I would start it at m13 and just ban fetchlands. I think theros/rtr have a lot of important things for balancing the format as well as things to add checks and balances to the format. For example, adding a 4 mana wrath to the format is a huge deal since we are so unlikely to get another in the near future. In addition, adding rest in peace and anger of the gods adds some nice checks and balances to the graveyard, something heavily lacking in the format at the moment. Adding rtr also fixes the terribly unbalanced mana in frontier, instead of having 5 different half cycles every pair gets their shocklands.
This. In fact, the format they play at my LGS back home is exactly this, M13 forward, only banned cards are KTK fetches. It's cheap to build (to my knowledge, Voice of Resurgence is the most expensive card in the pool), has tons of possible deck options and, most importantly, it's fun.
I don't think Rishkar's Expertise is what the deck really needs. Paying for spells isn't really much of a problem in a deck like this, and aside from that ability, the card is basically Soul's Majesty. I think Garruk, Primal Hunter is the best place for this effect because it has other utility if you don't need the draw, and can be activated multiple times over the course of a long game.
I also finally acquired a Rise of the Eldrazi foil Ulamog, the Infinite Gyre. I was never really happy with how the FTV foil looked for that card. Great for Sol Ring, not so hot there. I know that this in itself seems like I'm just bragging about foils, but it does lead me to some changes I'm debating.
The points that original Ulamog has going for it are:
Destroys one permanent when cast.
Annihilator
Indestructible
Graveyard Shuffle
Newlamog, conversely has:
Exiles two permanents when cast.
Indestructible
Eats opponents' libraries
Costs 1 less.
While the ability to exile two permanents when cast is fantastic, I feel like the exile-mill effect is irrelevant, and I'm not convinced that exiling two abilities is better than the Annihilator and graveyard reshuffle abilities present on the original.
Finally, Terastodon brings the following:
Destroy 3 non-creature permanents on ETB.
The cheapest of the 3.
While it can't deal with creatures and leaves the opponent with tokens, I like the fact that its ability triggers without having to cast it, which is relevant if it enters play off a Genesis Wave or a tutor such as Natural Order or Tooth and Nail that puts it directly onto the battlefield.
I like that Gaea's Touch is a non-creature making it less vulnerable to removal, and can cash itself in when its work is done. However, sometimes the fact that it can't drop a second land unless its a forest is relevant. Also, and I can't emphasize this enough... it's not available in foil. I like having a deck that's worth more than a 10 year old car.
Courser of Kruphix is a great workhorse, and provides a good body early on. And, of course, it can get lands off the top of the library and into play, just like the wonderful Oracle of Mul Daya. Plus, a little incidental life gain is a nice side-benefit. However, it doesn't technically ramp me. It's more like virtual card draw. That might be worse, but it might be better; that's what I'm trying to decide.
Finally, Azusa, Lost But Seeking. By herself, she's one of the most prolific green commanders ever, right up there with Omnath, and it's clear to see why: ALSO like Oracle of Mul Daya, she allows you to play extra lands per turn. However, aside from being castable off a turn 1 Mana Crypt, that's all she does, and the usefulness of that ability dries up fast, even if it does lend itself to a speedy start if in the right opening hand.
So... anyone have thoughts on this little dilemma?
I see why you put it in red, but the problem is you'er using 3rd person perspective for flavor rather than first person. This causes the awkwardness of an obviously different color act 'feeling' red. Yes the player will have to deal with the uncertainty of a new commander but this isn't really how it plays out in game. The flavor of you card is black as can be, you might be able to re-flavor it to fit in red, but as is I can only see it as black.
As for effect, you need to have a nontoken clause to not completely screw people.
Eh, we'll have to agree to disagree on the flavor/color discussion, as that's just something we won't see eye to eye on. The non-token clause though, that's fair.
I don't think this would be very fun to play against. This is basically tuck, except only red gets it now instead of blue and white. I also agree that this would cause rules headaches with the color identity of decks. You could get around that part by letting the card only work with a legendary creature with the same color identity.
I disagree, on both points. While it is similar to tuck in a way, it only tucks if a) that opponent controls a legendary creature which isn't their commander (because the spell will have no legal target if they don't), and b) they don't have their commander in play (because casting it on one legendary creature while that player controls their commander on the battlefield won't suddenly get rid of that creature).
