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  • posted a message on Echo of Eons (Andrea Mengucci)
    It seems really powerful, powerful enough for this:

    U/R Flashback-Dream Halls Storm

    3 Faithless Looting
    4 Careful Study
    2 Deep Analysis
    4 Echo of Eons
    4 Rite of Flame
    4 Desperate Ritual
    2 Manamorphose
    2 Dream Halls
    2 Pyretic Ritual
    2 Grapeshot
    1 Brain Freeze
    1 Vapor Snag
    1 Force of Negation
    4 Arcane Denial
    4 Force of Will

    Some key points here:
    Echo does not exile itself, so you literally go infinite
    Manamorphose is excellent with Dream Halls
    Dream Halls is discard, not exile
    Posted in: The Rumor Mill
  • posted a message on Kiln Fiend Deck Wins
    Thanks for pointing that out. That helps figure out the deck to its above 99th percentile version. Now it is a shell that could absorb a different printing that improves it, because the bad cards are clarified as being the worst ones that it plays. And the good one totally is the one that was more or less panned, except that induces thought process.
    Posted in: Deck Creation (Modern)
  • posted a message on Kiln Fiend Deck Wins
    Yes, that would do that. It struck me that maybe 4 Slashes was a bit high, but maybe not, also. The point was that even though Red Zenith is not crazy amazing, it is something that fits the puzzle of using the iffier card economies of 1-damage ideas, for a combined improved output where you DO play up to the fourth land and do not hold every single one of them for Flame Jab. If Steam-Kin ramps up to three counters, this is a recurring damage source that is fairly scary and puts him back to 2/2. I would leave them in and create a sufficient interlock, but maybe swap 2 Gut Shot for the Pillars, they do seem good. A possible adjustment that holds to the idea of generalization and sanding down of the greedy berserkers type idea would then be that, -1 Flame Slash for 1 Faithless Looting, and 1 Fetchland to adjust by 1 slot the odds of redrawing Red Zenith in conjunction with it (the thing you're not supposed to do - but doing it anyway because why contstruct a deck at an initial ration in the first place? better than typically argued, even without lavamancer). To basically assemble a value package based only on basics where it can do that much for you was the idea; and that if you are going to pump an infect guy, you may as well also try casting Red Zenith for 0. And also yeah, Young Pyromancer could stand in for 1 of the Flame Jabs, which would simplify the decision of how Jab is to be used.
    Posted in: Deck Creation (Modern)
  • posted a message on Kiln Fiend Deck Wins
    Kiln Fiend Deck Wins


    Version A:

    3 Goblin Guide
    3 Monastery Swiftspear
    4 Kiln Fiend
    4 Runaway Steam-Kin
    2 Red Sun's Zenith
    2 Lava Dart
    2 Flame Jab
    4 Gut Shot
    4 Lightning Bolt
    4 Flame Slash
    4 Lava Spike
    20 Mountain

    Improved Version B:

    3 Goblin Guide
    3 Monastery Swiftspear
    4 Kiln Fiend
    4 Runaway Steam-Kin
    2 Young Pyromancer
    2 Red Sun's Zenith
    1 Lava Dart
    1 Flame Jab
    1 Pillar of Flame
    1 Firebolt
    2 Gut Shot
    4 Lightning Bolt
    3 Flame Slash
    1 Faithless Looting
    4 Lava Spike
    1 Arid Mesa
    2 Sunbaked Canyon
    17 Mountain

    1 Wooded Foothills
    1 Bloodstained Mire
    1 Scalding Tarn
    2 Sacred Foundry
    1 Sunbaked Canyon
    4 Lightning Helix
    1 Flame Slash
    2 Relic of Progenitus
    2 Damping Sphere

    Edit: It would want a drawland, but considering all of the points, would want to do exactly this. It would want two, and one in the sideboard. This is slightly divergent from the first reconsideration, as actual brass tacks. The flame slash point was enough to the contrary that it eats up one of these. Went from barely would want to, to due consideration of how much value it could leave on the table/off the table.

