That's gonna make for some silly Death's Shadow interaction in Modern.
Printable View
I think he's playable along that new land that filters two mana for a dumb chandra or something.
Also: He's in infinite combo alongside my other favorite four-mana combo piece Volcano Hellion
Single Combat 3WW
Sorcery
Each player chooses one creature OR planeswalker, then sacrifices the rest.
Nobody can cast creatures or planeswalkers until the end of your next turn.
That's ALMOST really good, because it would mostly wipe the board and stop them from reloading while you're tapped out, but then you can't reload on your next turn either just kinda kills it.
Sort of, yeah, so lets say you are at 1, a Shadow in your 'Yard. You play Sorin, -1, get back a Shadow. The issue is, if the Shadow hits anything, all your Shadows die, you know, the StP effect. I mean, it gets you back "a single use" Shadow, the the expense of then making any subsequent Shadow literally dead until you can lower your life total.
I mean, there is a way this wouldn't be terrible. But even just saying that kind of proves how "not generally great" the interaction is, of course.
Ugin is still unconfrimed but the rumor mill on MTGsally has it as the following so far:
6 mana 4 loyalty
Colourless spell you cast cost 2 less to cast
+1: create a 2/2 spirit. Exile top card of your library face down, you may look at it. When the spirit leaves the battlefield, put the exile card into your hand.
-3: destroy target permanent thats one or more colours
-- Funny thought is that it makes Karn-Lattice Lock 6 mana total, so you can definitely just cast Ugin, kill a problematic permenant than Karn-Lock the next turn. Again, this is all provided that the card spoils as currently written.
Yeah, I mean, I can think of a whole bunch of things that win the game pretty quick if you can resolve 6 mana spells at whim...
Turns out, if your opponent is a gold-fish and you draw perfectly, there are numerous powerful things you can do and with impunity!
:eek:
Jeez, I know it's a lot of mana, but I am assuming any deck that can generate 6 colorless by turn 4 pretty easily will opt to play Karn. Ugin, as rumored, is also a decent card for such decks to consider as it makes the rest of their cards cheaper (since such decks will most likely be artifact heavy) and it can vindicate when it enters the battlefield. Assuming that decks that will run Karn might also slot in New Ugin to try, I was just mentioning that New Ugin in such a deck does carry the extra threat that if it survives the turn could lead to a Karn-Lock the very next turn.
Eldrazi Post's whole game plan is having 6+ colorless mana at all times. Being able to win once you hit 6 instead of having to wait to 8 to an eye of ugin that doesn't get wastelanded is a huge boon. You could build a real mud prision deck with stuff like this that now includes an actual hard lock that also can win the game.
Yeah, I get that, it's all likely playable and somewhat better than what is available now, but likely doesn't solve any of the "inherent problems" with the strategy in general. Which isn't really "how to hammer lock a game once you have a ton of mana?" The problem more usually is something of "how to be consistent enough to get X+ mana and resolve your key spells?"
Just upgrading threats doesn't always push something over the top if there is already fundamental issues with how you get to the point of being able to resolve those threats.
But you are actually arguing in favor of my point with that example. UB Reanimator and Show and Tell were already pretty consistent, foundationally, due to the cantrip-based nature, so they just really needed the right pay-off/finisher. Is it you thought that big mana decks are in the position? I'm not seeing it that way, really. Better finishers will make things somewhat better, but they don't answer inherent problem(s) of the strategy itself.
Big Eldrazi is already a pretty good deck. It might not be getting played enough right now to make huge waves, but it is certainly a powerful strategy.
Printing more powerful cards that are lower down on the curve is most definitely an improvement for the archetype. If the deck can trim back on mana rocks to run more business spells because they cost less, and because they cost less they can deploy them faster, it most certainly does help fix some of the issues that they had.
The old new (4cc) Karn was a big step in the right direction. Another 4 mana Karn and a new 6 mana Ugin are great new tools for that archetype. Not every list may want all of them maindeck, or even in the 75, but these new cards are still a net positive for them.
