Great change. Looks like they put a lot of thought in to it. Definitely excited about the FNM leaders tournament - despite knowing I will never make it (FNM format is draft - ick).
Makes me want to track down all my DCI numbers and see how much it boosts me up considering I am on my fourth number lifetime now.
Force of Will was awesome the second the thing was printed. It allowed you to counter something while you were tapped out. No more of that flash a couple untapped lands to play mind games BS. We just didn't think like that back then.
This is the correct answer.
While it'd be really nice to think Force of Will was a card that only became great after time, it really wasn't.
It did not fit in to Magic players brains that it was a good card back then.
It was near the first break I took from Magic (that lasted twelve years) that they were in the quarter bin and I passed them up and bought a whole bunch of Arcane Denial instead.
When I came back and found out Force was a high dollar card I was shocked until I really saw it's power.
I really think at the beginning of Magic it was harder to not be able to identify great cards. The best really stood out at that time (duals, power, Necropotence). We were wrong on a few (Gaea's Liege, Nightmare, Force of Nature, Lord of the Pit) but those were POWERFUL cards at one point - they just didn't stand up to the test of time well.
why is everyone freaking out about boneyard wurm it seems kinda bad to me I mean you need to get at least 3-4 of your creatures killed before its exceptable to play a vanilla creature for that cost and if u get it with only one or two or worse no creature in grave its near useless
It's not going to break the game or anything but you're probably looking at a 5+ p/t guy coming in to play at that point while only getting rid of a mana producer (which at mid game with a current Pod list you shouldn't need anymore).
On Topic:
I have to agree that the flavor of this set is the best in years. It's unreal how they've pulled it off from the small bit they've shown so far. Draft is going to be a lot of fun from the looks of what we see.
Buying boxes may be viable here just so I can drool over the art.
That's pretty interesting. Very different from the typical Jund list.
I can't imagine playing that much acceleration. I'd think it would lead to far too many dead draws later in the game.
I'm not a big fan of Vengevine as I rarely find myself casting more than one creature per turn and he doesn't have a 4+ toughness.
Also not sold on Urabrask as I think Kazuul does a better job of hosing the decks that Urabrask does but I could be way off there as I haven't played him ever.
I played Inferno Titan for quite a while and wasn't fond of him over any of the other six drops available (especially Wurmcoil).
I'll admit that extra Phyrexian Rager seems interesting as it's a bit of card draw that the deck does lack.
The core of your list leaves you seven cards to add at the low end (5 on the high end) and it sits at 12 mana acceleration guys, 11 ETB effect guys, and 10 non-creature spells. The last 5-7 cards are going to be ETB guys I'm sure but I'm just not sure I like the set up of the deck that way.
Makes me want to track down all my DCI numbers and see how much it boosts me up considering I am on my fourth number lifetime now.
This is the correct answer.
While it'd be really nice to think Force of Will was a card that only became great after time, it really wasn't.
It did not fit in to Magic players brains that it was a good card back then.
It was near the first break I took from Magic (that lasted twelve years) that they were in the quarter bin and I passed them up and bought a whole bunch of Arcane Denial instead.
When I came back and found out Force was a high dollar card I was shocked until I really saw it's power.
I really think at the beginning of Magic it was harder to not be able to identify great cards. The best really stood out at that time (duals, power, Necropotence). We were wrong on a few (Gaea's Liege, Nightmare, Force of Nature, Lord of the Pit) but those were POWERFUL cards at one point - they just didn't stand up to the test of time well.
It's mana intensive but with a Primeval out you shouldn't be worrying too much about having 19 mana available.
It's kind of a shame the mechanic is so uncontrollable. Very fun but I was definitely hoping we'd see a competitive werewolves deck.
Unless a planeswalker or enchantment allows a little more control of the triggers - then it may be possible for competitive wolves.
It's a great mid to late game Pod target from a Birds of Paradise.
It's not going to break the game or anything but you're probably looking at a 5+ p/t guy coming in to play at that point while only getting rid of a mana producer (which at mid game with a current Pod list you shouldn't need anymore).
Who isn't prepping for Modern these days?
On Topic:
I have to agree that the flavor of this set is the best in years. It's unreal how they've pulled it off from the small bit they've shown so far. Draft is going to be a lot of fun from the looks of what we see.
Buying boxes may be viable here just so I can drool over the art.
I have the opposite problem though. I don't really get enjoyment out of a deck that doesn't have a sizable luck factor. I like combo.
I guess that makes me bad but too much consistency is just boring.
Figured so. I had him bolted in games more than a few times and put him to the graveyard before I realized he wasn't 5/3.
I guess I'm confused.
Urabrask the Hidden is a 4/4 creature for five mana.
Kazuul, Tyrant of the Cliffs is a 5/4 creature for five mana.
Both require ether being double bolted or a five mana burn spell.
He's 5/4.
So, he's still able to be Burst Lightning kicked but he can't be Lightning Bolt or Incinerate without additional damage.
That's pretty interesting. Very different from the typical Jund list.
I can't imagine playing that much acceleration. I'd think it would lead to far too many dead draws later in the game.
I'm not a big fan of Vengevine as I rarely find myself casting more than one creature per turn and he doesn't have a 4+ toughness.
Also not sold on Urabrask as I think Kazuul does a better job of hosing the decks that Urabrask does but I could be way off there as I haven't played him ever.
I played Inferno Titan for quite a while and wasn't fond of him over any of the other six drops available (especially Wurmcoil).
I'll admit that extra Phyrexian Rager seems interesting as it's a bit of card draw that the deck does lack.
The core of your list leaves you seven cards to add at the low end (5 on the high end) and it sits at 12 mana acceleration guys, 11 ETB effect guys, and 10 non-creature spells. The last 5-7 cards are going to be ETB guys I'm sure but I'm just not sure I like the set up of the deck that way.
I have been playing strictly eternal on Cockatrice for about 2-3 hours a night since the announcement. I always play best of three.
I have not played against a single non-12post deck.