Deckstats Forum
English-language Forums => General Magic => Topic started by: Soren841 on June 11, 2019, 07:04:15 pm
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Chandra!
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Wow, 3 Chandra's. One is for a planeswalker deck I'd assume?
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I hope. Personally I'm predicting emblem interaction in this set.
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Personally I'm predicting emblem interaction in this set.
I really hope not. For a long time people have been calling for a card that removes emblems. But the way I see it, an emblem is your reward for managing to keep a Planeswalker alive (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Alive) for so long.
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Not anymore... have you seen the new Chandra..
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Apparently MTG already heard some issues from fans with there being 3 different rarity Chandra's.
https://dotesports.com/mtg/news/chandra-is-the-only-planeswalker-getting-three-rarity-cards-in-mtg-core-set-2020
tl;dr- Chandra is the face of M20. All other PW's will only be mythics.
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Personally I'm predicting emblem interaction in this set.
I really hope not. For a long time people have been calling for a card that removes emblems. But the way I see it, an emblem is your reward for managing to keep a Planeswalker alive (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Alive) for so long.
That is how they were intended, but when you can hit most emblems the turn they come out with doubling season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) in play, it isn't a reward for anything, it is a punishment for your opponents letting that stupid enchantment stay on the table. I mean you can deploy the gatewatch (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Deploy+the+Gatewatch) and get two ultimates right away with it in play. Or with Evolution Sage (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Evolution+Sage) that can give you 4 counters with a card like exploration (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Exploration) and fetch lands.
But yeah a +2 that gives everyone an emblem like that, I can see emblem interaction coming into the game, although it is in the command zone, so the wording on such a card would be weird. You can't exile (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Exile) or destroy it since it isn't on the battlefield. We'll see what happens. And also I would hope the cards are capable of doing something other than get rid of an emblem, otherwise it is too narrow for most EDH decks and probably only sideboardable at best in standard, but maybe 1 copy main deck if walkers are going to be prevalent. Not sure how many walkers are in top tier decks with war of the spark out. Someone in standard, tell me if this would be maindeckable as of today's standard.
Some mana cost,
Instant
get rid of target emblem in your command zone.
But seriously, after all this time, she is still only a novice pyromancer? My god I can't wait for her to become a prodigious pyromancer.
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I think there needs to be ways to interact with emblems. I really didn't think so until the other day...
A friend cast Narset Transcendent (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Narset+Transcendent), played The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) before he activated one of her abilitues and killed two other PW's. He was able to put 4 loyalty counters on her and ultimate her the turn she came out. With Doubling Season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) already having been a thing, The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) having the ability to help a PW ult the turn they come out, and now a PW that's +2 gives opponents an emblem...
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I think there needs to be ways to interact with emblems. I really didn't think so until the other day...
A friend cast Narset Transcendent (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Narset+Transcendent), played The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) before he activated one of her abilitues and killed two other PW's. He was able to put 4 loyalty counters on her and ultimate her the turn she came out. With Doubling Season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) already having been a thing, The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) having the ability to help a PW ult the turn they come out, and now a PW that's +2 gives opponents an emblem...
Yeah emblems that lock people out of the game aren't fun. 6 mana, your opponents can cast non creature spells? No way to remove it? Two cards I know of that can counter it, Stifle (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Stifle) and Disallow (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Disallow). That is too stupid. And narset was still alive (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Alive) after that. It should be a general rule of plansewalkers that they have ultimate sickness. They cannot use their ultimate the turn they come down, no matter what. But then there are cards like the new karn (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Karn) that would suffer.
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I REALLY hope to see some emblem interaction. I have often said that emblems are currently the most broken mechanic in all of Magic. Especially in the eternal formats -like commander. It is the only mechanic that neither player can interact with. Not even that there are poor/unplayable card choices to do so. It just simply does not currently exist within the game rules.
Some mana cost,
Instant
get rid of target emblem in your command zone.
How about ...
2D (D is whatever color they decide to put this mechanic into)
Sorcery
Target player loses all counters and sacrifices all emblems from their command zone.
Sorcery speed would let the player reap (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Reap) the emblem benefit for a single turn. Also losing all counters might make it playable (at least in EDH) - usable against energy and experience. Or you could target yourself to remove poison counters.
