Gavony: good enough for modern
Moorland: Staple of Delver last rotation
Drownyard: The wincon of bant control this rotation*
Bloodhall: This one is bad.
Wolf Run: Wolf Run Ramp was called that for a reason
Refuge: Played in bant control this rotation
Vault: Used to utterly crush creature mirrors in some decks
Lighthouse: Fringe play, not particularly widespread
Backwoods: I don't think this one has seen play
Stronghold: This one is also bad
*Andrew Cuneo version only
Drownyard saw a lot of play in the UB Control decks of last Standard.
Stronghold saw the fringest of play in current reanimator. Just a smidge.
He removed the trample from Wolf Run, maybe he thought it was too powerful?
Hmm, his versions of Township and Vault are (in my opinion) weaker than the real ones. Maybe he flattened the power level? I'd like to hear if he thinks all his versions are stronger or if only some are meant to be.
Kooksh of the Heat Wave2RR
Legendary Creature- Elemental Djinn
Trample
At the beginning of your upkeep, if you don't control a creature named Irky, Djinn Whisperer, remove all +1/+1 counters from Kooksh of the Heat Wave, and it deals that much damage to each creature and each player. 1R: Put a +1/+1 counter on Kooksh of the Heat Wave.
4/3
In Dark Ascension, there was the 4 card cycle of 2-color monster lords. I would have added the GW Human lord in Avacyn Restored. MaRo always says that humans look to complete the pattern.
Gavony Captain1GW
Creature- Human Soldier (U)
Lifelink
Other Human creatures you control get +1/+1.
Whenever another Human enters the battlefield under your control, you may gain 1 life.
2/2
Deadlift2B
As an additional cost to cast Deadlift, sacrifice a creature with toughness 4 or greater.
Return target creature card from your graveyard to the battlefield.
"Alright, here's what you're gonna do. You're gonna take all the weight of the corpse with your wrists. Then, you're gonna jam your legs down and hyperextend your ankles and then shoot back up and lock your knees in place."
-Frayn K'Renholds, Necromancer
Harbinger of Winter
(G) Creature- Spirit
Suspend X- XG. X can't be 0
Whenever a time counter is removed from Harbinger of Winter while it's exiled, tap target creature with flying.
When Harbinger of Winter enters the battlefield, deal 2 damage to each creature with flying.
2/1
Angel of Exploitation1(W/B)(W/B)(W/B)
Creature- Angel (R)
Extort
Other white creatures you control have Extort.
Other black creatures you control have Extort.
When Angel of Exploitation dies, you may sacrifice a creature. If you do, destroy target permanent.
2/3
Psyche Shift3BBB
Sorcery (R)
Exile all cards from target player's graveyard. For each card exiled this way, search its owner's hand and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library.
Pallid Archives3
Artifact (R) 1B,T: Exile target creature card from your graveyard. You lose X life and draw X cards, where X is that creature's toughness. Any necromancer worth his salt always keeps his cache of bodies neatly organized.
Warhoard Dragon3RRR
Creature- Dragon (R)
Flying
When Warhoard Dragon enters the battlefield, each player sacrifices all artifacts he or she controls. You draw cards equal to the number of artifacts sacrificed this way.
6/6
And my Deadlift card for today is supposed to be a sorcery, gah.
-one of the creatures may be non-legendary as long as it's the appropriate race/gender. Love the card btw!
Drownyard saw a lot of play in the UB Control decks of last Standard.
Stronghold saw the fringest of play in current reanimator. Just a smidge.
He removed the trample from Wolf Run, maybe he thought it was too powerful?
Hmm, his versions of Township and Vault are (in my opinion) weaker than the real ones. Maybe he flattened the power level? I'd like to hear if he thinks all his versions are stronger or if only some are meant to be.
Legendary Creature- Elemental Djinn
Trample
At the beginning of your upkeep, if you don't control a creature named Irky, Djinn Whisperer, remove all +1/+1 counters from Kooksh of the Heat Wave, and it deals that much damage to each creature and each player.
1R: Put a +1/+1 counter on Kooksh of the Heat Wave.
4/3
NEXT:
Thalia, Guardian of Thraben + Huntmaster of the Fells
Gavony Captain 1GW
Creature- Human Soldier (U)
Lifelink
Other Human creatures you control get +1/+1.
Whenever another Human enters the battlefield under your control, you may gain 1 life.
2/2
IIW: Mix-n-Match (ie Sprout Swarm or Ichor Slick)
As an additional cost to cast Deadlift, sacrifice a creature with toughness 4 or greater.
Return target creature card from your graveyard to the battlefield.
"Alright, here's what you're gonna do. You're gonna take all the weight of the corpse with your wrists. Then, you're gonna jam your legs down and hyperextend your ankles and then shoot back up and lock your knees in place."
-Frayn K'Renholds, Necromancer
Headley UU
Legendary Creature- Wizard Advisor
T, Sacrifice Headley: Draw two cards.
1/1
Good help is so hard to summon these days.
Harbinger of Winter
(G) Creature- Spirit
Suspend X- XG. X can't be 0
Whenever a time counter is removed from Harbinger of Winter while it's exiled, tap target creature with flying.
When Harbinger of Winter enters the battlefield, deal 2 damage to each creature with flying.
2/1
Creature- Angel (R)
Extort
Other white creatures you control have Extort.
Other black creatures you control have Extort.
When Angel of Exploitation dies, you may sacrifice a creature. If you do, destroy target permanent.
2/3
IIW: Mix-n-Match cards (ala Sprout Swarm and Ichor Slick)
Sorcery (R)
Exile all cards from target player's graveyard. For each card exiled this way, search its owner's hand and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library.
Sorcery (U)
Target player sacrifices 4 creatures.
Suspend 3- 1B
IIW- mix and match cards (Fungal Sprouting and Ichor Slick style.)
Artifact (R)
1B,T: Exile target creature card from your graveyard. You lose X life and draw X cards, where X is that creature's toughness.
Any necromancer worth his salt always keeps his cache of bodies neatly organized.
Creature- Dragon (R)
Flying
When Warhoard Dragon enters the battlefield, each player sacrifices all artifacts he or she controls. You draw cards equal to the number of artifacts sacrificed this way.
6/6
IIW: Mix-n-Match (ie Sprout Swarm or Ichor Slick)
Creature- Goblin Shaman (R)
Discard a land card, T: Add R to you or mana pool.
1/1
IIW: Tribal Charms
Creature- Human Advisor
Hexproof
Other creatures with Hexproof you control get +1/+1.
2/2
Purity is strength.