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Yeah she's actually a planeswalker that just seems fun to play with or against. Powerful but not broken like some emo-haired blue mage we know...

First thing that popped into my mind was "at least it's a new PW." So sick of the same 4. This one looks pretty fun.
 
She destroys any permanent for 5cmc and still has enough to defend herself with next turn. This...shit. This may make me break my no PW rule
 
When she hits the field, she takes out another PW.

BG is going to be pretty fun.
 
It's also not instant speed and is seriously a crappy flame slash. I'm not saying it's terrible by any stretch but I don't think it's better than pillar or searing spear except maybe a sideboard card. Same with mortars, just because they can be flashbacked with snaps still does not make it better than bonfire. It's still absurd to "overload" and again doesn't hit the player. I'm not sure how it's any less useful than searing spear for killing birds and early threats. Flame slash saw limited play and that was a better card, I'm just don't agree it's better.

You need to evaluate cards on the metagame they exist in. Flame Slash saw little play, because while it was in standard, so was Lightning bolt, and 3 toughness was the high end of staple creatures- Sprouting Thranex, Bloodbraid Elf, Goblin Guide, Spectral Lynx, Vampire Nighthawk, Stoneforge Mystic, and Mirran Crusader all had 3 or less toughness. If a deck wanted a second 1 mana removal spell, they would take versatility and upside over inherent power- Forked Bolt could 2-for-1 something, and Burst Lighting could be kicked late in the game to do large amounts of damage. Because it was a no upside spell that was a secondary burn spell at best in any deck it would fit into, Flame Slash not see widespread play.

Mortars enters an unknown standard metagame. Pod, Infect, and Delver are all dying with the rotation, and they make up a large percentage of the field. What we do know is that 3 of the best creatures left in standard will be Thragtusk, Huntmaster, and Restoration Angel. While Searing Spear can kill a Thragtusk at instant speed, it cannot kill a Restoration Angel or a fliped Huntmaster, which is something Mortars does with ease. And, just like Burst Lightning, the card has large upside. When your hand is empty on turn 14 of a long game, you are going to be much happier to see Mortars, with its overload ability, than you are a Searing Spear. When building a deck, you are going to have to decide weather you value the instant speed, and the ability to go to the head of Searing Spear, over the More reliable, slower, but much higher upside spell.
 
You need to evaluate cards on the metagame they exist in. Flame Slash saw little play, because while it was in standard, so was Lightning bolt, and 3 toughness was the high end of staple creatures- Sprouting Thranex, Bloodbraid Elf, Goblin Guide, Spectral Lynx, Vampire Nighthawk, Stoneforge Mystic, and Mirran Crusader all had 3 or less toughness. If a deck wanted a second 1 mana removal spell, they would take versatility and upside over inherent power- Forked Bolt could 2-for-1 something, and Burst Lighting could be kicked late in the game to do large amounts of damage. Because it was a no upside spell that was a secondary burn spell at best in any deck it would fit into, Flame Slash not see widespread play.

Mortars enters an unknown standard metagame. Pod, Infect, and Delver are all dying with the rotation, and they make up a large percentage of the field. What we do know is that 3 of the best creatures left in standard will be Thragtusk, Huntmaster, and Restoration Angel. While Searing Spear can kill a Thragtusk at instant speed, it cannot kill a Restoration Angel or a fliped Huntmaster, which is something Mortars does with ease. And, just like Burst Lightning, the card has large upside. When your hand is empty on turn 14 of a long game, you are going to be much happier to see Mortars, with its overload ability, than you are a Searing Spear. When building a deck, you are going to have to decide weather you value the instant speed, and the ability to go to the head of Searing Spear, over the More reliable, slower, but much higher upside spell.

Pretty much.

"Dies to Mizzium Mortar" is going to be the new "Dies to Dismember". It's what hurts Isperia so much
 
You need to evaluate cards on the metagame they exist in. Flame Slash saw little play, because while it was in standard, so was Lightning bolt, and 3 toughness was the high end of staple creatures- Sprouting Thranex, Bloodbraid Elf, Goblin Guide, Spectral Lynx, Vampire Nighthawk, Stoneforge Mystic, and Mirran Crusader all had 3 or less toughness. If a deck wanted a second 1 mana removal spell, they would take versatility and upside over inherent power- Forked Bolt could 2-for-1 something, and Burst Lighting could be kicked late in the game to do large amounts of damage. Because it was a no upside spell that was a secondary burn spell at best in any deck it would fit into, Flame Slash not see widespread play.