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The problem is that this is a core set, and most new players don't even know what a command zone is. It's kinda like referencing the stack. Since you "get" emblems, I feel like the wording would be like "Chose an emblem target player owns. That player loses that emblem." It's a bit long for a simple ability, but it should avoid weirdness with targeting things that are in the command zone without acknowledging that issue.
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Chandra, Awakened Inferno (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Inferno) should have had the non-elementals damage as her plus and her emblem as a minus. The ability to stack static, non counterable damage every turn on EVERY opponent (gets around shroud and hexproof) is broken. And with Steamkin and goblin sack fodder, she could potentially come down turn 3 in Standard.
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Since you "get" emblems, I feel like the wording would be ...
I personally don't care how they template the ability, so long as it really does exist.
One of the concepts that I teach new players ... is that Magic doesn't have trump cards. Everything can be beaten by something else. Then when they learn about emblems and how nobody can mess with them EVER. Yeah, those are kinda like trump cards. :-\
I really want the ability to interact with emblems.
The conversation was that the ability is likely too narrow to be viable, even in EDH when emblems happen fairly frequently. My point was not so much the templating but that pairing it with other abilities could make it more playable.
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But... There is a way to deal with emblems. Don't let them come out.
Most emblems are final abilities of Planeswalkers that take 3 or 4 turns to become ready to use, assuming no other factors (both positive and negative). The ones that can come out right away are minor abilities (like what we see on Gideon of the Trials (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Gideon+of+the+Trials) and Sorin, Lord of Innistrad (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Sorin%2C+Lord+of+Innistrad)).
You also need to think if this from the opposite end as well. It would be hella annoying to spend 4 turns protecting this planeswalker to get its emblem out, only to have someone spend 1 black mana to get rid of it.
But I did put some though to this "emblem removal". The only way I could see it work is if it is the activated ability of another Planeswalker, that takes at least two turns to become usable.
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If they're going to be making walkers like this new Chandra, which turn emblems into jokes, there needs to be emblem interaction.
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But... There is a way to deal with emblems. Don't let them come out.
Most emblems are final abilities of Planeswalkers that take 3 or 4 turns to become ready to use, assuming no other factors (both positive and negative). The ones that can come out right away are minor abilities (like what we see on Gideon of the Trials (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Gideon+of+the+Trials) and Sorin, Lord of Innistrad (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Sorin%2C+Lord+of+Innistrad)).
You also need to think if this from the opposite end as well. It would be hella annoying to spend 4 turns protecting this planeswalker to get its emblem out, only to have someone spend 1 black mana to get rid of it.
But I did put some though to this "emblem removal". The only way I could see it work is if it is the activated ability of another Planeswalker, that takes at least two turns to become usable.
The entire idea of having a card that cannot be interacted with is stupid in my opinion because as previously pointed out, there is a way to deal with everything. Everything can be beaten. There is no best deck, no best card, no unbeatable combo, but how do you play against an emblem that says whenever your opponent draws a card, exile (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Exile) target permanent? Or Your opponents can only untap up to two permanents on their untap step. Or counter the first spell each opponent plays each turn.
My problem with emblems is the ones I mentioned just now, and most of them, do not say "win the game" or give some game winning ability. It prevents your opponent from playing magic until you find a win condition in your deck to actually win. I've sat there for an hour or longer and waited as I was locked out of the game for my opponent to actually be able to kill me after activating an emblem. Perhaps that is because he had the stupid activate plansewalker abilities any time emblem from teferi, so each turn became a 15 minute cluster fuck as he decided how he was going to do the activation of his other 7 plansewalkers. And I am 100% against scooping, but I want to have fun. How is this fun? It isn't.
If the emblems would end the game, then great, close the game, but they just put your opponents at a severe disadvantage, that in theory wins the game, sort of like necropotence (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Necropotence) does if left on the table. Except you can remove necropotence (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Necropotence) whenever, for the most part, and it doesn't make the game unenjoyable for your opponents.
With cards like doubling season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) and now The Elder Spell, it is too easy to get so many loyalty counters in a turn, that ultimating is too easy, and isn't a reward for anything except for having a decent boardstate to begin with, and if you already had that, can't you play with a card like avacyn, angel of hope (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Avacyn%2C+Angel+of+Hope), instead of narset transcendent (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Narset+Transcendent) if you only plan on locking people out of the game with her?
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If my math is rest, preview season should start next week shouldn't it?
