Was anyone really saying legends is a bad set? It's iconic as hell and has tons of powerful cards, maybe only second to alpha (although urza's saga puts up a good fight).
Not sure I'm convinced the legends rule is good (I don't even really see an argument that it is). Flavor-wise, it is (or at least used to be) a big win. These days...idk man. Having both versions of jhoira is fine, but having 2 of the same version isn't? Maybe it's supposed to be a multiple timelines thing, but then why can you and your opponent have one, but one poofs as soon as one switches sides? It feels like a top-down rule that's proven to be bad for gameplay, and at this point wotc is just trying to pay lip service to the flavor motivations while essentially destroying everything mechanically important about it.
Decklist in my sig if you want a pretty hardcore Derevi deck.
Typically I go for around 6-10 for a normal blue deck, 10-20 if I'm going heavyish control. Counterspells are certainly useful, but with a few exceptions they're not a great solution for multiplayer, because they're often excessively proactive. For instance, someone casts an ulamog - would you rather have a counterspell or a path to exile? I'd vastly prefer the path, because as long as ulamog's not swinging your direction then he's not a problem. If the guy to your left has a counterspell, he's not a problem. If someone else is trigger-happy with their removal, he's not a problem. But with a counterspell you have to decide to use it before you know if it's going to be a problem. In 1v1 counterspells are great because obviously everything of sufficient power is a problem. But in multiplayer, I'd generally prefer to run more removal, and fewer counters.
For instance, my newest deck (Ephara) runs 7 counters and 13 pieces of removal.
Oh, who am I kidding, no one plays Basandra. NO ONE.
For a competitive deck, the best thing I see her doing is blocking countermagic for her own combo win, which Teferi does about a billion times better. I think for a casual deck she could be fun as a theft-based general, but Geth does it waaaaaay better.
You can check out some of the other ideas I had in my decklist, it's probably easier than listing them all out:
http://forums.mtgsalvation.com/showthread.php?t=591237
Brimaz, King of Oreskos - http://forums.mtgsalvation.com/showthread.php?t=587748
Ephara, God of the Polis - http://forums.mtgsalvation.com/showthread.php?t=591237
Thanks!
The god design is really cool but so far none of them really excite me THAT much. Most of the theros gods are pretty goodstuffy, except purphoros who is more aggro, which also doesn't interest me much. They're not even good at voltron because everything you'd want to pump them up with generally doesn't contribute to animating them.
Of the second round, there's a bit more specialization but I'm still not thrilled. Karametra is boring old ramp. Mogis is clearly not designed for EDH. Kruphix is great at a strategy that sucks and will always suck and also is boring. And Xenagos is aggro, which as I mentioned is not my favorite flavor of ice cream.
So that leaves Ephara. At first she looks sort of drab, a honden of the seeing winds as long as you're playing enough creatures. But luckily she's got one element that makes her more interesting - her ability triggers each upkeep. inb4, this ability is vastly improved in a multiplayer format. But how to exploit it?
So to my thinking, there's about 3 ways to really exploit her ability:
-token production (abilities, instants)
-creatures with flash
-flicker effects (abilities, instants)
The great part about her is that she's a very resilient draw engine, and being in WU she has both the ability to counter the odd enchantment tuck effect aimed at her and also the ability to tutor herself back to hand if the worst happens. So most of the deck can rely on her for draw, and focus on exploiting her ability and providing some control elements.
