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  • posted a message on [ROE]MTG.com Previews - April 6th (Transcendent Master & Kozilek's Predator)
    Baneslayer Angel is a 5/5 flying lifelinker for 5.

    This new Cleric takes 9 mana to get a 6/6 evasionless lifelinker.

    Keep that in mind.

    My thoughts precisely. I know it's lame to compare every creature printed to Baneslayer Angel, but I'd rather just kill someone with Serra Angel than wait so long for a 6/6 lifelink. Or drop Felidar Sovereign. Or ramp up to Iona, Shield of Emeria. Or play Student of Warfare. Sure that "nine" mana can be paid in small investments by turn 4 or 5, but even so it's pretty awful compared to what you could get. Even if I try to picture him as ":2mana::symw::symw:, echo :5mana:" for a 6/6 lifelink I'm really unimpressed.

    Even in limited, this set gives us several juicy white dudes at rare, some nasty annihilators at uncommon and common, and a 7/7 trample that gains life and draws cards for 7 mana. This guy just doesn't hold up.
    Posted in: The Rumor Mill
  • posted a message on [ROE]MTG.com Previews - April 6th (Transcendent Master & Kozilek's Predator)
    I think a lot of levelers are getting unfairly maligned (not that any of them thus far except Student of Warfare and maybe Dragonmaster, Lighthouse dude, and the mana elf stand even a small chance of being played outside of limited and casual) but Transcendent Master is just. . .wow. Awful. Indescribably terrible. I'd rather have almost any white creature ever printed on my side that that terrible peace of junk. You either commit to his awful 6/6 lifelink form, sinking your 4th and most of your 5th turn into him, or you slowly but surely dump extra mana into him, waiting until turn 10 or so for your 6/6 lifelink, and probably never getting the 9/9 mode.

    The common is going to be a high pick in limited (based on what we've seen so far, maybe even a 2-4th pick), but I'm not sure about the constructed applications. Jund's curve isn't quite high enough to need the extra mana and Thrinax is better at dumping dudes on the board since he comes back from wrath and his dudes can attack. I'm glad to see commons at all, though: I'm really hoping that getting almost all the mythics and most of the rares spoiled first isn't telling us the whole story of Rise of the Eldrazi.
    Posted in: The Rumor Mill
  • posted a message on [ROE] Thoughts & opinions on what has spoiled so far (4/2/10)
    1.)
    Mythic:Gideon Jura - He's :3mana::symw::symw: for a 6/6 with an EtB Assassinate that can't be hit by sorcery-speed removal and is immune to combat damage. The fact that he can also randomly turn a stalemate into a blowout is just gravy. Even if other mythics see play, no card in the set is as crazy as him. His only "drawback" is that he shares a slot with wallet-slayer, but why not run both? Grin

    Rare:Student of Warfare - clearly the only leveler worth playing, a 3/3 first strike for :symw::symw::symw: that can be Ranger'd and payed for in increments is amazing. There are a few other rares in the set that seem okay (Green Gifts, Momentous Fall, Eldrazi Temple if Eldrazi take off) but nothing as good as this. He's better for constructed than most mythics (including the dragon dude).

    Uncommon:Mnemonic Wall - I'm going to go out on a limb and say that the wall will be the most important uncommon in the set. It's a great stalling tactic for blue. Boar Umbra and Dreamstone Hedron would also be good guesses, and a few others may see some fringe play.

    Common: Overgrown Battlement - A very important accelerant for green makes this card a must-have for both constructed ramp and casual everything so it gets my pick for best/most $$$ common. Hyena Umbra is a good guess too, though: sort of a white Rancor. . .I can almost see turn 1 Lynx or Vanguard, turn 2 Umbra + other one drop (Student of Warfare?) being a popular play in standard.

    2) In addition to the ones mentioned above? Not sure. . . Domestication should be a fine replacement for Mind Control in most decks.