Regarding color identity, I think any potential issues it might cause got nipped in the bud when they changed rules regarding generating mana outside your general's color identity. Before, if your general was mono-white, then your City of Brass could only generate white mana. Now, with the rules change, your City of Brass can generate mana of any color. The only cards that would really be affected are Commander-specific cards that are tied to your Commander's color identity such as Command Tower, Commander's Sphere and Opal Palace. I also don't think that it would affect identity in any meaningful way, because you can't suddenly make someone's deck illegal in the middle of a game if it was legal at the start, especially given the change in mana-generation rules.
As far as choosing red as the colour, I chose that because, from a flavor standpoint, the feeling I want it to evoke is disarray, with the affected player suddenly having to adapt to a circumstance that throws their whole strategy into chaos, a notion which is certainly in red's wheelhouse. I want the focus to not be so much on those "shadowy people pulling strings behind the scenes", (even though, by my own admittance, I do mention them in the flavor text) but rather the unknown quantity that the new commander creates, not only for the affected player, but their opponents as well. Plus, it's a unique effect mechanically that I just figure red deserved more than the other colors for whom it might have been applicable.
I also consciously decided to only allow it to target legendary creatures, because I just think that being able to leave a player with a low-power role player like Wood Elves would be waaay too powerful, in addition to breaking the spirit of having a legendary creature as a commander.
I will admit that it does need some revision given the recent addition of partners, and I think the way I want it is for it to simply replace one of the commanders in any situation where that applies, and not both, so given that, I'd amend the wording to this:
Orchestrate - 3RR
Sorcery
Target legendary creature controlled by its owner replaces that player's commander of their choice for the remainder of the game. If the previous commander is in the command zone, its owner shuffles it into their library. The commander tax for the new commander is set to 2. (The next time they cast their new commander from the command zone, it will cost 2 extra.)
I went through several names for this card before I settled on the one I picked. "Elevate to Power", "Pawn Takes King", "Puppet Mastery" and a couple others, but I think "Orchestrate" is really the simplest option.
Orchestrate - 3RR
Sorcery
Target legendary creature controlled by its owner becomes that player's commander for the remainder of the game. That player shuffles all creatures in their command zone into their library, and their commander tax is set to 2. (The next time they cast their new commander from the command zone, it will cost 2 extra, then 4 extra and so on as normal.)
"Unbeknownst to him, Jetham's elevation to power was part of a plot to destroy Morantevir, a scheme hatched by its enemies both without and within."
Ol Gary is my favourite commander staple in recent years
Forgive me, for I have sinned. Of course Gary is a staple. But when you're going through every single card released since Gatecrash, you're bound to miss something.
The problem I found with this iteration of Nissa is that her ultimate is a) easy to see coming, and b) not tremendously difficult to counter. I tried her in Omnath back when she came out and, honestly, she wasn't that great.
In my estimation, these are the true "format staples" that have come out post-RTR (from Gatecrash to now). Note, this list doesn't include any legendary creatures, as I assume you've already been over those. I also haven't included any reprints, as well as cards in supplementary sets such as Commander and Conspiracy.
I've also compiled my personal list of EDH-able cards to have been printed in that time in expert-level sets. Some really great role-players in this list, don't pass them by.
Freyalise and Yavimaya Hollow had price increases that now put them above the $10 TCG-mid threshold. Meanwhile, Chord of Calling and Regal Force fell in price and are now below that threshold. I replaced Freyalise with Nissa and Yavimaya Hollow with a Forest (I couldn't really conjure any better non-basic options at the time). Meanwhile, I cut Hornet Queen for Regal Force and Primal Command for Chord of Calling, as I felt they were stronger choices now that they met the value conditions.
I've gone back to school and am in a fairly intense program, so I haven't had any chance to test anything new. Truth be told, I've had maybe 4 games of EDH since the beginning of September. As such, I don't really have any changes for the main list as it stands.
I prefer them as foils. I think the best solution would be to print X boxes with non-foil commanders, then print a reduced Y boxes with foil commanders for a slightly higher MSRP.
I think this would be the best approach, because:
People who either prefer non-foils or don't care either way can buy the cheaper non-foil packs, while people who care about foiling out their decks and pursue the foiled versions.
This way, you're still only including one playable copy of a commander per box, so the market doesn't become over-saturated, so cards retain their value.
However, if printing only either foils or non-foils is possible, then I'll obviously prefer foils.
I tried Nissa, Vital Force. As much as I wanted to like it, it simply didn't do enough because it's so politically charged for having a turn-2 ultimate that draws cards. The problem is that, even if you ultimate, you're not really guaranteed to get a ton of benefit from it, but people will still look at you and say "you have an ultimate that draws you cards, you've gotta die now" because the card draw CAN eventually become overwhelming, but it takes some time. Unfortunately you're also not likely to get more than one Regrowth-effect out of her either, so functionally she was mostly just a damage sponge.