    It seems like now there is enough to do this without any of it being a wrong, exploitable angle, as just a standard Red Deck Wins in the format. That the formula of Flame Slashes and Lava Spikes has its one exact missing angle, there, though none of this does much of anything in an adjust the shell way. You just race/strategic-parity Phoenix if they fail to do it on exactly the second turn, because you can use Red Sun's Zenith after taking the 3 or 6, you probably die if you take 9 as 3 of them, but reasonable. Green Sun's was good - good enough to ban. Some weird things like this can come up and it seems that this is now good. And it would not be good/at all possible without Lava Dart. You need the split, not 4 useless Flame Jabs; this just partially infect-kills the opponent but with strong cards rather than weak ones. A nice budget deck too, that would not be jank, so worth your time on that account alone, enjoy.
    Posted in: Deck Creation (Modern)
  • posted a message on Collected Conjuring
    It hardly seems ridiculous to me that this would be cast at sorcery speed and find only sorceries. Otherwise the card would just be through the roof combinatorial busted-value where the first would find the serum visions that finds the second, at instant speed, clearly absurd. You get to bypass casting them after all. For two creatures that have their cost structures built in as, yup, totally could be a restricted range of spell-like effects plus you die to this as a repeatable clock, sorceries and instants do not have this and get to be way better. To consider ALL sorceries/instants both existing and future and have instant speed would just make future cards harder to print, like, is card A fair, sure it is, but this thing exists and would cause an upset feelings ban or not ban in the vein of Green Sun's Zenith eventually, along with imperceptible grumbling that the spells matter cards are not up to snuff. This one would be big-impact. I would not discount this card as-is, either. If you could just manage a quick utopia sprawl into farseek into wilderness reclamation with the new force of negation, you are totally possibly using this thing, and well. Or other shells.
    Posted in: The Rumor Mill
  • posted a message on 5C Midrange Niv-Mizzet Reborn
    I think this would do well to just have its EV of Niv-Mizzet be only a mite less greedy timewise and its run out Bird of Paradise into death alley or walkers into that same alley not be there.

    The OP deck does seem very good actually, but maybe it can be verging on crazy good.

    -4 Pillar of the Paruns
    -4 Birds of Paradise
    -1 Safewright (this is good but not 3-good)
    -2 Domri
    -1 Kaya

    +2 Vivid Grove
    +1 Reflecting Pool
    +1 Murmuring Bosk (find with safewright, missing without cause)
    (Seems very nearly strictly better, but tweak overall to use it like this)

    +2 Farseek
    +2 Reborn Hope (the latter cards are way better here if you can retrieve them)
    +2 Coiling Oracle
    +2 Fulminator Mage

    You effectively have more mana here, so main color ramp can be a 2-slot. For a "do as I say, not as I do" deck. Something like this.
    Posted in: Deck Creation (Modern)
  • posted a message on Standard Meta too Fast?
    This is about 1 turn too fast and the linearity of the burn kill and tallness in pure stats of the white creatures is above the line, yes. Overall though it is good and both addition and subtraction that is upcoming with more playtester time that actually includes the Dominaria cards should make it better. See Play Design timeline.
    Posted in: Standard (Type 2)
  • posted a message on Landshift - A red tweak on Fastbond
    Sure this can be heavily abused but so can any number of cards, and this one is cool. I would even cost this at 1R and let it cantrip. It otherwise does stone nothing unless it comboslaughters you.
    Posted in: Custom Card Creation
  • posted a message on [CUBE] [WAR]Ugin, the Ineffable
    OH man, this guy just can't be bad. That first ability is like a Wurmcoil on repeatable steroids against anything other than a super large creature with trample. You get an occasional (HOW good would even 4 in deck slots be) cost cheat. IF on specifically defense. Which is implied kind of, at least. You're either ramp or defense at a 6. And design slots could handle a defense slot. And then you get to have him sit at decent loyalty and nuke things. I would guess yes, and even for a multi-year pedigree.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    Okay. Sure. Enjoy. I would have to simply say... don't? #locked incoming, or something, I have no more to add
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    And this is UTTERLY broken in half, Incubation/Incongruity fetches them also, and tuning could show what the exact number of Ballista are. Melira is already a natural. The kill is a 6 plus the dig and tutoring. They would need innocent blood to make this idea a mulligan for you, at this point you should ALSO troll(?) a thread that includes literally any more than the TWO cards here costing more than two mana. (?) And there are plenty of these. And there's even a Force of Will possibility for this one. Bannable, clearly. Which card you hit is tough though.
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    Not in an axiomatic way, only a tuning way. Not if you want to have it line up with the kill card of Duskwatch Recruiter. You could go something like -1 Gladecover, -1 Vivien's Grizzly, -1 Incubation, -1 something else for 3/4 Noble Hierarch, yes, maybe. The infinite mana doesn't kill them by itself, so, you could infinite and not kill and then they kill one of TWO of your guys, you lose the instant speed, so you need to gain something. Not with the ability to play Remand and truly break it in half here. You have serious possibilities of NOT doing that and winning certain matchups with a rebuy into an actual bogle out of the sideboard, like a Sword that is just pro their deck. This is a clear thing and just kind of a public service announcement from the best team.
    Posted in: Deck Creation (Modern)
  • posted a message on Hexproof Bogles Vizier Neoform Combo (faster, seems crazy even)
    4 Gladecover Scout
    4 Slippery Bogle
    4 Vizier of Remedies
    4 Devoted Druid
    4 Duskwatch Recruiter
    2 Walking Ballista
    1 Vivien's Grizzly
    4 Incubation/Incongruity
    1 Melira, Sylvok Outcast
    4 Remand
    2 Path to Exile
    4 Neoform
    2 Shalai, Voice of Plenty


