and the others don't do it for me at all.

    Well, this guy seems most similar to FTK. It's kind of a wash which is better - this guy is more durable, but goes away on its own, and can't take out 4-toughness dudes, but can burn face and can potentially kill two things.

    I'm sold on losing the death trigger for Seeker, when it attacks and then dies in combat you are potentially looking 3 cards deep and drawing two of them in one turn which is absurd even as a best case scenario for a green 2-drop.
    The 3rd point of toughness is just so important for this card though. It gives green a good blocker against aggro and improves the likelihood that Fauna Seeker will survive to see another trigger of its ability.

    Sounds reasonable.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Coliseum isn't a drain necessarily since you don't gain the one life they lose, I'm not sure if adding 1 to the cost is enough to switch the lifeloss to your opponent and gain life to boot.

    Sure. I'm just saying the net effect is the same as if you had an Arena plus, say, Subversion in play. You end up at net 0 life change, they lose one. It's a weird line where I'm not sure they'd print it as is but it's probably not quite good enough for cube.

    What about Phyrexian Arena + Extort for 1 more? That'd be more printable IMO, about the same power level, but it'd be even better for multiplayer/EDH cubes.

    Rift - Noted, will fix the wording. The non-creature clause for the second bounce is intentional. The nonkicked mode here is extremely unattractive though and that's the bigger issue to me. I want to switch this to costing 1U and adding U to the kicker.

    Either way, it ends up similar to Rushing River, which hasn't been Cube-playable in ages. I'm not sure what you can do to make this good enough, but it doesn't seem like it is right now.

    Sacrifice - I think the average lifeloss is a lot less with this card thanAshes to Ashes or Reckless Spite. Also instant speed double edict would be a strong play even at 4 in cube I think. Would need testing to be sure.

    Well that's the thing, isn't it? The average lifeloss is generally going to be lower, but you're going to hit their two worst creatures instead of their two best. And when you DO take out two high-value targets, it's going to cost you a solid chunk of life and four mana.

    This seems really impactful in midrange cubes without a lot of token support, but this also seems like it's going to have a lot of times where you're staring down two high-value targets and then two fodder creatures and you'd really wish this was Reckless Spite, which isn't a position I'd love to be in.

    Distiller shouldn't have lifelink. Otherwise though I think the drawback of giving an opponent life if you cast this whether you have a target for its effect or not is a tough decision. Maybe it should give 4 instead of 3?

    No lifelink probably makes this more balanced. Do note that, the way the ability is worded now, they won't gain the life if they don't control an artifact, since it's "may" and not "up to" meaning the trigger will never go on the stack without a target. To make this work how you want, it needs to be "When ~ etbs, target opponent gains 3 life. Destroy up to one target artifact or enchantment that player controls."

    I think Red needs better creatures overall so if this is on the strong side I am okay with this.

    Red's four drop slot is fairly stacked with high-quality options like Flametongue Kavu, Hellrider, Hero of Oxid Ridge, Avalanche Riders, Thundebreak Regent, Pia and Kiran Nalaar, and a few others. I'm not sure there's actually room for this guy, good as he is.

    I mean, it only digs two cards deep so it will whiff decently often even in creature heavy decks. I like that it keeps the cards on top, reminds me a bit of Mirri's Guile.

    Yeah, it seems like it's in an awkward place where, when it's good, it's INSANE, easily drawing you 3-4 cards over a couple of turns including when they deal with it, and when it's bad, it's pretty darn mediocre, since you just keep looking at the same two non-creature cards. Like, if your opponent sees you whiff, they know they can Bolt it and get out scott-free, but if you hit, they risk giving you ANOTHER card when they kill it.

    I think the card needs to be a 2/2 regardless, and probably should lose the death trigger.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Would you play these variants of existing cube cards?

    Phyrexian Coliseum 2BB
    Enchantment (R)
    At the beginning of your upkeep draw an additional card and each opponent loses 1 life.

    Would you pay an extra mana to have your opponent lose the life instead? Would this need something extra to be playable in your cube?

    Four mana is a pretty significant upcost from three, but basically tacking on a drain every turn is pretty solid. This is probably worth considering.

