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Ancestral Recall Discussion
5 days ago
I think that the object that dominates this chat is apparently the thought that blue has just some psychological effect on players, and that truly, past the brain, blue is truly not that good. I do agree that blue has this effect, but I would just like to say one thing. Blue is very powerful and there is quite the reason that it is the only colour on the power nine. Blue has aggresive creatures,(just look at delver and the standard "tempo winter" after Ixalan), it has very powerful interaction in the form of bouncing quite everything and also the classic Counterspell, and, of course, it has card draw, and the best too. Card advantage, in a game that progresses slowly,(which it always shall, playing against blue) card advantage is everything. In every format, blue card draw has played an important role, from Ancestral Recall to the humble Divination. Blue is the most powerful colour, whether or not it is interesting or not, and in this game, no matter how interesting your colour is, in the end, power is all, and blue is rolling in it.
(I would like to say that I cannot pesonally say that I like blue at all, but this is undeniable)
1 week ago
- 4) Urza and Emry weren't the problem, and I don't think Hogaak was either. They're far too powerful to have been "mistakes". I think Wizards printed them specifically because they needed a reason to ban Faithless and Mox.
jaymc1130 Lurrus, Gyruda and possibly Yorion are banworthy. Gyruda specifically because it's a boring combo deck that's not even interesting or complicated, who cares if it's good.
However, while Yorion and Lurrus may amount to 5+ cards of value, I want to point out that Dredge does a pretty good Ancestral Recall + Black Lotus imitation every single turn. Best Lurrus can do is 3-mana one-sided Howling Mine, and best Yorion can do is Eerie Interlude. Magic survived Dredge(after some bannings), and Magic will survive companion.
1 week ago
I want to make a few points, both agreeing and disagreeing with OP.
1) My decks didn't need to change. I had 3 decks that I had been brewing for fun in Pioneer that I was able to just shove a Companion in with minimal changes. And I mean minimal.
2) Companion seems strong now, but after a month or so, most of the companions will fall out of favor. Lurrus is probably the only one, barring possibly Gyruda, that will affect Modern to any degree. To my knowledge, Lurrus has been banned in Legacy and Vintage(Lion's Eye Diamond, Black Lotus, and much much more) as well as Zirda in Legacy(Grim and Basalt Monolith were too easy to inf with. My friend spent half an hour brewing a Zirda combo deck, and I proxied many of the top tier Legacy decks and lost miserably. Might be the fact that I sucked at piloting, but it was absurdly effective.) I think Lurrus will go on to see the banhammer in Modern, and one or two more Companions will get shot by the end of 2021. Over a couple decades, I find it likely that they will all be banned, but only as support cards arrive to break them.
3) Companion isn't really that insane compared to things that have been banned in a variety of formats over the years, let alone recently or things still legal. Dredge in specific is insane. Faithless Looting allowed decks with Dredge in them to literally keep a 3 card hand and win. Hogaak, Arisen Necropolis lived in a shell where mulliganing meant little to nothing, and it was easy to win in turn three after starting with 4 cards in hand. The power of the Graveyard isn't that you get stuff for free or that it's fast -- it's the fact that Golgari Thug in your grave is equivalent to a one use zero mana draw one to five cards at random. Life from the Loam gives much more consistency as Lands count as cards drawn now. Graveyard decks used to be able to, and almost still can, mulligan heavily and still have more cards "in hand" than their opponent by the end of their first or second turn. Companion is one extra card. Golgari Grave-Troll laughs at your pathetic whining that Companion gives everybody one single extra card in hand when he's been giving his masters Ancestral Recalls for for decades. The only thing I can think of that makes Companion worse is the fact that Leyline of the Void can't touch it. If Wizards gives us "Leyline of Target Opponent can't use their sideboard or graveyard as a second hand anymore" then Companion is much worse.
1 week ago
Pestilence is a strong engine, which hates on creature-based strategies, while that is okay, it is so slow and useless against non-creature-based decks that only Pauper lets it see play, with obviously some players running any card in commander.
Modern and Legacy have used singleton, tutorable copies of Bojuka Bog in many lists, Snuff Out is better in Legacy and Commander, Sinkhole is better and more Iconic, while Dark Ritual is much, much better, sees consistent Pauper, Legacy, and Vintage play in Ad Nauseam, Doomsday, and a plurality of other storm/combo decks, and is one of the most famous cards to date.
