Re: Magic: The Gathering
Agreed, it's a neat trick that's definitely worth a slot in the deck but more than 1 would be dicey - I'd run 2 at the very most (unless you have some kind of tutor) just to keep your opponents on their toes and surprise the crap out of them when it hits - it's WAY more playable than the quad black one (which is amazing but even with Delve it's pricey).
Speaking of Delve, I'm somewhat surprised this card doesn't have it - but that would probably push the card over the top into ban-worthy territory.
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Re: Magic: The Gathering
^ That's likely the most interesting MtG card I've seen in the past few sets.
I don't think you'd main deck more than 1 (because it's kinda worthless against super-aggressive decks and heavy control decks), but this is the sort of card that mid-tempo decks and some combo decks fear most.
Icemage
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Re: Magic: The Gathering
More (Potential) Table Flips:

Standard viable? Possibly, given the format is slowing down. Has serious potential for evil in Modern or EDH.
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Re: Magic: The Gathering
Absolutely not implausible, but unless you're going to fill your deck with fetchlands, you're going to need a tiny bit of luck to get 3 of the right ones by turn 3 (bearing in mind you've only drawn into 9-10 cards at that point, 1 of which will be assumed to be Mantis Rider in this scenario). 3 lands, different (potential) colors out of 8-9 cards doesn't seem like a consistent scenario to me. Possible? Yes. Likely? Maybe. You can only run 4 each of City of Brass + Mystic Monastery, so you need a bit of luck to get that 3rd color even with fetchlands in the mix (because you might just draw basics). Not a "lot" of luck, but "some", and that's assuming you want to run City + a tapland.Originally posted by Yellow Mage View PostPerhaps, but maybe not by a lot. Shocklands may be going out (another design faux pas--rotating out of one multicolored set and into another), but that doesn't change the fact that Fetchlands are still coming back in. Plus there's the better City of Brass from Journey Into Nyx. Something like T1 Flooded Strand into Plains, T2 Mountain, T3 Mana Confluence isn't all that implausible.
There's still a fair amount of super aggressive cards in the format, though the general lack of quality 1-drops is definitely a concern.That being said, I do not expect aggro to be at all viable in the upcoming Standard. Go big and/or go home.
Wizards has to be careful that the format doesn't become flooded with 4 or 5-color variants. What you say above is almost as true for a 5 color deck that just splashes a couple of colors as it is for a 3-color deck.
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Actually now that I think of it, one of the scariest new cards might be Sagu Mauler. You can sneak it onto the table as a morph for 3, then morph it (with no chance for opponent to respond because morph doesn't use the stack) into a 6/6 trample hexproof for 3UG, which will negate any spells or effects that your opponent was going to use to nail that pesky "2/2"...
Icemage
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Re: Magic: The Gathering
Perhaps, but maybe not by a lot. Shocklands may be going out (another design faux pas--rotating out of one multicolored set and into another), but that doesn't change the fact that Fetchlands are still coming back in. Plus there's the better City of Brass from Journey Into Nyx. Something like T1 Flooded Strand into Plains, T2 Mountain, T3 Mana Confluence isn't all that implausible.Originally posted by Icemage View PostI suppose, but getting all 3 colors of mana on the table by turn 3 is a challenge all on its own. It's not a bad card, but I really think you're underestimating how difficult it will be to put into play consistently.
That being said, I do not expect aggro to be at all viable in the upcoming Standard. Go big and/or go home.
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Re: Magic: The Gathering
Originally posted by Malacite View PostShanker is massive utility/reach, and we've already seen there's plenty of good cards for him to help abuse.
He's no thundermaw, but he's still a strong finisher that should at the very least ensure a decent Alpha strike on turn 5.DO tell. Explain to me again what sort of goblin deck runs a mana curve that will have 5 multicolored land by turn 5 and won't lose games hand over fist? Besides, goblin decks don't need Shanker. They already have the most excellent Goblin Rabblemaster, who is not only mono-red, but costs way less and is frankly more powerful.This is why I like Ankle Shanker better though; he's tailor made for the deck he'd go in. Yeah 3 color is a bit awkward mana-wise (and it really doesn't help that Rakdos Cackler is rotating out) but he's going to get used in a deck that's very likely going for the kill on the turn he hits play anyway and if he's not dealt with should lock in the win, or at the very least making blocking a nightmare.
I suppose, but getting all 3 colors of mana on the table by turn 3 is a challenge all on its own. It's not a bad card, but I really think you're underestimating how difficult it will be to put into play consistently.Mantis is just a better Lightning Angel, which is nice.