This. In fact, the format they play at my LGS back home is exactly this, M13 forward, only banned cards are KTK fetches. It's cheap to build (to my knowledge, Voice of Resurgence is the most expensive card in the pool), has tons of possible deck options and, most importantly, it's fun.
Neat, so it is. Nice flavor, and a good callback.
No one can look at the art for Zendikar Resurgent and say that Chandra doesn't want Jace to do a little mindsculpting, know what I mean?
I've made a couple changes to the deck, for the simple fact that I've finally acquired the cards to do so. Coming out are Karametra's Acolyte and Frontier Siege. Going in are the long awaited Selvala, Heart of the Wilds and (this one is especially sweet for me) Mana Crypt!
I also finally acquired a Rise of the Eldrazi foil Ulamog, the Infinite Gyre. I was never really happy with how the FTV foil looked for that card. Great for Sol Ring, not so hot there. I know that this in itself seems like I'm just bragging about foils, but it does lead me to some changes I'm debating.
There are two situations in which I'm debating which 2 of 3 cards to have in the deck. The first is a debate between Ulamog, the Infinite Gyre, Ulamog, the Ceaseless Hunger and Terastodon.
The points that original Ulamog has going for it are:
Newlamog, conversely has:
While the ability to exile two permanents when cast is fantastic, I feel like the exile-mill effect is irrelevant, and I'm not convinced that exiling two abilities is better than the Annihilator and graveyard reshuffle abilities present on the original.
Finally, Terastodon brings the following:
While it can't deal with creatures and leaves the opponent with tokens, I like the fact that its ability triggers without having to cast it, which is relevant if it enters play off a Genesis Wave or a tutor such as Natural Order or Tooth and Nail that puts it directly onto the battlefield.
The other cards I'm debating between are Gaea's Touch, Courser of Kruphix (both of which are in the deck) and Azusa, Lost but Seeking.
I like that Gaea's Touch is a non-creature making it less vulnerable to removal, and can cash itself in when its work is done. However, sometimes the fact that it can't drop a second land unless its a forest is relevant. Also, and I can't emphasize this enough... it's not available in foil. I like having a deck that's worth more than a 10 year old car.
Courser of Kruphix is a great workhorse, and provides a good body early on. And, of course, it can get lands off the top of the library and into play, just like the wonderful Oracle of Mul Daya. Plus, a little incidental life gain is a nice side-benefit. However, it doesn't technically ramp me. It's more like virtual card draw. That might be worse, but it might be better; that's what I'm trying to decide.
Finally, Azusa, Lost But Seeking. By herself, she's one of the most prolific green commanders ever, right up there with Omnath, and it's clear to see why: ALSO like Oracle of Mul Daya, she allows you to play extra lands per turn. However, aside from being castable off a turn 1 Mana Crypt, that's all she does, and the usefulness of that ability dries up fast, even if it does lend itself to a speedy start if in the right opening hand.
So... anyone have thoughts on this little dilemma?
Eh, we'll have to agree to disagree on the flavor/color discussion, as that's just something we won't see eye to eye on. The non-token clause though, that's fair.
I disagree, on both points. While it is similar to tuck in a way, it only tucks if a) that opponent controls a legendary creature which isn't their commander (because the spell will have no legal target if they don't), and b) they don't have their commander in play (because casting it on one legendary creature while that player controls their commander on the battlefield won't suddenly get rid of that creature).
Regarding color identity, I think any potential issues it might cause got nipped in the bud when they changed rules regarding generating mana outside your general's color identity. Before, if your general was mono-white, then your City of Brass could only generate white mana. Now, with the rules change, your City of Brass can generate mana of any color. The only cards that would really be affected are Commander-specific cards that are tied to your Commander's color identity such as Command Tower, Commander's Sphere and Opal Palace. I also don't think that it would affect identity in any meaningful way, because you can't suddenly make someone's deck illegal in the middle of a game if it was legal at the start, especially given the change in mana-generation rules.
As far as choosing red as the colour, I chose that because, from a flavor standpoint, the feeling I want it to evoke is disarray, with the affected player suddenly having to adapt to a circumstance that throws their whole strategy into chaos, a notion which is certainly in red's wheelhouse. I want the focus to not be so much on those "shadowy people pulling strings behind the scenes", (even though, by my own admittance, I do mention them in the flavor text) but rather the unknown quantity that the new commander creates, not only for the affected player, but their opponents as well. Plus, it's a unique effect mechanically that I just figure red deserved more than the other colors for whom it might have been applicable.
