Arahbo, Roar of the World
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Asmira, Holy Avenger
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Captain Sisay
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Chorus of the Conclave
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Daughter of Autumn
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Dragonlord Dromoka
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Dromoka, the Eternal
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Emmara Tandris
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Emmara, Soul of the Accord
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Gabriel Angelfire
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Gaddock Teeg
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Jasmine Boreal
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Karametra, God of Harvests
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Kei Takahashi
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Krond the Dawn-Clad
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Lady Caleria
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Lord Magnus
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Mirri, Weatherlight Duelist
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Nazahn, Revered Bladesmith
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Rhys the Redeemed
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Saffi Eriksdotter
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Selvala, Explorer Returned
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Shanna, Sisay's Legacy
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Sigarda, Heron's Grace
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Sigarda, Host of Herons
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Sir Shandlar of Eberyn
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Tolsimir Wolfblood
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Torsten Von Ursus
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Trostani Discordant
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Trostani, Selesnya's Voice
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Arvad the Cursed
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Aryel, Knight of Windgrace
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Athreos, God of Passage
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Ghost Council of Orzhova
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Karlov of the Ghost Council
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Krav, the Unredeemed & Regna, the Redeemer
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Obzedat, Ghost Council
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Ravos, Soultender & Tymna the Weaver
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Selenia, Dark Angel
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Teysa Karlov
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Teysa, Envoy of Ghosts
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Teysa, Orzhov Scion
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By DeckRawr (03/16) [DUEL]
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Triad of Fates
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Tymna the Weaver
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Vish Kal, Blood Arbiter
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Adriana, Captain of the Guard
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Agrus Kos, Wojek Veteran
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Akiri, Line-Slinger
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Anax and Cymede
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Anya, Merciless Angel
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Archangel Avacyn
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By CiderGames (05/16) [1v1]
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Aurelia, Exemplar of Justice
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Aurelia, the Warleader
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By VashBismark (12/16) [12P]
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By Tryno (07/16)
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By 4Lark (04/16)
By Rowan (04/16) [3P]
By Mozesus (02/16)
By Uldakh (10/15) [<$100]
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Basandra, Battle Seraph
By Ulbana Microkey (06/18)
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By Robert (04/15)
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Brion Stoutarm
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Depala, Pilot Exemplar
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Feather, the Redeemed
By DirkGently (04/19)
By ISBPathfinder (04/19)
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By Rumpy5897 (04/19) [3P]
By darrenhabib (04/19) [2P]
Firesong and Sunspeaker
By darrenhabib (02/19) [4P]
By DirkGently (10/18)
By Card Slinger J (05/18)
Gisela, Blade of Goldnight
By WizardMN (04/19)
By another505 (10/18)
By Forgotten One (05/18)
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By MagicMasterJr (06/17)
By SuperTr00per (08/16) [2P]
By 4Lark (04/16) [6P]
By KosmiK HorroR (03/16)
By joshua_nazar (02/16) [<$100]
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Iroas, God of Victory
By Rumpy5897 (04/19)
By ISBPathfinder (10/18)
By Flyinpenguin117 (01/17)
By beherits (01/17) [1v1]
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By Ikaoru (04/14) [5P] [DUEL]
Jor Kadeen, the Prevailer
By Manite (03/17)
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By Manite (06/15) [1v1]
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By Mix Master Mikaeus (08/14) [<$100]
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By Autumnowl23 (11/12) [3P]
By MCR (05/11) [4P]
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Munda, Ambush Leader
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By Manite (09/15)
Razia, Boros Archangel
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Tajic, Blade of the Legion
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Tajic, Legion's Edge
By Gabrielle Angelfire (10/18) [DUEL]
Tiana, Ship's Caretaker
By Tev (03/19) [2P]
2
Locking thread.
I'm also going to take this opportunity to restate: If you feel someone is posting something against the rules, either flaming, trolling, spam, or anything else - Please just report the post and move on.
