Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
I got my playset of Donate, how about you?
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Yah if anyone wants to make trix work in the year of our lord 2024, this could be a great add.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
https://media.mtgsalvation.com/attac...4964415807.jpg
Pretty fun and I think an extremely easy condition to meet. Is it worth the trouble? Probably not.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
http://mythicspoiler.com/otj/cards/h...erofmisery.jpg
This seems alright. Either it's uncounterable pinpoint removal or a fat body with a sweeper attached.
Edit: It also plays well into the Scam angle due to self-discard, although it requires a target for that first.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Regarding Collector's Cage, I could see D&T getting 1,2 & 3 power quite easily, but they're not really the deck that would hideaway anything devastating like an Emrakul.
It's an odd middle ground, not sure what a home for it would look like.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Quote:
Originally Posted by
PirateKing
Regarding Collector's Cage, I could see D&T getting 1,2 & 3 power quite easily, but they're not really the deck that would hideaway anything devastating like an Emrakul.
It's an odd middle ground, not sure what a home for it would look like.
It seems like intentional design to avoid unfair decks using it. Unfair decks can't satisfy the condition. Fair decks can easily but can't do impressive things with Hideaway.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Tell that to my friend: bestial menace
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Sounds like a fair deck. Or under-fair deck.
Sadly unfair decks can't satisfy the condition.
The new Jitte looks good at helping big Constructs avoid blockers, or helping dorks become better attackers.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Only 1 counter on new Jitte kind of kills it for me.
The idea of untapping an Urza's Saga to make more constructs was just satisfied with Pip-Boy 3000 which also is found off Saga, untaps one more land compared to Jitte, doesn't even need to connect to do the thing, and in testing wasn't ever useful enough to warrant it's space in the deck.
So for half price you get a half good Jitte. Which, mind you, has already been essentially pushed out of the format.
A lot of this set has been cards that would have been format staples something like 10 years ago, but as printed in 2023, they're underwhelming.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Quote:
Originally Posted by
PirateKing
Only 1 counter on new Jitte kind of kills it for me.
The idea of untapping an Urza's Saga to make more constructs was just satisfied with
Pip-Boy 3000 which also is found off Saga, untaps one more land compared to Jitte, doesn't even need to connect to do the thing, and in testing wasn't ever useful enough to warrant it's space in the deck.
Big difference to Pip-Boy is that you can time the new Jitte for ramping. Untapping lands during combat does you little good most of the time (e.g. when untapping a Sol Land + active Urza's Saga), while e.g. tapping and then untapping an Ancient Tomb allows you to make bigger plays in your second main phase.
https://pbs.twimg.com/media/GKUOgC3X...png&name=small
Are there any deck that would pick this up for utility?
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Quote:
Originally Posted by
Barook
Big difference to Pip-Boy is that you can time the new Jitte for ramping. Untapping lands during combat does you little good most of the time (e.g. when untapping a Sol Land + active Urza's Saga), while e.g. tapping and then untapping an Ancient Tomb allows you to make bigger plays in your second main phase.
https://pbs.twimg.com/media/GKUOgC3X...png&name=small
Are there any deck that would pick this up for utility?
Given that you need to hit with it first, I would think there are better alternatives like the new Greaves.
https://mythicspoiler.com/otj/cards/...ofthestorm.jpghttps://mythicspoiler.com/otj/cards/rumbleweed.jpg
Any potential for these?
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Brainstorm/Ponder, Daze, Force of Will/Lórien Revealed
Making him cost 2RW is pretty easy, not seeing many Force of Negations played outside of 1-ofs in certain lists. Anybody know of CMC 3s & 4s that, you know, don't require 3 & 4 mana to play?
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Quote:
Originally Posted by
PirateKing
Brainstorm/Ponder, Daze, Force of Will/Lórien Revealed
Making him cost 2RW is pretty easy, not seeing many Force of Negations played outside of 1-ofs in certain lists. Anybody know of CMC 3s & 4s that, you know, don't require 3 & 4 mana to play?
Wear//Tear, Fire/Ice, Rift Bolt, Dismember and Firey Temper come to mind, but it seems like you'd be better off playing Monastery Mentor most of the time.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
The problem with him is that he is substantially worse than murktide and has dissynergy with it.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
https://mythicspoiler.com/otj/cards/...aleruption.jpg
A storm payoff that only requires a storm count of like 3.
And if you just make 3 dragons and try again next turn (and fizzle) the prowess might kill the op anyways
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Yeah, along the theme of other cards, it's an upgrade for past Legacy (Ethereal Forager, Young Pyromancer, Sprite Dragon) but underpowered for this format.
It's easy enough to enable with DRC (Fire // Ice, Snuff Out, Force of Negation, Mystical Dispute, Dismember have all seen play in Delver), but why not jam the 4th copy of Murktide instead?
UWr and 4c control might have an easier time either paying 2UR or finding the 4th cmc (Force of Negation, Terminus, Supreme Verdict, Wear//Tear, etc) but they could just play Mentor (and don't).
Maybe Rhinos could play it as flying Rhinos 5-8??
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Multiple instances of Storm stack, right? Seems like a card for Ruby Storm or whatever the current Birgi deck is.
Re: [OTJ] Outlaws of Thunder Junction - because Hearthstone and Magic just mirror the
Seems funny to play right before Galvanic Relay (double draw) or Bonus Round (maybe win-more) or whatever version of Jeska's Will they now play (do you have to choose the same mode for each storm copy)?
Other storm decks probably can't use it because their payoffs are too high cmc to chain after this (except Gaea's Will, but that isn't cast directly). ANT could 8xBrainstorm, which is fun, but at that mana they can just tutor into Ad Naus.
Edit: with Bowmasters/Sheoldred in play, dump ritual mana into Spellslinger then play LED + Echo of Eons as "0-mana draw 35". That might be one of the lowest cmc payoffs (needs 0 mana after Spellslinger) but also the silliest.