Hypergenesis

Hypergenesis

Sorcery

This is green.

Suspend 3— (Rather than cast this card from your hand, you may pay and exile this with four time counters. At the beginning of your upkeep, remove a time counter. When the last is removed, cast this without paying its mana cost.)

Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

Latest Decks as Commander

Hypergenesis Discussion

Oof_Magic on Banlist Open Discussion

2 months ago

SynergyBuild I checked out a video explaining the Trickery deck and I concede, that is ridiculous. I had imagined it as being just as frail as something like Treasure Hunt + Lightning Storm. But the more cascade heavy variant would be trying you with that nonsense every single turn. Trickery is on par with Hypergenesis.

I maintain that Karn was the proper ban. The ‘only exists in the format to do broken things’ is applicable to any combo deck. Decks playing Thassa's Oracle probably aren’t looking to do ‘fair’ things. If Teferi, Time Raveler also could tutor for Knowledge Pool, I don’t think that would make Pool broken. Karn was the problem. The tutor doubled as a damned combo piece! That’s silly! If you could humor me for downtown hyptheticalville, if we errata Karn’s static ability away and add Null Rod to the format, I don’t think anything gets banned.

Caerwyn I definitely agree that Oko is far from safe to plug in right now. But I see it as a card where the meta may evolve to a point that it can accept Oko. I’m simply differentiating cards I think are up for discussion at some point or not. I don’t know what it would take to make the Oko conducive to Modern and whether that says anything good about the format. Oko doesn’t strike me as a Hypergenesis, Tibalt's Trickery, Dread Return, or Summer Bloom type of ban. And there are definitely different types of bans. I see Oko like Jace, the Mind Sculptor, Splinter Twin, or Umezawa's Jitte where we look back every couple years and wonder ‘Is it safe now?’ I agree I wouldn’t have any to see his stupid face any time soon but I wasn’t exactly thrilled to be seeing Jace and Stoneforge Mystic (talk about a linear play pattern). If we unleashed entirety of the ban list, maybe a Delver Oko build would be the one challenger amid a sea of combo decks. But I don’t think Oko would be very meaningful there. Modern would immediately become degenerate and some refer to Modern as Legacy-lite already. While I think the unleashing of absurd combos would be the totality of that transformation, perhaps releasing Oko is the first step in that direction. A direction that is ultimately unhealthy for the format. Aka: Where other bans are absolute, consensus, and thoroughly unquestionable, Oko is at least up for discussion.

Oof_Magic on Banlist Open Discussion

2 months ago

SynergyBuild I can’t say I really understood how the Trickery deck worked. Could you enlighten me?

Oko, Thief of Crowns is certainly annoying but with Arcum's Astrolabe banned, perhaps in a Modern where Mishra's Bauble is banned, Oko may come back? Perhaps it’s not a matter of what is in the format right now or banned. Regardless of what changes could make it happen, I think there are cards next to Oko, like Birthing Pod and Splinter Twin which are cards I believe fall into a category of being worthy of discussing. Then you have cards like Gitaxian Probe, Hypergenesis, and Chrome Mox which fall firmly out of said discussion as far as Modern is concerned and can probably stay banned on consensus forever and always.

Karn/Lattice is certainly a powerful late game for Tron and I agree that it shouldn’t exist in the format. We already see consistency as the rationale for most bans Ponder, Preordain, Birthing Pod, Green Sun's Zenith. It strikes me as weird that it was not the tutor that got banned but the target. I think that Karn needed the boot. I believe Mattice was doing nothing until that came along.

sergiodelrio on Banlist Open Discussion

2 months ago

Hello fellow Planeswalkers. I made this thread so we can discuss the cards currently on the Modern banlist (SEE BOTTOM OF POST) and look if there may be candidates for unbanning, since it has been a while since something moved off the list.

I'm one of those crazy people that wants to live in a world where Mental Misstep and Gitaxian Probe are legal, but I see how that's not realistic whatsoever, so I won't talk about here. Let's have this discussion to be about REALISTIC, reasonable and safe unbannings.

Here are my candidates:

Deathrite Shaman - With all the easy cheap removal and grave hate in the format plus the general push of power level in the recent years, is this really a big deal anymore? Not even sure Jund wants it anymore. Since this doesn't enable a game winning combo or lockout on the spot, I think it deserves a second chance.