    3) The Eldrazi, Nirkana Revenant, Khalni Hydra

    4)
    Extended/Legacy/Vintage: Realms Uncharted has way more, way better targets here. Emrakul, the Aeons Torn replaces a few Progenitus' in some Hypergensis list and possibly replaces it in other formats as well (easier to remove and possible to block, but bigger and Annihilator 6 is just awesome)
    EDH: 1 Dreamstone Hedron is a must have for every EDH deck, and Magosi Sphinx is really amazing in most blue EDH decks.
    Posted in: New Card Discussion
  • posted a message on The SkillCube - Seeking Comments and Suggestions
    Quote from wtwlf123
    First off, I don't think the concept of "remotely playable" should enter your mind when you're designing a cube. Use the best stuff. Period. If it happens to have morph, kicker or evoke, then great. But that's not a good enough reason to include something in the cube.

    And secondly, Browbeat is god-awful. Just... yuck. Don't play with cards that give your opponent the choice to determine how they perform. It's just a filler card at that point, and doesn't serve any real function for the archetype it's being played in.

    This is advice for Naill's cube, specifically. He wants a cube that is "skill testing" and cuts "obvious first-pick game dominating bombs" like Walletslayer, Mind Twist, Wrath of God, etc. With the top tier of the cube mostly cut, he's going to need lots of interesting and playable options to fill it back up, hence my language.

    I understand from the rest of this thread that most people think this cube is going to be incredibly terrible to play. And perhaps it will be. But it is what Naill wants, and advising him to change his mind is like advising someone building a common cube to run Wrath and Mana Drain because they should "always run the best cards, period".

    Browbeat being awful is a fair point though...I just have a love affair with the card despite its badness :embarrass:. But even in this cube it will probably be the worst card and something like Wheel of Fortune (which, being symmetrical, is fairly skill testing) is a much better choice.
    Posted in: Cube Lists
  • posted a message on The SkillCube - Seeking Comments and Suggestions
    For your creature base, I think a good place to start will be every remotely playable creature with morph, kicker, and evoke. A short list:

    Next, I'd choose a few incredibly linear strategies and splash a little support for them into the cube, to reward "gambling" with draft picks and paying attention to the pile in front of you. I'm not advocating full tribal, or playing with cards that are totally worthless without their main strategy, but I think a couple lords, maybe Tinker and Goblin Welder alongside some big, bad artifacts, a bunch of solid cycling cards alongside Lightning Rift and Astral Slide, single copies of stuff like Yawgmoth's Will, Dream Halls, Survival of the Fittest, and Life from The Loam could make for interesting choices. You still want these cards to be playable without support though, so I'd recommend going easy on the tribal, not playing many if any slivers or allies, avoiding effects like Goblin Grenade and Soulless One, probably not playing Arcbound Ravager and friends, etc.

    I'd fill out my aggro section with creatures that either have powerful drawbacks (so Isamaru, Hypnotic Specter, and Jungle Lion are out, but maybe Jackal Pup, Wild Dogs, and Phyrexian Negator are in?) , or that are mid-range/aggressive dudes with strong tap abilities so that they demand a choice every turn (Leaf Gilder and Jeska, Warrior Adept as two examples).

    Other mechanics that will be "skill testing" in the cube: Dredge, Buyback, Replicate, Cycling (especially land-cycling or cycling with bonus effects), having a mix of strong mono-color and multi-color cards with appropriate amounts of fixing, Suspend.

    Mechanics that are probably not what you're looking for: Cascade, Landfall, Modular, Madness, Clash, Flashback, Domain. These can all call for interesting deckbuilding choices, but too often they are either dumb luck for "free stuff" (cascade, clash, madness) or always playable with no choice or skill involved (landfall, flashback), or will push an already schizophrenic cube into unplayable mode (domain).

    EDIT: I think symmetrical effects (Aether Tradewinds, Barter in Blood, Balance) that can get "broken" with careful timing are good choices. I also think cards that demand choices from the opponent are going to be a lot of fun in the cube (so I'd advocate Fact or Fiction staying in, alongside stuff like Dash Hopes, Browbeat, Cataclysm, and Argothian Wurm)
    Posted in: Cube Lists
  • posted a message on Jace with a Wish...
    How about these for some deck skeletons:



    - Has this wish package inserted into a pretty standard "Cruel Control" shell; that way if the Djinn or the Jace is neutralized you can still just play control and stall to 7 mana FTW. "Wish" targets are Cruel Ultimatum (since you win), Time Warp (double Jace activations, double Djinn attacks), and Nicol Bolas (for more PW power).