Mortars enters an unknown standard metagame. Pod, Infect, and Delver are all dying with the rotation, and they make up a large percentage of the field. What we do know is that 3 of the best creatures left in standard will be Thragtusk, Huntmaster, and Restoration Angel. While Searing Spear can kill a Thragtusk at instant speed, it cannot kill a Restoration Angel or a fliped Huntmaster, which is something Mortars does with ease. And, just like Burst Lightning, the card has large upside. When your hand is empty on turn 14 of a long game, you are going to be much happier to see Mortars, with its overload ability, than you are a Searing Spear. When building a deck, you are going to have to decide weather you value the instant speed, and the ability to go to the head of Searing Spear, over the More reliable, slower, but much higher upside spell.

Pretty much.

"Dies to Mizzium Mortar" is going to be the new "Dies to Dismember". It's what hurts Isperia so much

Agree with both these posts. :D

SCG just sold out of them at 3.99, next batch should be up at 4.99. Glad I jumped on the 2.99 train.
 
goddamnit, I was hoping this set would suck to help soothe the withdrawals. I wonder what the closest country is that sells magic cards....
 
SCG just sold out of them at 3.99, next batch should be up at 4.99. Glad I jumped on the 2.99 train.

For historical perspective (and prehapes a preview of things to come?) the premier burn spell in Standard was in Ravnica: City of Guilds as a rare, and while this price is from The Wayback Machine was the best I could find, this card was worth upwards of 15 dollars at times while it was in standard http://web.archive.org/web/20051230...itygames.com/cardsearch.php?singlesearch=Char

EDIT: Fooled around to see some old prices circa original Ravnica....
12 Dollar Wasteland http://web.archive.org/web/20051220...mes.com/cardsearch.php?singlesearch=Wasteland
8 Dollar Vindicate http://web.archive.org/web/20051121...mes.com/cardsearch.php?singlesearch=Vindicate
5 Dollar Top http://web.archive.org/web/20051123...search.php?singlesearch=Sensei's+Divining+Top
8.50 Dark Confidant http://web.archive.org/web/20051210...om/cardsearch.php?singlesearch=Dark+Confidant
and, the time Birds of Paradise was among the chase rares of standard- 17 dollars and more http://web.archive.org/web/20051120...cardsearch.php?singlesearch=Birds+of+Paradise
 
CiqpI.jpg


KOyEm.jpg


6o46d.jpg
 
Alright, so, my personal opinions on RTR so far.

Constructed:

RTR_MizziumMortars.jpg


EDIT: Completely misread overload. This card is extremely solid, and -WILL- see play. Flame slash in this format would be too good with Snapcaster to recur it, and while this card is significantly worse than flame slash most of the time, both of its modes are reasonably priced for what they do. This is your new Standard board wipe spell, control players. Enjoy it.

RTR_Dreadbore.jpg


Nifty. Didn't need to be rare. If the gorgon or Jace end up popular, this could easily be maindeckable as neither of them generate card advantage (or even do anything relevant) while building loyalty. I can see this staying at 5-6 dollars and being very playable, but if the planeswalkers don't see much play, it's going to be a sorcery speed terminate.... Which actually isn't bad in this removal-light meta.

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Raises an interesting question; is a planeswalker with a +1 that gives you literally no benefit or board advantage playable?

What if it protects her insanely well, to the point that an opponent will likely have to sacrifice 3 creatures to get rid of her?

What if she can go to six loyalty the turn she comes out?


.... What if her -3 is Vindicate?

Completely absurd card that will test player skill in Standard with her +1, and (hopefully) be able to control the board with her -3.

My only fear with her is the format may be too fast for her to give you significant advantage. If your opponent is racing you from turn 1 through 4, then guess what?

She's going to be completely ignored, and your opponent will just keep attacking you.

I really hope this card is good enough to make control/superfriends/midrange playable in Standard again. She has all the pieces, it's just up to the deckbuilders.

I will say one thing; turn 3 jace -> turn 4 Vraska is an absolutely insane play. If BUG superfriends becomes a deck, I will most certainly be playing it.


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DISGUSTING. Ditching gravecrawlers to this should be a fucking war crime, and this card will end up popular even if G/B is terrible and we don't get a single playable scavenge card.

I cast plenty of Wild Mongrel back in Odyssey block. This card will cause problems.

RTR_JaceArchitectOfThought.jpg


I can't really say I think this card will be played in Standard, but I do love the design; the last few planeswalkers played competitively in standard had -loyalty abilities that protected them, and +loyalty abilities that provided card advantage. New Jace reverses this, and I suppose time will tell if that's an improvement or not.

