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I disagree with the stance that Wizards can just reprint high-cost cards at will - it is imperative they pay attention to the type of product they are producing and reprint accordingly.
Any draftable releases (which is where most printings come from) need to be playable in draft/sealed - many expensive cards have the propensity of warping draft in favour of the person who pulls that card. Add too many and you’re creating an extremely unstable limited environment where RNG plays a bigger role in victory than skill.
Any Standard-legal set needs to reprint cards that fit with that Standard environment (and also make sure they only add new cards to Pioneer/Modern that work in those respective formats).
Preconstructed decks, like Commander Decks, need to ensure their power level is commensurate with all the other editions of the same type of precon.
I think it’s also important to note that Wizards’ 2020 release schedule does seem to acknowledge the secondary market, particularly for Commander. They are doing a Green Commander staples product later, which likely will see high-value reprints (skin to signature spell books I assume). They’re going to release two versions of that product - a budget, non-foil and a foil one, in a clear indication they want players of various means to be able to purchase. They’ve said their 2020 Commander draft product is going to have some Commander staples in it. They’re doing the secret lair products to ensure players can get more copies of some high-value cards.
January 25, 2020 10 a.m.
First, I'd run a bit more aggressive removal package.
- Swords to Plowshares, Path to Exile, and Winds of Abandon are all fantastic cards. All three are strong removal in either the early or late game, with the final one becoming an absolutely devastating sweeper. I'd get rid of Crib Swap and Pacifism.
- If she is having a problem with noncreature permanents and needs some removal that can deal with them, Generous Gift and Chaos Warp are generally better than Banishing Light.
- Blasphemous Act is a great way to reset the board while leaving mana open to cast a new threat.
Personally, I'd lean into a group slug theme--burn everyone equally, with the hope of buffing Anya. She's already running Manabarbs, which is a great option. Burning Earth is another great option. Spellshock can be quite powerful as well in some metas, providing everyone else is casting more spells per turn than she is (she has some large angels, so that's not infeasible).
Or, if she does not want to go a hyper-aggressive group-burn route, Red and White have some great ways to slow down the game. Stranglehold and Aven Mindcensor take away a lot of other deck's primary advantages. Blood Moon can be a nightmare to play around considering how common nonbasics are in EDH. Rest in Peace is an all-around good card and can even take out players if you combo it with Helm of Obedience.
Smothering Tithe is a great option for Ramp, something Boros is lacking and this deck in particular really wants.
January 24, 2020 3:51 p.m.
Tagging TappedOut's resident Boros fanatic, Suns_Champion, who is better equipped to assist than I.
I'll still give the deck a look and see if I have any feedback. I'll post on that deck's page for convenience.
January 24, 2020 3:25 p.m.
Saw your above on the homepage. TappedOut’s legality is updated by hand - it usually takes a week or so after a new set drops for the legality to be updated.
January 24, 2020 11:47 a.m.
Knowledge Pool immediately comes to mind. Every time they cast a spell, they're forced to cast a second, different spell. Knowledge Pool combines nicely with cards like Lavinia, Azorius Renegade to lock opponents out of the game.
January 22, 2020 4:02 p.m.
I second Boza's post. Most of the cards that are released are perfectly fine, with a lot of playable cards that are some variation on another that has been done before. We are in an era where we usually get at least one alternate win condition per set (a huge boon for us jank lovers). We are in an era where there are a whole bunch of formats being supported, including the casual-based singleton format that is Commander (singleton means you're forced to play some cards that might not otherwise see play).
Sure, there are broken cards, but broken cards are good for the long-term health of the game. Broken cards allow Wizards to push boundaries, seeing what works and what doesn't.
Veil of Summer provides us a good case-study in the importance of trying new things, particularly since Wizards has given us a good deal of information about how and why it was designed.
To start, xtechnetia suggested (the very sentence after critiquing Veil) that other colors should have access to things like Counterspells. While partially true, it is important to remember the Color Pie is what makes this game great--you can't just slap a counterspell into Green and call it a day. Veil of Summer is a Green-pie-appropriate counter, and an important experiment in the viability of non-Blue pseudo-counters.
Now, I am sure by this point someone is already gearing up to talk about how obviously busted Veil of Summer is and try to argue that R&D was clearly out of their minds. One slight problem--that someone is wrong. As R&D has been kind enough to explain to us, it not obviously busted at the time of its conception and playtesting.
Magic 2011 and Magic 2012 both saw printings of Autumn's Veil, the card that inspired Veil of Summer. If anyone bothered to read the ban announcement, they'd know that R&D was well aware of the fact that Autumn's Veil was a flop, seeing very little play during its standard environment. They took a card that was a failure and pushed it some, trying to make a viable sideboard option for Green decks.
Frankly, I'd say that experiment was a success. Sure, it was too powerful for Standard (banned) and Pioneer (banned)--in both formats you could mainboard Veil, which sort of defeats the point of a card designed to be sideboarded.
But those are not Magic's only formats. In Modern and Legacy Veil fills the slot it was intended to--it's not in the top mainboard cards, but sits as one of the most common sideboard options (it's a bit lower-ranked in Vintage, though still in the top 25 sideboard cards).
To apply our case study to a more general application:
Wizards' pushing boundaries in Standard allows them to print cards that shake up Modern (which, barring Modern Horizons, counts on Standard for new cards), Commander, Legacy, and Vintage (which get some additional assistance in terms of supplemental sets). Sure, sometimes those cards are too powerful for Pioneer and Standard, but that's what bannings are for.
And yes, they do sometimes push it to far. Sometimes their mistakes result less in the Veil of Summers (i.e. cards too strong for Standard but useful for older formats) and more in the Okos (a card banned in three formats rather swiftly, and currently sitting as the most played non-land permanent in Legacy).
Even when they fail, that provides Wizards important data--they can use the lessons they learned to create something more appropriate.
Ultimately, I'd rather they at least make an effort to try something new. That is, after all, what keeps this game fun.
January 22, 2020 11:07 a.m. Edited.
Our Dominaria uncommon legends were mostly unproven children just starting their journeys - they have not earned the right to be on the same level as their ancestors yet.
Which brings me to another point I had not previously considered - starting them at uncommon has the added advantage of letting characters grow into rares in future sets.
Edit: Greek mythology disagrees that it’s better storytelling to make the younger surpass the older. A good part of the character motivation in the Iliad comes from younger generations who have no chance of living up to the reputation of fathers with less-diluted divine blood.
January 20, 2020 10:35 p.m. Edited.
I like this trend - it allows Wizards to have a hierarchy in its legendaries.
For each example:
Dominaria’s uncommon show that these descendants are less impressive than their Rare legendary ancestors.
Eldraine allows them to have lords standing above knights.
Theros has gods standing above their demigods.
From a game design stance, uncommon legendaries are a good addition to limited. It’s reasonably likely to get two of the same legend, which can be an interesting deckbuilding consideration.
January 20, 2020 6:58 p.m.
You're going to probably want a Simic ramp deck with some card draw options. Growth Spiral is a great ramp card that also helps your kraken. Opt is a solid, cheap enabler. Hydroid Krasis is a solid finisher that plays well with a ramp/draw strategy.
January 17, 2020 1:31 p.m.
Skilled in summary
A champ writes of his hero
Wizards should take note
January 17, 2020 8:59 a.m.
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January 15, 2020 11:15 p.m.
The way Arena is monitized leads to a rather stale meta. Decks like White lifegain weenies rely heavily on commons and uncommons, making it relatively easy to build a fairly competitive deck without making any purchases.
The other major problem with Arena is, in my experience, the overwhelming number of players who start stalling once they begin to lose, hoping to force the winning player to rage-quit. I can put up with several games in a row of very similar decks; I can't continue to play on a system where slow play goes effectively unpunished.
As Daveslab2022 indicated, most of Arena's problems stem from Arena, not Standard. Standard can still be rather fun and diverse in Paper, seeing as budget players can get and build with bulk rares.
January 15, 2020 5:17 p.m.
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January 14, 2020 9:29 a.m.
This is a pretty good list. The Magic wiki is also a good place to look up the meaning of rules and keywords, as well as catch up on lore.
Ramp, so you know, is anything related to mana acceleration. Things like Sol Ring , Llanowar Elves , or Cultivate would be ramp cards; a deck that relies on them could be considered a ramp deck. I’d say it’s most common for Ramp to only include long-term mana acceleration, not fast mana like Dark Ritual (but that’s open to some debate).
January 12, 2020 5:26 a.m. Edited.
There’s still some luck necessary (you need a Dark Ritual in your opening hand), but it’s lessened with two potential paths, a smaller number of cards needed than your Green/Red combo, and the fact one of your combo pieces has three possible options.
January 11, 2020 12:39 p.m. Edited.
In the future, if you have questions about rules, cards, or card interactions, please use the Rules Q&A section of this site. It has some added functionalities, such as the ability to "Mark as Answer" a question to show you no longer need assistance.
I have gone ahead and moved this for you.
January 10, 2020 4:59 p.m.
What is your ultimate goal (what do you want the mana for)?
You're going to have a real hard time hitting that mana in legacy--it's not impossible--there's a lot of fast mana printed, usually in Red ( Simian Spirit Guide , Rite of Flame ), there are fast mana artifacts ( Lotus Petal , Chrome Mox , Mox Opal ), and there's Manamorphose to fix your colors--but it is generally going to take a whole lot of moving parts.
You're in colors with mediocre card draw options, meaning you're effectively banking on a perfect opening hand--that's not an effective strategy.
Finally, with all your moving parts, you still have a relatively fragile opening turn, where a single Force of Will (the third most played card in the format) can make all your work generating mana be for nothing.
Which brings me back to my opening question--what is it you are trying to do with your mana? There might be a better way to accomplish that task, such as a way to cheat that card into play or a good way to stall out until you're capable of playing the card.
January 10, 2020 4:53 p.m.
What format are you trying to do this in, and are you building on a budget? Are you trying to create 6 colorless mana (which isn't too hard to do) or 6 Green mana (which would be fairly difficult to do)? What precisely are you trying to use the mana for?
Answering those questions will make it a lot easier for someone to be able to help you (or be able to explain an easier way to cheat out your proposed goal).
January 10, 2020 3:18 p.m. Edited.
He didn't just "think about planeswalking"--he was thinking about how his entire purpose in life had disappeared to another plane where he could not follow. Finding out your entire existence is now meaningless is exactly the kind of high-stress situation that might ignite a spark.
Calix's ignition was poorly-written (the entire article was), but not a break from established lore.
As for himself, he appears to be Nyxborn, based on the starry sparkles on his card's art. That's a bit different than something we've seen before, and might be a bit of a break from the established lore. That said, we don't know the specifics of how the God of Destiny brought about his existence, and we know for a fact that there exist ways to implant a spark in artificial constructs .
January 10, 2020 2:18 p.m.
Assuming you want to stick to Mono-Blue (Blue-Black mill is far more effective, and can fairly easily net a turn 4 win), I'd make the following changes:
Visions of Beyond is obscenely good, and should be run in every Modern mill deck. It's a generally superior card to Into the Story --it's not a dead draw in the early game, and its costing less means you're more likely to be able to cast one of the cards you draw.
Hedron Crab is a great mill card in UB mill, since you can abuse fetch lands to mill for 6 per turn. Though it's a bit less effective if you're not running fetches, it is still worth consideration.
As Gilbobaggins mentioned, Archive Trap is one of the best mill cards in the game. To build on that suggestion, I would suggest 4x Field of Ruin to force opponents to search their library, enabling Archive Trap .
If you intend to build a sideboard, consider adding cards that allow you to counter graveyard-based strategies, such as Surgical Extraction (budget permitting), Ashiok, Dream Render , or other graveyard hate cards.
January 9, 2020 2:54 p.m.
SCORE: 41 | 13 COMMENTS | 1862 VIEWS | IN 6 FOLDERS
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Commander / EDH
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