Printings View all
|Iconic Masters (IMA)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|Masters Edition IV (ME4)||Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add to your mana pool.
Price & Acquistion Set Price Alerts
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|Want (5)||APPLE01DOJ , TheBl0b , ryuzaki32667 , Facecheck , OnionBruh|
6 days ago
Well, while I don't think Counterspells are necessarily fun, for the sake of balance, a different sort of restriction should happen. Maybe something like a maximum of one played per turn? If that were the case, players that play lots of cards each turn won't get bogged down by control, whilst Control can still do something at all. Also... including Masters sets is a bit of a problem if they're unregulated, because it opens the door to a whooole lot more bad stuff. Remember, Channel and Fireball got reprinted in Iconic Masters, and Diabolic Tutor was printed in Duel Deck Anthology (Also legal by your rules). Soo... in your format, Channel + Fireball is legal, which isn't a good sign. However, banning supplementals as a whole is not the solution. I don't have anything to suggest, but Supplementals are very important if there's a 6-Year cycle.
1 month ago
1 month ago
Point taken, dbpunk, I'm convinced! (: RIP Isperia.
DemonDragonJ, when DOM came out, MaRo actually said in his card-by-card design article that black was phasing out life loss in exchange for dealing damage to themselves. There have been relatively few damage-prevention-for-player effects printed ever since the New World Order, but the subtleties between life loss/damage to self were tough for new players, so this is a way to reduce the complexity of Magic without sacrificing mechanical integrity. Note that this only applies to damage to self; when it comes to drain effects, Black hasn't changed at all.
I get your concerns about power creep on the Ferox, but you gotta remember it does have downside (can't cast non-creature, which means that the decks that utilize it will be bad at defending it), and, like many folks have already said, creatures have gotten better since '95, for better or worse. I see a trend in your comments that you prefer things to stay the way they were when they were first printed (guild leaders at mythic, low P/T, very fixed color pie, etc), which I understand, because it leads to familiarity, but you gotta remember that MtG's constant change is a strength! It is what keeps us in this game for 10+ years. Sure, WotC might look back on this period of design and regret some pushed creatures, but if they hadn't been willing to change, we'd still be stuck in the paleolithic era of Channel+Fireball, or 0-mana counterspells, or playing 9 copies of Demonic Tutor...
1 month ago
Even with the handicap of seshiro_of_the_orochi suggested, I think this card is too powerful. There are far too many free or inexpensive mana rocks (Sol Ring, Mana Crypt any Mox, Lion's Eye Diamond, Black Lotus, etc.), or other easy ways to get quick mana in the early game (Ancient Tomb, Channel, Fastbond, etc.).
We must also consider this enables further “ramp” with delve - already one of the most powerful decks in all formats where legal.
So, you have a card that’s really easy to net a positive on, enables one of the most dangerous decks, and can get out of control pretty quickly. Even if it is a bit of a one-shot, that’s often all you need.
I would probably make it a set cost to return. “Exile a card from your hand: Add ”
Still very powerful, and probably still too powerful for most formats, but I think it keeps it in line with Ancient Tomb at least.
1 month ago
2 months ago
Thanks for the clarification on Channel, the buddy I was putting this up to show also mentioned that. I'll be updating this shortly (MAYBE this evening if I have the energy) for current iteration!
The two Explores was accidental, and I should update this a bit as I've been working on it, actually picked up some Charmbreaker Devils for it! And have to find my old Capsize in the massive disorganized collection... it looks like a lot of fun in the deck! Will also look at the other two!
The theme/gameplay style is reusing graveyard to fuel the burn deck - it's a sole-focus at the moment, I definitely think I need more general toolkit, and would love for it to become more competitive! :) So any recommendations would be wonderful t3hdarkness
2 months ago
Fun list! Bellowing Tanglewurm is always a card I don't give enough respect.
New Horizons can probably be swapped out for something more powerful, since it only actually nets you one additional mana, and the counter is negligible. I recommend one of two swaps: