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  • posted a message on UW Spirits
    I really don't think Eidolon of Rhetoric should be maindeck in any sort of aggro build. If you're trying to go full disruption, Eidolon + Kira is a somewhat good lock, and it's a unique strategy not really used in Modern atm. Why not just back that up with Spell Queller, draw, and more counters? Cards like Spell Queller and Dungeon Geists can't be destroyed under the lock, except by board sweep, Grim Lavamancer, etc. Might be good for the focus of a different Collected Company spirit deck.

    I do like Celestial Kirin. It doesn't work well with the Eidolon/Kira combo, but it's still good, maybe alongside Reach Through Mists and Disrupting Shoal.

    I agree with what Colt47 said above me, we need to figure out the deck's focus. A tribal deck is good as long as you have all the pieces. Except for Merfolk. It doesn't matter what pieces Merfolk have.
    Posted in: Modern Archives - Established
  • posted a message on UW Spirits
    Here's the list I was thinking of running. I ran something similar during Innistrad/RTR Standard and have been trying to evolve it. Sorry I'm on a mobile and can't format it.

    Creatures
    4 Mausoleum Wanderer
    4 Selfless Spirit
    2 Rattlechains
    4 Drogskol Captain
    4 Mirror Entity

    Spells
    4 Serum Visions
    3 Thoughtscour
    4 Path to Exile
    2 Dismember
    4 Lingering Souls
    4 Spectral Procession

    Lands
    4 Flooded Strand
    1 Marsh Flats
    4 Hallowed Fountain
    1 Watery Grave
    1 Godless Shrine
    4 Seachrome Coast
    1 Plains
    4 Mutavault
    1 Moorland Haunt

    I wanted to use more of a token strategy, with Lingering Souls, Spectral Procession, and occasionally Moorland Haunt creating flyers, Drogskol Captain and Mirror Entity pumping them up, and Selfless Spirit and Rattlechains to protect them. And Mausoleum Wanderer gets stronger the more spirits that come into play.

    The mana base probably needs work and I probably need Cavern of Souls, but I was worried about casting Spectral Procession, especially with Mutavault and Moorland Haunt already in the deck. Also, I probably could use more Rattlechains, since it can stop a kill spell, besides being a two-mana 2-power flash flyer. I might go 4 Chains 2 Selfless Spirit instead. Also, I love Kira, but ran out of room at 3 CMC, but it probably deserves a spot. As for Aether Vial, I like it but not in this deck. Most of my creatures cost 2 or 3, unlike Merfolk where everything costs 1 or 2. It'd be great in an opening hand, but harder to get going after that.

    I used to use Dungeon Geists in the Standard deck and I loved it. It was like a two-for-one, locking down a creature while I get a big flyer. Until they destroyed it. Then I felt like I got two-for-oned (which I guess really set the score back at one). I only mention this because Spell Queller reminds me of it. They're good, but they paint a target on themselves. However, Cavern of Souls, Rattlechains, and Drogskol Captain might give them resiliency.
    Posted in: Modern Archives - Established
  • posted a message on Too many sorceries?
    Quote from knto »
    While I'm sure we can all agree that sorcery speed represents a major drop in power level, I think it also "dumbs down" the game. I have seen an argument in another thread that making things sorcery speed forces you to decide if you want to play removal or hold open a counter, and while I think there is merit to this argument I don't think this makes decisions harder. For starters sorcery speed makes the game much easier for your opponent as they don't have to consider the tempo implications of many of their decisions and at the very least do not have to time spells and effects properly to avoid blow outs. This means that sequencing and technical plays are not rewarded as I believe they should be in a game of skill. One of the biggest skill factors with counter spells is bluffing them so that your opponent does not play their most powerful spells which you may not even have an answer for. If you are forced to tap out, you cannot bluff effects. I believe bluffing is essential to the skill side of magic and without it the game, especially constructed and sealed, moves closer towards gambling. Wizards has always been very vocal about how magic is a game of skill and not a game of chance so I feel they should be careful not to keep pushing the new player friendly trend (although I would argue that card prices do much much more to deter new players than complexity, Wizards isn't a nonprofit). Finally choosing between sorceries and a counter spell puts you in a situation where you have to properly guess your opponents hand for counter spells to even be playable. Currently the only real player in standard is negate and that is mostly because of color pie restrictions, and how rare planeswalker destruction is.

