They're definitely going "Continental Asian Multicultural" here, which is a good idea given the setup.The Jeskai look fine. The Abzan are the ones I'm not sure about, I guess they're going for a bit of an Indian influence with them?
Yeah, that's why I'm so excited. The Jeskai stuff looks like it has a strong identity, and it also looks really cool so far. Currently Abzan and Mardu feel a bit generic, but we've seen like three pieces of art eachThey're definitely going "Continental Asian Multicultural" here, which is a good idea given the setup.
Hey, I wrote a thing! (mostly about stuff we've discussed that hasn't moved into the larger sphere.) http://blog.mtgprice.com/2014/08/14/guest-article-future-future-sight/
They're definitely going "Continental Asian Multicultural" here, which is a good idea given the setup.
Only thing i'll disagree with is Fetchlands and Modern Masters. I think they learned their lessons, and Modern Masters 2 will not be a limited product- they will print as much as people are willing to buy. I bet they even show up at mass market like Target and Walmart. I don't think they want to print fetchlands into standard- they do add a lot of shuffling to matches, and they are very powerful. Just reprinting the 5 Modern ones in Modern Masters at rare will help the entry level (when Modern Masters was around, it did drop the price of several rares before they spiked again when the set vanished)
That is how you get another Chronicles situations- when money rares like Carrion Ants and Killer Bees (STOP LAUGHING, THIS WAS ACTUALLY A BIG DEAL THEN) get reprinted at uncommon, it pisses people off, and leads to stuff like the reserved list.
That is how you get another Chronicles situations- when money rares like Carrion Ants and Killer Bees (STOP LAUGHING, THIS WAS ACTUALLY A BIG DEAL THEN) get reprinted at uncommon, it pisses people off, and leads to stuff like the reserved list.
As a child who didn't know how to actually play Magic right, Chronicles was rad. Dragons and tons of Legends and gold borders! Surely every gold card must be awesome!
As a person who bought a lot of Chronicles, it was shit. Oh, woo hoo a white-bordered unplayable Nicol Bolas, hurr durr.
As a child who didn't know how to actually play Magic right, Chronicles was rad. Dragons and tons of Legends and gold borders! Surely every gold card must be awesome!
Hello! Can you guys look this deck over and help me make any improvements? I have $ to invest. Also, I hope to post around here more often, cheers! (red/black with a dash of green)
1x Bile Blight
2x Doom Blade
1x Drown in Sorrow
4x Duress
1x Erebos, God of the Dead
2x Evolving Wilds
1x Forest
1x Garruk, Apex Predator
2x Golgari Guildgate
1x Gore-House Chainwalker
3x Gray Merchant of Asphodel
2x Indulgent Tormentor
3x Lightning Strike
1x Llanowar Wastes
2x Mind Rot
1x Mogis's Marauder
2x Mountain
1x Ob Nixilis, Unshackled
1x Purphoros, God of the Forge
2x Rakdos Cackler
2x Rakdos Guildgate
2x Rakdos Shred-Freak
1x Scuttling Doom Engine
3x Sign in Blood
8x Swamp
1x Temple of Abandon
4x Temple of Malice
1x Thoughtseize
2x Typhoid Rats
1x Whip of Erebos
1x Xenagos, The Reveler
Hello! Can you guys look this deck over and help me make any improvements? I have $ to invest. Also, I hope to post around here more often, cheers! (red/black with a dash of green)
I think I blew most of my money on Chronicles and Homelands as a kid since it had so many cool legends, probably traded a lot of good stuff for a Baron Sengir and the Elder Dragons.
In the future, try to post your deck list with some sort of order(like Creatures, spells, lands), because otherwise it's very hard to eyeball what is going on.
As mentioned, you lack some focus, and you also lack land. I only counted 19- at the point you are at in the game, you need to have a good reason to run less than 24 lands, which your deck does not have.
Hey, I wrote a thing! (mostly about stuff we've discussed that hasn't moved into the larger sphere.) http://blog.mtgprice.com/2014/08/14/guest-article-future-future-sight/.
Do most people around here who play the competitive formats also play EDH?
It was a good read, kirblar.
Do most people around here who play the competitive formats also play EDH?
I thought about it and it's probably the best way for me to play with cards like Jace Mind Sculptor where I wouldn't have a chance to otherwise. I was thinking of just building UW Angels and Wizards dual -tribal deck with a control shell. It's definitely janky but that's the point of the format right?
Interesting Mothership article about the way they plan on changing removal. Basically, in the past, they tied to encourage creatures being played instead of all-"removal and card draw" decks with creatures with powerful enter the battlefield effects (the Titans), and then with small hexproof creatures (Geist of Saint Traft), but decided they weren't satisfied with either. By generally making both spot and wrath removal weaker, they feel that they can get away with creating generally weaker creatures, and hopefully promote gameplay styles that aren't just super-aggro vs. control where everything is decided on turn 4. This means that we aren't going to have any 4 mana unconditional wrath spells for at least this Standard, and unconditional creature destruction will be 3 mana at the very least. They also don't intend to print many hexproof creatures at less than 3 mana.
I'm not really sure why they would approve an article that says, "we're making removal weak so we can make the creatures weak." Unless Yawgmoth's Will is coming back, that doesn't sound like a super fun environment.
