Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
I would argue that it would likely be good, but not too good, at least by legacy standards. Giving Modern another way to enable a t1 Chalice alongside Simian Spirit Guide would make that strategy become much more prominent. Given the efficiency of that format due to a lack of Force of Will, Daze, Wasteland, and Chalice (as a widespread strategy) it would make the format ripe for the picking.
Red I think will be something like a Shock (edit: only to players) effect. Two damage for free is good, but on a 4 mana creature that wouldn't really enable burn a whole lot more than a late game beater I think it would be fine. I don't think it would hit creatures either. Free mana is likely too good for modern, not good enough for standard, possibly good enough for Legacy. I think the activated ability will be R, tap: deal 2 damage to target creature or player. Will have haste.
White I think will be a soldier token and an activated ability to add tokens for like 2 mana. 1W: make a soldier token, essentially Mobilization on a creature. Will have vigilance
Black I think will be a Raven's Crime, which would be very cool. Activated ability would be B, discard a card: opponent discards a card. Will have menace.
Green will be a land ability I think, like put a basic land from your hand into play tapped. Activated ability will be Tap: put a land into play tapped. Other green abilities seem super weak as a t1 freebie, like granting trample. Will have trample.
Those are my initial ideas for what they could be. I don't think any of them will be anywhere near as good, but the blue one surprised me by how good it is. Maybe the others won't be a disappointing lot.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Megadeus
Let's play made up card discussion. Let's say they're all 4 Mana dudes. Any thoughts of what the other colors could possibly be? If the red one creates a red Mana like the old green chancellor would that be too good for Red Stompy?
Red is strong enough as is to get more mana acceleration, maybe it should ping for 1 damage to any target when you reveal it. Red already has a modern legal Spirit Guide, green doesn’t.
The green one should be 3G 4/4 Beast that makes a G when you reveal it in your opening hand. Enables Goreclaw Stompy, Food Chain, Mono Green Devotion, Mono Green Ramp, Turbo Eldrazi, Enchantress and Nic Fit without overpowering Elves. Same reason I want a Green Blood Moon.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Captain Hammer
Red is strong enough as is to get more mana acceleration, maybe it should ping for 1 damage to any target when you reveal it. Red already has a modern legal Spirit Guide, green doesn’t.
The green one should be 3G 4/4 Beast that makes a G when you reveal it in your opening hand. Enables Goreclaw Stompy, Food Chain, Mono Green Devotion, Mono Green Ramp, Turbo Eldrazi, Enchantress and Nic Fit without overpowering Elves. Same reason I want a Green Blood Moon.
That ping will be to the player 100% of the time out of the opening hand. If you're on the play your opponent won't have had a chance to play a creature, if you're on the draw they won't play a Birds because you reveal it before the game starts. Getting only 1 damage to a player is underpowered, even by current card design trends. I also think that it won't hit creatures; one way they have trended is to make damage only hit players as a way to 'appropriately' apply the right power level. Look at Fanatic of Mogis compared to Flametongue Kavu.
Can we talk about Drill Bit? I love the flavor, death metal gore at it's best (Brain Drill anyone?) and it's a conditional Thoughtseize that only needs opponents to fetch, get burnt, or get combat damage. Nerd-meter: pair this with Honden of Infinite Rage, Blightning, Waste Not.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Lemnear
How high is the probability that these Scrys leave you without Brainstorm or FoW to shuffle/pitch these Air Elementals?
As i see it, these cards trade a virtual handcard for a T0 Scry 3 while also acting as pitch and lategame beater. If you ever found yourself mulling for FoWs or SB cards in postboard games, this card is a very legit way of increasing your odds to start a game with these outs.
You still never want more than 1 in your opening hand. The scry gets worse AND its a dead card if your not playing some aggro. Not really convinced to play it in combo just as FoW fodder and "sligthly increase your odds" especially as a 4 off.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
HdH_Cthulhu
You still never want more than 1 in your opening hand. The scry gets worse AND its a dead card if your not playing some aggro. Not really convinced to play it in combo just as FoW fodder and "sligthly increase your odds" especially as a 4 off.
My double-Force winning hands with All Spells beg to differ, though I see your point in a more general context.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Domri is actually pretty good for decks that don't run blue.
Its a (small) step toward a decent midrange non blue deck, which is good.
Punishing maverik could make use of him, haste on kotr and stoneforge is quite good, against control decks it makes every creature a decent threat while gaining loyalty, and if you can reliably get the two pieces with the minus you get instant value from casting it
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Winged salamander
U
Creature - salamander drake
Flying
7U: adapt 4. this ability costs one less for each instant and sorcery card in your graveyard.
1/1
So this is a 5/5 for U and 7 - (numbers of instant and sorceries in your graveyard).
It looks like a very strong card to go along delver... and fueled by the blue shell...
Do we have to fear a blue tempo winter in legacy?
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Tylert
Do we have to fear a blue tempo winter in legacy?
It's been winter for oh, 'bout as long as I can remember....
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Since it also costs 8 mana and has the same cost reduction mechanic, it should be about as easy (or a bit easier) than Bedlam Reveler to activate. Should definitely be playable, considering it's a Flying Men at worst. And a 5/5 absolutely dominates the air including angels, considering nobody plays Tombstalker anymore and only Griselbrand/Emrakul are the other flyers that see widespread play which can beat it. Activating it in multiples is also going to be very ugly.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Dies to push, decay, reb, bolt on activation, so it should be weaker than angler.
Still a pretty legit card
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Barook
Since it also costs 8 mana and has the same cost reduction mechanic, it should be about as easy (or a bit easier) than Bedlam Reveler to activate. Should definitely be playable, considering it's a Flying Men at worst. And a 5/5 absolutely dominates the air including angels, considering nobody plays Tombstalker anymore and only Griselbrand/Emrakul are the other flyers that see widespread play which can beat it. Activating it in multiples is also going to be very ugly.
The reveler comparison is an interesting way of evaluating the card that I hadn't considered, I don't know if that's entirely appropriate though because reveler is much more of a midrange/grindy creature rather than a tempo one. In a Reveler deck playing out your 3rd, 4th, 5th land to help with the expensive manacost is going to be far more tolerable than doing the same thing in a Delver strategy, and in a midrange deck you're more willing to have a card-advantage payoff come online later rather than in a tempo deck where you want aggressive creatures to come online quickly. (Because the Salamander is certainly slower to be a 5/5 attacker than Angler)
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
Dies to push, decay, reb, bolt on activation, so it should be weaker than angler.
Still a pretty legit card
It's a ton better than delver in the later stages of the game. Getting a 5/5 flyer for UU is pretty good. Once 'threshold' is achieved to activate this an extra U plays around Bolts and KCommand. I mean, it's also blue, so it shouldn't be hard to, I don't know, counter the occasional removal spell? Decay is still an issue, but having Delvers 5+ is still going to be strong.
Imagine this card with Probe in the formats; I think it would push blue tempo to absurd levels. I can easily seeing an uptick in Thought Scour use alongside this card, at least in modern. We're basically getting upgraded threshold threats, which is not necessarily a bad thing but definitely pushing the envelope for that strategy.
I want to do this with mono-blue tempo, I think there are enough legitimate threats to make it work now.
4x Delver of Secrets
4x Winged Salamander
4x Cryptic Serpent
2x Snapcaster Mage
4x Brainstorm
4x Thought Scour
2x Ponder
4x Daze
4x Force of Will
4x Stifle
2x Spell Pierce
4x Vapor Snag
4x Wasteland
4x Flooded Strand
2x Polluted Delta
2x Scalding Tarn
6x Island
Cryptic Serpent is the Gurmag in blue, and I think legitimate with Thought Scour. Snapcaster with Thought Scour is alreayd a known quantity, something that is decent if a little big random. I know that this makes it somewhat weak to graveyard hate, especially Rest in Peace, but there doesn't seem to be much need for Gurmag or Fatal Push when you already have 5/5's and 6/5's for U or UU, tempo removal for U that also accelerates damage slightly, and tons of ways to refill the graveyard if other forms of hate occur like Tormod's Crypt or Relic of Progenitus. Sideboard has some decent options like Echoing Truth, Wipe Away, Ratchet Bomb, Dismember, Sower of Temptation, maybe 1-2 Jaces for grindier matchups.
I really think this might be what pushes mono-blue Delver into playable territory. I would love to throw down some Thought Scours at opponents after a mulligan, after the new sexy Sphinx is revealed, after brainstorming Terminus to the top...I genuinely think this will be good.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Mr. Safety
It's a ton better than delver in the later stages of the game. Getting a 5/5 flyer for UU is pretty good. Once 'threshold' is achieved to activate this an extra U plays around Bolts and KCommand. I mean, it's also blue, so it shouldn't be hard to, I don't know, counter the occasional removal spell? Decay is still an issue, but having Delvers 5+ is still going to be strong.
Imagine this card with Probe in the formats; I think it would push blue tempo to absurd levels. I can easily seeing an uptick in
Thought Scour use alongside this card, at least in modern. We're basically getting upgraded threshold threats, which is not necessarily a bad thing but definitely pushing the envelope for that strategy.
...
I really think this might be what pushes mono-blue Delver into playable territory. I would love to throw down some Thought Scours at opponents after a mulligan, after the new sexy Sphinx is revealed, after brainstorming Terminus to the top...I genuinely think this will be good.
In a deck of that kind i think it's not too absurd to go full ham and run Mental Note alongside scour
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
In a deck of that kind i think it's not too absurd to go full ham and run
Mental Note alongside scour
Snapcaster and Unearth/Reanimate should go very well with Scour/Note strategy, too. Although too much GY reliance makes the potential deck weak to GY hate.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
Dies to push, decay, reb, bolt on activation, so it should be weaker than angler.
Still a pretty legit card
Fun fact: You can Adapt again in response to the bolt that was in response to the Original Adapt
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
Domri is actually pretty good for decks that don't run blue. ...
Do you play him before Xenagos, The Reveler in that kind of deck?
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Makes you wonder how good Quiet Speculation becomes with this. T3 Quiet Speculation into tripple Therapy with a T2 Pyromancer sounds like fun. Or Speculation for Faithless Lootings to get your discard engine going to power out Bedlam Revelers. Maybe even Phoenix could fit such a deck, who knows.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Mr. Safety
Deck
Hmm aside from FoW and snapcaster this deck seems very cheap. If you cut some stifles and play just basic you could make THE budget deck!
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
In a deck of that kind i think it's not too absurd to go full ham and run
Mental Note alongside scour
Maybe. I'll try the full set of Thought Scour first and see where it takes me. I wonder if I would be milling too many cards I actually want to draw. I know Scour super-powers Ponder and Brainstorm, making them work even better.
I also agree with Barook, where too many graveyard synergies makes it soft to hate.