I also consciously decided to only allow it to target legendary creatures, because I just think that being able to leave a player with a low-power role player like Wood Elves would be waaay too powerful, in addition to breaking the spirit of having a legendary creature as a commander.
I will admit that it does need some revision given the recent addition of partners, and I think the way I want it is for it to simply replace one of the commanders in any situation where that applies, and not both, so given that, I'd amend the wording to this:
Orchestrate - 3RR
Sorcery
Target legendary creature controlled by its owner replaces that player's commander of their choice for the remainder of the game. If the previous commander is in the command zone, its owner shuffles it into their library. The commander tax for the new commander is set to 2. (The next time they cast their new commander from the command zone, it will cost 2 extra.)
Orchestrate - 3RR
Sorcery
Target legendary creature controlled by its owner becomes that player's commander for the remainder of the game. That player shuffles all creatures in their command zone into their library, and their commander tax is set to 2. (The next time they cast their new commander from the command zone, it will cost 2 extra, then 4 extra and so on as normal.)
"Unbeknownst to him, Jetham's elevation to power was part of a plot to destroy Morantevir, a scheme hatched by its enemies both without and within."
Not a problem.
Forgive me, for I have sinned. Of course Gary is a staple. But when you're going through every single card released since Gatecrash, you're bound to miss something.
- Illusionist's Bracers
- Merciless Eviction
- Sepulchral Primordial
- Thespian's Stage
- Debt to the Deathless
- Rise of the Dark Realms
- Strionic Resonator
- Ashen Rider
- Burnished Hart
- Elspeth, Sun's Champion
- Nykthos, Shrine to Nyx
- Courser of Kruphix
- Reclamation Sage
- Dig Through Time
- Utter End
- Hero's Blade
- Temur Sabertooth
- Ugin, the Spirit Dragon
- Shaman of Forgotten Ways
- Catacomb Sifter
- Emeria Shepherd
- Hedron Archive
- Chandra, Flamecaller
- Eldrazi Displacer
- Anguished Unmaking
- Cryptolith Rite
- Tamiyo's Journal
- Tireless Tracker
- Imprisoned In the Moon
- Panharmonicon
I've also compiled my personal list of EDH-able cards to have been printed in that time in expert-level sets. Some really great role-players in this list, don't pass them by.
(Big list though, be warned.)
Gatecrash:
- Assemble the Legion
- Blind Obedience
- Consuming Aberration
- Court Street Denizen
- Crypt Ghast
- Diluvian Primordial
- Domri Rade
- Enter the Infinite
- Fathom Mage
- Firemane Avenger
- Frontline Medic
- Ghor-Clan Rampager
- Giant Adephage
- Glaring Spotlight
- Gruul Ragebeast
- Gyre Sage
- Hellkite Tyrant
- Korozda Guildmage
- Legion Loyalist
- Master Biomancer
- Rapid Hybridization
- Urban Evolution
- Vizkopa Guildmage
Dragon's Maze:
- Ætherling
- Deadbridge Chant
- Exava, Rakdos Blood Witch
- Flesh // Blood
- Gleam of Battle
- Master of Cruelties
- Notion Thief
- Obzedat's Aid
- Plasm Capture
- Pontiff of Blight
- Possibility Storm
- Progenitor Mimic
- Render Silent
- Savageborn Hydra
- Sire of Insanity
- Wear // Tear
- Unflinching Courage
- Voice of Resurgence
- Zhur-Taa Ancient
Magic 2014:
- Archangel of Thune
- Burning Earth
- Grim Return
- Imposing Sovereign
- Kalonian Hydra
- Ogre Battledriver
- Primeval Bounty
- Ring of Three Wishes
- Scourge of Valkas
- Shadowborn Demon
Theros:
- Abhorrent Overlord
- Anger of the Gods
- Arbor Colossus
- Ashiok, Nightmare Weaver
- Bident of Thassa