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I don't think emblem interaction will happen and it would seem silly to make a card for that sole purpose. I mean, I have been an avid legacy/modern player for years and beating/losing to decks that seem to be able to turbo emblem has never been a issue to me. I find getting the slow death from pox (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Pox)/ponza/eggs decks to be more tilting. I just save my pyro/hydro blasts and red/blue elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) blasts or liliana's defeat (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Liliana%27s+Defeat) to counter or just blow it up. For modern I would just save a bolt. And now with all the new cards that remove like 5 counters off a permanent, its my own deck building fault for letting the game go long enough for them to drop a fat walker on the board and lose to "defeat (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Defeat) by emblem". I also just run stifle (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Stifle)/ nimble obstructionist (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Nimble+Obstructionist), god is cycling him so good when you get them with that or put the kibosh on a storm trigger, and let them kill their own walker with a failed ultimate. Pithing needle (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Pithing+Needle) is also great.
Short story, there are so many ways to deal with planeswalkers when they are on the field or to counter/ make the player sac them that losing to an emblem is just your deck not dealing with it or they had a better game than you.
I don't play commander much so I figure complaining about it in that format is just like saying the sun is to bright, why can't they make better sunglasses.
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ok - here my 50 ct.:
in some point i agree to vensa4790. there are a lot of cards in different colours to interact with pw (and prevent the emblem).
you have to build a deck around any pw you want to instant-emplem. what is the difference to any combo-deck? some time you're faster (or resilient or whatever) than the combo, sometimes not. that's the way it goes. playing against a combo-deck is often no fun.
in my play-group, long time an approach of the second sun (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Approach+of+the+Second+Sun) - deck dominates our specific format, but now each of us can interact with this, without making our decks bad.
this m20 chandra, potentially emblems each turn ... it looks very strong. but this is just 1 dmg each turn per emblem. in my opinion lot of average decks could handle it.
i'm a casual-multiplayer-circle-player and a bad commander-player, so i do not wan't to score down just for an opinion with this limited point of view.
regards
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I don't play commander much so I figure complaining about it in that format is just like saying the sun is to bright, why can't they make better sunglasses.
I don't play legacy or modern, in part due to my poorness, in part due to lack of interest. Well it is probably because I am more interested in EDH. If I had the money, I would love to build a modern deck and show up to my LGS with it. Same goes for legacy. I would love to try them both, but I would rather put my money into EDH since I don't have enough to split it. Whatever my reasoning, I don't play the format, so I don't have an opinion about KCI or Eldrazi Winter. I hear about KCI not being healthy for the format, sure. Eldrazi winter wasn't too healthy for the format. However I never told anyone they were wrong for complaining about one thing or the other because I didn't (and still don't) have enough information on the subject.
If they make emblem interaction cards, I don't see how it will affect your modern or legacy play because as you said you can already deal with them efficiently. Either you have an answer and you win or you don't and you lose. Personally I thought walkers and emblems were too slow for those two formats, but again I don't play them, so I am not 100% on them. In commander an emblem stagnates a lot more than in modern. Say you have your 5/3 juggernaut (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Juggernaut) and you get an emblem locking your opponents out of the game. In most cases in modern that shouldn't be more than 4 attacks. In commander that is 8 attacks to kill a single person. Then three opponents. That is 24 turns. This isn't a realistic version of a commander game, but I want to emphasize that the board presence you have in modern isn't equivalent to the board presence you have in EDH. I said it wasn't realistic representation of a commander game, it was an oversimplification to illustrate my point.
What is the difference to any combo-deck? some time you're faster (or resilient or whatever) than the combo, sometimes not.
The difference, at least in my experience is that combos usually close the game. Infinite damage to everyone, infinite hasty tokens, etc. A plansewalker emblem usually gives one person an EXTREME advantage to the point that it is no fun to play against, but it doesn't actually win the game for them. Most often the games end by everyone scooping because we are tired of waiting for the superfriends deck to find a way to actually kill us.
This M20 Chandra, potentially emblems each turn ... it looks very strong. but this is just 1 dmg each turn per emblem. in my opinion lot of average decks could handle it.
Your capitalization is giving me anxiety.
Remember when Chandra gives everyone their emblems, she goes up to 8 loyalty. That is a lot. Depending on the board state, she might not be going anywhere for a while, but even 1 more activation can be deadly.