I'm not really sure why they would approve an article that says, "we're making removal weak so we can make the creatures weak." Unless Yawgmoth's Will is coming back, that doesn't sound like a super fun environment.
It makes games have more evolution and back and forth, is the idea I think. Rather than a question of who can "go off first" (or who can stall the game out longest). The stronger the individual cards are, the more impact they have on the game and they feel that currently there's too much single card impact, is what I'm getting?
Interesting Mothership article about the way they plan on changing removal. Basically, in the past, they tied to encourage creatures being played instead of all-"removal and card draw" decks with creatures with powerful enter the battlefield effects (the Titans), and then with small hexproof creatures (Geist of Saint Traft), but decided they weren't satisfied with either. By generally making both spot and wrath removal weaker, they feel that they can get away with creating generally weaker creatures, and hopefully promote gameplay styles that aren't just super-aggro vs. control where everything is decided on turn 4. In particular, they point at the use of Bile Blight and Ultimate Price in current black decks as a good thing, and the time period when M10 was released where the cheapest wrath was Hallowed Burial at 5 mana as being a nice change. This means that we aren't going to have any 4 mana unconditional wrath spells for at least this Standard, and unconditional creature destruction will be 3 mana at the very least. They also don't intend to print many hexproof creatures at less than 3 mana.
Also, another survey!
Yeah, but who really likes having weaker creature and removal other than players who aren't aware that Modern, Legacy and Vintage exist? I'm not saying Standard should be combo paradise, but weaker overall cards aren't really "fun" in my mind.
:loooooooooooool
The power creep of creatures got out of hand; it's not that the removal had gotten too good. It's the primary reason you see midrange everywhere.
I for one wouldn't mind if creatures and therefore removal got downgraded, but it was their own fault it spiraled out of control. Titans were broken.
I don't think "weaker" is necessarily what they're going for; just "more conditional."Yeah, but who really likes having weaker creature and removal other than players who aren't aware that Modern, Legacy and Vintage exist? I'm not saying Standard should be combo paradise, but weaker overall cards aren't really "fun" in my mind.
This isn't to say we couldn't ever print a card like Lightning Bolt or even Path to Exile again in Standard, but we are going to be careful about when we do it. This change in removal is an experiment, much like strong and cheap hexproof creatures. It may have the intended effect or it may notalthough, I have personally enjoyed how it has shaped our FFL. I could see us printing Terminate in a gold set, for example, to give one color pair a strong and efficient removal spell and to shake Standard up a bit. It's just more of something we will do from time to time, as a way of pushing one strategy or color pair, rather than a ubiquitous part of all Standard environments.
I miss the Titans. I miss Wurmcoil. I miss Geist. I miss Karn.
I miss rewarding people for building up to something. The Primeval Titan deck that used Temporal Mastery and Glimmerpost was awesome. I miss Naya Pod and Bant Pod standard. I even miss old standard Delver to a degree.
It was inevitable that they were going to scale things back. Simply scaling spells up wouldn't do the trick. I think it might be a poor time to do so, since the player base is big, why would you want to create potentially less exciting matches, but they probably know something I don't. Maybe this NWO of Standard will create awesome stuff.
I, on the other hand, felt like (some of) the Titans and Wurmcoil had voided all other 6+CMC creatures while they were in Standard. Creating a metagame with few must-run cards means more experimentation and actual metagaming can go on, all while still rewarding the more skilled players (as in, the ones who manage to read and adapt to the metagame).
It's kind of like limited, where some weaker cards get to shine only because you can't get your hands on playsets of the better uncommons and rares. If the formats had less auto-includes, then it'd mean that you'd have to choose among several cards with similar uses but slight pros and cons that all depend on which other cards you and your opponent are running. Still, I guess that kind of balance is hard to reach, and overdoing it could lead to more boring games, as creatures and removal become unexciting to both old and new players alike.
Deck: U/B Faeries![]()
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//Lands
1 Cavern of Souls
2 Creeping Tar Pit
3 Darkslick Shores
3 Island
4 Mutavault
4 River of Tears
4 Secluded Glen
1 Swamp
2 Watery Grave
//Spells
4 Bitterblossom
3 Cryptic Command
2 Dismember
2 Inquisition of Kozilek
3 Mana Leak
2 Pharika's Cure
2 Remand
2 Spell Snare
1 Sword of Feast and Famine
1 Sword of Light and Shadow
2 Thoughtseize
//Creatures
3 Mistbind Clique
2 Snapcaster Mage
4 Spellstutter Sprite
3 Vendilion Clique
//Sideboard
3 Damnation
2 Thoughtseize
2 Leyline of the Void
1 Hurkyl's Recall
Needs more Hurkyll's Recall. Otherwise the affinity matchup is nigh unwinnable. :lol
Maybe some darkblast and/or threads of disloyalty.
I will never argue that the titans weren't overpowered. They were. But I don't think the presence of a powerful cycle would really be all that restrictive on the game.
Is there really a need for a huge number of viable 6 CMC creatures in standard at a time? Perhaps they should concentrate on expanding the versatility and usefulness of the lower creature CMC slots and let people build archetypes that may eventually build into a few standout finishers. Elspeth Sun's Champion is basically a titan in current standard. Why can't there be a handful of haymaker cards in each color that do what a card priced at a higher CMC is designed to do -- swing the tide in your favor?