I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
All the Ascendancy enchantments are templated as:
First Ability: Faction-related bonus for your creatures
Second Ability: Ability that helps compensate for the faction's weakness
Mardu Ascendancy fits this model since it rewards you for attacking (first ability) and helps you avoid being blown about by good blocks or cheap, damage-based sweepers (second ability). Abzan Ascendancy turns on its faction's +1/+1 counters matter cards (first ability) and lets you weather early aggression without losing all your outlast guys before they can get big (second ability). Temur Ascendancy lets your big guys and aggressive medium-sized guys get into the fray faster (first ability) and helps you find more big guys so that you don't get shut down by removal for your big 4+ power enablers (second ability).
Hilarious with Spirit Bonds in Standard - it could also make for an interesting Zombardment variant where instead of using Goblin Bombardment, you use something like Viscera Seer which now reads " : Scry 1. Put 2 1/1 white Spirit creature tokens with flying onto the battlefield."
Current opinion on Khans of Tarkir:
A lot of really bad cards, with few good... And yes, since we have weird color combinations we had to pack old fetchlands, not mentioning the money grab...
Anyway... I have found this:
https://www.youtube.com/watch?v=NO9lReN7HzI
Its mongolian folk metal. I will torture with it anyone who will mention this expansion (maybe whole block) to me in a manner that "it was good set". :D
Edit:
As I am primarily playing monocolored decks, I wont find here much for me, anyways, but even monocolor cards look weird to me.
...the advance of computerisation, however, has not yet wiped out nations and ethnic groups...
Well, here is the reason why its a good set. Reprint of Polluted Delta, finally able to buy a playset of Onslaught for a reasonable price, LOL.
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We can all agree that the theme of third set in the block will be "Creatures that cost colored but are not colored because Ugin"
-Magic: the Gathering L1 Judge-
My Legacy Decks of choice: Pox, Miracles, D&T or Lands.
Online Trading Reference Checker
1cc - Instant
Destroy all colorless creatures.
This would also solve Vintage's problem with MUD ;D
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I am going to be VERY disappointed if they don't print a "City Wall" card.
Sooooooo sad.
I'm still waiting for them to print another Kobold.
Something like this
Kobold of Khan Keep - 0
Creature - Kobold
This card is red.
Morph 4
0/1
Power creep!
I think Ankle Shanker fucking sucks y'all.
I don't know why any Goblin deck would want to gain advantage via first strike and deathtouch in the first place - if you're vying for board position, don't you actually just want removal? If it's the difference between swinging for the win or not, the only thing you're doing is forcing a bunch of blocks.
Plus there are two too many colors on that guy. I know Goblins has had limited success in splashing for colors lately and that Cavern of Souls is a real thing, but going three-color seems nuts to me. There aren't that many Goblin-relevant tricks in those colors, and we all know what happens to Goblins when the synergy between Matron, Lackey, and Ringleader is undermined by putting non-Goblin junk in the deck. So unless there is a huge influx of Goblins that do stuff in this block (which would be weird considering their big hubbub around bringings Orcs back) I would personally want to see more compelling reasons to add to Gobs.
But.. But...
You can swing with the Biter and blow stuff up with Siege Gang Commander like it's fucking Christmas.
Now i'll crawl back into my basement.
-Magic: the Gathering L1 Judge-
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