    Asymetrical Rift 2U
    Instant (R)
    Kicker - Return target permanent you control to your hand.
    Return target non-land permanent to its owner's hand. If Asymetrical Rift was kicked you may return another non-creature, non-land permanent an opponent controls to its owner's hand.

    Potential double bounce for three! Would you run this?

    Has some wording issues, needs to be "Return a permanent you control to your hand" since you can't target as part of the cost, and the second target needs to actually, y'know, target.

    Not being able to hit a creature with the second bounce is a pretty big drawback and would make me think twice about this. Bouncing two dudes would be super strong though.

    Negotiated Sacrifice 3B
    Instant (R)
    Target player sacrifices two creatures. You lose life equal to half of the combined power of the sacrificed creatures rounded up.

    Would you play a costly edict effect like this? It's a cheaper dead drop with a life loss drawback.

    This seems like Ashes to Ashes/Reckless Spite which aren't particularly great. And costing 4 is a downside too.

    Kor Distiller 1W
    Creature - Kor Cleric (U)
    When Kor Distiller enters the battlefield target opponent gains 3 life. You may destroy target artifact or enchantment that player controls.

    Naturalize on a stick in white for 2 mana, but you have to give them some life whether they have a target or not.

    This card is absurd. It doesn't really matter that they gain 3 life, it's a 2/2 lifelink for 2 AND a Disenchant?

    Keldon Destroyers 3R
    Creature - Human Warrior (R)
    Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
    When Keldon Destroyers enters the battlefield or leaves the battlefield, it deals 2 damage to any target.

    Keldon Marauders big brother.

    "Any Target" makes this seem really strong. It's a Staggershock that also beats in for four and has flicker/reanimation abuse potential.

    Fauna Seeker 1G
    Creature - Human Druid (R)
    When Fauna Seeker attacks or dies look at the top 2 cards of your library. You may reveal a creature card from among those 2 cards and put it into your hand. Put the unrevealed cards back on top of your library in any order.

    Good body for a 2-drop and a mini-creature only impulse upon attack or death. Also let's you reorganize the top two cards if neither are creatures.

    That's a LOT of potential for card advantage on a 2/3 for 2. Cards should probably go on the bottom of the library, though.
    Posted in: The Cube Forum
  • posted a message on Chances of Dominaria "Tresures" to replace masterpieces?
    The first time around, Hidden Treasures wasn't announced. People started coming in with reports of opening Power or Duals or other such stuff after the pre-release, and the first few guys got dismissed as a hoax.

    So there's a non-zero chance, but I wouldn't say it's particularly high. Masterpieces fill a similar slot (and similarly would have been a great way to show off Magic's history), but were left out of the set because it "didn't need them". Hidden Treasures is an even more rare and difficult-to-execute process.
    Posted in: Speculation
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from Altaurus321 »
    It's been a while, but here's something that came to mind today:

    Flamewake Veteran 2R
    Creature - Human Warrior {M}
    When ~ enters the battlefield, exile the top three cards of your library face-down.
    Whenever ~ is dealt damage, put a card exiled by it into your hand.

    That's interesting, but I feel like it should be "whenever it deals damage" so it's more proactive.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Yeah that thing's pretty insane. Even just 2RR 4/3 haste + shock is so far ahead of the curve, I can't see them printing it. Sand Strangler is the closest thing they've printed in years, and that's just a Hill Giant with a conditional bolt.

    Even at base 0/0 this thing seems pretty pushed. Shave haste and make it a 0/0 and it's still probably worth considering. As it stands, this is way too good.
    Posted in: The Cube Forum
  • posted a message on New Jaya Ballard Interaction?
    Void_nothing is correct that Soulfire Grand Master cannot apply to cards that you don't cast from your hand.

    But let's say that you instead used a Buyback card, like Capsize. In this case, you could use Jaya's Emblem to cast Capsize from your graveyard, payign the Buyback, and have it return to hand instead of being exiled. This is also true if you have a spell that puts itself into any other zone upon resolution, like Seasons Past (Library), View from Above (hand), or Reality Strobe (still exiled but with special effects).

    Note that this is distinct from Flashback, which has rules that specify that the card is exiled instead of going to any other zone, which overwrites Buyback and replacement effects like Seasons Past or View from Above (though not Reality Strobe, since that exiles itself anyways so Flashback is satisfied).
    Posted in: Magic Rulings
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