    I will admit that I might be bias as I find sorceries boring to play with and against. I have also in the past played very instant heavy budget decks at FNM as a way to beat less experienced players who bought teir decks and am frustrated that I got little to no toys. Instant speed spells can be as good as soceries with raw power with the right timing, but now I feel forced to Pay to win.

    For context their are 28 instants in this set and 27 sorceries, so my real issue is with traditionally instant speed effects like cancel being bumped down to sorcery speed.


    You say it doesn't make decisions harder, it makes them easier for your opponent. Then you describe beautifully how it has made decisions harder. Do I use my removal now, or do I hold my mana open in case my opponent plays something worse? And remember, your opponent also faces the same decisions. It comes down to the ability to read the board state and your opponent.

    As for sorceries and instants in general, the last few blocks have been slower. The same was true in Theros. Instant removal that traditionally costed 2 or 3 were raised to 4 and 5 CMC, so people could play and activate monsters. Same with the Eldrazi, it wouldn't be fun if you dropped an 8 CMC Eldrazi, only to have it stopped by cheap, instant-speed removal.

    And as for Lunar Force, it's something different. It's weird, but it is a counter that activates prowess on your turn, when you most likely want a prowess activation. And it makes your opponent play around it. In the early game, it could cost them a turn to deal with it. In tempo terms, it can be a 3 CMC Time Walk.
    Posted in: New Card Discussion
  • posted a message on I can attack. You cannot. Ok, maybe you can, but I can block it. (White weenie control?!)
    If you splash blue, you can do a Spirit tribal deck with Topplegeist, Spectral Procession, Midnight Haunting, Mirror Entity, and Drogskol Captain. You still have your original plan of flying over the most, but you'll have other options in case you don't draw a Magus of the Most or Mirror Entity. Blue also lets you play Detention Sphere over Oblivion Ring.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [HICS] French Vanilla 1/1s for C with two keywords
    I disagree with the idea that all cards should be constructed-playable. Many cards are designed to balance the set for draft. You may not play draft, but many people do, I highly recommend it if you haven't tried it. This is why the common creature removal in Theros was so expensive. Players need time to set up their heroes and monsters. There were a few amazing ones, but at higher rarities so they show up less frequently.

    That said, I agree that Topplegeist is overpowered, but I feel the effect is so minimal that it's okay. I plan on picking up a playset.
    Posted in: Custom Card Creation
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Quote from PhroX »
    Well, if we're looking for precedent there is always the classic example of "can block as though it has flying" becoming "reach" mid block....


    Thornweald Archer was a future-shifted card, showing off possible future mechanics. It was fully implemented the next set. The errata and rules weren't changed during Future Sight, just as Orbs of Warding doesn't currently give you Absorb 1.
    Posted in: The Rumor Mill
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Quote from hucka »
    Quote from JesusKong »


    I don't see this being correct. I agree this is a specific type of colorless, but I don't see it replacing the colorless mana symbol. Plenty of cards tap for 1, this mana is colorless and it's pretty easy to tell. <> is adding another layer of complexity for new players, a lot more so than the simple 1. And it seems like a big, rules-affecting change for the second set in a block, where cards in the first tap for 1, not to mention the 20+ years of old cards that would need to be changed.
    well, factually wrong as explained earlier


    <> isn't replacing the colorless mana symbol. Which part am I wrong about?
    The part about this not being a 6th color for converge? Colorless is not a color.
    The part about this being a rules change affecting 20+ years of cards if it replaces the colorless mana symbol? So now Boreal Druid and Strip Mine produce <>? Not likely
    The part about cards producing 1 in BFZ? Hello Ally Encampment, now you produce <> too?
    The part about it being more complex to new players? New players would never realize you could cast Kozilek from Strip Mines, Boreal Druids, and Ally Encampments.

    Looking at all the theories, the one that <> is payable by <> or 2 seems to make the most sense flavor-wise. Eldrazi are monstrous brutes and I can see them costing more when not running their preferred lands, but, as colorless creatures, are still able to be cast using any type of mana. Not sure though about the last point, as devoid already made it so colorless creatures can't be be fitted in just any deck.
    Posted in: The Rumor Mill
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Quote from Marquisd »
    Do we all agree there is a difference between Generic mana and Colourless mana? If you don't again this statement from MaRo should show you otherwise



    bunnysnack asked: Do you prefer "generic" or "colorless" when teaching new players the game?

