Arena

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arena

Land

, : Tap target creature you control and target creature of an opponent's choice he or she controls. Those creatures fight each other. (Each deals damage equal to its power to the other.)

trippy_mcfly on Cumly Cube

1 month ago

Introducing Cumly Cube 1.4.3! 4 months ago, Cumly Cube 1.4.2 was released. Two archetypes were discontinued, and an interesting new dynamic was added with cards that search for specific planeswalkers. This update is even smaller. Only 14 swaps are being made. That being said, it might be quite impactful, as Saprolings are getting a huge boost.

Here are the changes, provided with brief justifications:

REMOVED:

  1. Ancient Den: artifact lands have been removed as they are too low impact
  2. Brightwood Tracker: too weak
  3. Corrosion: too targeted and powerful against artifact decks
  4. Frontier Guide: removed to provide a new identity for elves in Cumly Cube
  5. Gloom Sower: too weak
  6. Great Furnace: artifact lands have been removed as they are too low impact
  7. Jeskai Sage: too weak
  8. Knotvine Mystic: removed to provide a new identity for elves in Cumly Cube
  9. Prismatic Vista: too powerful
  10. Remorseful Cleric: too targeted and powerful against graveyard decks
  11. Seat of the Synod: artifact lands have been removed as they are too low impact
  12. Snubhorn Sentry: too weak
  13. Tree of Tales: artifact lands have been removed as they are too low impact
  14. Vault of Whispers: artifact lands have been removed as they are too low impact

ADDED:

  1. Arena: an interesting land that could provide for cool dynamics
  2. Bellowing Aegisaur: supports the Dinosaur creature type
  3. Detective's Satchel: supports artifact strategies and the Thopter creature type
  4. Evolving Wilds: a solid option for color fixing at an appropriate power level
  5. Fungal Sprouting: supports the Saproling creature type
  6. Golgari Germination: supports the Saproling creature type
  7. Jund Battlemage: supports the Elf and Saproling creature types
  8. Korozda Guildmage: supports the Elf and Saproling creature types
  9. Liberator, Urza's Battlethopter: supports the Thopter creature type
  10. Saproling Migration: supports the Saproling creature type
  11. Selesnya Guildmage: supports the Elf and Saproling creature types
  12. Shroofus Sproutsire: supports the Saproling creature type
  13. Tana, the Bloodsowerfoil: supports the Saproling creature type
  14. Terramorphic Expanse: a solid option for color fixing at an appropriate power level

theNeroTurtle on 100% Dinosaur Tribal [Primer]

1 year ago

Mortlocke

I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.

As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.

In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.

I just can’t go with Roaming Throne. It’s not a dinosaur.

Thanks so much for the help.

theNeroTurtle on 100% Dinosaur Tribal [Primer]

1 year ago

Mortlocke, I think that Ancient Tomb should definitely get added. I have created a list of 11 cards in the about section to consider now that you have made some suggestions. What cards would you drop all together? You have already mentioned Arena for sure. I am sad about that, because it is a great card. But it makes sense.

Now we consider cuts. ???

theNeroTurtle on 100% Dinosaur Tribal [Primer]

1 year ago

Hey Mortlocke, spam all you want!!!

To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.

Kodama's Reach – no basic lands available. Maybe I should add some.

Rampant Growth – no basic lands available. Maybe I should add some.

Topiary Stomper – no basic lands available. Maybe I should add some.

Fellwar Stone – it is "okay", but weaker than people tend to realize.

I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.

I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.

I love Arena, but you’re right. A basic would be much more helpful early game.

This is super helpful. Any other suggestions?

Mortlocke on 100% Dinosaur Tribal [Primer]

1 year ago

And yes I'm officially spamming, but you should include basic lands. Given the previously suggested ramp. Forgot to add that part. You can lose some of the utility - e.g. Arena As it doesn't even net your mana and slot in basics. Thats part of why your deck can be slower early game. Your deck needs all the ramp it can get.

Squee_Spirit_Guide on Enter The Colosseum

2 years ago

This looks fun! I don't even remember Provoke, but I wholeheartedly approve of building around an obscure old ability! Too bad Arenafoil would be pretty much useless in this deck because it would be very flavourful.

Rhadamanthus on How does priority work with …

2 years ago

vic: Sorry, I thought you were still asking about normal fight effects, not Arena's specific behavior. But now it seems like we need to clarify what happens when you make a copy of a spell or ability.

Making a copy of a spell or ability on the stack creates an exact copy that accounts for any choices made during the casting process, including modes, targets, distribution of counters/damage and other such things. This is why every spell/ability copying effect will allow you to choose new targets for the copies (Doublecast, Illusionist's Bracers, etc.) or will tell you something specific about what to do with the targets for the copies (Radiate, Ink-Treader Nephilim, etc.), otherwise copy effects wouldn't be half as useful or interesting. There are no Ink-Treader style effects in the game that can copy a spell/ability with more than one target, meaning you would be using an effect that allows you to choose new targets for the copies. Your opponent wouldn't get a say in it.

To the bigger question you might be asking about what happens when different players need to make choices about something simultaneously: first the active player makes their choices and then the non-active player makes their choices. If there are more than 2 players in the game, then it starts with the active player and goes around the table in turn order. But if your Ink-Treader Nephilim makes a bunch of copies of something, you're the only one who will be making decisions for the order that the copies go onto the stack because you control them all.

vic on How does priority work with …

2 years ago

Rhadamanthus I overlooked that part. I guess that was a bad example. Well let's suppose some day they make an instant or sorcery that does what Arena does (I don't know of one currently), but not necessarily with the tapping part. Point being that I am only targeting the Nephilim with my spell. Now what happens?

Remember, my main focus is on how priority works in terms of the following:

Which way would it go?

A) All of my creatures get it in the order I choose, then all my opponent's creatures get it in the order he chooses.

B) One of my creatures is targeted, then one of his, then one of mine, then one of his, etc.

Load more
Have (0)
Want (1) freshie9000