    I think mono-U is still just not worth it; there just aren't many "Wish" targets that you wouldn't have an easier time hardcasting. Here's a W/U build that's more what you were talking about, though...



    Thoughts?
    Posted in: New Card Discussion
  • posted a message on 5C Manlands, Anyone?
    I think Chain Reaction is bad here, sadly. Against most of the decks that it will be doing more than 3 damage against, 2 damage would have wiped the board just fine. I think either good ol' Fallout or Earthquake are much better fits in this deck.

    I also think that while funny, Terra Eternal is more SB material with Trace in the maindeck...or maybe the other way around, since Garruk can't target a traced land. At any rate I think you could drop those for +1 Amulet, +1 Bolt or Path.
    Posted in: New Card Discussion
  • posted a message on WWK and Blue: Close but no Cigar
    Quote from rwhitisissle
    Even if blue doesn't get good draw or counters, I feel like we should at least get a card like Exhaustion to make things more interesting. As for everybody who says that Americontrol is a good blue deck in standard, all I have to say is that just because you have 4 Sphinx of Jwar Isle or Sphinx of Lost Truths, it does not make your deck blue. It means it has a blue card in it that is pretty good. If that's all the blue you have, then that means you are SPLASHING blue in an otherwise purely Red and White deck.

    Assuming Americontrol means the same thing as LSV's WUR control deck (and it's many variants), this is just wrong. Having counted up several lists, all of them have far more :symu::symu: in the corner of their cards than white or red. Most run an even split on W and U mana sources (presumably to guarantee those early Paths and Walls), but blue is very much the focus of that deck.

    On topic, I decided to run a very preliminary tally of "good" stuff for each color in this set since we have over 100 cards now.

    BLUE:
    Absolutely gonna see play: 2 (Jace, Contortion even at 3 is quite playable).
    Maybe, if it finds a home: 6 (Calcite Snapper, Mysteries of the Deep, Treasure Hunt, the two allies currently in the spoiler, and Sejiri Merfolk).

    - It's hard for me to imagine Calcite Snapper getting any play while Wall of Denial is still legal. Mysteries and Contortion are both close since, as Machius pointed out, they are both "playable but not great". My money is that standard is fast enough that Contortion is better than Cancel most of the time, and that Mysteries is too slow/too many hoops so Jace, Jace, and Divination will remain the draw spells of choice. I still think Treasure Hunt is amazing, but concede that with the fragile manabases of standard today mean that relying on the Halimar engine to set it up is too much to ask and that it stands a better shot in older formats. Finally, hard to say if Bant wants a :symw::symu: Knight of Meadowgrain (the merfolk), and hard to say if allies are actually going to be playable. Finally, if some bizarre landfall combo pops up I could see Tideforce Elemental as part of it, which brings blue up to 9 "good" cards in this set.

    So that's 2 "great" cards and a lot of "playable if blue was better" cards...not a bad way to seed things for the future, really, and this isn't including the manlands. Let's see how other colors stack up:

    WHITE:
    Definitely gonna see play: 2 (Lion and Firewalker)
    Maybe, if it finds a home: 5 (the O-ring Angel, Join the Ranks, and Hada Freeblade, Archon of Redemption, and Ruin Ghost in some bizarre landfall combo)

    BLACK:
    Absolutely: 4 (Abyssal Persecutor, Urge to Feed, Smother, and the Highborn)
    Maybe: 6 (all those one-drop Vamps, the multi-kick discard dude, Quest for the Nihil Stone, Ruthless Cullblade, Death's Shadow?)

    RED:
    Absolutely: 1 (Comet Storm)
    Maybe: 8 (Too many hard-to-judge almost playable cards, much like blue. Outcast, landfall burn spell, Skitter of Lizards, Goblin Zombies, Chain Reaction, Kazzuul, the Golem trap, and the LD spell are all almost playable).

    GREEN:
    Absolutely: 1 (Bestial Menace?)
    Maybe: 5 (Arbor Elf, Explore, Omnath, Harabaz Druid, Warcaller)

    So blue does okay. Black is winning in this set (is this Torment 2?) mostly because WotC is pushing Vampires so hard. Red has a lot of fringe stuff that I honestly don't think is going to get played; I am being very generous in what I consider having potential in standard today. Green is getting hosed, where are the "Green: Close but no cigar?" threads?

