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#gadrak
dhb912 · 2 years
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More Magic the Gathering cards from trading, all Rares except THREE: Core Set 2021 070 Shacklegeist [Stamped] Core Set 2021 146 Gadrak the Crown-Scourge Core Set 2021 252 Temple of Epiphany Zendikar Rising 262 Crawling Barrens Commander Legends 362 Wyleth, Soul of Steel [Mythic Rare FOIL] Commander Legends 479 Command Tower [Common] (Two copies) Support your local comic book and gaming store! #beardedbrowncoatcomicsandgames #belleview #fl #trades #magic #gathering #mtg #tcg #buysingles #coreset2021 #gadrak #zendikarrising #commanderlegends #wyleth #commandtower https://www.instagram.com/p/CeIJpA3j7NZ/?igshid=NGJjMDIxMWI=
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mtg-cards-hourly · 1 year
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Gadrak, the Crown-Scourge
Artist: Daarken TCG Player Link Scryfall Link EDHREC Link
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mtg-exo-daily · 6 months
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Gadrak, the Crown-Scourge
Artwork by Daarken
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gadrak, the crown-scourge
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thaan · 1 year
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Rem Karolus Evading own Tax Effects
Someone is trying to use a non-mana ability? That's a paddlin.
Someone is trying to use a burn spell to clear the table? That's a paddlin.
Someone being greedy with non-basic land? That's a paddlin.
Someone is being passive and letting you ramp up? That's a paddlin.
Someone trying to ramp up and tapping all their lands? Oh, you better believe that's a paddlin.
The plan of the deck is quite simple: tax your opponents while using cards that will make you ignore said tax.
I put most of the old powerful red mass burn spells that had the downside of being fully symmetrical in here, and instead of affecting everyone, they only affect your opponent, thanks to the commander and other cards like Blessed Sanctuary and Personal Sanctuary.
The deck also punishes other decks for using greedy mana bases by making them take damage either when they tap them or when you cast something like Price of Progress. It is quite surprising how much damage you can pull out with those spells, especially when you either copy them or repeat them often.
Gadrak also excels in the deck against a go-wide deck if you manage to follow up with a cheap burn board wipe in the same turn.
There is plenty of card draw and mana rock in the deck as well, so it allows you to have fuel for the match as well, and Past in Flames allows you to have an explosive turn.
If you want to upgrade the deck, there are multiple ways you can do so.
You can double down on the burn tax by adding damage-doubling permanents to the deck as well.
You can also go on a Mass Land Destruction path while punishing other with thing like Sulphiric Vortex.
Or you can heavily go into a more prison/stax style by adding effects like Blood Moon to the deck.
You can also customize the deck quite a lot with alternate art like invocation and secret lair card.
Be warned that other players can get a bit salty with how the deck functions, so make sure to try it out with a group that you trust.
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bacejelerenvorthos · 4 years
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The Lore of Core 2021: Gadrak, the Crown-Scourge
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“A young dragon not yet 300, Gadrak has yet to master the patience of his peers. He has embarked on a campaign of fiscal (and physical) carnage, looting every manor and castle in a 200-mile radius. Local lords have put a price on his head, but that’s a difficult prize to claim when said head has a tendency to shoot steel-melting flames.”
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markrosewater · 2 years
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Lend us some insight into why Gadrak, the Crown-Scourge is red and not black. It looks sinister, it has a clear drawback that is very counter-intuitive in red, its greedy, and it benefits from death. What about this card speaks red to you personally that perhaps I am overlooking?
The drawback is top-down flavor and red has artifact synergy. The card could have been black mechanically, but nothing about it keeps it from being red. It could have been black/red hybrid if the set wanted to use hybrid mana like that.
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inventors-fair · 3 years
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Kald’ve, Would’ve, Should’ve (and Finally Did) Commentary
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No no, of course I didn’t forget, you forgot. And I couldn’t blame you if you did, it’s been some time coming. Commentary may be a special action, but it obviously still uses the stack - and as it gets stacked under more and more things, it can take a while to see it resolved. While I can’t promise the next one is going to have split second timing, I’m definitely going to be adjusting my schedule to make getting things out on time more manageable.
