You basically answered your own question in the second sentence. They're new to the game. Of course a Tier 1 and Tier 1.5 Modern deck is way OP compared to a Duel Deck. They probably have never seen or even known about 50% of the cards in your decks.
The best thing that you can do right now is not just beat the pants off of them, but teach them. Show them your deck, show them how to properly optimize a mana base, show them how to make sure their curve is on target and not unbalanced. Build a deck that's only slightly better than theirs. Whenever you pull a combat trick or a smart play, explain to them what you did and why. Teach them the concepts of 2 for 1's, bluffing through countermagic, using the stack to your advantage, things that they won't learn from just picking up a starter set.
Nothing is more frustrating to newer players than constantly losing because someone who has been playing longer has better cards and better decks. But on the flip side, this could be your chance to get a great playgroup started, since newer players are almost always more eager to play as much as possible and learn all sorts of fun and crazy tech.
At some point in the distant past, the planeswalker Riel discovered an empty "pocket dimension" - one that was too small to contain a universe by itself, yet large enough to provide a place for her to rest. Being of an aesthetic bent and harboring a great love for all things alcoholic, she felt that this corner of the multiverse could be so much more, and decided to make it her own personal project.
Generations later, the Wayward Spark occupies a unique place in the multiverse. The entire dimension is a gigantic tavern, nightclub and entertainment spot; where all doors open to new rooms, and denizens (often transplanted by Riel herself) work for the pleasure of the planeswalker and her constant guests. Patrons may imbibe an infinite selection of cocktails from many different planes, participate in backroom games unimagined in lifetimes, or dance the timeless hours away on a floor that extends into the stars.
Moot Brawler :symgr::symgr:
Creature - Human Barbarian
Whenever ~ attacks, it fights another target creature. Most establishments in the hearth-quarter always keep a broom on hand. "The Bullseye Pub" keeps a shovel.
3/1
Inebriated Scholar
Creature-- Vedalken Advisor
When Inebriated Scholar enters the battlefield, look at the top card of your library. You may put that card into your graveyard. "Funny how liquor always seems to strip away all a man's knowledge." -- Dack Fayden
1/1
Merry Friar :3mana::symwg::symwg:
Creature - Giant Monk (C)
:2mana:, , Imbibe: You gain 3 life. (If you've imbibed since your last turn, you can't cast spells with converted mana cost equal to or less than the number of times you've imbibed.)
3/3
Venombrand :1mana::symb:
Sorcery - Game (C)
Put a -1/-1 counter on target creature you control and target creature you don't control. Those creatures gain "When this creature is put into a graveyard from the battlefield, its controller loses 2 life" until end of turn. "It'll cost you three riels to buy in, stranger. Survivors split the pot. Antidotes cost extra." —Daanq of Managua
Game Voucher
Artifact (C)
Sacrifice ~: Game spells you play cost less until the end of turn. Draw a card.
Ale Gnomes Artifact Creature - Gnome(C)
~ enters the battlefield with two +1/+1 counters on it.
Remove a +1/+1 counter from ~: You gain 1 life. 0/0
Llanowar Barmaid :1mana::symg:
Creature - Elf Shaman
: Add to your mana pool and gain 1 life.
1/1
Scrutinize :2mana::symu:
Sorcery C
Draw three cards, then discard two cards. "Keep an eye on the Ravnican at table six. He's been winning a little too much for his own good." —Bannick Moss, security officer
Mead of Magic
Artifact
:2mana:, , Sacrifice ~: You gain 2 life. Regenerate each creature you control.
Game of Faith- 1WW
Instant- Game (U)
Flip a coin. If you win the flip, exile target attacking creature. If you lose the flip, target opponent may exile either target land you control, or target creature you control. "In this game, your reward is to erase one's life. Lose, well, yours will be at risk." Riel, Keeper of Taverns.
Round of Beer2RW
Sorcery Join Forces - Each player may discard a card. Then each player draws a card for each card discarded this way.
Absinthe FaerieGG Creature - Fearie(U)
Flying
When ~ enters the battlefield, add GG to your mana pool. 1/2
Rare 1/1
Demon of the Coin2BB
Creature - Demon
Pay 3 life: Change the result of a coin flip. Any player may play this ability.