2
Well have I got good news for you... If you buy ALL of them, they ARE at 30 a pop!
Jokes aside, I think this product was mostly done well... In fact, if anything, it should maybe be more expensive. Right now, people who simply want a playable set of cards can buy them elsewhere, cheaper, so this drop isn't undercutting the general secondary market - while still being appealing to collectors and investors - especially the latter since this drop actually IS a giant cut on current prices! Currently, pricing out each of these cards on TCG player non-foil is $165. Selecting this same cart with foil versions of the cards yields an impressive cart of about $450. That's pretty impressive.
Keep in mind the current pricing on these cards for the comparison are comparing to regular, non-foil versions of these cards. Instead, these versions are foil, and alternate art promos. Now, everyone has their preference when it comes to foils or art, but typically these make the item have more of a premium price, rather than less.
Right now, purchasing the entire drop for $150 actually comes out positive on value for the purchaser, compared to non-premium versions of the cards - that's pretty insane. It doesn't even hold a candle to current premium copies. And this doesn't account for whether or not they decide to add any special gifts, like the stained glass planeswalkers. This drop is just bonkers. It's good enough that you could purchase the whole set and not feel bad, and probably even flip it, but not so crazy that everyone feels obligated to purchase it or miss out on a crazy deal. - I'm personally not a huge fan of the aesthetic, so I'll probably forgo this one, though I at least have a few days to consider it.
Of course, that will depend on what the resulting supply ends up being. Seeing as how one item appears to already be out of pre-printed stock (likely the Red bundle, as it has the highest current value), it seems the sales are going well, so supply may be somewhat higher than expected long term.
Of course this isn't going to be the price of these long term - but the comparison remains apt. In terms of value, this drop is coming close to the standard printing, for something that is considered more premium in nature, and will have collector value further on. This does mean that close to release, there will certainly be a greater supply, and prices should (hopefully) remain lower. However, if you were looking for a more 'premium' version of these cards - perhaps for foiling out a deck - this is by far a better deal currently than trying to actually get OG foils.
The reaper king and sliver overlord comparison is also VERY misleading. Those are some old sets, that have a much lower print run. You're comparing a print run that just happened, to printings that are 16 years old and 11 years old.
A better comparison might be the snow covered lands, which have been released more recently. Regular Ice-age snow forests are a bit over $1. Full art snow lands are .50. Foil coldsnap and foil full-arts are around $7. The secret lair Snow-forest are $14. Even that is misleading though, as there are now several sets worth of snow-lands in the wild, giving ample supply, so the only thing propping up the Secret Lair prices is not people seeking usability, but only people seeking uniqueness and scarcity. Contrastingly, this drop is aimed at both. (The Kaleidoscope set, in comparison was more for usability, as those cards had been out of print for a considerable time).
For a lair that people criticized as having one of the lowest values compared to current card prices, that one is now sitting pretty nice as an investment.
Some people like the bling.
1
There is a place for discussion about the popularity of formats, and even for questioning appeal that you don't understand. However this thread starts off immediately inflammatory and trolling to elicit responses - and then spirals downhill into insults from there.
1
I apologize for not getting to this sooner - I have alerts on the inbox forum, but that doesn't trigger on thread replies, so this didn't notify me.
If future people find this thread, send me a PM, or drop a note on my inbox thread so I get replies - thanks!
2
When ramping in non-green colors, don't be afraid to get creative, and look for synergies between your ramp effects. Don't feel limited to cards that just say 'ramp' - these colors excel in bounce, flicker, and reanimation, all of which can be used to ramp. One of my favorite ways to ramp in Black for example is Undying Evil on my Burnished Hart or Solemn Silmulacrum when it's about to die.