This challenge revisited what I started with the release of Zendikar Rising, albeit with a slightly looser approach, and I definitely enjoyed the increased diversity that I saw in submissions because of it. I think it’ll take a couple more of these before I'm able to mould my prompt to hit exactly the kind of results I’m looking for, so I doubly appreciate everyone participating in my little mad science design experiments in the meantime.
That said, let’s not keep you waiting...
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@bread-into-toast​​ - Halvar, God of Battle // Sword of the Realms
Flavour: This was a direct cleanup of a card that was already in the set, so there wasn’t a lot of flavour to credit you with specifically. There is new flavour text on the front face (which wasn’t an option on the printed version thanks to the MDFC frame treatment) that I suppose gives us slightly more insight into Halvar’s personality.
Mechanics: The front face has one minor change to the timing of the combat ability that does succeed in making it objectively more powerful, but probably does not make for more interesting gameplay overall - it pushes more of the combat math onto your opponents, essentially reducing the decisions you make to “what punishes these blocks the most.” The back face has a more significant change, trading out the original’s recursion ability for an ability that I assume is supposed to better represent the Omenpaths flavourfully, since it’s certainly not a core white effect. In practice I have to imagine the recursion ability plays more nicely with the equipment theme than a ramp effect does.
Nitpicks/Templating: The front face trigger would read “At the beginning of the declare blockers step each combat,” which is admittedly confusing because “beginning” implies that it’s before blockers even though it wouldn’t be - the awkwardness of the template is probably a reason we don’t see it more often. The ability on the rear face would want to specify where you’re casting the spell from like Sram’s Expertise does, otherwise you’re leaving it up to players to guess which spells it’s allowing them to play, and they’ll often guess wrong.
Overall: Shop the art all you want, I still think he’s as handsome as ever.
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Charmera - Imyir, God of Tracking // Bow of Freedom
Flavour: I feel like I might be a little sketchy on the flavour for this one, but I believe the idea is that Imyir was fated to track “the Wolf” but never catch it, and had to break free of that fate in order to finally succeed. That definitely sounds like a neat concept, and I think you could’ve been even a little more explicit in delivering on it to really drive that story home - though I suppose this does already have more space devoted to flavour text than any of the Gods that did see print.
Mechanics: The ability on the front face is very powerful, I suspect the fact that the draws are temporary is a relatively small downside compared to the ability to chain card draw by hitting creatures one after another. The back face is... Well, I’ll be honest that I don’t know what you intended it to do. Indeed, both sides are exiling cards from your library face down, meaning you have no idea what they are, but allowing you to cast them. Is it supposed to be casting one at random? Did you forget to include the part where you look at the cards? That confusion aside, the 7-mana legendary artifact that mills you for 10 every turn (but explicitly hoses any graveyard synergies) doesn’t sound particularly exciting, though I guess if the effect isn’t intended to be random the free cast would be quite powerful. But just imagine casting this in multiplayer and milling yourself for 50 cards just to get to cast one for free - the ratio doesn’t seem appealing.
Nitpicks/Templating: If you want players to know what’s under their face down exiled cards, you’ve got to include a “look at” line. If a player was able to look at it once they’ll be able to look at it as often as they like for as long as it remains exiled, but that first look has to happen explicitly. Also: 8 lines of text does not have room for flavour text.
Overall: I just hope the Wolf made it out okay.
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@col-seaker-of-the-memiest-legion​ - Scythed Whirlwind
Flavour: Embittered with time is definitely right up Egon’s alley, though the card name and the other aspects of the flavour don’t feel like they resonate particularly strongly with me. If there’s a way the flavour is supposed to lend itself to the mechanics, I’m not immediately seeing it.
Mechanics: You mentioned in your submission that you intended this to be a “skill-testing” board wipe, but I’m struggling to imagine what skill this would be testing. This is obviously just a board wipe in the vast majority of board states, though obviously it does - somewhat - encourage you to play creatures with equipments, but in practice this is still just going into (near-)creatureless decks.
