I don't know why I thought it worked like Oblivion Ring. Makes senseAnything that targets gets the target chosen when it is put on the stack. Its sort of like when someone tries to Bile Blight your Zombies so you Bolt the targetted zombie.
I don't know why I thought it worked like Oblivion Ring. Makes senseAnything that targets gets the target chosen when it is put on the stack. Its sort of like when someone tries to Bile Blight your Zombies so you Bolt the targetted zombie.
Very good, and will put a lot of pressure on WotC.
Pressure on WOTC to do what exactly?
I wasn't talking about Legacy, I was talking about improving Organized Play in general.There's no pressure on WOTC to do anything. Wizards couldn't care less about Legacy.
What I like about the cycle is that they all require other things to be useful. It's an interesting cycle. But it's not complete. Where's the artifact one? LolRemember when people thought Young Pyromancer didn't really complete the eternal 2 drop cycle
What I like about the cycle is that they all require other things to be useful. It's an interesting cycle. But it's not complete. Where's the artifact one? Lol
I considered Revoker. I guess it fits in a pinch.Phyrexian Revoker maybe?
Dark Confidant is pretty bad right now they should make another black one. It is the oldest.
The main justification for copying being in blue is that blue is good at magic, which Wizards has decided should not be used as a sole justification in a game based around magic. Thus, besides that, blue and red have the same justification for copying and redirecting, in that they are both tricky. Besides, effects like Pyromancer's Ascension and Howl of the Horde feel perfectly red, even if you don't think Fork and Reverberate are.Spell Explosion XR
Instant
Counter target instant or Sorcery spell with cmc less or equal to X. Deal X to that spell controller.
When red mages do it, it doesn't fizzle, it explode
And the alt-cost, Eternal-playable variant:
Spell Burst 3RR
Instant
You may sacrifice all lands you control instead of playing Spell Burst mana cost.
Counter target instant or sorcery spell with converted mana cost 3 or less. Deal 3 damage to that spell's controller.
Flames can burn everything, even mana itself.
Et voilà red has now stack manipulation. Fork make no sense in red anyway, it's way more blue in flavor (copying, misdirecting feel more blue, while red destroy, both spells and permanents, and white tax).
derobim asked: It's not fair of you to lump the "red counterspells" (or any of the red color pie expansions) in with the "I want my favorite color to do everything" suggestions. In fact, I find it patronizing. We've all given reasons, over and over, on why it fits both mechanically (Red is the second "spell color", Counterspells need to bleed into a second color) and philsophically (Red is all about an impulsive "NO!") And the reason was because Red needs more abilities, not because we want everything.
R&D has spent a long time working with color philosophies and connecting them to mechanics. Im not trying to be condescending. Im explaining that what many of you are suggesting is not how R&D sees it. Im simply trying to be honest with all of you.
Please feel free to disagree with R&D but also dont expect it to change just because you disagree.
If you want to find more ways for red to be impulsive, try to find mechanics that make red want to cast spells the turn they draw them. If you want red to feel more emotional, find spells that have some emotional resonance. I would love nothing more than people on this blog uncovering new space for red.
Im just telling you its not going to be counterspells. (It will get copying and spell redirection which are counter spell-ish.) Counterspells by nature are reactive. Red by nature is proactive. It isnt a good philosophical fit.
sunzoomtg asked: Counter magic seems to be a persistent problem from a set design standpoint, particularly it being so constrained to blue. Has there been any thought given to spreading counter magic out and making each color have a particular 'type' of counter magic? i.e. Color's being able to counter what their enemy colors are good at, or having counters that are flavorful for their color.
Ive gotten this question a bit. I dont understand why people want to take something that a majority of people have checked in the annoys me if theres too much of it box and want to spread it to more colors. Would one of you (or many of you) like to explain?
The problem with putting this in green is that it's not even an effect they do that often in red, the color that currently has nonbasic land hate, or blue, the color of tapping, outside the context of generally tapping permanents. In general, Wizards is unwilling to punish the use of nonbasic lands nowadays. Even if they did put this effect in green, we wouldn't be seeing it much, and almost surely not at such a level that it would see frequent tournament play.For green, disruption in its share of the pie, without touching the stack because green feel the last color that could get the stack interaction:
Winter's Grasp 1G
Enchantment
Whenever Winter's Grasp etb, tap all lands.