Icemage
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Re: Magic: The Gathering
Shanker is massive utility/reach, and we've already seen there's plenty of good cards for him to help abuse.
He's no thundermaw, but he's still a strong finisher that should at the very least ensure a decent Alpha strike on turn 5. Mantis is just a better Lightning Angel, which is nice.
Dunno what to make of of Flying Crane Technique; At 5 CMC it could have been a nasty finisher but 6 is a bit much even if it is instant speed. Flying and Double Strike is nasty sure, but there are 2 problems at that stage in the game;
1) Do you have enough creatures to abuse it?
2) Does the opponent have flyers and/or removal? UWR is a bit of a wonky combo that usually tends to lean more towards control I find. If we see some more good Prowess creatures then maybe. I'm much more impressed with Narset (though using her to cheat out FCT is pretty jank).
This is why I like Ankle Shanker better though; he's tailor made for the deck he'd go in. Yeah 3 color is a bit awkward mana-wise (and it really doesn't help that Rakdos Cackler is rotating out) but he's going to get used in a deck that's very likely going for the kill on the turn he hits play anyway and if he's not dealt with should lock in the win, or at the very least making blocking a nightmare.Last edited by Malacite; 09-06-2014, 02:13 PM.
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Re: Magic: The Gathering
Steam Augury, Anger of the Gods, other counter/burn spells to taste . . . control decks are simply going to shift from White to Red. Heck, because of the "wedges matter" in the newest set, we might even see decks playing Mindswipe with Green in them, for access to ramp and other goodstuff (and Green's gotten a lot of goodstuff lately--it's pretty ridiculous, to be honest).Originally posted by Icemage View PostDoesn't mean it won't have its place in a deck somewhere, but you'll have to convince me that Red/Blue is a viable combination outside of having an instant fireball/counter and a slightly overcosted God before I can take the card seriously in constructed.
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Re: Magic: The Gathering
Yeah, but at that point it's a fireball first and a possible counterspell second. A mostly-blue deck won't care about the damage effect, which leaves the mostly-red/tempo deck to be the one that cares. Except that this fireball is instant, and extra-vulnerable to counter-backs like Gainsay or Negate.Originally posted by Yellow Mage View PostYou're missing the point. "Possible" counterspell and guaranteed fireball. Even if you had the mana to push your spell through, that's still a scaling loss in both tempo and life. More strikingly, it's the ultimate inevitability: it will be possible to win in response to your spell, even if that spell "can't be countered".
Against a deck that's already especially susceptible to burn (mono black, for instance), it's a double threat, certainly. Against a blue or white deck, not so much. It's not like we haven't seen formats with instant-blast high damage red instant game-winners before (see: Fireblast).
Doesn't mean it won't have its place in a deck somewhere, but you'll have to convince me that Red/Blue is a viable combination outside of having an instant fireball/counter and a slightly overcosted God before I can take the card seriously in constructed.
Agreed. The only format I can remember that might be slower than the upcoming Standard would be the period with Mercadian Masques / Invasion blocks. Theros block is actually a bit faster than Masques block overall, and I don't think we know enough about Khans to say whether it's going to be faster than Invasion (but that's not exactly a high bar to pass either...). This is also the slowest core set we've ever seen, so add that to the pile of reasons.Also, Theros isn't exactly the fastest block in the world, and y'all are about to get into a "three-color wedges matter" set, with some Morph on top of it all. I don't think XUR will ever be a more relevant cost than it will be in the upcoming Standard.
I'm not saying the card is unplayable, but Mal is being hyperbolic when he says people are going to flip out over Mindswipe. It might be the card that deals the last few points of damage, but I don't feel like it will be the reason you lost the game, if you get what I mean.
Also to Mal: Since when is a 5CC 3-multicolored goblin that is shock-bait "just bonkers"? And a UWR for 3/3 Flying Vigilance Haste is... ok I guess? What you get in power you lose in mana complexity.
Icemage
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Re: Magic: The Gathering
You're missing the point. "Possible" counterspell and guaranteed fireball. Even if you had the mana to push your spell through, that's still a scaling loss in both tempo and life. More strikingly, it's the ultimate inevitability: it will be possible to win in response to your spell, even if that spell "can't be countered".Originally posted by Icemage View PostI agree with every part of your statement except the word "effectively". XUR isn't exactly the most amazing casting cost for a "possible" counterspell.
