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Magic: The Gathering |OT|

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I've played it a bit locally as well and it's damn fun. Kind of a shame it got both first and second in the GP since now people will be ready, but at least it's not something else.
 
IMO, Hexproof is on the level of Dredge as far as bad mechanics go- if it's involved, it really doesn't feel like Magic. I'm glad they scaled it back after M12, but it really needs to go back to being more of a "Troll-shroud", where its something only green gets on 1-2 creatures a block, not an evergreen ability.

Dredge requires specific sideboard hate cards, hexproof is still vulnerable to sweepers. It's non-interactive but there's different degrees of severity between the two. I do agree hexproof is significantly stronger than shroud and cards need to be appropriately costed for it.
 
I remember saying that Bant Hexproof was going to be a deck post-rotation (mostly looking at Finkel's PTAVR deck as inspiration). Did it really take this long for someone to put up results with it?
 
I remember saying that Bant Hexproof was going to be a deck post-rotation (mostly looking at Finkel's PTAVR deck as inspiration). Did it really take this long for someone to put up results with it?
The deck's mana is really bad. I tried working it out but quickly abandoned it because it wasn't consistent enough in our builds.

And oh, look, Gruul Charm is spoiled. And it looks like it was designed as a Lorwyn/Shadowmoor-era hate card. Ugh.

So, in summary, your GTC flowchart for the set so far:

Is it Boros? If yes, it's pushed and awesome!
Is it anything but Boros? It's terrible!
 
Copper Gnomes and Metalworker beatdown (with Pack Rats in his sideboard) vs a Tomb of Urami token on the SCG stream right now, and the Urami token won. I have no idea what the fuck is going on anymore.

Edit: and Abraham Lincoln is standing in the background. Because why the fuck not.
 
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That middle ability.

Wat.
 
It may be fake so take it with a grain of salt.

But it's bad enough that it just may be real.
 
What card(s?) are you worried about?

Theh card drawer and the mana maker. Someone is going to do some kind of thing in Modern that involves like, repeatedly casting Ghostly Passage or something and stacking the triggers so that they draw as many cards as possible each time.
 
Theh card drawer and the mana maker. Someone is going to do some kind of thing in Modern that involves like, repeatedly casting Ghostly Passage or something and stacking the triggers so that they draw as many cards as possible each time.
"My name is Restoration Angel. I suck the fun out of the game, but you knew that already!"
 
Most playable mechanic, worst charm.

Worst non-mechanic, best charm.
 
Since I'm bad at Magic, may I be so bold as to ask why that first card is bad?

I put a question mark on my sentence for a reason. I'm not convinced it's unplayable, but I'm not convinced it's good either. I'm still pondering it. It turns off haste creatures and makes your opponent's creatures unable to block the turn they come in. Is that worth a single card? Ordinarily I would say no, but it does have Extort tacked on. My gut says that's still not enough...

EDIT: It does buy you a turn against Hellrider and Thundermaw, while gaining you life along the way. Maybe it is what you need to stabilize against those threats? Ugh. It needs testing. My gut still says it's not good, but I could be very wrong.
 
It seems like there are enough good haste guys in Standard to make it relevant as sideboard tech. And you can gain life on the side if you have the mana.

Ooze is a fun Timmy card since it has the easy "make an Ooze -> trigger Evolve to get more Ooze fuel" loop.

Edit: Also this. Card made for Commander #12. Cool effect of course.

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Army Loyalist {R}
Creature - Goblin Soldier {Rare}
1/1
Haste
Battalion - Whenever
Army Loyalist and at least two other creatures attack, all creature you control get first strike and trample until end of turn. They cannot be blocked by token creature this turn.

1/1
 
Wow that creature is pretty ridiculous for RDW in Standard if you can consistently get Battalion off.

But you won't.

May see play once INN block rotates.

Actually, this may be a one drop that play after you've established a board already and can go in for the kill.

Edit:

My gut reaction says this card is broken as hell in Legacy Goblins.
 
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Choose one - Target creature gets +3/+3 until end of turn; permanents you control gain hexproof until end of turn; or return target creature to its owner's hand.
 
It amazes me how terrible people in the Tournament Practice room of MTGO are with using their Vendilion Cliques. Every time I see it cast against me (playing UR Storm), I think "I'm dead." And they seemingly always take the wrong thing.

An example from tonight. His hand is 2x Snapcaster + Geist (I probed him the turn before). What do you think he takes here?


He's dead if he doesn't disrupt this. The play reads Seething Song [5R, 1S] Seething Song [7R, 2S] Past in Flames [3R, 3S] Seething Song [5R, 4S] Seething Song [7R, 5S] Gitaxian Probe [7R, 6S] Grapeshot [5R, 7DMG] Grapeshot [3R, 8DMG] Grapeshot [1R, 9DMG].

And yet he takes nothing. Taking Seething Song would have probably bought him that turn he was looking for - it would have forced me to burn a Grapeshot on the Clique, then have Snapcaster + Izzet Charm to buy one more turn for Geist. But instead he just punts it away.

A lesson for anyone who faces Storm in Modern: if you're playing Islands and instants, you have a really good shot to win if you've practiced the matchup. I get the feeling that I should just start playing 2-mans or just bite the bullet and jump into dailies - the practice room just doesn't give much challenge anymore.
 
That might be the laziest possible design for that charm, but it is good.

Giving all your guys Hexproof remains a weird thing, since it feels like it should protect them from something that hits everything but doesn't do that at all.
 
That might be the laziest possible design for that charm, but it is good.

Giving all your guys Hexproof remains a weird thing, since it feels like it should protect them from something that hits everything but doesn't do that at all.

Well if that translation is correct, it's permanents, which gives it some interesting applications in terms of protecting planeswalkers & equipment.
 
I don't think Battalion is as bad as some of you guys suggest. Especially with the tokens we have access to right now.

I know right? Because Odric and his 'practically Battalion ability' is seeing TONS of play.

There are absolutely no guarantees you'll be comfortable attacking with three creatures a turn. To be fair, there are no guarantees with any of the abilities, but Battalion requires so much setup. Not to mention what if you run into decks with heavy removal. It just seems like it will be entirely unreliable.
 
Odric is a little different though. He costs 4cmc so his ability won't hit the floor until later. There are 3cmc and less Battalion creatures. Not to mention that Battalion requires one less creature to be attacking than Odric does.

Differences that do make, well, a difference.

I don't think it's the best ability, but I do think it's better than Odric (which I have considered before this post).
 
Yeah, I definitely agree with you that Battalion is better than Odric's ability for all the same reasons. I just have my doubts about crashing through with three-plus creatures consistently. Maybe cards like Thatcher's Revolt will start to see more play?
 
At least with Odric if you get to activate his ability it's probably game over. The Battalion abilities are no where near as powerful.
 
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