Non-basic lands don't untap.
Tap three untapped basic land: destroy Winter's Grasp. Every player may play this ability.
A variant on the Winter orb effect, but green-flavored. Messing with non-basics should be a lot more in green's pie. It doesn't close out a player from the game because of fetches, but still punish those greedy players who fetch only non-basics.
Savage Punch cost twice as much and the boost was conditional, yet it was still a very useful effect in limited. I think you're underestimating how powerful this effect is.As for green-flavored removal spells:
Fiery Growth G
Sorcery
Target creature get +2+2. Then it may fight another target creature you don't control.
Pump AND possible creature removal as one. This is so green as a card you could call it hulk.
I think the similar "creature can't untap" is already in use, albeit infrequently.Hibernate 1G
Sorcery
Tap target creature. It doesn't untap during its controller next untap step.
Draw a card.
Time to sleep
Basically, green flavored bounce, but doesn't affect static abilities. The flavor is sending a creature to hibernation for a turn.
This already seems like something Wizards would be quite willing to print, though I think you're underestimating how powerful this effect is. Nature's Spiral is a the same card but without the self-milling, and Gatherer at least considers it to be decently powerful.Green-flavored draw/filtering:
Nature's Retrieval 1G
Sorcery
Put the first 3 cards of your library into your graveyard.
Return target permanent card from your graveyard to your hand.
Nature don't only recycle the past
A more green flavored-regrowth (only permanents) that however let you choose from the top 3 cards of your graveyard too.
Arcbound Ravager?I considered Revoker. I guess it fits in a pinch.
Arcbound Ravager?
What I like about the cycle is that they all require other things to be useful. It's an interesting cycle. But it's not complete. Where's the artifact one? Lol
Dark Confidant is pretty bad right now they should make another black one. It is the oldest.
LolShadowy Adviser 1B
Creature - Human Rogue
Shadowy Adviser enters the battlefield tapped.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its converted mana cost.
2/1
Shadowy Adviser BB
Creature - Human Rogue
Shadowy Adviser enters the battlefield tapped.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its converted mana cost.
2/1
Uh, Arcbound Ravager? I figured this one was obvious!
Nobody needs them to be going out there and printing black two-drops that are better than Dark Confidant.
He just doesn't provide enough board presence anymore in Legacy/Modern vs the legions of critter decks.Dark confidant isn't even outclassed, it's just that creatures getting better make him worse as a result of removal being a thing. In Vintage he was an house until people started actually playing bolts.
Dark confidant isn't even outclassed, it's just that creatures getting better make him worse as a result of removal being a thing. In Vintage he was an house until people started actually playing bolts.
dies to removal, 1.6/10
Uh, Arcbound Ravager? I figured this one was obvious!
Nobody needs them to be going out there and printing black two-drops that are better than Dark Confidant.
i need a legacy deck. I'm thinking about converting my modern U/R delver in a u/w/r legacy deck with stoneforge mystics and so on..
Problem price. especially the tundras/fows.. two weeks ago i traded my only force of will for a foil noble hierarch and stuff.. dunno.
have two volcanic islands and am missing one.
How viable is it to play shocklands instead, not really or? :/
any alternative legacy decks which aren't killing me? berserk infect mb? or any good decks to play with underground sea (as i have some of them)?
haalp
Uh, Arcbound Ravager? I figured this one was obvious!
Ultimately, I'm wondering if White Weenie and/or Red/White Tokens is just the best deck in the cube. There are an absurd number of anthems in the cube, and I think that's the deck that's going to have the unbeatable curve.
I find it somewhat funny that SCG's own commentators call Legacy the "best" format in Magic and are hot off the heels of a smash hit Legacy Grand Prix. And then there's this thing where maybe they just mostly drop it. And by 'somewhat funny' I mean ''
Can't wait to start playing a shitty semi-eternal format like Modern!