Sacrifice a creature: The next time a player would flip a coin, that player flips 2 coins instead and chooses one of the results. Any player may play this ability. There are no winners when a demon joins the table.
4/4
Most expensive single card is probably my Underground Sea. Most expensive playset I own is either my signed playset of Lion's Eye Diamonds, or my signed playset of Polluted Deltas. The LED's are a recent purchase, got them for market price so not a deal there, but I picked up the Deltas a few years back when I thought they were starting to get a little expensive ($20 each).
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Cards so far:
Morning Thaw - :1mana::symg::symu: Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb: Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg: Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land. "Snow ? Not on my watch"
1/2
Hollowhenge Lurker2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample. When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of DawnW
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U Creature - Human Wizard 4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg: Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
DaystrikeRW
Sorcery C
Creatures you control get +1/+0 until end of turn. Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3 Creeping Horror1B
Creature - Horror Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Common 1/10 Morning Thaw1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library. From frozen cliffsides to blistering savannah, all in a single day.
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith PeacemakerGG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born InfantryWWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated MollidRW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade NecromancerBG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage3U
Creature - Salamander Wizard (C) U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God EmissaryUU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard. 1B: Regenerate CARD.
2/2
Forest ChantG
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard. Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3 Pulsing Aquamarine3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card. A treasure of the deep, brighter than the sky.
Welcome to Airanimod, land of power! The white and black aligned asses and the red and white aligned chickens both ready their armies. The turbo slugs of red and blue race across the land, ready to kill. The blue-green Mega-Men fight to unturn the Zig. For great justice! Finally, all of your base are belong to the black-green aligned Camarid/Indrik hybrids who possess the evil Quacking Curse.
Camarindrik Stomper3(B/G)
Creature - Homarid Beast C Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper. "That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw: Creature - Donkey Wizard(C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life. 2/2
Turbo Angry Slug2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg: Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather ShieldW
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
ReassessU
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.) "I think, therefore I'm Zig."
Turbo Slug Afterburner2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB Creature - Quack (C) T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life. Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck1WWW Instant(U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3 Ass Assassin1BB
Creature - Donkey Assassin T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
That's because mythics are this wonderful, perfect storm of marketing. The higher rarity means that fewer of them get opened to begin with. Combine this with the fact that R&D uses mythic as their way to put overly powerful cards into sets without disrupting limited, and suddenly you get your $40 Bonfires or $50 Baneslayer Angels.
I feel your pain. Bought my fatpack (I get at least 1 for every set), and sat down to open it along with a bunch of friends who also got fat packs. Opened a single Stomping Ground, and then every else in the box was junk, no mythics at all. Wouldn't have been so disappointing if the guy next to me didn't open 2 shocklands and 3 mythics in his box. Was I angry? Yeah. But that's the risk of buying sealed instead of singles. It's a lottery, and unless the set has high widespread value, it's usually not worth it.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound BeastRG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Dark Intentions2BB
Sorcery
Target player loses 2 life.
At the beginning of your end step, if Dark Intentions is in your graveyard you may pay 1. If you do, target opponent loses 1 life.
Well, I'm glad I actually offloaded my Deathrite's this weekend because they'll probably be taking a hit to their price with jund becoming less dominant. (Not really sure, I don't know modern too well.) I was going to hold onto them to let them appreciate in value while they weren't being drafted. So it's a nice coincidence that I actually ended up offloading all of them before this announcement.
He won't take a hit in price. Jund will still be a valid deck, just not as powerful. In addition, he's seeing a lot of play in Legacy at the moment since he fits into a new deck that's getting huge (BUG aggro/control), as well as the fact that not only is he mainboard playable to accelerate mana/ping at life, but he also gives you random graveyard hate against other Tier 1 decks (Dredge, ANT, Reanimator), thereby freeing up some of your sideboard slots for something other than graveyard hate. Expect his price to remain steady or even increase a bit more as BUG keeps growing in Legacy.