    They mean different things. Generic mana is a cost that can be paid by any type of mana regardless of color. Colorless mana is mana that doesn’t have a color.


    If <> is now the symbol for colourless mana rather than the generic 1 then that simplifies explanations for new players. There are 6 types of Mana, WUBRG and colourless. By giving colourless mana a separate symbol from Generic Mana it makes a distiction between tap card and it produces x and something with X in it's casting cost. I think this improves explaining the games to new players.

    1 in the casting cost is different from produces 1 giving things that mean different things different symbols is less confusing not more

    It also allows you have Colourless matters cards like Mirrorpool and Kozilek. If the Eldrazi are going to be spreading out from Zendikar and becoming a multiplane threat, then I can see them wanting to have that available. It allows them to reduce costs on powerful colourless cards like for example Scour from existence could potentially now be costed 3<><> because now you need a source of mana that doesn't come from the 5 basic lands.

    The question is if <> is the way they plan on symbolizing colourless mana from now on, then will past cards that produce colourless mana be Errata'd to say they produce <> I would say yes. Because otherwise it's way to parasitic. Not just for Modern but for standard. Remember BFZ block has to play nice with KTK FRF, DTK Origins, SOI Fears, Lock and Stock before it rotates out. Allowing cards like Shivan reef to tap for <> or pay 1 life tap for U or R makes them more attractive in current standard. The blighted cycle and Mana-Ring Network also become more playable if colourless matters becomes a thing.

    It just really sucks that it's going to be at least Christmas before we get any confirmation on any of this. (I wonder if MaRo's general silence the past day or so is because he's being flooded with questions on it and they are debating what to do)

    Quote from Gren08 »
    I skimmed the thread but was the "new" mana explained at all anywhere or are people assuming that it'll be only paid with colorless?

    I'm just curious on what the implications in, let's say EDH for example, will be. Is it going to be restricted or will it be usable in any deck? Aside from the weird mana symbol, the first effect is really nice on top of giving him Menance. The counter ability is also interesting but I don't think it will see play in current standard just like Newlamog. I'm not going to judge Oath yet until more stuff is spoiled. If Kozilek made an appearance, let's see if Emrakul does as well (or if Emrakul somehow ties in with SOI).


    As I understand the fact that Wastes are called basic lands means they are not restricted in commander. (If I remember correctly Aaron Forsythe said they had solved colorless basic land at PAX in 2014 mentioning for commander purposes. I remember in the various speculations about what colourless lands would look like. Tap for 1 colourless mana was always ruled out because that would seem like a pointless land. With the creation of the <> symbol and cards requiring <> as opposed to just 1, solves that issue nicely.

    I'll say this if these cards are faked WotC needs to find out who made them and hire them because this solves multiple issues in a simple and elegant matter.


    I don't see this being correct. I agree this is a specific type of colorless, but I don't see it replacing the colorless mana symbol. Plenty of cards tap for 1, this mana is colorless and it's pretty easy to tell. <> is adding another layer of complexity for new players, a lot more so than the simple 1. And it seems like a big, rules-affecting change for the second set in a block, where cards in the first tap for 1, not to mention the 20+ years of old cards that would need to be changed.
    Posted in: The Rumor Mill
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Quote from Dontrike »
    Quote from Caranthir »
    Quote from JesusKong »
    Someone quote me on this: The Waste tapping for a diamond colorless provides one of any color to cast a colorless spell. Like snow, but can be used as any color for the new colored colorless cards.


    In my opinion, it functions as a sixth color indeed.

    You can pay <> only with <>, but otherwise you can use it as colorless.

    It does not make sense for a WASTED land to produce any color.

    There is also significant difference between this and snow. Snow cards and snow lands produces NORMAL mana (by symbol), that gained the snow quality by being produced by snow permanent. No card produced directly Snow This (the basic land and Mirrorpool) uses <> as separate symbol.

    Prediction: This is a sixth color that will count towards converge.