Anyway, here's my first attempt at building around a god:
1 Ephara, God of the Polis
Creature making whatnot (32)
Token Producers
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Brimaz, King of Oreskos
1 Emeria Angel
1 Hero of Bladehold
1 Luminarch Ascension
1 Mimic Vat
1 Talrand, Sky Summoner
1 Thraben Doomsayer
1 Aven Mindcensor
1 Snapcaster Mage
1 Teferi, Mage of Zhalfir
1 Thistledown Liege
1 Venser, Shaper Savant
1 Voidmage Husher
1 Deputy of Acquittals
1 Dust Elemental
1 Stonecloaker
1 Whitemane Lion
1 Faerie Impostor
1 Glen Elendra Pranksters
1 Shrieking Drake
1 Crystal Shard
1 Erratic Portal
1 Vedalken Mastermind
1 Trusted Advisor
1 Saltskitter
1 Aetherling
1 Mistmeadow Witch
1 Sword of Light and Shadow
1 Pulsemage Advocate
Counter (6)
1 Stifle
1 Arcane Denial
1 Forbid
1 Mana Drain
1 Glen elendra archmage
1 Spell Crumple
Removal (11)
1 Swords to Plowshares
1 Path to Exile
1 Capsize
1 Tradewind Rider
1 Oblation
1 Retribution of the Meek
1 Hallowed Burial
1 Terminus
1 Austere Command
1 Rapid Hybridization
1 Pongify
Ramp (10)
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Azorius Signet
1 Chrome Mox
1 Fellwar Stone
1 Plague Myr
1 Silver Myr
1 Gold Myr
1 Talisman of Progress
Utility
1 Kjeldoran Outpost
1 Moorland Haunt
1 Springjack Pasture
1 Kor Haven
1 Reliquary Tower
1 Tolaria West
7 Fetchlands
1 Hallowed Fountain
1 Tundra
1 Skycloud expanse
1 Adarkar Wastes
1 Ancient Tomb
1 Command Tower
1 Forbidden Orchard
1 Glacial Fortress
1 Mystic Gate
1 Seachrome Coast
8 Plains
9 Island
Artifact - Equipment
Equipped creature gets +4/+0
UB, Unattach Nightforger: Search your library for a blue or black instant with converted mana cost 4 or less and cast it without paying its mana cost. Then shuffle your library.
Equip: 3.
Because wizards is never going to print a RW legend I don't loathe.
Actually let's color shift everything black and just save ourselves some time.
Yep, agreed with this. Cradle is awesome turn 4+, but on the very early turns, turns when a lot of mana can be a big problem, TA is definitely more explosive.
That said, your argument could just as easily say that sol ring and mana crypt should be banned. Really, with both of those banned TA starts to look a lot more acceptable since there aren't many 0 drop artifacts that are popular in EDH, and 1 drops that don't produce mana don't really let TA ramp up much faster than cradle.
I'm just saying, if you take sol ring and mana crypt out of the equation (and let's say mana vault too), it's a lot harder to come up with a realistic situation that results in getting way above the curve earlier than turn 3-4 or so.
Man, really? There's no reason it should even happen if people are being at all smart. Why would you bother firing 2 removal spells at it anyway? After the first one, either it's dead or you have control of it (barring some other interference). Y'all need to relax. This card is no more complex than confusion in the ranks and everybody loves that card. I think.
whinging that it doesn't fully reset is silly - obviously it's subpar for 1-2 colors, decent for 3, but in 5 color it's absolutely amazing. Admittedly it's not the same thing as geddon, but it's also less symmetrical. It's not necessarily an instant win like geddon with a superior position, but it's also much more castable without a strong board position, which imo makes it more versatile.
That said, you must - MUST - have an expensive manabase to justify this card. duals and fetches to the max.
That said I never degrade decks. it's all or nothing with me, baby. If it's not my original, perfect decklist, it ain't anything.
What? So if someone uses a card well, they're degenerate? They have to intentionally choose bad targets?
That's silly. You're silly.
I agree that he won't be a problem, but I think he has a lot of potential. Once he's on the field he really stifles what most people will be willing to play. Seems like a pretty potent counter to a lot of bomby strategies - even if you don't have control of him anymore, he's blocking a lot of potential shenans.
Homeward path won't be a big commitment in a mono-blue deck. For multicolor I guess it depends on their color requirements.
even so:
only 1 creature at a time
not repeatable vs a sac outlet
doesn't stop wraths
doesn't stop 2 removal spells if one's an instant
It's not exactly unbreakable.