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Magic: The Gathering |OT|

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I feel that the mechanic would be perfect if it included haste in it. So far, though, we've only seen haste paired with Unleash on a 6 CMC creature or something =(
 
Someone pointed out that it might be potent in very aggressive decks depending on how it shows up in the <3 CMC range. I could see it.

All I play is aggressive decks. Occasionally, you need to block. Tying your own hands for minimal gain is bad ju-ju. I'm sure there is some card that makes it a better deal, but I can't imagine using it as is.
 
Tormented Soul and Invisible Stalker both work great with Ninjutsu because they are unblockable. You might find yourself having trouble getting damage through, so they will help immensely. Plus, they only cost 1/2 mana and they are dirt cheap. Do damage, switch with ninjutsu, then recast Tormented/Invisible Stalker. HUGE pressure.

Ravenous Rats also comes to mind as a good card that disrupts hands.

Thanks for the cards! I think I will get the Tormented Soul at least because I am in dire need of 1 CMC (did I use right? :p) creatures that work with the deck.

And I actually have a Rat deck that has four ravenous rats in it, I never really considered putting them in this deck but if I decide to make a full on discard deck in the future I may get some more!

On another note, does anyone know any good stores to get cards in Toronto? I will be heading back there for school in a week and would like to get some cards without having to buy anything on the internet.
 
Overdose seems like the sort of mechanic that's built with multiplayer in mind. I'm really interested in seeing the blue side of it. An unsummon with overdose would be pretty crazy.

All I play is aggressive decks. Occasionally, you need to block. Tying your own hands for minimal gain is bad ju-ju. I'm sure there is some card that makes it a better deal, but I can't imagine using it as is.
I'm sure there will be a bunch of cards that tie into the mechanic with abilities. For example "All creatures you control with +1/+1 counters on them blah blah." It's definitely a keyword that doesn't stand well on it's own, but I'm pretty confident it won't have to.

I also get the sense that they'll be pushing, as the block expands, 'guildless' and/or all guild decks. From a flavor standpoint, the guildless members of Ravnica are called the Gateless and the second set is called "Gatecrash." I don't really follow the Magic fiction much, but with the guildgates being so prominent at common, and their flavor seemingly being about indoctrinating the 'Gateless' into the various guilds, I feel like the block will probably end up being about the guilds ultimately joining forces to squash the un-guilded. The last set being a small set, with cards for all 10 guilds, plus hints from cards like Fencing Ace makes it feel more likely.

Of course, that's all conjecture on my end, but, assuming things do go that way, then there could be a lot of synergy between the different guild keywords. For example, assuming unleashed creatures would gain abilities for having +1/+1 counters on them, a card like Pack Rat would work great in an all-color deck. You can use it's ability to discard a scavenge creature, put the counters from scavenging on an unleash creature and you'll also have made a populate target as well (as an aside, it also works well with hellbent). I'm sure we'll see a lot more cards with that kind of synergy throughout the block.
 
I have a quick question about the card Worship... if you don't have a destroy enchantment in your deck is there anyway to take down this card? Or is there another way to do "damage" to a player.

On a similar note, do you guys always try to have a way to destroy artifacts/enchantments etc in your decks? I gotta make sure I am better at having those.
 
I have a quick question about the card Worship... if you don't have a destroy enchantment in your deck is there anyway to take down this card? Or is there another way to do "damage" to a player.

On a similar note, do you guys always try to have a way to destroy artifacts/enchantments etc in your decks? I gotta make sure I am better at having those.

You can get around it by loss of life effects (which are different from damage), or by killing all of their creatures.

I always keep something for artifacts or enchantments in my sideboards, but its been years since Disenchant effects were really main deck cards.
 
I have a quick question about the card Worship... if you don't have a destroy enchantment in your deck is there anyway to take down this card? Or is there another way to do "damage" to a player.

On a similar note, do you guys always try to have a way to destroy artifacts/enchantments etc in your decks? I gotta make sure I am better at having those.

It kind of depends on the format and metagame you are playing. If your "metagame" comprises of your friends, then you should really be building your deck to trump all of their decks. The information is readily available to you, so use it to your advantage (and also risk all your friends hating you =P)

If you're playing a format where that card is popular, then naturally you would want to consider putting in an enchantment destroying card into your sideboard. Very rarely do you have enchantment destroying cards in your main deck because it is a dead card more often than not.