- Bow of Nylea
- Curse of the Swine
- Fanatic of Mogis
- Gift of Immortality
- Hammer of Purphoros
- Hero's Downfall
- Karametra's Acolyte
- Master of Waves
- Nighthowler
- Rescue from the Underworld
- Reverent Hunter
- Satyr Wayfinder
- Spear of Heliod
- Stormbreath Dragon
- Swan Song
- Sylvan Caryatid
- Whip of Erebos
- Xenagos, the Reveler
Born of the Gods:
- Archetype of Aggression
- Archetype of Courage
- Archetype of Endurance
- Astral Cornucopia
- Champion of Stray Souls
- Chromanticore
- Eidolon of Countless Battles
- Fate Unraveler
- Fated Retribution
- Fated Return
- Ghostblade Eidolon
- Heroes' Podium
- Kiora, the Crashing Wave
- Plea for Guidance
- Spirit of the Labyrinth
- Unravel the Æther
Journey Into Nyx:
- Ajani, Mentor of Heroes
- Dictate of Erebos
- Dictate of Heliod
- Dictate of Karametra
- Dictate of Kruphix
- Dictate of the Twin Gods
- Eidolon of Blossoms
- Eidolon of Rhetoric
- Hall of Triumph
- Hydra Broodmaster
- Mana Confluence
- Sage of Hours
- Scourge of Fleets
- Silence the Believers
- Twinflame
- Worst Fears
Magic 2015:
- Ajani Steadfast
- Chasm Skulker
- Chief Engineer
- Garruk, Apex Predator
- Genesis Hydra
- Goblin Rabblemaster
- Hushwing Gryff
- In Garruk's Wake
- Life's Legacy
- Nissa, Worldwaker
- Obelisk of Urd
- Perilous Vault
- Resolute Archangel
- Sliver Hive
- Soul of Innistrad
- Soul of New Phyrexia
- Soul of Theros
- Spectra Ward
- Spirit Bonds
- The Chain Veil
Khans of Tarkir:
- Abzan Ascendancy
- Abzan Charm
- Abzan Falconer
- Altar of the Brood
- Ankle Shanker
- Become Immense
- Clever Impersonator
- Crackling Doom
- Dragon Throne of Tarkir
- Duneblast
- Empty the Pits
- End Hostilities
- Grim Haruspex
- Hardened Scales
- High Sentinels of Arashin
- Jeskai Ascendancy
- Jeskai Charm
- Murderous Cut
- Raiders' Spoils
- Rattleclaw Mystic
- Ride Down
- Sarkhan, the Dragonspeaker
- See the Unwritten
- Siege Rhino
- Sorin, Solemn Visitor
- Sultai Ascendancy
- Sultai Charm
- Temur Ascendancy
- Tomb of the Spirit Dragon
- Ugin's Nexus
- Villainous Wealth
Fate Reforged:
- Break Through the Line
- Brutal Hordechief
- Citadel Siege
- Crucible of the Spirit Dragon
- Crux of Fate
- Dark Deal
- Frontier Siege
- Merciless Executioner
- Monastery Mentor
- Outpost Siege
- Palace Siege
- Shaman of the Great Hunt
- Shamanic Revelation
- Soulfire Grand Master
- Supplant Form
- Torrent Elemental
- Valorous Stance
- Warden of the First Tree
Dragons of Tarkir:
- Arashin Foremost
- Assault Formation
- Atarka's Command
- Damnable Pact
- Deathbringer Regent
- Den Protector
- Dragon Tempest
- Dragon Whisperer
- Dragonlord's Prerogative
- Dromoka's Command
- Foul Renewal
- Haven of the Spirit Dragon
- Inspiring Call
- Kolaghan's Command
- Narset Transcendent
- Profaner of the Dead
- Profound Journey
- Risen Executioner
- Ruthless Deathfang
- Sarkhan Unbroken
- Sarkhan's Triumph
- Savage Ventmaw
- Secure the Wastes
- Silumgar's Command
- Thunderbreak Regent
- Virulent Plague
Magic Origins:
- Alhammarret's Archive
- Animist's Awakening
- Archangel of Tithes
- Chief of the Foundry
- Conclave Naturalists
- Consul's Lieutenant
- Dark Petition
- Day's Undoing
- Displacement Wave
- Elemental Bond
- Evolutionary Leap
- Ghirapur Æther Grid
- Gilt-Leaf Winnower
- Graveblade Marauder
- Hallowed Moonlight
- Hangarback Walker
- Harbinger of the Tides
- Helm of the Gods
- Mage-Ring Network
- Managorger Hydra
- Priest of the Blood Rite
- Pyromancer's Goggles
- Reclusive Artificer
- Shadows of the Past
- Shaman of the Pack
- Starfield of Nyx
- Sword of the Animist
- Tainted Remedy
- The Great Aurora