    Wonder how they let it interact with domain, as the land does not have a type per se.


    I guess you could look at it as a sixth color, or that colorless would now be considered a color, just not per the rules. I think <> mana is more of their way of making cards that can only be cast with colorless mana, if <> is all colorless mana, without putting "Use only colorless mana to cast this" on whatever number of cards in Oath, or beyond, that may come of this.

    If this is the way of turning colorless mana into another type of mana, or even color, then I am for it. We've had colorless for so long that only changing the 1 or 2 on most mana rocks to "<>" or "<><>" won't be the biggest problem, but again only if <> mana is meant to replace colorless.


    I agree that <> in costs must be paid with a land that produces <>. But I don't think it's going to count as a 6th color, but rather colorless always. To me, it seems this is supposed to represent "Eldrazi mana" thematically, like Phrexian mana in the Scars block. And with all the dual-colored Eldrazi in the first set, I can see this more or less saying "Use this as <>, colorless or any for spells with devoid" in comparison to the text on Eldrazi Temple. Idk, it might be too powerful (like Eldrazi, in general), but thematically it would fit and could be seen as evolving devoid.

    On a side note, the land is basic so it interacts with the new Duals!!
    Posted in: The Rumor Mill
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Someone quote me on this: The Waste tapping for a diamond colorless provides one of any color to cast a colorless spell. Like snow, but can be used as any color for the new colored colorless cards.
    Posted in: The Rumor Mill
  • posted a message on ~THE RAVNICAN CONSORTIUM~
    I'm new to posting card, but have a few I designed a while ago. I'll organize them soon.

    Legion Divebomber (Common)
    2W
    Creature - Griffin
    Flying
    1R, Sacrifice Legion Divebomber: Legion Divebomber deals 2 damage to target creature.
    2/2

    The inspiration came from other Griffins with similar effects.

    Rakdos Cutthroat (Common)
    1B
    Creature - Human Assassin
    Rakdos Cutthroat can't block
    R: Rakdos Cutthroat gets +1/+0 until end of turn and deals 1 damage to you.
    2/2

    Scab-Clan Skirmisher (Common)
    R
    Creature - Goblin Berserker
    Bloodthirst 1
    Scab-Clan Skirmisher attacks each turn if able.
    1/1

    Walker of the Old Ways (Common)
    1R
    Creature - Human Warrior
    Trample
    2G: Walker of the Old Ways gets +2/+2 until end of turn. Activate this ability only once each turn.
    2/1

    Selesyna's Bounty (Uncommon)
    5GG
    Sorcery
    Convoke
    Draw three cards.

    Lazav's Specter (Uncommon)
    2UB
    Creature - Illusion Specter
    Lazav's Specter can't be blocked.
    Whenever Lazav's Specter deals combat damage to a player, that player discards a card.
    2/1

    Mind Drinker (Rare)
    3UB
    Creature - Vampire Wizard
    Flying
    Whenever one or more cards are put into an opponent's graveyard from his or her hand or library, put a +1/+1 counter on Mind Drinker.
    1, Remove a +1/+1 counter from Mind Drinker: Draw a card.
    4/4

    Carnage Jester (Common?)
    BR
    Creature - Devil
    Haste, fear
    Carnage Jester attacks each turn if able.
    2/1

    Ritual Killing (Uncommon)
    XBR
    Sorcery
    Destroy target creature with converted mana cost X. Ritual Killing deals X damage to that creature's controller.

    Gruul Smash (Common)
    RG
    Instant
    Destroy up to two target artifacts.

    Scab-Clan Trampler (Uncommon)
    2RG
    Creature - Centaur Warrior
    Bloodthirst 1
    As long as Scab-Clan Trampler has a +1/+1 counter on it, creatures you control have trample.
    3/3

    Sadruna, Woodshaper (Mythic Rare)
    3GW
    Legendary Creature - Elf Wizard
    You may play an additional land during each of your turns.
    Whenever a land enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
    Creature tokens you control get +1/+1
    2/4

    Vizkopa Vampirism (Common)
    WB
    Instant
    Target creature gets -3/-3 until end of turn. You gain 3 life.