The only way around that card if you don't have an artifact destroying card is to get rid of all their creatures. Then in game 2 and 3, you can side in your enchantment hate and have an answer for that card. That said, a smart opponent would remove Worship from their main deck after game one so they bait you to put in useless cards into your main deck.

It sucks, but you can't expect your deck to be good against every single deck. Sometimes, you will have absolutely no answer to the deck, so you'll just have to suck it up. This is the whole purpose of a side board. It allows you to incorporate cards that are specific for matchups without making your deck weaker overall by including artifact or enchantment hate in your main deck.

Overdose seems like the sort of mechanic that's built with multiplayer in mind. I'm really interested in seeing the blue side of it. An unsummon with overdose would be pretty crazy.

Overload. Overdose sounds kind of funny, heh.
 
Life loss effects go through Worship I think.

Just one Bump in the Night to their head and you win.
 
They are really pushing the limited mana fixing. This is going to be a fantastic set to draft!

Transguild Promenade - Common
~ enters the battlefield tapped.
When ~ enters the battlefield, sacrifice it unless you pay (1)
{T}: Add one mana of any color to your mana pool.
 
Well, limited is going to be an absolute blast.
 
They are really pushing the limited mana fixing. This is going to be a fantastic set to draft!

Transguild Promenade - Common
~ enters the battlefield tapped.
When ~ enters the battlefield, sacrifice it unless you pay (1)
{T}: Add one mana of any color to your mana pool.

ERMAHGERD

Wizards already has all my money. AND NOW THEY WILL TAKE ALL MY MONEY EVEN HARDER.

Holy fuck am I going to lose paycheques buying boxes of boosters.

Completely unrelated: I won my first Pauper Daily 3-1!!! YESSSSS!!!!!!!..... I think that was the 5th or 6th daily I entered, so I'm gonna have to keep winning to break even... THEN TO INFINITY
 
It kind of depends on the format and metagame you are playing. If your "metagame" comprises of your friends, then you should really be building your deck to trump all of their decks. The information is readily available to you, so use it to your advantage (and also risk all your friends hating you =P)

If you're playing a format where that card is popular, then naturally you would want to consider putting in an enchantment destroying card into your sideboard. Very rarely do you have enchantment destroying cards in your main deck because it is a dead card more often than not.

The only way around that card if you don't have an artifact destroying card is to get rid of all their creatures. Then in game 2 and 3, you can side in your enchantment hate and have an answer for that card. That said, a smart opponent would remove Worship from their main deck after game one so they bait you to put in useless cards into your main deck.

It sucks, but you can't expect your deck to be good against every single deck. Sometimes, you will have absolutely no answer to the deck, so you'll just have to suck it up. This is the whole purpose of a side board. It allows you to incorporate cards that are specific for matchups without making your deck weaker overall by including artifact or enchantment hate in your main deck.



Overload. Overdose sounds kind of funny, heh.

It is actually a card I use in my defensive monowhite deck along with cards like Ghostly Prison and Ischeron Scepter/Ethearal Haze. Sometimes when testing my decks I play myself and my Rat deck couldn't do anything with this card which is why I asked.

Anyway, thanks for all the help the last few days guys! I think I have made a bunch of improvements to my decks. I may post another one of them tomorrow. I am formulating a list of cards to buy in order to improve a bunch of my decks across the board.

I think I have found a good medium between mana curve and land ratios (60 cards). I feel like about 21 lands for monocolor decks while about 22 for multicolored decks works best for me. Most of my decks' mana curves max around 2-3 CMC so they aren't exactly heavy hitters which is why I don't need as many lands. I had 24 or so in most of my decks before but I found I was being mana flooded more often than I would like. A few of my decks are a little more mana heavy so I use 23-24 lands for those.
 
Selesnya Charm is pretty sweet.

Target creature gets +2/+2 and trample until end of turn; or exile target creature with power 5 or greater; or put a 2/2 knight creature token with vigilance onto the battlefield.
 
Selesnya Charm is pretty sweet.

Target creature gets +2/+2 and trample until end of turn; or exile target creature with power 5 or greater; or put a 2/2 knight creature token with vigilance onto the battlefield.
One of these is not like the other.

Definitely going to be playing Selesnya or Simic though.
 