So I just finished building ANT, and I'm looking for some critique and comments on my deck. The list I'm running is pretty typical, nothing out of the ordinary, but I figure I'll still post it up for any comments anyone has:
My main reason for posting is to get some help with sideboard choices. I've got the obvious ones set (win cons, extra discard protection, reanimator/dredge hate), but I was wondering how to round out the rest of my sideboard. There seems to be a lot of talk for the Tropical Island/Bayou and Abrupt Decay sideboard, is this really a worthwhile sideboard? My meta is pretty widespread, with the majority of the players using the top 3 Tier 1 decks (whatever they may be at any given time). That said, I've also run into almost any and every deck style there, everything from Aggro-Loam to High Tide to Zombardment to 12Post. Thanks for the help in advance, I'm pretty pleased to finally be piloting this in tournaments instead of facing against it for once.
The best thing that you can do right now is not just beat the pants off of them, but teach them. Show them your deck, show them how to properly optimize a mana base, show them how to make sure their curve is on target and not unbalanced. Build a deck that's only slightly better than theirs. Whenever you pull a combat trick or a smart play, explain to them what you did and why. Teach them the concepts of 2 for 1's, bluffing through countermagic, using the stack to your advantage, things that they won't learn from just picking up a starter set.
Nothing is more frustrating to newer players than constantly losing because someone who has been playing longer has better cards and better decks. But on the flip side, this could be your chance to get a great playgroup started, since newer players are almost always more eager to play as much as possible and learn all sorts of fun and crazy tech.
Generations later, the Wayward Spark occupies a unique place in the multiverse. The entire dimension is a gigantic tavern, nightclub and entertainment spot; where all doors open to new rooms, and denizens (often transplanted by Riel herself) work for the pleasure of the planeswalker and her constant guests. Patrons may imbibe an infinite selection of cocktails from many different planes, participate in backroom games unimagined in lifetimes, or dance the timeless hours away on a floor that extends into the stars.
Moot Brawler :symgr::symgr:
Creature - Human Barbarian
Whenever ~ attacks, it fights another target creature.
Most establishments in the hearth-quarter always keep a broom on hand.
"The Bullseye Pub" keeps a shovel.
3/1
Inebriated Scholar
Creature-- Vedalken Advisor
When Inebriated Scholar enters the battlefield, look at the top card of your library. You may put that card into your graveyard.
"Funny how liquor always seems to strip away all a man's knowledge."
-- Dack Fayden
1/1
Merry Friar :3mana::symwg::symwg:
Creature - Giant Monk (C)
:2mana:, , Imbibe: You gain 3 life. (If you've imbibed since your last turn, you can't cast spells with converted mana cost equal to or less than the number of times you've imbibed.)
3/3
Venombrand :1mana::symb:
Sorcery - Game (C)
Put a -1/-1 counter on target creature you control and target creature you don't control. Those creatures gain "When this creature is put into a graveyard from the battlefield, its controller loses 2 life" until end of turn.
"It'll cost you three riels to buy in, stranger. Survivors split the pot. Antidotes cost extra." —Daanq of Managua
Game Voucher
Artifact (C)
Sacrifice ~: Game spells you play cost less until the end of turn. Draw a card.
Ale Gnomes
Artifact Creature - Gnome (C)
~ enters the battlefield with two +1/+1 counters on it.
Remove a +1/+1 counter from ~: You gain 1 life.
0/0
Llanowar Barmaid :1mana::symg:
Creature - Elf Shaman
: Add to your mana pool and gain 1 life.
1/1
Scrutinize :2mana::symu:
Sorcery C
Draw three cards, then discard two cards.
"Keep an eye on the Ravnican at table six. He's been winning a little too much for his own good." —Bannick Moss, security officer
Mead of Magic
Artifact
:2mana:, , Sacrifice ~: You gain 2 life. Regenerate each creature you control.
Game of Faith- 1WW
Instant- Game (U)
Flip a coin. If you win the flip, exile target attacking creature. If you lose the flip, target opponent may exile either target land you control, or target creature you control.
"In this game, your reward is to erase one's life. Lose, well, yours will be at risk." Riel, Keeper of Taverns.
Round of Beer 2RW
Sorcery
Join Forces - Each player may discard a card. Then each player draws a card for each card discarded this way.
Absinthe Faerie GG
Creature - Fearie (U)
Flying
When ~ enters the battlefield, add GG to your mana pool.