One of the best non-green ramp cards ever printed is Rings of Brighthearth - This turns every fetchland into a rampant growth as well. It also doubles up your Burnished Hart, and also Wayfarer's Bauble. Before I go too far into it, here's just a dump of cards for you to look at:
I mentioned when some cards could get non-land ramp cards, but didn't include other 'ramp' cards that are explicitly non ramp (Smothering Tithe) since you specifically asked about lands.
COLORLESS:
1 - Wayfarer's Bauble - A rampant growth for any deck. Synergies well with artifact recursion.
2 - Sword of the Animist - Gets lands.
3 - Burnished Hart - A bigger sakura tribe elder for any deck.
3 - Crucible of Worlds - Doesn't ramp on its own, but ensures consistent land drops with fetch lands.
3 - Rings of Brighthearth - Ramps with fetch lands, turbos other ramp options. Can go infinite with Deserted Temple
3 - Sword of Light and Shadow - return your rampy dudes.
4 - Solemn Simulacrum - An all around acceptable pick, though not great in any specific area. Gets better with more synergy.
2 - Thaumatic Compass - Gets lands, IS LAND!
2 - Treasure Map - Becomes a land, and gives a ritual effect as well (or you could draw cards, that's ok too.)
2 - Dowsing Dagger - Give one person plants, hit someone else.
4 - Golden Guardian - Fight something of yours prior to a wrath effect for free flippy.
4 - Conqueror's Galleon - It's a land that does everything.
6 - Oblivion Sower - Works best with other exile effects, but still works.
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4 - Prototype Portal - I have imprinted an artifact land before.
5 - Mirrorworks - I have copied artifact lands.
BLACK
1 - Undying Evil - Cast on Burnished Hart (or other rampy mcdude)
1 - Supernatural Stamina - Undying Evil #2
1 - Kaya's Ghost Form - Undying Evil #3
1 - Unearth - Burnished hart...
2 - Dance of the Dead - aim at that green player. Or a robot.
2 - Animate Dead - aim at that green player. Or a robot.
4 - Liliana of the Dark Realms - Not ramp, but keeps up swamp counts.
BLUE
2 - Search for Azcanta - It's eventually a rampant growth.
2 - Phantasmal Image - Copy a robot.
2 - Dance of Many - Copy a robot.
2 - Copy Artifact - Copy a robot.
2 - Twincast - hello mr. Green player.
2 - Narset's Reversal - Hello mr. Green player.
3 - Trinket Mage - Gets Wayfarer's Bauble, Sol Ring, Skullclamp, etc.
3 - Tribute Mage - Gets Sword of the Animist. Mana rocks, etc.
3 - Trophy Mage - Gets Burnished Hart, Sword of Light and Shadow, Crucible of Worlds, Rings of Brighthearth, Mana rocks, etc.
5 - Tezzeret the Seeker - -0: get artifact land. -1 get sol ring. -3 get Rings, then -0, get 2 lands. etc.
WHITE - second best 'ramp' color.
1 - Legion's Landing - it's a 1 cost land.
2 - Relic Seeker - Gets Sword of the Animist. (or skullclamp)
2 - Stoneforge Mystic - Gets Sword of the Animist. (or skullclamp)
2 - Knight of the White Orchid - If you're behind, you ramp. Gets non-basics.
2 - Oath of Lieges - Makes everyone catch up to the ramp player. Rather good anti-ramp tech, actually.
2 - Angelic Renewal - Combo with Burnished Hart, or even Solemn Simulacrum, etc. Still has natural use outside of that.
3 - Boreas Charger - Again. Gets non-basics.
3 - Gift of Immortality - Put it on a Burnished Hart. Smile.
4 - Kor Cartographer - Ramps. Gets non-basics.
4 - Restoration Angel - Flicker the sad robot.
6 - Sun Titan - Ramps with Fetchlands.
7 - Emeria Shepherd - Combo's with Burnished Hart to pull lots of lands out. Can chain with other things as well, such as Sun Titan.
1 - Land Tax - doesn't ramp on its own, but ensures land drops.