Interestingly enough, the Izzet charm (which I was originally really hyped about) is the only one without a decent escape clause. The Azorius charm cycles, and the Selesnya one at least puts a body on the ground, but the Izzet one can't be guaranteed to do anything. I suppose it can dump extra lands from your hand later in the game, but Faithless Looting at instant speed isn't exactly a control mage's dream.

Considering how in love I am with Grixis, I'm really interested to see what the Rakdos charm ends up doing. I imagine its escape clause is "target player discards a card;" I'm quite curious to see what the other modes are.
 
You know, it occurs to me...are we sure that the rarity symbol on those Gates is common and not basic land? The two rarities are considered different for pack contents purposes. What if every RtR pack contained a Gate? Or they were mixed in with the basics, or even every pack contained a basic and a Gate
 
You know, it occurs to me...are we sure that the rarity symbol on those Gates is common and not basic land? The two rarities are considered different for pack contents purposes. What if every RtR pack contained a Gate? Or they were mixed in with the basics, or even every pack contained a basic and a Gate
Rarity is mostly based on which sheet the card is printed on. RTR have 25 more cards than Gatecrash and those are the basic lands (because RTR basics will be in Gatecrash packs). It wouldn't make sense for the Gates to be on the basic land sheets, because then they wouldn't be in Gatecrash.
 
Rarity is mostly based on which sheet the card is printed on. RTR have 25 more cards than Gatecrash and those are the basic lands (because RTR basics will be in Gatecrash packs). It wouldn't make sense for the Gates to be on the basic land sheets, because then they wouldn't be in Gatecrash.

Hm, okay
 
You know, it occurs to me...are we sure that the rarity symbol on those Gates is common and not basic land? The two rarities are considered different for pack contents purposes. What if every RtR pack contained a Gate? Or they were mixed in with the basics, or even every pack contained a basic and a Gate

Nah that's cray.

Going through the spoiler list...

Jace seems very good, but he doesn't quite completely dominate a game. Similar to Tamiyo but with a better draw mechanic. You'll never ultimate him with that -2 though.

Detain seems like a solid limited mechanic. Not sure about constructed though, I guess it can break through board stalls but it can easily end up doing nothing.

Azorius Charm should be great in creature decks, big life swings when racing and great removal to put the other guy behind. Plus cycles.

Unleash is again interesting in limited but I doubt it will be that good in aggressive constructed unless they print a 2/2 2 drop with it.

Chromatic Lantern seems insane, I was going to be on Izzet but 5 colour control could work with that.

I still think the B/G mechanic based around making hugeeee creatures is boring and timmy as fuck.

Hypersonic Dragon HNUHGGHHHHH! Don't know how many sorceries there will be you want to cast as instants but it's my kind of card.

Use the Dragon to cast Dreadbore as an instant? Yes please. Good GffT / Doom Blade replacement in narrower colours. Control decks traditionally can have problems with Planeswalkers as well so that's good.

Big scary 'man land' for G/W in Grove of the Guardian, it will probably be a 10 card cycle over the block but it will be interesting to see if they are all creatures like that. That's the token you want to populate I guess.

Guttersnipe could end up playable in a control deck with a lot of flashback, or a combo/burn deck. I don't know much about Storm but probably an OK alternative win con in Modern.

Judge's Familar is sweet, I'd play that.

Nivix Guildmage seems OK but I don't know if you want the 2/2 body in that kind of deck and you have plenty of draw in UR anyway.

Pack Rat is a very interesting card, probably a solid limited pick.

Not sure why Rakdos's Return is a Mythic Rare in terms of power level. I don't think it's that good, by the time you can strip their hand they shouldn't have much of one. Maybe sideboard in control mirrors.

Ogre Jailbreaker is another fun limited mechanic.

Mizzium Mortars seems pretty good but disappointing that there probably won't be a cheap sweeper like Whipflare or Slagstorm. Actually saying that they could do another without the 'you don't control' line to keep it cheap but then they have 3 burn spells doing the same thing.

Probably quite a few defenders in green, again ramping up with walls to something sounds very fun in limited.

Auger Spree looks like well designed limited removal, if you have a x/5 you could blow the opponent out hard by getting the 4 dmg in they weren't expected.

Selesnya Charm is probably the worst of the 3 so far, will probably be a 2/2 most of the time. Guess it's OK at instant speed.

And solid mana fixing as the set needs with the lands.
 