1/2
Rare 1/1
Demon of the Coin 2BB
Creature - Demon
Pay 3 life: Change the result of a coin flip. Any player may play this ability.
Sacrifice a creature: The next time a player would flip a coin, that player flips 2 coins instead and chooses one of the results. Any player may play this ability.
There are no winners when a demon joins the table.
4/4
Cards so far:
Morning Thaw - :1mana::symg::symu:
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler :2mana::symb:
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad :1mana::symg:
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit - :1mana::symg::symg:
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker 2G
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn W
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days 2RR
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman - U
Creature - Human Wizard
4UU,T: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer - :2mana::symg:
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike RW
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Lucid Fruit (2/G)
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
Uncommon 2/3
Creeping Horror 1B
Creature - Horror
Nocturnal - At the beginning of your upkeep, tap Creeping Horror if it is Day.
3/3
Common 1/10
Morning Thaw 1UG
Sorcery
Search your library for a land card and put it into your hand. If S was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipelago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mountain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker GG
Creature - Snake Cleric (C)
Whenever another Snake enters the battlefield, you may gain 2 life.
2/2
Shimmering Shorewing 1U
Creature - Bird Illusion (C)
Flying
Whenever another Bird enters the battlefield, CARD is unblockable until end of turn.
1/1
Rhave-Born Infantry WWW
Creature - Rhino Soldier (C)
Whenever CARD attacks, you gain 1 life for each attacking creature.
2/3
Vermin Unearther 3BB
Creature - Rat Rogue (C)
When CARD enters the battlefield, target black creature in your graveyard gains Unearth x until end of turn, where X is its converted mana cost. (X: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
2/1
Stoneplated Mollid RW
Creature - Armadillo Soldier (C)
When CARD blocks, it gets +0/+3 until end of turn.
3/2
Sizzle Tongue Viashino 1RR
Creature - Lizard Scout (C)
When CARD enters the battlefield it deals 2 damage to target creature.
2/1
Shadow Glade Necromancer BG
Creature - Rat Shaman (C)
Whenever a creature is put onto the battlefield from the graveyard, target creature gets +2/+2 until end of turn.
1/1
Amphin Sea-Mage 3U
Creature - Salamander Wizard (C)
U, t: Target Snake, Lizard or Minotaur creature doesn't untap during its controller's next untap step.
2/3
Sea God Emissary UU
Creature - Salamander Shaman (C)
Birds and Salamanders you control have +1/+1 and islandwalk.
1/1
Howling Bane 1BB
Creature - Wolf Horror (C)
When CARD enters the battlefield, exile all cards from target player's graveyard.
1B: Regenerate CARD.
2/2
Forest Chant G
Sorcery (U)
Exile up to four cards from your graveyard. For each card exiled this way, reveal a card from the top of your library. You may put a creature or land card revealed this way into your hand and the rest on the bottom of your library.
Unholy Amalgamation 4B
Creature - Zombie Horror U
At the beginning of your upkeep, exile a creature card from your graveyard.
Unholy Amalgamation's power and toughness are each equal to the number of different creature types among creature cards in your graveyard.
Some vermin search for treasure. The Shadow Glade sect searches for failed experiments.
*/*
Uncommon 3/3
Pulsing Aquamarine 3
Artifact
Whenever a player cast a blue spell, you may put a charge counter on Pulsing Aquamarine.
Remove 4 charge counters from Pulsing Aquamarine: Draw a card.
A treasure of the deep, brighter than the sky.
Legendary Creature - Human Warrior
Green creatures you don't control get -0/-2.
2/3
Next: Rosheen Meanderer
Creature - Homarid Beast C
Quackers — Whenever you say a word other than "quack", sacrifice Camarindrik Stomper.
"That sure ain't no duck." —Gargox, goblin gambler
4/4
Razia's Hot Ass :symrw::symrw:
Creature - Donkey Wizard (C)
When ~ enters the battlefield, you may have it deal 1/2 damage to target creature or player. You gain 1/2 life.
2/2
Turbo Angry Slug 2RR
Creature - Slug
Haste
Super haste
3/3
Mega-Man Scout - :symu::symg:
Creature - Man Scout (C)
: Target player becomes Zig (This effect lasts until another player becomes Zig)
2/1
Common 5/10
Razorfeather Shield W
Instant C
Name a card. As long as you control a creature card with that name, each other creature you control is indestructible until end of turn.