Well, if that's the case, then that is the case. We'll have to see really. Cutting back on mana rocks could be a "win" or it could lead to increased variance, hard to say, even if you are aiming at lower CMC's overall.
While moving to non-Creature spells that are arguably more powerful could be an upgrade, there are going to be trade-offs there. So, it isn't exactly a lead-pipe lock that this makes the strategy vastly better than it was before. Although it seems reasonable to surmise it might make it somewhat better than before. As always, the meta will decide it.
In a vacuum, of course the lock seems great. In actual practice, we'll see how well existing things like K. Command and Ass Trophy could plausibly work against it, along with other things (like how D&T fights new Karn if he sees a lot of play).
Not every Big Eldrazi variation is going to want these cards; some builds may not use any of them. That doesn't mean that they won't still benefit from the new tools indirectly.
New Karn is more than just a lock with Lattice. It's also able to tutor for answers to help deal with problematic matchups or situations. To be able to tutor for Trinisphere against Storm or Ensnaring Bridge against Depths is still a great boon. Sure this may be too slow sometimes, but there will definitely be times where it solves the problem. There are a great deal of useful artifacts, from Walking Ballista and Wurmcoil Engine, to Sorcerous Spyglass and Tormod's Crypt. It even makes a Helm/Leyline plan more feasible.
New Ugin seems like a great way to ramp into bigger costed spells like old Ugin and Ulamog while providing tremendous benefit with its other abilities.
I guess time will tell what impact these new cards will have. It is an exciting time to be a brewer, if nothing else.
As someone who plays Eldrazi Post variants almost exclusively in Legacy (on MTGO and in paper tournaments), I definitely vouch for this statement. The deck is solidly in the middle of the tier 2 decks and the one thing really holding it back from breaking through into the higher tier is the lack of mid-game options that cost less mana. The top-end pieces were always powerful but the deck is really going to benefit from more 4 and 6 mana powerful additions.
I'm just hoping that after this Infinity W... "War of the Spark" that they're finally done beating the dead horse that is the Grixis-Dragon-Walker-God-Thing.
Yeah it will be really hard to top this in terms of excitement if Bolas is still the villain.
I expect we will see Garruk come back into the story somehow and we get something more character-driven
Otherwise there will be a return to the Yawgmoth/Urza/Phyrexia ideas most likely
I've been saying it since Amonkhet. This is all set-up for an Alien vs. Predator showdown between Bolas and the New Phyrexians.
You all missed the foreshadowing on Ixilan:
Nicol Bolas wins, and his greed makes him say he's leader of all guilds.
Jace, as living guildpact, therefore can pass a law that says Bolas loses.
Bolas is obligated to obey, multiverse saved. I'll get you next time, gatewatch!
Chances are that Niv Mizzet Reborn has absorbed the Guildpact (maybe became the new living one?) and is going to slap Bolas shit.
The good news is that regardless of where the story is so far, the survivors are TOTALLY gonna go back to the Sarpadian Empires next! Right?
Right?
*cries into hands*
http://mythicspoiler.com/war/cards/mayhemdevil.jpg
This one seems very interesting, despite being 3 mana. Works well with treasures (Standard-relevant, for those who care), punishing opposing fetches/Wastelands and turning your own copies into pingers alike, and buffs sacrifice effects of your own, like Liliana Ultimate or Cataclysm.
Isn't that also Anti-Emrakul tech to deal the last few points of damage?
http://mythicspoiler.com/war/cards/t...edadvokist.jpg
Decent flying body for its cost, but 3 toughness makes it unfetchable with Recruiter. Protection from Wasteland is kinda good (especially with Vial and Karakas in play). Land GY hate is really niche, aka Loam.
No, (opponent's) Dark Depths can't be the target of spells and abilities, so they couldn't copy it with Thespian's Stage or remove counters with Vampire Hexmage.
Misread your post to think you were saying the opposite, my bad.
This reads like a Lands version of Grafdigger's Cage and hoses unfair lands like cage hoses unfair creatures.