    4 Disrupting Shoal
    other cards

    Broken, right?

    Moved to Deck Creation. - Torpf
    Posted in: Deck Creation (Modern)
  • posted a message on Wilderness Reclamation: WTF were they thinking?
    TLDR: They thought this card was sufficiently safe to print or they wouldn't have printed it. THIS you can know for sure because real job.

    This card is very pushed and is very "green as the past" and not enough "green as the future." (Meaning: You play busted cards that are green in a superior shell and hardly play green's real cards, the "theme" green cards.) Yeah, after playing against it, this nonsense is beatable but as color pie goes the power level is a "click ignore" away from acceptability (as in, Worship stone cold beats you if you have a well-constructed deck just like you don't bluff a bad player who can't not call in Poker versus Ghostly Prison stymies you). Pretty okay in general, super way bustedly good for Standard. I will not be surprised if this one gets banned after the NEXT set ends up helping it instead of shaking it a little lower down the totem pole. This metagame is still fairly fresh, though. Optimal aggro builds that can beat it even if you land it and can do enough to bolster the relational position of decks that play the INCIDENTAL effect that is splash damage on this bad boy (Mortify), may, MAY be enough to avoid a ban. TLDR again, though: A card being one squint and you'll miss it slice of metagame mitigation away from total unfairness has to be called a mistake (IF it'll even shake down that those slots metashuffle). But it is a "Sligh 1998" type of metagame, by subdivision, there. Could that deck race this? It certainly couldn't race it once it was going in any equal way and neither can anything where even color pie starts to drain out, archetype alone starts to be a fellow traveler of Enchantment/Planeswalker removal there. Once that goes off it plays Solitaire and you play instants or on board effects until you no longer can, it's very deterministic. Interaction through the combat step alone (remove target player instead of put in slots that are like why you sometimes could barely sideboard, between plan A and plan B it's not so hot) when it comes to that, yeah, the instant speed rider of destroy enchantment really does make the card a mistake for Standard. This just HAD to cost 1 more mana, or somehow be different, like cantrip and "unless it entered the battlefield this turn". However, maybe with play design they know. Maybe they know the wrinkle of it and MTGO still doesn't, stranger things like not finding whole winning decks even when there's money on the line are part of this game. It's a hard game. Hard to make by a factor of opulence above merely hard to play.
    Posted in: Standard New Card Discussion
  • posted a message on [RNA][CUBE] Salamander Drake
    The evaluations here are really missing this guy, he is so ridiculous. In the tight early game area of whether you can get a 1 cmc creature down and protect it if that's your focus, as it usually should be, as counterpells have a high pick order, this guy really just shines, his calculation of whether he is in the Cube is off the charts. This is crazy good, 5/5 flying for U-U, as an echo cost even? Super spellstalker guy? Same issue as Dig through Time and Treasure Cruise, this. Simply. Is SO very strong. Is this wrong? I doubt it.
    Posted in: Cube Card and Archetype Discussion
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