They could make it a side game draft and we can see how free everyone is.
 
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What in the almighty fuck is this fuckery?
Wtf. A new Jace? Oh shit. His ultimate is really nerfed. His -2 is a poor man's Fact or Fiction. Really underwhelming.
 
When planeswalkers are spoiled people always focus on the ultimate too much. If you get to use it you were winning anyway.
Exception might be Tamiyo as she just stalls the game out and people have used her with Temporal Mastery.

Still, effectively gaining some life and using the -2 once or twice is great value and should put you ahead.
 
I know. I'm comparing him to JTMS. I would be using his -2 a lot too and wouldn't bother with his -8.

Why would you compare him to card that Wizards has already come out and said he's flat out overpowered and that it was a mistake to print him like that? Were you honestly expecting Jace 4 to be on the same level as JTMS?
 
The first thing I thought of was "fuck you hexproof". Makes hexproof creatures way less powerful against any deck that has red.

Is there any major hexproof creatures left after rotation besides geist? Hexproof was a big thing for M12 it seemed.


I know. I'm comparing him to JTMS. I would be using his -2 a lot too and wouldn't bother with his -8.

Why would you compare anything to that stupidly broken of a card? That's just silly if you're going to compare all planeswalkers to that.
 
I know. I'm comparing him to JTMS. I would be using his -2 a lot too and wouldn't bother with his -8.

No shit.

Every sedan is weaker than a truck in terms of horsepower. Why even make the comparison?


Is there any major hexproof creatures left after rotation besides geist? Hexproof was a big thing for M12 it seemed.

There's... invisible stalker, elgaud shieldmate, and.... lumberknot? lone revenant? Honestly, the only one that matters is Geist. Fuck that guy.
 
Is there any major hexproof creatures left after rotation besides geist? Hexproof was a big thing for M12 it seemed.

That stupid fucking G/W angel. If that thing is used a lot I might have to kill myself, the sacrifice clause is the most restrictive bullshit ever when it has 5 toughness.
 
can someone explain why cards like fact or fiction and gifts ungiven are so good? seems too random when you have to prepare for best/worst/average case of playing 'em. too many mind games for me to figure out.
 
God forbid my 5CMC creature can't be killed by a 3CMC sorcery/instant.
can someone explain why cards like fact or fiction and gifts ungiven are so good? seems too random when you have to prepare for best/worst/average case of playing 'em. too many mind games for me to figure out.
You will always come out ahead in these situations, always, because you're the one who gets to choose. If they do 1-4 split where the 1 is some bomb they're deathly afraid of while the 4 are a collection of lands and other spells, it doesn't matter which you choose because at instant speed, you just:
1) Got your win condition
or
2) Got 4 cards for 1

If they do anything other than a 1-4 split, that's pure card advantage in your favor.
 
can someone explain why cards like fact or fiction and gifts ungiven are so good? seems too random when you have to prepare for best/worst/average case of playing 'em. too many mind games for me to figure out.

It doesn't even need to be mind games. Simply having X more cards in your hand is enough. Card advantage is a powerful thing. Remember 2 of those cards came from your deck which contains something you'll probably need. Sure it might be land, but that's the worst case.
 
No shit.

Every sedan is weaker than a truck in terms of horsepower. Why even make the comparison?




There's... invisible stalker, elgaud shieldmate, and.... lumberknot? lone revenant? Honestly, the only one that matters is Geist. Fuck that guy.

I don't think I'd call any of them important. ;)

Ediit: Eh, sigarda I forgot but is only ok. It never sees play pretty much.
 
can someone explain why cards like fact or fiction and gifts ungiven are so good? seems too random when you have to prepare for best/worst/average case of playing 'em. too many mind games for me to figure out.

Also important to note is with Gifts, you can "fail to find" 2 cards and basically use it as a spell to get 2 cards of your choice in your graveyard. So you can get Unburial Rites and Elesh Norn for a quick reanimation against creature swarms
 
If GW becomes a thing with Selesnya I think Sigarda will see more play.
 
If GW becomes a thing with Selesnya I think Sigarda will see more play.

Based on the tiny sampling of cards we've seen so far I'd say Azorius and Selesnya are going to be more powerful this time around, Golgari is almost definitely seriously nerfed, Izzet maybe a minor boost and Rakdos probably about as relevant as they were last time.
 
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