If you got to a large modern event, prepare for a shit-ton of Affinity. Everyone who quit in OG Mirrodin block already has a lot of the cards and the rest of the deck (minus Opals) isn't very expensive. 25% of the meta in Richmond.
Definitely don't play it. But don't be soft to it and have a positive matchup against it.It seems pretty bad right now, the Chalice version seems alright but you get hit by all the same removal as Delver and there are a lot more Spell Snares running around right now.
White weenie has always been a viable draft strategy in cube if you happen to see white is open. Blade Splicer into Restoration Angel or Spectral Procession into Hero of Bladehold or Ajani Goldmane are some of the best aggressive curves you can have in cube. Then there's Elspeth who is just awesome on her own and enough spot removal to make black jealous.I'm here to report that I was right - I think that the White Weenie deck in the MTGO cube is by far the best thing you can be doing. This deck just wrecks anything without wraths; I think Randy got a little too carried away with the amount of Anthems that he put in the cube list. I haven't actually drafted it myself, but I've seen it on a few streams and had the (not) pleasure of playing against it myself a couple of times. I managed to beat it once only because my opponent got severely mana screwed; most of the other times I've seen it the deck has smashed face.
In other words - mono-white is the new mono-red. I think it's better for mono-white to be the "fun police" of the cube than mono-red, since mono-red could always just topdeck burn. Here, if you do manage to stabilize, you're probably in better shape than you were against red. It's still just really annoying to play against.
Oh well. Hopefully I actually get to play my rampy/show-and-tell deck in the next round.I will be shocked if my R1 opponent doesn't win the whole thing - I'll definitely be watching his matches to get a better idea of how the deck plays.
White weenie has always been a viable draft strategy in cube if you happen to see white is open. Blade Splicer into Restoration Angel or Spectral Procession into Hero of Bladehold or Ajani Goldmane are some of the best aggressive curves you can have in cube. Then there's Elspeth who is just awesome on her own and enough spot removal to make black jealous.
RIP mono red tho. I've been forcing it twice and eventually the cards just stopped coming. The lack of Ball Lightning and other cards no one wants is really hurting this strategy. I don't even know whether Ember Hauler is in the cube. Before you could have picked cheap creatures and burn and get there because it was incredibly efficient. Now you have Goblin Wardriver, Bushwacker, Bombardment, Dragon Fodder, Krenko's Command that all require a critical mass of cards to overwhelm the opponent, which is much less consistent.
Also, so many decks I face are part blue. I think blue is even more overpowered than before. lol gg randy
sigmasonicx asked: One thing that's been requested a lot is more ways to show red's artistic side, which is difficult in a combat game, but wouldn't one easy way to do this be to create the creature type "artist" or "performer" and give that to new creatures with effects red already has, like "target creature can't block" and temporary cloning? Or would this cause problems with older cards?
"There sending in their army. Quick fetch the artists." : )
I went mono-white splash red (for direct damage, Ajani Vengeant and Boros Charm) and somehow couldn't get two fucking white sources this one game. It was insane. I had an Entreat and I couldn't cast it for its miracle cost :negative:Oh definitely white has been a thing, but it seems like it's been made much stronger in this cube. Red is definitely significantly weaker of course. Although, I haven't seen the preponderance of blue you seem to have seen; it doesn't feel any stronger than usual. If anything, green seems much stronger than usual to be honest.
The mono-white player didn't drop a game, BTW. I didn't expect that he would; his deck was insanely good. After getting curb stomped by him, I didn't drop a game from that point on either, so that's another 2-1. This is what I drafted:
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Kitchen Finks came in every match, so it probably should have just been in the main. Freyalise was bad - I thought she would be, but I wanted to play with her just to see. Hornet Queen was an all-star, and Craterhoof continues to be one of the craziest threats in the cube. Terastodon was disappointing, and I wished it was the Kozilek most of the time (although it didn't end up mattering). I ended up choosing not to maindeck any double-blue spells to help the mana, and I'm very glad I did - the mana was great for me the whole time (although I did sometimes wish I had two red to spend in the same turn on Sneak Attack).