Worn Powerstone

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Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Worn Powerstone


Worn Powerstone enters the battlefield tapped.

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shadow63 on Blue Control

3 months ago

You only have 3 cards that ramp you You should have 10-12 pieces of ramp. I'd cut Brainstorm Index and Run Away Together for Mind Stone Arcane Signet and Fellwar Stone some more ramp options are Worn Powerstone Commander's Sphere and Thought Vessel I personally like Bonder's Ornament

DreadKhan on The Quackening

5 months ago

I have a Quest for Ula's Temple deck which does some similar things, I liked Dreamscape Artist because it can reshuffle your library as needed, incase you don't have a relevant creature to work with on top. It's technically only 1 mana and a card to Harrow (you get back 2 untapped lands, so it can also helping mana fixing) Blue, and I could be wrong but I think your Commander wants the odd Discard outlet too. A worse (but still potentially useful) piece of Blue ramp is Apprentice Wizard, it's not as good as Dreamscape, it's like Worn Powerstone, which is a good rock if you want bigger ramp to potentially cast a big creature a bit sooner. Thran Dynamo and Gilded Lotus are big ramp rocks with decent ratios. Urborg, Tomb of Yawgmoth and Cabal Coffers are pretty good together, if you have a lot of devotion to a colour Nykthos, Shrine to Nyx can help, Deserted Temple can untap any land that makes extra mana. Less rampy and more of a big Scry effect, Soothsaying is a neat card if you care about your deck order. Scroll Rack is better but costs more.

Just a general idea, you might throw in things like Reconnaissance Mission, Bident of Thassa, and Coastal Piracy along with some Unblockable or Shadow creatures (Thalakos and Dauthi are the Blue and Black tribes). You can also throw in stuff like Sword of the Animist, Dowsing Dagger  Flip, Prying Blade, Goldvein Pick, Grim Hireling, and any other attack payoffs you can find to generate more value over time. I understand you want a sea-monster theme, but you might want a way to draw some cards/get in some chip damage to soften people up. The only drawback to Shadows is that they can't chump block. If you really want your evasive creatures to be able to chump, there are some small flyers like Spectral Sailor and Thousand-Faced Shadow that have other upsides, these are risk free but are way less evasive than Shadows.

On that note, if you're worried about getting attacked you might look at Propaganda, War Tax, Flood, and Fatespinner are all great ways to make you hard to attack. Mass Diminish, Polymorphist's Jest, Sudden Spoiling, AEtherize, Aetherspouts are all great cards for people to fear.

Callous Oppressor is a funny repeatable theft effect, Ritual of the Machine and Helm of Possession can both steal stuff and are great with tokens, Thieving Skydiver can steal an artifact creature fwiw, Sower of Temptation is a so-so theft effect that shines bright if you can flicker or bounce it, Thalakos Deceiver is probably way better since he permanently steals whatever and can be reanimated, Inevitable Betrayal and Bribery are both pretty sweet.

The biggest (and perhaps best) theft effects are Mass Manipulation and Cultural Exchange, exchange requires bodies but can also be used aggressively to just ruin two players' boards.

Inkwell Leviathan, Lochmere Serpent, Spawning Kraken, Stormtide Leviathan, and Wrexial, the Risen Deep are some relevant creatures I use, some are better than others but there is nothing as bad as Sea Serpent or Bog Serpent, both cards I love but don't use.

If you like Whelming Wave, you might like Spectral Deluge as well.

Hope some of this helps, Big Dimir is a fun deck!

DreadKhan on Rune-Scarred Demon or Sidisi, Undead …

6 months ago

In part I think 7 was always 'too much', people just didn't notice how often the card left you screwed because other people were also screwed more often because the average player's heuristics are wildly better than they were 5 years ago, in addition to our pool of cards being much better stocked with pushed cards. 10 years ago most of the best cards were on the Reserved List (maybe even more than most), most of the Reserved list has better options now, meaning that for even the best decks, most of us are playing way more (potentially) Modern legal cards than we did. Combine most people being better at deckbuilding/playing and having access to better cards and we can expect to see cards like Rune-Scarred Demon plummet in play.

As a rough rule of thumb, to hit 7 mana a turn early, you need enough lands to not miss your drops and enough ramp that you actually have it to cast. If you want to see 1 piece of ramp reasonably early (by turn 3) most games you should run ~10 pieces, and to hit 6 land drops you'd need to play ~45 lands. If you are fine spending two turns ramping before casting you can run even more ramp and shave a few lands, but if you shave more than 5 you won't hit your 5th land drop very reliably. For the record, to hit your 4th land drop for Sidisi, you only need ~34 lands and 10 ramp effects, that sounds a lot like a deck people actually build!

If you run Demonic Tutor (which I consider the best tutor, since it puts the card into hand immediately and isn't card disadvantage, ymmv), you only need to hit 1B to cast it, meaning you can cast it turn 1 in competitive metas, and in non-competitive metas you can cast it turn 2 pretty often, if you even want the option to play your Rune-Scarred you're looking at turn 5 in a deck that's probably got too much ramp, and turn 6 for a deck that's still high in ramp while running more lands than most people run in Lands Matter decks. Note, if you're running a Demonic Tutor in a hypothetical deck that runs lots of lands, by the time you can literally cast the Rune-Scarred you could probably cast both Demonic Tutor and whatever it tutored up.

In conclusion I think the numbers were never very kind to Rune-Scarred, you need to build a weird deck that's using weird ramp sources for a card that clunky to make sense, stuff like weird Storage lands from FE and MM, which most people openly laugh at afaik, I suppose you might run lots of weird ramp that ramps you more than 1 pip, Worn Powerstone and Thran Dynamo coming out on curve will get the casting done sooner, but those are the only cards I can think of that make it reasonable to cast the Demon early or to cast it later and still have mana to cast something else.

NV_1980 on Decepticons and Necrons and Phyrexians, Oh My!

7 months ago

Not sure what kind of feedback you're looking for here, so I'll just wing it. To me, in its current form the deck seems a bit slow and very, very mana-hungry. You've added some ramp and draw, but after play-testing 5 times I couldn't do much (other than summon Megatron, which the deck allows for pretty consistently by turn 4) until turn 6-7.

You could increase your speed somewhat by maybe adding some more effective rocks (Mana Vault, the talismans, Worn Powerstone, Thran Dynamo) or maybe some options to generate Treasure tokens.

DemonDragonJ on Will Worn Powerstone and Fractured …

8 months ago

Now that "powerstone" is an artifact subtype, I wonder if Worn Powerstone and Fractured Powerstone shall be given that type, since they have the word "powerstone" in their names.

What does everyone else say about this? Will Worn Powerstone and Fractured Powerstone be given the powerstone subtype? What about Powerstone Shard?

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