Think of underworld dreams (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Underworld+Dreams) and howling mine (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Howling+Mine). Depending on the format, you either need to chip away at 20 or 40 life, and 40 is definately a lot, but after a few turns, combined with shocklands, fetches, etc. it adds up. Albeit you cannot increase the damage of the emblems like you can with underworld dreams (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Underworld+Dreams). Usually that card will be played in conjunction with Nekusar and wheel effects.
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I'm sorry for my capitalization if the ortography is meant (don't know if there are some ideomatic applications I don't understand).
I guess it's needless to say, English is not my native language.
I understand the argument that the emblem does not finish the game immediately as an infinite combo does and I see that some emblems are an incredible advantage (or disadvantage if you play against).
Some emblems close the game without finishing it. In my point of view it doesn't matter how to loose. When I don't see a chance to win, I scoop the game and play a new one.
I have little experience in playing Commander, but I can imagine that all other players would work together to kill the Chandra even with 8 loyalty. As you say it depends on the board state.
In the special format in my little playgroup, some emblems are and this Chandra becomes ridiculously powerful, making everybody scooping. Nontheless I still think I don't need an interaction with emblems at all. That's just my personal opinion.
As you mentioned, I think that too, with the exception of the standard format, this Chandra will not got that big impact to competitiv 1v1 formats 'cause of the cmc.
But you're right - I'm not arguing with a legend. ;D
Thanks to the Google translator, I hope you do not have to worry about ortography any more.
regards
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I have little experience in playing Commander, but I can imagine that all other players would work together to kill the Chandra even with 8 loyalty.
That's another way of dealing with Planeswalkers. When you see that the emblem is coming, get everyone rallied against this Planeswalker.
In the same way that Modern and Legacy deal with Planeswalkers, commander does it the same way (mostly). It's the same card pool. The core difference being that Lightning Bolt (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Lightning+Bolt) isn't used in Commander, but cards like Hero's Downfall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Hero%27s+Downfall), Dreadbore (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Dreadbore), and now Price of Betrayal (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Price+of+Betrayal) sees play in some metas.
I've never had an issue with emblems, even when Doubling Season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) is involved, but I think that's also because I've yet to go up against a good superfriends deck. I've gone up against a lot of people that claimed to have a good superfriends deck (and one who was audacious enought to call it the strongest deck he's ever seen) but I've never struggled against them. It really does come down to removing the Doubling Season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season), so once you've figure that out, you just have to focus on attacking the Planeswalkers.
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You can not prevent the emblem of this Chandra except with non-countering counterspells like commit//memory.
Can you respond to the resolve with hero's downfall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Hero%27s+Downfall) before Chandra can use an ability? I don't know.
regards
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Doubling Season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) is much easier to deal with than The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) as there's a ton of ways to remove enchantments (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Remove+Enchantments) at instant speed (Krosan Grip (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Krosan+Grip), Beast Within (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Beast+Within), Assassin's Trophy (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Assassin%27s+Trophy), etc.). The problem is when someone drops a PW and casts The Elderspell (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=The+Elderspell) on the same turn. It's not something that happens super often, but when it does it can be quite the problem.
I think there's 6 ways to deal with a PW at instant speed (Bedevil (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Bedevil), Hero's Downfall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Hero%27s+Downfall), Vampire Hexmage (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Vampire+Hexmage)'s ability, Silumgar's Command (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Silumgar%27s+Command), Windgrace's Judgment (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Windgrace%27s+Judgment), and Fated Retribution (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Fated+Retribution)). Obviously there's Stifle (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Stifle) and Disallow (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Disallow) to counter the abilities but as far as PW removal, that's pretty much it as instant speed.
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There is also Capsize (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Capsize), Chain of Vapor (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Chain+of+Vapor), Generous Gift (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Generous+Gift), Beast Within (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Beast+Within), Chaos Warp (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Chaos+Warp), Expel from Orazca (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Expel+from+Orazca), Anguished Unmaking (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Anguished+Unmaking), Crosis's Charm (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Crosis%27s+Charm), Utter End (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Utter+End) (not super great, but whatever), and Cyclonic Rift (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Cyclonic+Rift).
Point being, there are lot's of answers and way to deal with emblems before they come out. If someone can power through all of this and get a emblem, they deserve to keep it.