His +1 is respectable, but in limited testing, is extremely underwhelming. Against an RB zombies deck, Jace will still die immediately after using his +1 nearly every time, essentially making him an overcosted Fog. His -2 is significantly better than Beleren's, but still isn't the "fact or fiction" people are claiming it to be; FoF was good because it was a 4cmc instant that dug 5 cards deep, promised you at least three of them, and dumped the rest in the graveyard. Jace's -2 is Ponder ~25% of the time (when you want the one card), and Divination the other 75 (when you want the two).

In a control oriented format or one dominated by token producers, this card would be amazing. But the upcoming format isn't looking like it'll be anything like that.

There's no reliable boardwipe in Standard, no good control spells, and removal is horribly outclassed by the insanely creatures in INN and M13.

Don't get me wrong, I love skilltesting in standard, and I want him to be playable... but he almost certainly isn't. All it'll take is one good board wipe to make him nuts, though....


RTR_PackRat.jpg


I feel obligated to point out that this is an entire relentless rats deck in one card. It has no immediate board presence and it'll die if you look at it the wrong way, but the potential is pretty nutty. I don't think I've ever seen instant-speed creature generation on such a cheap card before, and if I had to choose a sleeper rare, this would be it. I still think the format's too fast for the card to see significant competitive play, but it's extremely efficient at what it does.

RTR_RakdossReturn.jpg


If you preordered this for $15 there is something wrong with you. While it's a very exciting card in some respects (a discard spell with the utility of also being a kill spell lategame), if this is an aggro format as everyone is speculating, this card will be a $2 mythic. I really don't think blightning would see play in the current format, and this card is nowhere near as good as blightning.
 
Dread reveler. Zzzzzzzz

Not converting any unleash haters that's for sure...

It's not that bad considering how slow this block seems to be. A 3/4 for three is unheard of for black unless you are talking mono black. I mean yeah outside of limited it's junk without some kind of mechanic that works with unleash, but in limited I'd fuck it with if I was drafting black.
I like simple commons like that, people often overlook them while drafting and I end up with an army of 2/3 3/3 3/4 vanillas that just pound my opponent into oblivion. Removal by creature works better than people give it credit for.


Also some people seem to be misreading overload. It's an Alternate casting Cost not an Additional casting cost.
 
Thanks for the post Lucario. Do you think Chromatic Lantern has any chance of enabling 5 colour control decks? It ramps as well so can stabilize with Thragtusk or the new Planeswalker on turn 4.
 
Just a few days ago I was very bummed out about saying goodbye to Memoricide, then here comes Slaughter Games being spoiled. I think this is the card that I'm really stoked in playing with along with the Dryad Militant.

As much as I love the detain mechanic of Azorius and my total hate of zombies, I might brew up a Jund zombie wolf run deck for standard when RtR rolls in.

On a different note, since rebuilding my collection and grinding sanctioned tourneys back in July, I was surprised to see my rank shoot up to the top 25 in my country for this MTG season.

For the first month of playing my jank GW human angel deck I kept placing last during FNMs, it eventually evolved into your typical podless Naya aggro which became much competitive. Right now I'm juggling between an Esper miracle deck and Naya which consistently ranks me within the top 4 during FNMs in the two LGS that I frequently play at.

Pretty bummed to see Naya become pretty much extinct, but at the same time excited to play with Jund zombies this coming rotation.

If anyone wants to playtest over Skype pm me.

Standard: Naya and Esper
Casual EDH: Rafiq and Krenko
 
Thanks for the post Lucario. Do you think Chromatic Lantern has any chance of enabling 5 colour control decks? It ramps as well so can stabilize with Thragtusk or the new Planeswalker on turn 4.

I wish. I don't think it's possible, because shocklands are actually pretty mediocre in speedy formats, and they're the only fixing available to you right now; I'm personally going to be playing junk control for the first few months (with pack rats!), and I feel extremely stretched on my manabase with only three colors.


Chromatic Lantern is very Standard playable, and I am likely going to be building a 5cc deck with it once I redeem my sets of RTR. I just don't expect it to be good enough to win anything other than FNMs.
 
It seems odd that Detain can sometimes be creatures only and sometimes be non-land permanents depending on the card. It just seems a little more messy than they have been skewing with their design lately.
 
It seems odd that Detain can sometimes be creatures only and sometimes be non-land permanents depending on the card. It just seems a little more messy than they have been skewing with their design lately.

I thought the same thing when I saw populate as well. Usually the capitalize and put a number on mechanics, but they aren't doing that here. It's super strange.
 
Yeah she's actually a planeswalker that just seems fun to play with or against. Powerful but not broken like some emo-haired blue mage we know...