Artifact land cycle ala Ancient Den. So, they even injected another 10 artifact lands - are those even being played much competitively? My gut is this was a probe to see if they indeed could unban the old artifact lands. Artifact removal is much more available these days and the old artifact lands don't even come with indestructible sooo...

Rite of Flame - but Sergio! Fast mana is broken. Yes indeed. But they did ban Simian Spirit Guide and hear my out why Rite of Flame is weaker. SSG does not require you to play or a mountain to activate, Rite does and even costs a mana to begin with. SSG has a secondary feature being a creature and can be cast at a reasonable cost of 3 mana. Rite doesn't have that. Since they took Mox Opal and SSG, I think Rite of Flame might deserve a chance as a weaker substitution.

Please tell me what you think about that and/or show me your argumenst for other unbannings that you can see happening.


Ancient Den

Arcum's Astrolabe

Birthing Pod

Blazing Shoal

Bridge from Below

Chrome Mox

Cloudpost

Dark Depths

Deathrite Shaman

Dig Through Time

Dread Return

Eye of Ugin

Faithless Looting

Field of the Dead

Gitaxian Probe

Glimpse of Nature

Golgari Grave-Troll

Great Furnace

Green Sun's Zenith

Hogaak, Arisen Necropolis

Hypergenesis

Krark-Clan Ironworks

Mental Misstep

Mox Opal

Mycosynth Lattice

Mystic Sanctuary

Oko, Thief of Crowns

Once Upon a Time

Ponder

Preordain

Punishing Fire

Rite of Flame

Seat of the Synod

Second Sunrise

Seething Song

Sensei's Divining Top

Simian Spirit Guide

Skullclamp

Splinter Twin

Summer Bloom

Tibalt's Trickery

Treasure Cruise

Tree of Tales

Umezawa's Jitte

Uro, Titan of Nature's Wrath

Vault of Whispers

tiffanyann on I HAVE TWO DADS...♡ [BUDGET PRIMER][ENABLER]

2 months ago

Necrosis24 love it! But we have to stay janky with the budget so I can throw in Hired Giant (I LOVE HIM), Hypergenesis & Gate to the AEther. Weird Harvest is definitely going in.

Peoyogon Well of Ideas & Horn of Plenty will get slots. I know that Prosperity can go off late game with all the mana available and could be a neat kill spell!

Dads are proud of both of you. ♡

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

3 months ago

VayraTheGatherer Hey, feel free! I posted the deck and primer for a reason! :D For Arcane Artisan, in my own personal experience playing Group Hug Decks, I'm not a huge fan of effects that let my opponents cheat things into play such as Braids, Conjurer Adept, Hypergenesis, or Tempting Wurm. When I used to play these sorts of cards in my Phelddagrif Group Hug deck, what happens is you usually just end up randomly Kingmaking whichever opponent happened to be playing the biggest scariest thing in the hand like an Eldrazi or something. Its never as symmetrical as it seems it should be, you know? That's why I like focusing on card draw for my Group Hugging, you still speed up the game by making sure people hit their land drops and ramp and have action to play, but they still have to put in the work to cast those cards, they don't just get to cheat them for free.

Dimensional Breach feels like an absolutely miserable card to play against, because this will hit every single permanent including lands. Tokens are just gone forever, and players are now forced to slowly get back 1 land or creature or whatever at a time to rebuild their boards. Its like starting the entire game over, and nobody is going to want to sit through that. A much better option I think would be Out of Time, which phases out only creatures as a sort of pseudo-board wipe for a number of turns but then safely returns them all back into play without removing tokens or retriggering any ETB, and most importantly, its ONLY creatures, so no need to replay absolutely everything. Its also why I prefer cards like AEtherize as opposed to Wrath of God because you can be a bit more precise with what to remove, and you're only temporarily bouncing it back to hand to be replayed later, rather than just removing it forever.