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I was referring to ones that were specific to PW's, didn't think I needed to list every single target permanent removal spell.
The more I think about it though, the more it has to be a perfect storm for them to ult the turn they come out so perhaps I'm changing my mind.
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I was referring to ones that were specific to PW's, didn't think I needed to list every single target permanent removal spell.
The more I think about it though, the more it has to be a perfect storm for them to ult the turn they come out so perhaps I'm changing my mind.
Yeah I am slowly coming around to a similar opinion. I think the problem is more so when the table doesn't recognize that doubling season (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Doubling+Season) is a threat. Or that the don't need to kill the plansewalker, they just need to keep it below ultimating, and then that doesn't happen because they forget (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Forget) about it.
I am the only one that tries to be proactive about these emblems in my playgroup, and superfriends has more threats than I do answers, so i usually lose that fight. If I could attack his mana base that would be different, but for whatever reason that is frowned upon.
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My playgroup actively tries to stop Planeswalkers. My wasn't the emblem so much as the uncounterable nature of Chandra and the fact that her emblem was a plus ability. Other emblems give you a chance to stop ultimates. Gideon lets you keep Gideins off the field to stop them. Chandra... Not so much, and unless they plan to make every color able to counter Planeswalker abilities in some shape of form, you'll see deck design squish down to more and more narrowed viable options.
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And it has started.
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Scheming Symmetry seems interesting.
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Wakeroot Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental)
4GG
Creature - Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental)
GGGGG: Untap a target land you control. It becomes a 5/5 Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) creature with haste. It's still a land.
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Scheming Symmetry seems interesting.
yep.. usable as combo piece, or in multiplayer formats for some political interaction. But I don't think this card will see much play in 1vs1.
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Scheming Symmetry seems interesting.
yep.. usable as combo piece, or in multiplayer formats for some political interaction. But I don't think this card will see much play in 1vs1.
Agreed.
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Pt 1
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Pt 2
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Pt 3
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Pt 4
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Pt 5
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Pt 6
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So not only does Chandra, Awakened Inferno (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Inferno) get an Ultimate as a plus ability, they give her a cat to bring her out faster AND an artifact to make 2 emblems a turn at 1 mana?! 😲
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Pt 7
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Pt 8
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A lovely reprint in Leyline of Sanctity (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+Sanctity). I wonder (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Wonder) if they are reprinting all the leylines, or at least 1 for each color. Some of them are up there, like Leyline of the void (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+the+Void) and Leyline of anticipation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+Anticipation). Sadly I think we are least likely to see those two.
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Scheming Symmetry then Archive Trap (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Archive+Trap) them, yes please.
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"Loxodon Lifesinger"
5W
Creature - Elephant Cleric
When Loxodon Lifesinger enters the battlefield, you may have your life total become equal to the total toughness among creatures you control.
5W: Loxodon Lifesinger gets +X (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=X)/+X (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=X) until end of turn, where X (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=X) is your life total.
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Pt 9
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Lots of foreign spoilers incoming..
"Bishop of the Exalted"
WW
Creature - Human (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Human) Cleric
Whenever an Angel (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Angel) enters the battlefield under your control, gain 4 life.
Whenever an Angel (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Angel) you control dies, create a 1/1 white Spirit creature token with flying.
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Demolishing Digger
2R
Creature - Goblin
3, T, Sacrifice a land or artifact: Draw a card.
Goblin Birdgripper
1R
Creature - Goblin
R: Goblin Birdgripper gains flying until end of turn. Only activate this ability when you control a creature with flying.
Reckless Airstrike
R
Sorcery
Choose one (I think)
*Deal 3 damage to target creature with flying.
*Destroy target artifact.
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Starfield Mystic I'm sure I'll be playing against in my friends Tuvasa deck.
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Ravenous Hydra
XGG
Creature - Hydra
Trample
Ravenous Hydra enters the battlefield with X (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=X) +1/+1 counters.
When Raveneous Hydra enters the battlefield, choose one of the following:
* Double the number of +1/+1 counters on Ravenous Hydra.
* Ravenous Hydra may fight with target creature you don't control.
Uncaged Fury (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Uncaged+Fury)
Planar Cleansing (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Planar+Cleansing)
3WWW
Sorcery
Destroy all nonland permanents.
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Pt 10
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So who else is already got onto the Hydra and Hardened Scales (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Hardened+Scales)?