- Thopter Engineer
- Thopter Spy Network
- Tragic Arrogance
- Valor in Akros
- Whirler Rogue
- Woodland Bellower
- Zendikar's Roil
Battle for Zendikar:
- Blighted Cataract
- Blighted Fen
- Blighted Steppe
- Blighted Woodland
- Bring to Light
- Brood Butcher
- Defiant Bloodlord
- Fathom Feeder
- From Beyond
- Gideon, Ally of Zendikar
- Greenwarden of Murasa
- Grip of Desolation
- Kiora, Master of the Depths
- Ob Nixilis Reignited
- Oblivion Sower
- Painful Truths
- Quarantine Field
- Retreat to Emeria
- Retreat to Hagra
- Sanctum of Ugin
- Scour from Existence
- Sire of Stagnation
- Smothering Abomination
- Stasis Snare
- Vampiric Rites
- Zulaport Cutthroat
Oath of the Gatewatch:
- Baloth Null
- Call the Gatewatch
- Deepfathom Skulker
- Endbringer
- Kozilek's Return
- Mirrorpool
- Nissa, Voice of Zendikar
- Oath of Gideon
- Oath of Nissa
- Reflector Mage
- Sea Gate Wreckage
- Wastes
- World Breaker
- Zendikar Resurgent
Shadows Over Innistrad:
- Altered Ego
- Arlinn Kord
- Behold the Beyond
- Bygone Bishop
- Declaration in Stone
- Descend Upon the Sinful
- Diregraf Colossus
- Drownyard Temple
- Duskwatch Recruiter
- Eerie Interlude
- Ever After
- Falkenrath Gorger
- Fevered Visions
- Forgotten Creation
- From Under the Floorboards
- Hanweir Militia Captain
- Jace, Unraveler of Secrets
- Nahiri's Machinations
- Nahiri, the Harbinger
- Olivia's Bloodsworn
- Prized Amalgam
- Rattlechains
- Relentless Dead
- Seasons Past
- Second Harvest
- Sorin, Grim Nemesis
- Thalia's Lieutenant
- Thing in the Ice
- Traverse the Ulvenwald
- Ulvenwald Hydra
- Ulvenwald Mysteries
- Westvale Abbey
Eldritch Moon:
- Bedlam Reveler
- Cryptbreaker
- Dark Salvation
- Decimator of the Provinces
- Distended Mindbender
- Docent of Perfection
- Elder Deep-Fiend
- Emrakul's Evangel
- Geier Reach Sanitarium
- Grapple with the Past
- Grim Flayer
- Hanweir Battlements
- Hanweir Garrison
- Liliana, the Last Hope
- Mind's Dilation
- Selfless Spirit
- Sigarda's Aid
- Splendid Reclamation
- Subjugator Angel
- Tamiyo, Field Researcher
- Tree of Perdition
- Voldaren Pariah
Kaladesh:
- Aetherflux Reservoir
- Aetherworks Marvel
- Animation Module
- Authority of the Consuls
- Cataclysmic Gearhulk
- Chandra, Torch of Defiance
- Cloudblazer
- Cultivator's Caravan
- Dovin Baan
- Eliminate the Competition
- Filigree Familiar
- Fumigate
- Ghirapur Orrery
- Insidious Will
- Inventors' Fair
- Metallurgic Summonings
- Metalwork Colossus
- Nissa, Vital Force
- Noxious Gearhulk
- Torrential Gearhulk
- Unlicensed Disintegration
- Verdurous Gearhulk
- Freyalise, Llanowar's Emissary
- Yavimaya Hollow
- Hornet Queen
- Primal Command
+ Nissa, Vital Force
+ Chord of Calling
+ Regal Force
+ Forest
Freyalise and Yavimaya Hollow had price increases that now put them above the $10 TCG-mid threshold. Meanwhile, Chord of Calling and Regal Force fell in price and are now below that threshold. I replaced Freyalise with Nissa and Yavimaya Hollow with a Forest (I couldn't really conjure any better non-basic options at the time). Meanwhile, I cut Hornet Queen for Regal Force and Primal Command for Chord of Calling, as I felt they were stronger choices now that they met the value conditions.
I've gone back to school and am in a fairly intense program, so I haven't had any chance to test anything new. Truth be told, I've had maybe 4 games of EDH since the beginning of September. As such, I don't really have any changes for the main list as it stands.
I think this would be the best approach, because:
However, if printing only either foils or non-foils is possible, then I'll obviously prefer foils.