Nitpicks/Templating: Targets are chosen as part of casting a spell, so they can’t be conditional like this. You’d want the spell to be modal, as you won’t be obligated to select targets for the mode you didn’t choose.
Overall: Maybe it’s just me, but the name conjures images of kamaitachi more than anything out of Norse mythology. But I’m also not an expert.
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@corporalotherbear​​ - Explore the Realms
Flavour: You acknowledged that flavour was your focus with this one, with the flavour text here hinting at an upcoming Phyrexian corruption of the ten realms. That makes some sense in the context of Vorinclex’s unexplained appearance, and indeed may wind up being something Kaldheim has to deal with in the future. 
Mechanics: An Explore variant that lets you drop two lands instead of one, albeit for one extra mana. Ramping by two is a lot more powerful than ramping by one, but the requirement of having two lands available makes this a little less consistent. Generally speaking, cards with high power level and high variance tend to lead to unsatisfying play patterns, so I’d be nervous about the games where this does succeed in ramping from 3 to 6, even if it does so unreliably.
Nitpicks/Templating: Most quotations in flavour text are credited to someone, and while it’s not strictly necessary in a case like this, I think it would go a ways to helping deliver on the flavour.
Overall: Ten realms is an upgrade over nine hells, I guess.
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@deg99 - Nith, Root Gnawer
Flavour: Your goal was to deliver on more dragons, and this kinda does that. I’ll admit that I’m lost on why it’s also a Troll, as those are completely separate species and it doesn’t appear to be an obvious crossbreed of the two. It’s not immediately obvious what the lands in graveyard clause is supposed to represent flavourfully, but if Gadrak is any indication that isn’t really necessary.
Mechanics: What stands out most here is - obviously - the repeatable land destruction. Against anything but the rampiest of decks, if you have this on the battlefield by turn six it is very unlikely for any opponent to recover from blowing up a land and creating a large token every turn. The fact that it’s unable to attack early really doesn’t feel relevant, because it’ll rarely be attacking late either - the upside of denying your opponent resources while expanding your board is almost always just much better than 5 damage.
Nitpicks/Templating: Templating favours common contractions, so it’s “can’t attack,” and (for whatever reason) only subtypes are ever capitalised: “4/4 green Troll Warrior creature token with trample.”
Overall: Repeatable land destruction is certainly a trollish thing to do, I’ll give you that.
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@demimonde-semigoddess - Huatli, Guiding Hand
Flavour: Huatli on Kaldheim is a curious inclusion, feeling even more out-of-place than the existing non-native planeswalkers - of course this isn’t exactly a bad thing, as planeswalkers aren’t really supposed to blend in anyway.
Mechanics: The interplay between the three abilities here seems reasonable enough, the downtick creating tokens that trigger the first ability, and the uptick allowing them to trigger it on both attacks and blocks. It’s a little unexpected that both ways of triggering the ability are inherently aggressive (the block trigger only succeeds in tapping down blockers for the next turn), and cute that the otherwise unique tribal effect works with changelings in the set. It’s a little hard to gauge the overall power of three-mana planeswalkers as there’s often a thin line between unimpressive and broken so I won’t pretend to know how powerful this is just by looking, though I imagine the difficulty of blocking against it would give creature decks lots of trouble.
Nitpicks/Templating: You likely know the creature type in the first ability should be capitalised, and abilities with multiple targets read “each get” for the sake of clarity.
Overall: Is it the dinos that her hand is guiding, or something else?
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@dimestoretajic​ - Calix, the Hidden
Flavour: This is an unexpected take on Calix, taking on a rather different appearance presumably as a disguise. It’s not immediately clear to me what he’d be hiding from, but the reference to Kratos is cute even if it’s ultimately confusing.