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A lovely reprint in Leyline of Sanctity (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+Sanctity). I wonder (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Wonder) if they are reprinting all the leylines, or at least 1 for each color. Some of them are up there, like Leyline of the void (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+the+Void) and Leyline of anticipation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+Anticipation). Sadly I think we are least likely to see those two.
Oh I love being wrong.
Sadly, I don't think I am going to find an envelope with a few hundred million dollars in it today.
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So who else is already got onto the Hydra and Hardened Scales (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Hardened+Scales)?
3 extra counters.. sounds fine but not like something that special. Or am I missing something?
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If it hits right, you could cast it as a 4/4 on turn 3 but end up with an 11/11.
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"Punitive Rod"
3
Artifact
3, T: Punitive Rod deals 1 damage to any target.
When Punitive Rod is put into a graveyard from the battlefield, it deals 5 damage to any target.
Loaning Shaman
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Pt 11
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Pt 12
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Pt 13
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Pt 14
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Pt 15
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Mu Yanling (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Mu+Yanling), Sky Dancer
1UU
Legendary Planeswalker - Yanling
[+2]: Until your next turn, up to one target creature gets -2/-0 and loses flying.
[-3]: Create a 4/4 blue Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) Bird creature token with flying.
[-8]: You get an emblem with "Islands you control have 'T: Draw a card.
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Hey Leyline of Anticipation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Leyline+of+Anticipation)!
And this Kaalia is a serious drop in power level.
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Well, at least they make you work for the ultimate on Mu.
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Cavalier of Dawn
2WWW
Vigilance (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Vigilance)
When Cavalier of Dawn enters the battlefield, destroy up to one target nonland permanent. Its controller creates a colorless 3/3 Golem artifact creature token.
When Cavalier of Dawn dies, return target artifact or enchantment from your graveyard to your hand.
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Knight of the Ebon Legion
B
Creature - Vampire Knight
2B : Knight of the Ebon Legion gets +3/+3 and gains Deathtouch until end of turn.
In the beginning of your end step, if any player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion.
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Herald of the Sun
4WW
Creature - Angel (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Angel)
Flying
3W: Put a +1/+1 counter on another target creature with flying.
Masterful Replication
5U
Instant
Choose one -
*Create two 3/3 colorless artifact golem creature tokens
*Choose a target artifact you control. Other artifacts you control become a copy of that artifact until end of turn.
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Scuttlemutt (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Scuttlemutt)
3
Artifact Creature - Scarecrow (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Scarecrow)
T: Add one mana of any color.
T: Target creature becomes the color or colors of your choice until end of turn.
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Kinda liking the new Sorin, maybe that'll slide into my Edgar deck. I like Yorak as well but it doesn't really fit into my Sidisi deck (only 7 etb effects in the whole deck).
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Leyline of Abundance (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Abundance)
2GG
Ebchantment
If Leyline of Abundance (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Abundance) is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional G.
6GG: Put a +1/+1 counter on each creature you control.
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Pt 16
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Wow, I like the Moldervine Reclamation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Reclamation), Season of Growth (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Season+of+Growth), Ironroot Warlord (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Ironroot+Warlord), Corpse Knight (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Corpse+Knight), Ajani, Strength of the Pride (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Ajani%2C+Strength+of+the+Pride), and Sorin Imperious Bloodlord. Sorin is perfect in any vampire deck and I am planning to add him into my vampire +1/+1 counter deck and the Ajani in my token generating deck if I find room. The others I might consider down the road since they seem good additions for a token generating deck.
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Pt 17
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Pt 18
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Thick Cover
U
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2 and has "T: Draw a card and discard a card."
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Diamond Knight
3
Artifact Creature - Knight
Vigilance (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Vigilance)
When Diamond Knight enters the battlefield, choose a color.
When you cast a spell with the chosen color, put a +1/+1 counter on Diamond Knight.
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Edaz Dragon
4R
Creature - Dragon
Flying
When Edaz Dragon enters the battlefield, create two Treasure tokens.
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Immolation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Immolation) Mask
1R
Artifact - Equipment
When Immolation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Immolation) Mask enters the battlefield, create a 1/1 red Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) creature token, then attach Immolation (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Immolation) Mask to it.
Equipped creature has "Sacrifice this creature: it deals 1 damage to any target."