4 - Endless Horizons - doesn't ramp on its own, but ensures land drops. Don't have to go crazy on it either. Just pull out 5 basic plains, and no one cares enough to kill it, and you get 5 free cards.
LANDS
I'm sure Ill think of more later. I have used each of these cards, for the sake of ramping, in at least one deck at some point or another.
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A lot of the old regulars have moved over to MTGNexus, while MTGSalvation still has some, and also gets the majority of the google crowd. Some users are on both.
There's a bit of an upheaval in the Commander forums and discussion space right now, as the official forums on MTGCommander.net have also been shut down as of a while. This is on top of a trend of the last few years of people moving discussion to reddit, deckbuilder sites like tappedout, as well as FB groups, and of course Discord.
That's all led to a fragmentation of sorts of discussion, and several of those other mediums are certainly better for certain types of discussions, I feel that the forums still hold an advantage over a number of those mediums for certain types of discussion, as most of those can't really hold persistent threads, or ongoing long-term discussions.
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At this point, all 5 creatures are eligible to deal damage, and as there are no remaining blockers in front of anything, all 15 damage will be assigned to the defending player and then dealt. Should the player somehow still be alive, Quietus spike will again trigger on combat damage being dealt, and halve the defending player's life again.
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If other creatures also have first strike, they would deal their damage in the First Strike step. Unless they also have double strike, they will then be inelligible to deal damage in the regular step.
It would go: [First Strike + Double Strike creatures damage] => Trigger Quietus spike, lose half life => [Regular + Double Strike damage] => Trigger Quietus spike, lose half life.
Rules in question:
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I mean, if you get down to it, you could make essentially a venn diagram of all the colors, and see how their overlaps would show what the strengths of the colors would be.
Building the deck first is not always a bad idea. my Trostani deck only picked Trostani as the commander after about 2/3 of the deck was built. It was built as a lands-matter deck to be centered around Glacial Chasm. As I started building the deck, there was a lot of ramp and playing extra lands, so I wanted landfall triggers - most landfall makes creature tokens - And then entered Trostani - Worked well with tokens, and would give me the life needed to get the time to find the chasm, and to pay for the upkeep.
If you wanted pure expectations on colors, here we go:
COLOR - EXPECTATION - ALTERNATE IDEA
W - Some kind of white weenie/token swarm deck. Mobilization/Heliod stuff. Alternate: Artifact recursion control/combo.
U - Hard Control. Everyone expects counter heavy, card draw, grind. Possibly even mill/draw/deck ideas. Alternate: Make sea creature tribal. Go for the big fish.
B - Graveyard loops/Blood Artist/Gray Merchant of Asphodel kills. Alternate: Make them discard their hand. Specters everywhere.
R - Artifact Recursion. Feldon/Daretti/Goblin Welder. OR Goblins. Alternate: Set everything on fire. I mean everything
G - Ramp Ramp Big beats. Or elves. Alternate - Hurricane.
COLOR - WHAT PEOPLE EXPECT.
WU - Tokens and control. Detain. Police. No fun for anyone. Kill everything, counter the rest. Grand Arbiter Augustion
WB - Tokens. Sac outlets. Teysa. Grave Pact effects. Life drain and life steal.
WR - Aggro. Either wide and hard, or something with high power/low life early on, trying to kill someone early. Maybe even some land D to seal the deal on the rest.
WG - Long game. Recursion central. Good luck killing their board, and when you do, it'll just come right back. Incremental value, great removal.
UB - Control and Remove all threats. Flashback to do it again. Cheap creatures with draw to refill the hand as they tear you apart.
UR - Storm. It might not use storm cards, but they're going to cast 20 spells in a turn, and then you'll be dead.
UG - +1 counters. Everywhere.
BR - Aggro again, but with more expendable creatures and self-sac effects.
BG - Graveyard's coming back.
RG - Creatures go sideways, with more Overrun.