If a player is Zig, untap all creatures you control.
Asswipe BW
Instant
Destroy target non-Ass creature.
Cluck of Doom :2mana::symw:
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
Reassess U
Sorcery C
Draw a card, then Zig puts a card from his or her hand on top of his or her library.
If you're Zig, target player becomes Zig.(This effect lasts until another player becomes Zig.)
"I think, therefore I'm Zig."
Turbo Slug Afterburner 2RR
Instant
~ deals 2 1/2 damage to target creature or player, reveal a creature card from your hand it gains Super haste until end of turn.
Quacking Curseling - BB
Creature - Quack (C)
T: Target player may say "Quack" within five seconds. If that player doesn't, he or she loses 1 1/2 life and you gain 1 1/2 life.
Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack Quack
2/2
Beginner's Luck 1WWW
Instant (U)
The youngest player gains 5 life and each permanent he or she control gains hexproof until end of turn, and is indestructible this turn.
Miracle W
Uncommon 2/3
Ass Assassin 1BB
Creature - Donkey Assassin
T: Put a -1/-1 counter on target creature that dealt damage to a Donkey this turn.
2/1
That's because mythics are this wonderful, perfect storm of marketing. The higher rarity means that fewer of them get opened to begin with. Combine this with the fact that R&D uses mythic as their way to put overly powerful cards into sets without disrupting limited, and suddenly you get your $40 Bonfires or $50 Baneslayer Angels.
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade 2B
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Common 3/10
Wind Cult Warrior WUB
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental - 2UU
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Jungle Springs GG
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Preempt 1B
Instant
Destroy target untapped creature.
Bright Sunlight - 2W
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
Commons: 9/10 (you miscounted pstmdrn)
Manabound Beast RG
Creature - Beast
At the beginning of your end step, if you lands entered the battlefield under your control this turn put a -1/-1 counter on Manabound Beast.
3/2
Sorcery
Target player loses 2 life.
At the beginning of your end step, if Dark Intentions is in your graveyard you may pay 1. If you do, target opponent loses 1 life.
He won't take a hit in price. Jund will still be a valid deck, just not as powerful. In addition, he's seeing a lot of play in Legacy at the moment since he fits into a new deck that's getting huge (BUG aggro/control), as well as the fact that not only is he mainboard playable to accelerate mana/ping at life, but he also gives you random graveyard hate against other Tier 1 decks (Dredge, ANT, Reanimator), thereby freeing up some of your sideboard slots for something other than graveyard hate. Expect his price to remain steady or even increase a bit more as BUG keeps growing in Legacy.
4x Polluted Delta
2x Scalding Tarn
2x Bloodstained Mire
2x Underground Sea
1x Volcanic Island
1x Badland
1x Swamp
1x Island
Spells (38):
1x Ad Nauseum
4x Brainstorm
3x Burning Wish
4x Cabal Ritual
4x Cabal Therapy
4x Dark Ritual
3x Duress
4x Gitaxian Probe
4x Infernal Tutor
1x Past In Flames
4x Ponder
1x Tendrils of Agony
1x Chrome Mox
4x Lion's Eye Diamond
4x Lotus Petal
1x Empty The Warrens
1x Ill-Gotten Gains
3x Grafdigger's Cage
1x Duress
1x Tendrils of Agony
My main reason for posting is to get some help with sideboard choices. I've got the obvious ones set (win cons, extra discard protection, reanimator/dredge hate), but I was wondering how to round out the rest of my sideboard. There seems to be a lot of talk for the Tropical Island/Bayou and Abrupt Decay sideboard, is this really a worthwhile sideboard? My meta is pretty widespread, with the majority of the players using the top 3 Tier 1 decks (whatever they may be at any given time). That said, I've also run into almost any and every deck style there, everything from Aggro-Loam to High Tide to Zombardment to 12Post. Thanks for the help in advance, I'm pretty pleased to finally be piloting this in tournaments instead of facing against it for once.
Instant
Each creature deals X damage to itself, where X is the number of counters on that creature.