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|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Mythic Rare|
|Eternal Masters (EMA)||Mythic Rare|
|Masters Edition III (ME3)||Rare|
|Promo Set (000)||Uncommon|
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: Gain .
: Return target legendary creature to its owner's hand.
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11 hours ago
The thing is you lack a lot of the 'Tax part' in Modern. The Legacy version plays cards like Mother of Runes, Rishadan Port, Karakas, Stoneforge Mystic + Batterskull, etc. The power level is totally different.
Imo, Stoneforge Mystic in Modern would allow for DnT the be a thing. Swords & Batterskull are still very powerful when cheated on. Some say it could break the format, but I don't think so. I mean Jace, the Mind Sculptor is legal so...
3 weeks ago
Whenever I see a new format proposal, my first questions are:
What does this add that another format does not?
Are the rules clear and sensible?
I will evaluate based on those two principles below:
To start with the first question, I don't really see this as adding too much to the game. Archenemy already has rules for X vs 1 cooperative gameplay, bonus utilities in the form of schemes, etc. Yes, there are mechanical differences from Archenemy, but I don't see those differences as filling a niche Archenemy doesn't already fill better.
However, while I don't see this as adding very much to the game, you and your friends are, of course, welcome to play however you wish. In the interests of improving your game experience, I have a number of rules issues I wanted to raise before you give this a shot.
I think your land rule is going to have a number of issues. Off the top of my head, you're going to run into a definition problem. Without further clarification, debates over whether Karakas and the like are "colored" or "effect" lands will abound.
Some other issues you need to be aware of, though I don't see them as problems per se:
Fetch lands would unquestionably count as "effect" lands as they do not produce mana. So, you'd be able to play a colored land, and fetch another colored land in the same turn. I don't think that's what you intended for this rule.
Ancient Tomb would give you access to 3 mana on turn 1.
Personally, I'd just simplify the rule to "play two lands per turn." It will make things challenging for the raid party, while keeping the rules clear and concise.
Not having set utility abilities before the game starts is just going to result in long debates about what is too powerful, delaying the game itself. There will be adjustments after each game to that particular creature's rule. It will be a nightmare, and would probably kill the format outright.
Why would each player only get 1 main phase? Second main is a very important part of the game, as it allows you to play mind games in combat with your opponent, is necessary for many, many cards, such as Neheb, the Eternal, and gives you time to adjust your strategy if something unexpected occurred during the combat phase.
The communal pool means players who go first are generally going to have fewer resources than those who go last. You could probably fix this by having a shifting first player (round 1 player order: A-B-C-D; round 2: B-C-D-A; etc.).
This also allows players to focus on ramp, and just have one player who Banefires each turn.
1 month ago
stensiagamekeeper that is some really useful feedback. I hadn't event considered non-tutor ways to find orris! the protection thing is an issue that I was having trouble with. previously I was running Spellskite in the sideboard and Eiganjo Castle to deal with this issue but this is just so much better. if only Karakas was modern legal. that meddling mage issue is something else that I have thought about. I don't want to run Damnation to play around this however because the 27 dollar price tag just isn't worth it. I will start running Day of Judgment though. corpse churn isn't quite as good as discovery dispersal as orris is always better in hand and if you mill two then you will wish you surveiled instead. also, they both effectavly look at three cards wich makes discovery strictly better. I don't think I want to run memorial as it enters tapped and I would rather have an untaped colourless source than a tapped black source. thanks for the feedback i feel it has really improved the deck.
2 months ago
In fact, "Legend" was a creature type up through Mirrodin. The supertype "legendary" was introduced in the set Legends along with the creature type, but was never put on creatures until Kamigawa block. Raksha Golden Cub from Fifth Dawn still used the creature type Legend. Kamigawa block aimed to clean up the rules baggage of "Legend" by folding it into the "Legendary" supertype (seen all the way back on Karakas from Legends). The block also removed the baggage of "Wall" by creating the keyword Defender so that there weren't any creature types with rules meanings anymore.
2 months ago
Why don't you run Karakas? If you bounce Hazezon back to your Hand, you get the Tokens AND they don't disappear. ~.^
Can keep repeating for more Tokens each turn.
4 months ago
There's a lot of viable Mono-Blue Control (and control/combo) decks in Legacy.
Some you might like:
Mono-Blue Fish (this one isn't a control deck, but it's worth looking at because it's cheap to build, can be configured for Modern, and has a lot of overlap with other decks in the format)
I'm partial towards Omnishow, which is a combo deck that plays very "draw, go" before it dumpsters all over your opponent's face.
...and add something like: