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Legality
| Format | Legality |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oldschool 93/94 | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Ancestral Recall
Instant
Target player draws three cards.
jethstriker on Unbalanced Cycles in MtG
1 week ago
The original boon cycle was designed by Richard Garfield himself, and he was aware that Ancestral Recall was significantly more powerful than the rest. That's why he put it at rare while the rest are at common. So right from the beginning the creator of the game himself already set the tone that cycles aren't meant to be created equal. What I don't like in cycles is almost always red gets the short end:
The color-aligned legendary lands of Urza's Saga. Tolarian Academy is broken, followed by powerhouses Gaea's Cradle and Serra's Sanctum, followed far down the line is the decent Phyrexian Tower, then at the very bottom is Shivan Gorge.
In more recent times they created another "force" cycle in Modern Horizons. Again blue is on top with Force of Negation, followed by Force of Vigor and Force of Despair. Then once again red is at the bottom with white with Force of Rage and Force of Virtue.
The worst I can remember is they omitted red entirely in a cycle. In Mirage they printed 3 tutors: Enlightened Tutor, Mystical Tutor, and Worldly Tutor. The following set came Vampiric Tutor. Then Weatherlight came and there was no red tutor on it. I just personally imagine that Gamble is the unofficial red member of the tutor cycle to clear my mind on this.
DemonDragonJ on Unbalanced Cycles in MtG
1 week ago
The majority of cycles of cards in this games are at least somewhat balanced, but there are some cycles that are rather unbalanced, where one or two cards are noticeably (and often hilariously) over- or underpowered compared to the other cards, so I would like to discuss some of those cycles, in this thread.
One of the very first cycles in the game, the original boon cycle, was hilariously unbalanced, with Ancestral Recall being significantly more powerful than were the other cards in that cycle, Healing Salve being easily the weakest, and the other three members being between them in terms of power; Lightning Bolt remains a staple to this day, but Giant Growth and Dark Ritual
are much more niche cards, today, due to power creep. Since that cycle was one of the first cycles in the game, I believe that players can forgive WotC for not being able to balance the cards in it.
Another unbalanced cycle is the avatar cycle from Prophecy, in which Avatar of Woe is clearly the most powerful, while Avatar of Will is the weakest, with the other three being between them in power.
Another great example is that the majority of the "rhystic" cards are fairly weak, but Rhystic Study is extremely powerful, so I wonder what the designers were thinking when they made those cards.
One of my personal favorites is how the lieges from Eventide (i.e., Balefire Liege, Deathbringer Liege, and so forth) are blatantly superior to the lieges from Shadowmoor (i.e., Ashenmoor Liege, Boartusk Liege, and so forth), and I am very displeased at the disparity between the allied-colored and enemy-colored lieges.
What does everyone else say, about this? What are some of your favorite examples of unbalanced cycles in Magic: the Gathering? I certainly am eager to hear your thoughts, on this matter!
Mortlocke on
The Queen's Egg
2 months ago
russianbeast93, In higher powered tables Mystic Remora can function as a Ancestral Recall as few players are unable or unwilling to pay the tax on their (non-creature) spells. I've encountered the phrase "Feed the Fish?" As the tax effect triggers and the opponent is prompted. This is similar to the "Do you pay the ?" In reference to Rhystic Study.
It is important to note however that this spell falls flat on its face at lower powered tables, as players tend to lean on creature heavy strategies with less interaction. In other words the lower the power of the pod, the less effective Mystic Remora becomes.
trippy_mcfly on
Cumly Cube
5 months ago
Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.
120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Everflowing Chalice: mana rocks should cost 3 or have a drawback
- Glass of the Guildpact: too weak
- Heraldic Banner: encouraged mono-colored decks
- Illuminated Folio: too weak
- Jayemdae Tome: too weak
- Loreseeker's Stone: too weak
- Mind Stone: mana rocks should cost 3 or have a drawback
- Null Rod: too much of a hate card
- Pithing Needle: too powerful with Urza's Saga
- Pyromancer's Goggles: too narrow
- Retrofitter Foundry: too powerful with Urza's Saga
CREATURE
- Bomat Courier: too powerful against slow starts
- Deathpact Angel: creates a Cleric token, not a supported creature type
- Dimir Cutpurse: too powerful
- Elves of Deep Shadow: too obvious of a choice as a cumly
- Golos, Tireless Pilgrim: too powerful
- Hostage Taker: too powerful
- Kalamax, the Stormsire: too powerful
- Loyal Retainers: too obvious of a choice as a cumly
- Monastery Mentor: too powerful
- Moonveil Dragon: pumping the team makes for anticlimactic endings
- Murktide Regent: we’ve seen enough of this card already in other formats
- Ornithopter of Paradise: too obvious of a choice as a cumly
- Phantom Tiger: too weak
- Risen Reef: too powerful
- Shadrix Silverquill: creates Inkling tokens, not a supported creature type
- Tatyova, Benthic Druid: too powerful
- Thraben Inspector: we’ve seen enough of this card already in other formats
- Toxrill, the Corrosive: creates Slug tokens, not a supported creature type
ENCHANTMENT
- Alpha Authority: hexproof makes for less interesting games
- Favorable Winds: too weak
- Offspring's Revenge: too narrow
- Pernicious Deed: too powerful of a board wipe
- Rally the Ranks: too weak
- Song of Freyalise: too typical a card for green
LAND (types are grouped together in this list)
- Tolarian Academy: too powerful
- Arid Mesa: mana-fixing should not be so easy in Cumly Cube
- Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
- Flooded Strand: mana-fixing should not be so easy in Cumly Cube
- Marsh Flats: mana-fixing should not be so easy in Cumly Cube
- Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
- Polluted Delta: mana-fixing should not be so easy in Cumly Cube
- Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
- Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
- Windswept Heath: mana-fixing should not be so easy in Cumly Cube
- Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
- Badlands: mana-fixing should not be so easy in Cumly Cube
- Bayou: mana-fixing should not be so easy in Cumly Cube
- Plateau: mana-fixing should not be so easy in Cumly Cube
- Savannah: mana-fixing should not be so easy in Cumly Cube
- Scrubland: mana-fixing should not be so easy in Cumly Cube
- Taiga: mana-fixing should not be so easy in Cumly Cube
- Tropical Island: mana-fixing should not be so easy in Cumly Cube
- Tundra: mana-fixing should not be so easy in Cumly Cube
- Underground Sea: mana-fixing should not be so easy in Cumly Cube
- Volcanic Island: mana-fixing should not be so easy in Cumly Cube
- Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
- Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
- Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
- Shambling Vent: creature lands are too versatile and discourage disciplined drafting
- Needle Spires: creature lands are too versatile and discourage disciplined drafting
- Raging Ravine: creature lands are too versatile and discourage disciplined drafting
- Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
- Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting
INSTANT
- Abnormal Endurance: too typical a card for black
- Aerial Predation: too narrow
- Alchemist's Gift: too weak
- Arbor Armament: too weak
- Autumn's Veil: too narrow
- Betrayal of Flesh: too weak
- Bladebrand: too typical a card for black
- Brainstorm: we’ve seen enough of this card already in other formats
- Cathartic Pyre: too much utility for an instant
- Comet Storm: one-sided board wipes need to be focused on creature type
- Consider: too typical a card for blue
- Crippling Chill: too typical a card for blue
- Crush: spot artifact removal is not to be part of Cumly Cube
- Dawn Charm: other cards in Cumly Cube fill this role better
- Dive Down: hexproof makes for less interesting games
- Divine Offering: spot artifact removal is not to be part of Cumly Cube
- Dragon's Fire: too typical a card for red
- Electrify: too typical a card for red
- Fell the Pheasant: too narrow
- Gainsay: too narrow
- Gut Shot: too weak
- Heroic Intervention: other cards in Cumly Cube fill this role better
- Hold the Line: too narrow
- Into the Core: spot artifact removal is not to be part of Cumly Cube
- Lash of Thorns: too weak
- Make Your Mark: too weak
- Opt: too typical a card for blue
- Overload: spot artifact removal is not to be part of Cumly Cube
- Pitfall Trap: too narrow
- Repulse: too typical a card for blue
- Scrap: spot artifact removal is not to be part of Cumly Cube
- Seedtime: too narrow
- Shatter: spot artifact removal is not to be part of Cumly Cube
- Smash: spot artifact removal is not to be part of Cumly Cube
- Smashing Success: spot artifact removal is not to be part of Cumly Cube
- Smite: too narrow
- Turn to Frog: turns a creature into a Frog, not a supported creature type
- Unsummon: other cards in Cumly Cube fill this role better
SORCERY
- Blasphemous Act: too typical a card for red
- Chart a Course: too much utility
- Cleansing Wildfire: too much utility
- Cultivate: too typical a card for green
- Disentomb: too typical a card for black
- From the Ashes: too narrow
- Funeral Rites: too much utility
- Gitaxian Probe: too typical a card for blue
- Necromantic Summons: too typical a card for black
- Nighthaze: other cards in Cumly Cube fill this role better
- Persist: too typical a card for black
- Pirate's Prize: too much utility
- Ponder: too much utility
- Reanimate: too typical a card for black
- Recover: other cards in Cumly Cube fill this role better
- Serum Visions: too typical a card for blue
- Spitting Earth: too typical a card for red
- Thoughtcast: too typical a card for blue
ADDED:
ARTIFACT
- Coat of Arms: encourages building around creature types
- Patchwork Banner: encourages building around creature types
CREATURE
- Arahbo, the First Fang: supports the Avatar and Cat creature types
- Avatar of the Resolute: supports the Avatar creature type
- Autonomous Assembler: supports the Assembly-worker creature type
- Bag End Porter: supports the Dwarf creature type
- Breya, Etherium Shaper: supports the Human and Thopter creature types
- Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
- Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
- Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
- Chronicler of Heroes: supports the Centaur creature type
- Conclave Cavalier: supports the Centaur and Elf creature types
- Conclave Mentor: supports the Centaur creature type
- Crosis, the Purger: supports the Dragon creature type
- Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
- Ghostly Changeling: supports all creature synergy decks
- Gimli of the Glittering Caves: supports the Dwarf creature type
- Glissa Sunseeker: supports the Elf creature type
- Graveshifter: supports all creature synergy decks
- Gwenna, Eyes of Gaea: supports the Elf creature type
- Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
- He Who Hungers: supports the Spirit creature type
- Heedless One: supports the Avatar and Elf creature types
- Jungle Creeper: supports the Elemental creature type
- Jungle Delver: supports the Merfolk creature type
- Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
- Keiga, the Tide Star: supports the Dragon and Spirit creature types
- Kiora's Follower: supports the Merfolk creature type
- Kumena, Tyrant of Orazca: supports the Merfolk creature type
- Lagonna-Band Trailblazer: supports the Centaur creature type
- Marwyn, the Nurturer: supports the Elf creature type
- Master Skald: supports the Dwarf creature type
- Mine Layer: supports the Dwarf creature type
- Neighborhood Guardian: supports the Unicorn creature type
- Promised Kannushi: supports the Human and Spirit creature types
- Realmwalker: supports all creature synergy decks
- Reveka, Wizard Savant: supports the Dwarf creature type
- Seraphic Steed: supports the Angel and Unicorn creature types
- Soul of Zendikar: supports the Avatar and Beast creature types
- Steadfast Unicorn: supports the Unicorn creature type
- Stingmoggie: supports the Elemental creature type and functions as artifact hate
- Sygg, River Cutthroat: supports the Merfolk creature type
- Vineshaper Mystic: supports the Merfolk creature type
- Wistful Selkie: supports the Merfolk creature type
- Yargle and Multani: supports the Elemental and Spirit creature types
- Zacama, Primal Calamity: supports the Dinosaur creature type
ENCHANTMENT
- Aura of Silence: functions as artifact and enchantment hate
- Aura Shards: functions as artifact and enchantment hate
- Blessed Sanctuary: supports the Unicorn creature type
- Corrosion: functions as artifact hate
- Embargo: interesting prison piece for stasis decks
- Font of Fortunes: card advantage at a fair price for Cumly Cube
- Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
- Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
- Shared Animosity: supports all creature synergy decks
LAND (types are grouped together in this list)
- Drowned Catacomb: completing the full set of check lands
- Glacial Fortress: completing the full set of check lands
- Hinterland Harbor: completing the full set of check lands
- Sulfur Falls: completing the full set of check lands
- Cascade Bluffs: completing the full set of filter lands
- Graven Cairns: completing the full set of filter lands
- Mystic Gate: completing the full set of filter lands
- Sunken Ruins: completing the full set of filter lands
- Wooded Bastion: completing the full set of filter lands
- Darkwater Catacombs: completing the full set of Odyssey filter lands
- Desolate Mire: completing the full set of Odyssey filter lands
- Ferrous Lake: completing the full set of Odyssey filter lands
- Fire-Lit Thicket: completing the full set of Odyssey filter lands
- Flooded Grove: completing the full set of Odyssey filter lands
- Overflowing Basin: completing the full set of Odyssey filter lands
- Skycloud Expanse: completing the full set of Odyssey filter lands
- Sunscorched Divide: completing the full set of Odyssey filter lands
- Viridescent Bog: completing the full set of Odyssey filter lands
INSTANT
- Accelerate: supports prowess decks
- And They Shall Know No Fear: supports all creature synergy decks
- Artifact Mutation: functions as artifact hate and supports the Saproling creature type
- Bandage: supports prowess decks and is also funny
- Brokers Charm: charms are an important part of Cumly Cube
- Charge Through: supports prowess decks
- Cremate: supports prowess decks
- Mirrodin Avenged: supports prowess decks
- Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
- Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
- Steady Progress: supports prowess decks as well as slower proliferate decks
- Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
- Treacherous Greed: supports the niche but possible sacrifice deck
- Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
- Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall
SORCERY
- Altar of Bone: supports the niche but possible sacrifice deck
- Aphetto Dredging: supports all creature synergy decks
- Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
- Ashen Powder: a more situational and odd piece for reanimator decks
- Blood for Bones: a more situational and odd piece for reanimator decks
- Breath of Life: offers reanimation in white instead of its typical color, black
- Broken Bond: functions as artifact and enchantment hate yet also ramps
- Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
- Cloak of Feathers: supports prowess decks
- Crippling Fear: supports all creature synergy decks
- False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
- Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
- Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
- Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
- Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
- Jace's Triumph: there are Jace planeswalkers in Cumly Cube
- Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
- Many Partings: offers mana-fixing and food
- Migratory Route: offers mana-fixing and supports the Bird creature type
- Obzedat's Aid: offers reanimation in black and white
- Ordered Migration: supports the Bird creature type
- Raise the Palisade: supports all creature synergy decks
- Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
- Ribbons of Night: offers direct damage in black instead of its typical color, red
- Rise of the Witch-king: a more situational and odd piece for reanimator decks
- Riveteers Confluence: similar to a charm
- Safewright Quest: offers slight mana-fixing in green and white
- Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
- Sweep the Skies: supports the Thopter creature type
- Temporal Machinations: supports artifact decks
- Unnatural Restoration: supports proliferate decks
- Urborg Repossession: a more situational and odd piece for black graveyard decks
slvstrChung on
Turtle Power!
9 months ago
Siege-, well, this is a good time to learn. =)
A "format" is basically a set of rules about what cards you can play and how many of them. The formats are mostly gated chronologically -- which is important, because the "older" a format is, the more broken cards it has access to. "Legacy" has a cut-off of, basically, "None, any card ever printed is legal... which means we have access to recent losers like Merfolk of the Depths, sure, but also suuuper-powerful cards that cost four figures (Tropical Island, Ancestral Recall)." And when you say your deck is in the Legacy format, you're saying, "Yeah, I want my deck to be considered alongside decks with those kinds of cards," which... might be misleading. =)
Your deck is Modern-legal, meaning it only uses cards that were printed after the game's first ten years. (Any Modern-legal deck is, by definition, also Legacy-legal, but that still doesn't mean they can compete with each other.) It's also close to being Pioneer-legal (meaning it only uses cards that were printed after the game's first twenty years), though you'd have to give up Treefolk Umbra and I know you're attached to that. You're not required to make it compliant to any format, particularly since you and your friends clearly play using house rules; I'm simply trying to help you understand what claims you're currently making.
Two cards I would advise you: Generous Gift and Growth Spiral. Both would fit in nicely.
SufferFromEDHD on
The Mind-Razing Monarch
1 year ago
Burning Inquiry Nekusars Ancestral Recall!
Perplex this has been surprisingly strong in my build.
Helm of the Ghastlord possibly the best aura for Nekusar?
Breathstealer's Crypt cruel and unusual.
Anvil of Bogardan this should be in the main.
Ummm if you are rocking Timetwister you can figure out a way to fit Echo of Eons
and Time Spiral into this!
Niko9 on Has Anyone Tried a Multi …
1 year ago
jethstriker That is very cool with the shadow and reanimator swap : ) I guess I meant more of trying games in modern or something where both players have 2 decks and they can start with either one or switch between games, but both players know the decklists of their opponent, and maybe with a stipulation that the two decks you are playing can have no nonland cards in common.
I'm just thinking of it as a way to both spice up games by adding a, which deck did the players start with, and how do they switch to counter each other.
It may not be the best solution either, just kinda throwing out ideas, but a problem I see sometimes is that side decking devolves to, make a good proactive deck and side in specific answers, then you win if you draw them or don't if you don't.
The big problem I'm thinking about is how rough it is to actually watch competitive play right now. Between Thoughtseize and Grief and The One Ring being a worse Time Walk plus a slow Ancestral Recall is that interaction feels like it's at an all time low because of hand knowledge, ring loops, and cascade or tron being able to break their playstyles by having tons of ways to stall until they explode.
So, my thought was, what if players had two decks they could switch in, but they also had the limitation of nonland cards can only be in one of the two. Could it create more interaction in games? I really have no idea : ) I'm sure someone has tried it.
legendofa on
Cast And You Shall Reap
1 year ago
As I understand the Commander banlist (and as a very casual Commander player), it's kind of the "default" rule 0 discussion, intended for people who may not play with the same groups regularly. Personally, I'd rather have a default banlist and play a match than spend an hour debating whether or not Fastbond is fair in a deck that's "about a 7" whenever someone new shows up.
Once you have a dedicated and reliable group, it's perfectly acceptable to make your own banlist. If your group's okay with a proxied Ancestral Recall into Erayo's Essence Flip + Arcane Laboratory lock in an otherwise mid-power deck, go for it! Your group, your rules. But two groups' definition of what's reasonable and fair can be completely different (which means a whole new rule 0 discussion from scratch), there has to be some level of compatibility between groups (otherwise it's not a meaningful format), and organized Commander tournament settings shouldn't be purely pay-to-win. The ban list is there to give a little bit of standardization for a format that's notoriously hard to standardize.