Having Hexproof for yourself is nice, but kind of unnecessary I think. Ideally no one should really be targeting you with very many spells since you're far from being the biggest threat at the table. Anything they DO target you with you should most likely have a counterspell for if its a big enough deal, or otherwise if its not actively about to kill you, let it slide. The great thing about Kwain is that we're playing him on Turn 2 every single game, and he should hopefully stick around the whole game, so when we're gaining a life every single turn our life total should be pretty stacked. If there's some sort of infinite damage combo or repeatable trigger that keeps threatening your life total, than that's what we have counterspells and removal for. I like to take a more reactive approach to things, rather than trying to construct an untouchable pillowfort. Its why I don't play Solitary Confinement or Island Sanctuary or Blazing Archon. And if you're worried about burn, cards like Aegis of the Gods or Teyo, the Shieldmage won't actually do much besides eat the first burn spell.

Spiritual Focus is... a weird card. I guess if you want to run it as a metagame decision if someone in your playgroup plays Nath of the Gilt-Leaf, Tinybones, Trinket Thief or some other discard focused deck or a lot of wheels like Nekusar, the Mindrazer. But honestly, with the sheer amount of card draw that this deck will provide the entire table, discard decks are going to have a much harder time keeping up, and they're just going to have a bad time. You'll have enough cards in hand that you won't really care to ditch one or two.

As for Nekusar, the Mindrazer and other similar strategies looking to punish card draw... well that's sort of a sticky situation for us since all of our extra card draw is actively hurting everyone except the Nekusar player and helping them a LOT. This is the sort of matchup you really just want to discuss and avoid in Rule 0 conversations, because someone is going to have a miserable time, and its probably the Nekusar player as every single card they play in their deck is a threat that you simply can't allow to resolve to stick around on the board for more than a turn.

I hope this helps :)

harkness on Codie: Hypergenesis

4 months ago

Hey thanks, yes I ignored the companion part of Jegantha entirely. I'm looking to actually grab the Secret Lair Praetors so that'll be fun. The draw isnt too big of a deal rrally.

The best part playing this is when the table thinks you're running Codie as a spell slinger or say "Oh its like a worse Cascade!" I usually get to convince the blue player to not counter Hypergenesis so they can play their stuff free, aaand then I goad them with Marisi or Geode Rager.

Now I have to make a spell slinger version just to keep them guessing.

brieben on Codie: Hypergenesis

5 months ago

Thanks, harkness, for the upvote and the comment. Jegantha, the Wellspring definitely looks like a good fit. I may have to make room for it in my list. I would ignore the Companion portion and just play it as a regular card, but it also has the possibility of being an alternate commander, which always makes me happy (even if I don't play with it as a commander much I like having the option - the more variety the better). I also like your budget-friendly replacements for the praetors. We could obviously make the deck better by adding all of the most powerful creatures in the game (usually also the most expensive), but it takes a different kind of skill to build decks on a budget. I like your mentality!

As for draw, at least on paper the deck appears to have a good amount of draw options to me. I count 11 cards in the current list that have the potential to net you cards, not including Fierce Empath or Sultai Charm (which don't technically net you cards but do improve the value of the cards you keep). The rule of thumb I try to follow is to have 10-12 draw spells in the deck so it's right there. And I do think it's very valuable to have plenty of draw after your Hypergenesis turn as it usually leaves you with an empty or near-empty hand and you want to be able to recover from potential board wipes.

That said, you're right that most of the card draw is in the form of creatures or enchantments that come down after Hypergenesis . And it would obviously be ideal to draw before your Hypergenesis turn to make sure you have a hand full of threats to lay down. So I did a search for all 3-mana sorceries and instants that draw two or more cards. The best options, in my opinion, are the following: Abzan Charm , Esper Charm , Field Research , Ingenious Mastery , Probe , and Read the Bones . You could also try Fiery Gambit if you have good luck with coin flips (not a card I would want but I imagine some folks would find it fun, and it would be fantastic every time you actually pull it off).

It might be worth it to swap some of the other instants and sorceries for these, so I will definitely consider it myself. I already have one similar card in the list with Dismantling Blow so I'm not sure how many more I would want or which cards I would want to take out. I believe with these cards you would get to draw the cards first and then do Codie's ability to find and play Hypergenesis, but hopefully someone can correct me if I'm wrong. Of course, this also has the potential downside of drawing Hypergenesis and then not being able to find it, which gives me pause. So I'm not sure if it's worth it or not, but it's at least worth considering and testing!

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