    Korozda Rotwurm (Uncommon)
    3BG
    Creature - Zombie Wurm
    Trample
    BG: Regenerate Korozda Rotwurm.
    5/3

    Inspiring Angel (Rare)
    3RW
    Creature - Angel
    Flying
    Whenever another creature enters the battlefield under your control, that creature gains haste and indestructible until end of turn.
    4/4

    Cytoplast Graft (Uncommon)
    1GU?
    Enchantment - Aura
    Enchant creature
    When Cytoplast Graft enters the battlefield, put two +1/+1 counters on enchanted creature.
    G/, Remove a +1/+1 counter from enchanted creature: Enchanted creature gains hexproof until end of turn.

    Replicating Leafdrake (Rare?)
    GU
    Creature - Drake
    Flying
    3GU, T: Put a token that's a copy of Replicating Leafdrake onto the battlefield.
    2/2

    Slime Away (Uncommon)
    3GU
    Sorcery
    Return target creature to its owner's hand. Put an X/X green Ooze creature token onto the battlefield, where X is the returned creature's power.

    Brain Graft (Common)
    1G/U
    Enchantment- Aura
    When Brain Graft enters the battlefield, put a +1/+1 counter on enchanted creature.
    Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

    Dark Manifestation (Common)
    U/B
    Creature - Illusion Horror
    When Dark Manifestation becomes the target of a spell or ability, sacrifice it.
    2/1

    Indebted Servant (Common)
    W/B
    Creature - Human Minion
    When Indebted Servant dies, put a 1/1 white and black Spirit creature token with flying onto the battlefield.
    1/1
    Posted in: Custom Set Creation and Discussion
  • posted a message on ITT: Sigil of the Riptide Acid!
    About early Aggro, Courser of Kruphix is your best friend. He can stop attacks and gains you life. And right now, you only have 2 full-time creatures. I know he's a little on the pricey side, but Theros will rotate out soon, so the price will probably drop. And playing both Courser and Nyx-Fleece Ram will stop ground attacks. I'm not sure if you've tried Blind Obedience yet, but it's a great SB card. It might even be good enough to be on the mainboard, since you have trouble with aggro and you can outright kill your opponent with Cloudstone Curio and extort. And it stops the Splinter Twin combo. Against other combos Nevermore might be worth looking into. Leyline of Sanctity was just reprinted in MM2015, so hopefully the price goes down. Maybe try Singing-Bell Strike over Lignify, it's better with Myth Realized, since the creature is tapped instead of a 0/4 blocker. But the 'no abilities' on Lignify is handy too. Other than that, your list is looking pretty good.
    Posted in: Budget (Modern)
  • posted a message on Manifesting Dryad Arbor vs Cascading Living End
    Oh okay, I didn't realize the converted mana cost of Living End was 0. That makes sense now. Thanks Smile
    Posted in: Magic Rulings Archives
  • posted a message on Manifesting Dryad Arbor vs Cascading Living End
    You misunderstand me about Living End. I'm not saying cascade reduces the cost. Why is it that a card with a non-existent mana cost can be cast using cascade at all?It doesn't cost less than the cascade spell, since it doesn't have a cost.

    And in relation to Dryad Arbor, I get your explanation, but why is it in one instance a non-existent mana cost is considered a cost (since Living End 'costs' less than any cascade spell), and one instance not considered a cost (Dryad Arbor can't be flipped since no cost).
    Posted in: Magic Rulings Archives
  • posted a message on Manifesting Dryad Arbor vs Cascading Living End
    Why is it that you can Cascade into Living End, but can't Manifest a Dryad Arbor?

    Cascading into Living End is the win-con of a popular Modern deck. I assume when you Cascade into Living End, I assume it counts "no mana cost" as "mana cost 0", thus you can cast it with cascade.

    Using that same logic of "no mana cost = CMC 0", you should be able to turn a manifested Dryad Arbor face-up for free, but I just read on here this isn't the case, you cannot flip a Dryad Arbor at all. Why is this?

    I've read rulings on both cascade and manifest, but nothing I've seen addresses cards with no mana cost. In fact, Cascade reads "exile until you exile a card that costs less", but Living End doesn't cost less as it has no CMC. It seems to me that not being able to manifest a Dryad Arbor would mean cascading into Living End would be an illegall play.
    Posted in: Magic Rulings Archives
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