While yes, it doesn't last long, nor does Black Lotus, or Ancestral Recall, but that doesn't make Gilded Lotus or Arcanis the Omnipotent any better as cards. They are much, much worse in the vast majority of circumstances.
If you want a powerful janky pauper black engine, Songs of the Damned is another card that you may like, being a card used in the mono-black cycling storm decks going around.
2 weeks ago
Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.
Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.
Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.
Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.
Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.
"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."
Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .
Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:
Card F Show
Artifact - Equipment
Equipped creature has hexproof, indestructible and can't attack you or planeswalkers you control.
Equip - Discard a card.
: Attach to target creature you control, Card F's controller draws a card. Only any opponent may activate this ability, they may only activate it during their turn and at any point where they could cast a sorcery, and only once per turn.
This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.
2 weeks ago
Improbable Alliance is probably not very good for this deck, since this is an aggressive deck and alliance if for tempo decks, so definitely cut it. Cut Thrill of Possibility because it requires you to have at least two cards in hand and costs two mana, which is bad for a prowess deck. Also cut Flame Sweep and Keep Safe because first of all, 2/3 of your creatures don't have flying and secondly, this is an aggro deck and you should be killing your opponent before you need flame sweep. Keep safe is interesting, but again, it costs 2 mana and is not really an effective counterspell, since it is so situational. Also cut 2 Light Up the Stage and 4 Skewer the Critics because they often dont trigger prowess. You will usually be casting them after combat, which is pretty bad.
So, you cut around 11 cards, what should you replace them with? Well, to start off put two Dreadhorde Arcanist. It is a wizard and will let you recast spells, triggering prowess at the same time. Put in 1 Treasure Cruise. Although it doesn't synergize too well with dreadhorde arcanist, there's a reason why this card got banned in modern. Because you'll be casting so much cheap 1 mana instants/sorceries, this should easiley be a one mana Ancestral Recall . So now there's 8 more cards to replace. Add 4 Crash Through, as it will draw you a card for just 1 mana, triggers prowess and gives your big creatures trample. It's a must include in any pioneer prowess deck. Next, add 2 Warlord's Fury or 1 of that and one The Royal Scions. This depends on personal preference, if you want a late game play, the scions is fine. Personally, I would use just two Warlord's Fury. Finally, put in two Spell Pierce. It is basically keep safe but cheaper and less situational. For example, it can counter key noncreature spells in a combo deck, counter a big planeswalker, counter a board wipe, or just any non creature spell, all of which can not be done by keep safe.
Lastly, the sideboard needs some work. Take out all the cards in the current sideboard. Add two Pithing Needle. It can deal with pretty much any card in the format. 3 Grafdigger's Cage or Tormod's Crypt for some much needed graveyard hate. Remember, all these cards trigger prowess as well! Put 4 Abrade in the sideboard, as it can deal with creatures pretty effectively and can kill artifacts as well. 1 Disdainful Stroke for matchups with more beefy spells. 2 Mystical Dispute because of how overpowered simic and a lot of other blue decks is. 1 Aether Gust because again, simic is really powered (also deals with lots of other cards in pioneer by countering them or bouncing them). For the last 2 cards, add Searing Blood.
2 weeks ago
I really like Faithless Looting, especially when my colors are more limited. You are running plenty of blue and there are just so many other blue draw spells not yet in your deck. you might be targeting that one drop-spot, but if you want to really up the CMC, Recurring Insight can be downright amazing. At pone CMC, I am sure Ancestral Recall is out of budget (I know it is for me). With the green ramp you have in here, what about Sylvan Library. It's possible you are hoping to recur with the discard from Faithless Looting, but I am not sure there is enough in here for it. Just some thoughts.
1 month ago
Why do you need Escape Protocol? The best-case scenario you can flicker a Crystal for neutral mana, but with no ETB effects I don't think it's worthwhile. I think you probably don't need Reptilian Reflection or Ominous Seas, either, because they're slow and/or awkward. If you cut them, you'd guarantee hitting Shark Typhoon or a second Unpredictable Cyclone by cycling either enchantment, which is definitely more powerful than getting a free Ominous Seas.
I'd suggest cutting the above, freeing up 7 slots, and adding some of the following:
+1/2 Scorching Dragonfire to help survive early and hit Planeswalkers like Tef3ri
Good luck have fun!