Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
|Want (2)||jakwok21 , DawnbringerRB|
Printings View all
|Eternal Masters (EMA)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|Masters Edition IV (ME4)||Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
6 days ago
You should play blue for powerful, resilient answers and card advantage.
You should play white (in a control deck) for wacky and synergistic interactions that that achieve the same thing but in a really roundabout way.
4 weeks ago
Oops, should say If you control no permanents, not the exact text from Barren Glory.
Static based on Kataki, War's Wage
+3 based on Balance
+1 based on Mana Flare
-1 based on Sphere of Resistance
-13 based on Barren Glory, obviously.
1 month ago
enpc I understand that was your intention, but that seems to be from a standpoint that you want to lower the CMC. My point is that the creature itself would be more whole, if you kept it expensive but viable by itself without necessarily needing additional help, unlike a 2/2 trampler. It reminds me of a similar issue with Spawnwrithe. Spawnwrithe is often too small, even in Commander pre-cons to actually be able to function and do what it wants to do. Then it just ends up being irrelevant all together.
If you consider the Magus creatures, they are often costed and stat'ed to match what they intend to do and how their counterpart functions. Magus of the Bazaar is low stat'ed and cheap to cast because its main function is a creature-version of the Bazaar of Baghdad, so it doesn't need high stats as it needs to be used early and readily. It's not there for combat, it's there for the active ability. You want it early.
In difference to Magus of the Coffers who mirrors Cabal Coffers. Here the Magus is higher stat'ed and more costly, despite the counterpart is also a land. The Cabal Coffers is usually used as a late-game tool to explode some mana advantage, and the creature reflects that.
Magus of the Arena is also a very expensive creature, that is better stat'ed to better go with the fight-ability of it's counterpart Arena. If the Magus was weak, it would need help to function - on top of being a creature, whereas Arena is a land with no further inherent cost and is much better protected than a creature.
Magus of the Mind has the CMC of its counterpart Mind's Desire but also a more fair stat'ed body with a cheap activation to get the actual spell - in many ways it is better positioned to function than Mind's Desire itself, as it is very mana cheap the turn you break it, which opens up mana to cast spells to grant its active good value. The downside is that it is a creature and has summoning sickness, so opponents can deal with it or plan accordingly.
Magus of the Balance is the most different as it carries the CMC of its counterpart Balance, but with a heavier activation cost on the ability. And all the Maguses who mirrors a sorcery can still go off at instant speed, despite WotC's ability to limit it, and without adding to the cost of the active ability compared to the cost of the original counterpart. Granted Balance is also banned in all formats and restricted in Vintage, so it speaks more volume to the wrong costing and effect of Balance than the Magus itself being an outlier.
3 months ago
The most effective card draw pieces happen with a trigger. You see this with cards like Runic Armasaur , Sylvan Library Rhystic Study and Dark Confidant , all powerful cards that see competitive play. We can divide most triggers into periodically (every upkeep/draw step/whatever) or upon event (When you play a type of spell, etc.).
Should you have to invest mana past the initial to draw cards? Any extra mana investment beyond the initial for the permanent significantly lowers the power level. Consider a card like Dawn of Hope . I was excited to brew when I initially saw, but paying for a draw eats up one resource to replenish another (in this case, mana for cards). White isn't particularly known for having explosive mana available, or ramping mana either. I think this option is definitely the weakest route, and the most likely to see printed.
Compare to competitive EDH powerhouse and annoying trigger generator Rhystic Study or Mystic Remora . Instead of costing you, it generates advantage by forcing opponents to spend resources or fall behind in a different type of resource.
If mono white does ever receive a face lift treatment for card draw, I see it being a non-periodical trigger that serves to equalize advantage or negate advantage. What do I mean? Imagine Rhystic Study except it fires off an opponent drawing a card. The opponent either gives you resource parity (they draw a card, you draw a card) or must spend resources ( mana to stop you from drawing a card) to negate the parity. It is also easy for me to imagine an offshoot creature of Runic Armasaur for white that fires off of different triggers. Opponent casts an artifact or enchantment? Draw a card. You have elements similar to a card like Balance without giving white a spell they can recur continuously to blast past their opponent.
Imagine Sandstone Oracle effect as a mono white sorcery. It would function similar to how people have abused the card Windfall throughout MTG history, with the exception that only the mono white player is doing the drawing. Any kind of recursion, fast mana, 0 cost permanents, and cheap utility permanents are going to make the card a headache. Consider its application outside of the mono white context. A Red White storm deck could use it with cards like Fork to draw far more cards than intended if you have mana available to dump instant speed cards between the two refill your hand spells. I think this effect printed at a playable cost (anything around ) would cause more problems than it solves.
How about gaining effective card advantage, say a card like Stitcher's Supplier ? I also imagine this to be a future out for white draw, especially when combined with anything that brings multiple permanents back from the GY. I consider the highly underrated Return to the Ranks to be an example of this. The problem is, flavoring cards going to the GY to suit the white color pie. I'm imagining a card similar to Oath of Lieges but counting cards in GY before milling yourself. Another route would be a permanent that triggers self mill upon life gain, a wholly white effect (and possibly holy too).
3 months ago
White has the identity of wanting "fair" play. With that being said.
White doesn't need card draw. White wants enchantments, life gain, and equipment. If you play a white deck that cares enough about one of these things then you will have card draw. But if you want card draw to be fair (and whites all about "fair" play) then Balance type effect spells are the only way to design such a card for white. Other wise since white is "fair". Well there's always Howling Mine , Font of Mythos , Temple Bell and other artifacts you can use that act "fair".
3 months ago
White is about Balance now that's normaly represented as pushing everyone down but I'd rather see stuff that pushes everyone up. Something like
Chose target player with more cards in hand then you each player draws cards until they have that many cards in hand
3 months ago
White is the color of Balance and is usually illustrated by bringing everyone down to the same level. White could get more stuff like Alms Collector one that somehow balanced lands would be really nice. Something like
Whenever an opponent has a land enter the battlefield under their control besides their first one each turn you get a treasure token
3 months ago
Continue with the following styles of cards: flickering, Venerated Loxodon , Squadron Hawk , tokens, banishing ( Banisher Priest , Oblivion Ring , Spell Queller ), destroy the powerful ( Balance , destroy creatures with power 4 or greater, 1/1 gets buffs).
Opinions on white as a color
I really like some of white's old mechanics that just kinda went missing. Land Tax effects, for example, are powerful, interactive, and fun to build around. Armageddon will not be returning, but maybe white could have some other way to punish players for ramping, a spot Leonin Arbiter only somewhat fills.
One of the biggest reasons why I think white is failing is because a lot of its color identity is being stolen by green to make green more interesting. Enchantress effects are more white than green in my opinion. Creatures matter cards are also more likely to be green than white even though white's identity is largely based around creatures. Collected Company and Chord of Calling represent raising an army of small creatures and a collective effort to search for a specific creature, both give off white vibes (while Honor of the Pure effects are less powerful and could be green).