Also, Theros isn't exactly the fastest block in the world, and y'all are about to get into a "three-color wedges matter" set, with some Morph on top of it all. I don't think XUR will ever be a more relevant cost than it will be in the upcoming Standard.
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Though you state the obvious, I dip my toes into Blue about as much as I do into Red, but that doesn't render be incapable of calling shenanigans where I see them. Notably, I'm not even going to start listing all the kinds of stupid the Khan in my favorite three-color combination is. (Actually, most of the Legendary Creatures in that color combination I really couldn't play in good conscience without feeling like a total control dick, with perhaps the only exception being Ruhan.)Originally posted by cidbahamut View PostOf course not, you play Blue jackass.
Edit: I mean that in the most loving way possible.
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Re: Magic: The Gathering
Of course not, you play Blue jackass.Originally posted by Icemage View PostA Power Sink with direct damage? I don't see why anyone would be upset about this.
Edit: I mean that in the most loving way possible.
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Re: Magic: The Gathering
^ agree on both points, and I stand by my table flip comment - it probably won't see too much constructed play, but it's sure to induce a fair bit of raging against big late-game spells like Eldrazi (which it looks like the next block will be return to Zendikar)
I think the single nastiest card revealed today by far is Ankle Shanker though, holy crap on a stick the little bugger is nuts;

Oh sure he's only a 2/2 but that effect combined with things like the Rabblemaster and Mardu Ascendancy is just bonkers. This guy single handedly gives Goblin decks a tonne of reach (he's also got a massive target painted on him though).
Clever Impersonator is also pretty damn cool. And this was also just added to the spoiler;

3/3 Flying Vigilance Haste for BWR?! Yikes, move over Skyknight Legionaire!
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Re: Magic: The Gathering
I agree with every part of your statement except the word "effectively". XUR isn't exactly the most amazing casting cost for a "possible" counterspell. The closest card to this mechanically that you could point to would be Syncopate, and even Syncopate doesn't really make the grade in most formats.Originally posted by Yellow Mage View PostThe card is just bad game design. Look at it this way, IM: it doesn't just stop people from playing Magic--it effectively punishes them for even trying.
It's definitely poorly designed, though. Cards like that make people scared of their own shadow, which doesn't make for the most interesting gameplay. It also encourages blue players to tap out, which is an even worse habit.
Icemage
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Re: Magic: The Gathering
The card is just bad game design. Look at it this way, IM: it doesn't just stop people from playing Magic--it effectively punishes them for even trying.
Fortunately for me, I know exactly how to beat it.
(Helpful reminder for terrible people: Theros still has that bad FoF in the same colors; with Revelation rotating, it may yet be worth looking into.)
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Re: Magic: The Gathering
A Power Sink with direct damage? I don't see why anyone would be upset about this. Actually it's not even Power Sink because it doesn't force the mana payment. That card is mediocre at best. You might.... MIGHT... run it in the sideboard of a mostly-red deck to deal with sideboard dangers without sacrificing attacking power, but that's about all.Originally posted by Malacite View PostSo, Izzet finally gets the card it's been dreaming of after Ravnica rotates out for the 2nd time lol. I'm a little shocked they're even printing such a good card though to be honest.
There will be many table flips over this.
Call me when Blue/Red gets something with more teeth than Kuranos.\
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Of the cards from Khans revealed so far, the ones that impress me are:
War-Name Aspirant, 1R
Creature - Human Warrior, 2/1
Raid - War-Name Aspirant enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn.
War-Name Aspirant can't be blocked by creatures with power 1 or less.
>> Defeats most walls, and likely comes in as a 3/2
Rattleclaw Mystic, 1G
Creature - Human Shaman, 2/1
(T): Add G, U, or R to your mana pool.
Morph: 2
When Rattleclaw Mystic is turned face up, add GUR to your mana pool.
>> Net +2 mana when flipped, and is still a mana producer afterward
Hardened Scales, G
Enchantment
If one or more +1/+1 counters would be placed on a creature you control, that many plus one +1/+1 counters are placed on it instead.
>> Could be really good with anything that drops +1/+1 counters on things (not to mention all these creatures that enter with Raid and +1/+1 counters)
Sultai Ascendancy, GBW
Enchantment
At the beginning of your upkeep, look at the top two cards of your library. Put any number of them into your graveyard and the rest on top of your library in any order.
>> Has combo potential
Utter End, 2BW
Instant
Exile target nonland permanent.
>> Slightly expensive. But universal instant exile solves a LOT of problems.
IcemageLast edited by Icemage; 09-05-2014, 01:35 PM.
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