Agreed completely, and my desire to actually pull her and make a deck around her is testament to that. I never play with planeswalkers, because I just don't like fitting them into decks and am never really excited about playing them. But Aleksi pulled all the stops on that incredible art, and I love the abilities so with that said...first ever G/B deck here I come. :)

I wonder if the Guild prerelease packs will be fixed or random cards of those colors.

I'd imagine it would be similar to the Mirran vs Phyrexian packs from MBS. Randomized, but only cards of your guild/faction.
 
And Vraska starts at about $30. Hope I pull some from boxes and/or packs, because planeswalker prices are always so insane at first.

I actually wonder if her and Tamiyo together would be a decent end game strategy. Pump Vraska up to get her ultimate off then tap down your opponent's blockers to swing through for the win with the Assassin tokens. Also, Parallel Lives with her... man...

I can definitely see why Dreadbore was printed haha
 
As expected :P

I'm typically pretty lucky with planeswalkers (which is great for my friends cus I always trade them off...cept for you Vraska, you special) so hopefully I'll get a few of her. Now I have to go find some wood to knock on.
 
Wowowowow THANK GOD SHE AINT BLUE.

Vindicates (!!!) and she puts up a deathtouch wall to protect herself? This walker sounds sexy. I'm definitely interested to see her in use. I LIKE IT. She seems so powerful with that T5 Vindicate.




Oh you poor soul. How many things can you possibly be wrong about?

Haha, it just has no impact on board position to waste just on turn 5. It still takes a couple turns until ultimate or it's almost dead and lose bonus of its +1. The +1 is just underwhelming because depending on the board. They will just choose to not attack it.
You need to evaluate cards on the metagame they exist in. Flame Slash saw little play, because while it was in standard, so was Lightning bolt, and 3 toughness was the high end of staple creatures- Sprouting Thranex, Bloodbraid Elf, Goblin Guide, Spectral Lynx, Vampire Nighthawk, Stoneforge Mystic, and Mirran Crusader all had 3 or less toughness. If a deck wanted a second 1 mana removal spell, they would take versatility and upside over inherent power- Forked Bolt could 2-for-1 something, and Burst Lighting could be kicked late in the game to do large amounts of damage. Because it was a no upside spell that was a secondary burn spell at best in any deck it would fit into, Flame Slash not see widespread play.

Mortars enters an unknown standard metagame. Pod, Infect, and Delver are all dying with the rotation, and they make up a large percentage of the field. What we do know is that 3 of the best creatures left in standard will be Thragtusk, Huntmaster, and Restoration Angel. While Searing Spear can kill a Thragtusk at instant speed, it cannot kill a Restoration Angel or a fliped Huntmaster, which is something Mortars does with ease. And, just like Burst Lightning, the card has large upside. When your hand is empty on turn 14 of a long game, you are going to be much happier to see Mortars, with its overload ability, than you are a Searing Spear. When building a deck, you are going to have to decide weather you value the instant speed, and the ability to go to the head of Searing Spear, over the More reliable, slower, but much higher upside spell.

I don't think it's terrible but I don't think it's worth even mentioning in the same breath of bonfire. Plus we were talking in regards to RDW, which I think you would want burn that can hit the face for one less damage but same mana than top decking that but that's just me. :P


Also, does anyone have problems with the beta client? I've downloaded and installed twice and I get an error message that closes the client before I can even sign in. Not sure what's going on...
 
Haha, it just has no impact on board position to waste just on turn 5. It still takes a couple turns until ultimate or it's almost dead and lose bonus of its +1. The +1 is just underwhelming because depending on the board. They will just choose to not attack it.

No impact? It removes a permanent when she enters. Pretttty big impact.
 
If you minus her and then she's dead most likely. It's an expensive removal.

One would assume you could blow up the thing most likely to threaten her. And you'd hopefully have some other sort of board presence by turn 5 to keep her alive. And if they have a burn spell or dreadbore to kill her then you still managed to get a two for one.
 
One would assume you could blow up the thing most likely to threaten her. And you'd hopefully have some other sort of board presence by turn 5 to keep her alive. And if they have a burn spell or dreadbore to kill her then you still managed to get a two for one.

Hopefully yes, but being only at 2 isn't exactly hard to kill is all. And with that you can't do it again for 2 turns so they may just let her go depending on how fast their deck is. I'm just not convinced I want her turn 5 with how aggro decks have been is all. We'll have to see when rest of the cards are spoiled but aggro seems strong still.

So worst case scenario you've traded 1 for 1 with their best card and gained at least 2 life. That's fine for a worst case.

How would you gain life?

Edit: I'm assuming you just mean damage going to her instead of you.
 
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