    I will concede this, however: much of the red, black and white stuff is "maybe" because those colors have so many weapons that it's hard to find space for this new stuff. Blue has so many maybies because 2/9 of its cards are allies, and blue doesn't have much support. So I suppose Machius is correct...Worldwake starts a foundation for good mono-u decks, but doesn't quite "get the cigar". We have a few more sets of blue being a support color, it appears.
    Posted in: New Card Discussion
  • posted a message on WWK and Blue: Close but no Cigar
    Quote from Machius

    The whole lack of a good 2cc counter annoys me, some people say that it would automatically make blue too strong. However believe me they are wrong, a 2cc counter makes blue viable, but to actually be strong two 2cc counters would be needed so blue could run both and consistently counter on the 2nd turn. All being able to run 4 copies of a 2cc counter does is mean that slightly less than half the time blue can counter a spell on the 2nd turn, even if that counterspell was Counterspell itself it wouldn't be too punishing as long as it was the only 2cc universally targetting counter available in standard.

    In this I do agree with you. I would be worried that a standard with Counterspell, Cancel, and Contortion at 2U might be a little too oppressive. But I think that Memory Lapse, Remand (I know I called it out in my earlier post, but it really isn't that backbreaking all the time), and even Mana Leak would be plenty fair. I even think that a :symu::symu: Mana Leak would be pretty decent. As long as Bolt is legal and there is such an absurdly high quantity of 2 power dudes at 1CMC in standard (I can't recall there ever being such a list; I guess Mirage/Tempest was close?) blue really probably does need a 2CC counter to be worth considering.

    Also, you are right on about Wind Zendikon...I guess I was thinking more of limited where it's drawbacks are still considerable but perhaps more worth it, and where it's drawback doesn't even have to hurt if you have enough landfall...but even then, it's a Scythe Tiger that only O-rings the land, and while I've seen Scythe Tiger played in ZZZ draft those people are probably wrong. So call it a total brain fart on my part :embarrass:. Irrelevant to blue's place in standard, at any rate.

    It all comes back to blue's big problem: counters and LD are absolutely hated by everyone including playtesters for being "unfun". When you strip red of Stone Rain and Pillage, however, red still has dragons, goblins, and burn to be competitive with. When blue gets stripped of counterspells, it has...yeah. Even the idea of a deck that has a good 2CC counter, a mediocre 2CC counter (Remove Soul or Flashfreeze, in this case), and an okay soft counter and bad but still there hard counter at 3CC probably make's WotC uneasy despite the fact that there hasn't been a deck that can chain-counter someone to death since TS, and there hasn't been one that could do it well since...wow, probably Invasion/Masques standard?

    Sorry if it's sounded like I'm calling you out; your arguments are reasonable. I guess I partly like playing devil's advocate, and am mostly just realistic about how WotC sees blue now.
    Posted in: New Card Discussion
  • posted a message on WWK and Blue: Close but no Cigar
    Quote from 11mf44
    I don't think so. Look at the OP again. I agree that minor tweaks in cost (2UU instead of 4U and 1U [or heck, UU] instead of 2U) would've made the cards good, but not broken.

    And this is from someone (me) who HATES control. :p

    Fair enough; I'm a long time lurker so that comment was more directed at what I've read on these boards in general :embarrass:.

    Obviously Spell Contortion and Mysteries of the Deep would be better if they were 1 mana less. Everything would be more powerful/playable at one less mana than it costs. And Contortion probably would not have been format warping at 1U (it's a bad mana leak at that cost, a bad Dismiss at 2UU, and a card that is new and hard to evaluate at 3UUU then).

    I understand why they don't, though. First, for Mysteries especially, it is common and in general WotC has wanted things to be more splashable in limited so commons with a 2CC cost cost are not usually seen at common (I know there are examples to counter this, this is just a general trend since Shards and not an absolute rule). And Mysteries probably would have been too crazy, at least in limited, at :3mana::symu:. So WotC had a choice between pushing this to uncommon at 2UU, and leaving it common at 4U, and chose the latter.