Equip 2
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Pt 19
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Pt 20
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Icon of Ancestry
3
Artifact
As Icon of Ancestry enters the battlefield, choose a creature type.
Creatures of the chosen type get +1/+1.
3, T: Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Oops. Meant to do that
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Treasure Chest
4
Artifact
1, T: Choose a card name, then reveal the top card of your library. If this card has the chosen name, sacrifice Treasure Chest and draw three cards. Activate this ability only when you could play a sorcery.
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"Cheeky Thief"
2B
Creature - Human (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Human) Rogue
Whenever Cheeky Thief attacks, draw a card and lose 1 life.
Shared Summons
3GG
Instant
Search your library for up to two Creature cards with different names, reveal them, and put them into your hand. Then shuffle your library
Cavalier of Thorns
2GGG
Creature - Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) Knight
Reach
When Cavalier of Thorns enters the battlefield, reveal the top 5 cards of your library. You may put a land card from among them onto the battlefield. Put the rest into your graveyard.
When Cavalier of Thorns dies, you may exile (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Exile) it. If you do, put another card from your graveyard on top of your library.
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Evolving Wilds (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Evolving+Wilds), Murder (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Murder), laplands that gain 1 life on etb
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Pt 21
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Pt 22
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"Eternal Isolation"
1W
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
"Well, at least the view is nice."
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I like Yorak as well but it doesn't really fit into my Sidisi deck (only 7 etb effects in the whole deck).
I'm building him (her? it?) as the commander. Reanimator/etbs. shove all the other sultaimanders in the 99.
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Pt 23
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Kinda liking the Altar, it may find a space in my Shadowborn Apostle (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Shadowborn+Apostle) deck.
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Gargos, Vicious Warden
3GG
Legendary Creature - Hydra
Vigilance (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Vigilance)
Hydra spells you cast cost 4 less.
Whenever a creature you control becomes the target of a spell, Gargos, Vicious Warden fights up to one target creature you don't control.
Cavalier of Squall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Squall)
2UUU
Creature - Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) Knight
Flying
When Cavalier of Squall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Squall) enters the battlefield, you draw three cards, then put two card from your hand to the top of your library.
When Cavalier of Squall (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Squall) dies, shuffle it into your library, then Scry 2.
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Skyknight Vanguard
RW
Creature - Human (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Human) Knight
Flying
When Skyknight Vanguard attacks, create a 1/1 white Soldier (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Soldier) creature token tapped and attacking.
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The Colossus Hammer could be interesting, if combined with cards like Stoneforge Mystic (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Stoneforge+Mystic) or Sigarda's Aid (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Sigarda%27s+Aid).
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The Colossus Hammer could be interesting, if combined with cards like Stoneforge Mystic (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Stoneforge+Mystic) or Sigarda's Aid (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Sigarda%27s+Aid).
What about magnetic theft (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Magnetic+Theft)?
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The Colossus Hammer could be interesting, if combined with cards like Stoneforge Mystic (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Stoneforge+Mystic) or Sigarda's Aid (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Sigarda%27s+Aid).
What about magnetic theft (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Magnetic+Theft)?
Like I wrote, with cards like [...]. That implied that there may be others. Magnetic Theft (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Magnetic+Theft) would be one of them. Brass Squire (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Brass+Squire) would also work btw.
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The Colossus Hammer could be interesting, if combined with cards like Stoneforge Mystic (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Stoneforge+Mystic) or Sigarda's Aid (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Sigarda%27s+Aid).
What about magnetic theft (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Magnetic+Theft)?
Like I wrote, with cards like [...]. That implied that there may be others. Magnetic Theft (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Magnetic+Theft) would be one of them. Brass Squire (https://cards.deckstats.net/magiccard.php?utf8=1&lng=de&card=Brass+Squire) would also work btw.
I C :)
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Lightning Stormkin
UR
Creature - Elemental (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Elemental) Wizard
Flying
Haste
Drakuseth, Maw of Flames
4RRR
Legendary Creature - Dragon
Flying
When Drakuseth, Maw of Flames attacks, it deals 4 damage to any target and deals 3 damage to each of up to two other targets.
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Pt 24
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Pt 25
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Pt 26
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Pt 27
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Grafdigger's Cage (https://cards.deckstats.net/magiccard.php?utf8=1&lng=en&card=Grafdigger%27s+Cage)
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Not posting all the bulk spoilers