    Second, it seems like most colors "pay a price" for certain good cards. How many good red cards besides Bolt are in M10? Earthquake's okay in this modern standard, but mostly it's just Bolt. The exception to this rule right now is white, but just a few standards ago no decks had MD plains, and the only white card in anyone's T8 were squads of Doran the Siege-tower (white had been pretty awful since Mirrodin and all the way up until then, too) so they pushed very hard to get white to the top. Likewise, blue has been dominant for as long as I've been playing this game (it took a very brief amount of time off during ONS/MIRR standard, at least until Shackles got printed) so they have pushed hard the other way. Compared to Shards block, with almost no playable blue, I like what we're getting in WWK :D.

    EDIT: In case it was unclear, I imagine WotC at least feels that blue needs to "pay a price" for Jace and Treasure Hunt in this set, and that price is jacking the cost on Contortion.
    Posted in: New Card Discussion
  • posted a message on WWK and Blue: Close but no Cigar
    I think the problem is that people hear "some good blue cards are coming" and assume that means that Counterspell, Remand, and Fact or Fiction (or close functional reprints thereof) must be on the way. But blue's days of having access to any of those cards (except maybe Remand) are over. It sucks; Counterspell is my favorite card of all time...but that's the way it is.

    Second, Worldwake is our first glimpse of blue's return. A Pendulum doesn't teleport from one side to the other instantly guys: it swings slowly. We're not going to see a set with 23 blue cards, all of which are 5 star cards. We're not even going to see a set with 50% of the blue cards as 5 star cards. We're going to get a handful of blue cards at a time, and that, combined with the demon Cascade rotating, will get blue back at it's height of power someday.

    Worldwake has some stellar blue stuff:
    - Jace: probably the greatest 'walker printed thus far, and very nearly an auto-include in all non-Jacerator blue lists in standard for as long as he's legal.

    - Treasure Hunt: Doesn't require too many hoops to make this the most efficient draw spell printed since Recall and Visions. Even at 2 cards for 2 this is incredible. Sorcery speed hurts, but at 2CC you can afford to wait until turn 4 or 5 after the Mindsculptor has rigged your deck to cast it and still have mana open.

    - Spell Contortion: this card is...weird. Time will tell if it is playable or not. I agree that 1U probably wouldn't have broken it, but I think it's too early to dismiss it out of hand.

    - Wind Zendikon: Blue can has 2/2 fliers for :symu:? There are drawbacks but this is a crazy-efficient critter in the game's worst creature color.

    That's four excellent blue cards, plus blue is now the 2nd best ally color (the shapeshifter and the millstone dude), the manlands benefit blue's play style the most and the strongest manlands are the blue ones, and Mysteries of the Deep, while slow, it not awful (probably too slow for standard while Jund exists though; that's a lot of work for a splashable instant Concentrate). So be patient, be happy that blue got some good stuff at all, and just wait for the critical mass around M11 time Smile
    Posted in: New Card Discussion
  • posted a message on Can esper become viable with the Golem?
    How about this list?:



    A few words on cardchoices:

    - Outlander - With Jund as the big bad guy, Bushwacker as a close second, Naya as third, and a lot of tier 2 decks like Blightning also sporting lots of mountains, this guy is definitely maindeckable.

    - Master of Etherium - I want to cut him, but he pushes my Golems out of bolt range while also being almost always big enough to at least trade with anything not named Baneslayer.

    - Jace: Clearly awesome card advantage. Like Walletslayer in white, any deck with islands except Jacerator (ironically enough) should strongly consider running him I think. For this list a full squad of the Tez might be more appropriate though.

    Amulet of Vigor - a whopping 14 of this deck's manasources EtB tapped. This is a solid 1-drop to help boost the Master while also greatly speeding the deck up. I'm honestly not sure it does enough to MD, though.

    Deny Reality - I heard cascade is good? This hits everything in the deck except the Tezz, which is pretty sexy. Of course, it also hits borderposts so this would be the first card I would cut.

    Bottom line: Outlander and Master seem bad but I think are absolutely necessary. Testing would be needed to see if Jace, the Amulet, and Deny Reality are good here or not. Possible inclusions that I wanted in here but didn't make it include:
    Esper Charm
    Thopter Foundry
    Treasure Hunt (though this is much worse than normal in a deck with borderposts)
    Everflowing Chalice
    Sharuum the Hegemon
    Sphinx of the Steel Wind
    Baneslayer Angel
    Scourglass
    Posted in: New Card Discussion
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