Mechanics: Always hard to evaluate planeswalkers without the benefit of iteration, but the abilities seem roughly in Calix’s wheelhouse. The first ability is a scry that upgrades to a draw if it hits an enchantment, probably reasonable enough at three mana; the downtick lets you trade him in immediately for a Stasis Snare effect; and the ultimate gives you a bunch of free Sagas. I think the idea of Calix interacting with Sagas is a little cute, though he definitely had that opportunity on Theros and didn’t so it might have been best to do it a little more subtly.
Nitpicks/Templating: The first ability feels like it has a lot of decision points for digital; I’d consider just revealing in the first place to save some clicks. The second ability is probably much wordier than it should be; I don’t think you gain much by naming the token (or by making it green), and the exile effect should probably just look closer to original Calix’s downtick. Be careful with so many wordy abilities on one planeswalker; I understand the desire to be clever, but ironically being elegant is even cleverer than being clever.
Overall: I’m down for Calix with a beard.
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@driftingthruthecosmos​ - Immortal Triumph
Flavour: This appears to be playing into the trope space of Valhalla, letting your permanents ascend to the beyond only to return for a prophetic final battle. I think the art is an actual depiction of Valhalla, and the name generally signals toward the same concepts without actually embracing Kaldheim’s application of the same trope space, “the Worthy.”
Mechanics: This card definitely doesn’t work as written, but I prefer to judge design on the design’s merit’s, so I’ll do my best to work out how you expected it to work. The fact that this hits any nonland permanent makes it quite versatile, allowing it to return the same permanent turn after turn which can be difficult to overcome - even something as innocuous as Omen of the Sun can be pretty overbearing being recurred turn after turn with relatively little room for counterplay.
Nitpicks/Templating: The first ability leaves a few unintuitive holes where permanents can be lost despite the replacement effect. The second one appears to grant foretell (and a foretell cost) to a card it just put in your hand, which isn’t logistically feasible since your hand is a hidden zone. I’m not sure why the ability didn’t just turn the chosen card face down and make it foretold a la Ethereal Valkyrie.
Overall: I think my biggest wish for this one would be that the ‘glory’ was actually something you had to earn, rather than being totally universal.
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@evscfa1​ - Mistlebranche, Cosmic Prank
Flavour: The core idea of a weapon based on mistletoe deriving from the story of Baldr is really sweet, though some of the aspects of this design seem to stray a bit from that core concept. Most significantly the decision to make it a snow permanent with a snow equip cost seems rather unexpected.
Mechanics: Not to sound like a broken record, but the snow equip cost is what catches my eye the most: it makes the design very narrow, being completely useless without two snow sources plus a creature to put it on. Once it’s equipped, deathtouch and menace means that any creature this goes on will immediately be trading 2-for-1, making it really difficult to keep up with in any deck that’s able to produce tokens. Exiling planeswalkers too is a cute addition, and particularly powerful alongside making your creatures highly unprofitable to block.
Nitpicks/Templating: If you’re gonna make a weapon based explicitly on a plant, how did it end up anything but green? I imagine you designed the abilities first and chose the color to fit, but in this case I think the color was probably an important aspect of delivering on the concept and wasn’t a good place for compromise.
Overall: The name Mistlebranche sounds so elegant, though.
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@fractured-infinity - Firja, First of the Valkyrie
Flavour: Reusing the Firja character with a new title. There’s enough about Firja elsewhere in the set to inform her character a bit, but that also means the title change can only do so much to change my perception of her.
Mechanics: The four life as a cost is pretty close to free here, but it does at least force you to adjust your play patterns to preserve your life total as you work up to it. In practice this is the kind of card you generally hold onto until you can guarantee some value from, and since we don’t see many Angels below three mana, this would often be waiting until eight to get played. That’s probably reasonable though, as once it does get going it tends to end games very, very quickly. This has the interesting upside of being less bad in multiples than most legendary creatures, as the second copy of this can still be cast to generate a token off the first.
Nitpicks/Templating: “First” in the name and each instance of “Angel” in the text ought to be capitalised, and life is always expressed with numerals: “4 life.”
Overall: Nice to see her growing out of that awkward Judge of Valor phase.
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@hypexion - Kaya’s Gambit
Flavour: A play on the existing Divine Gambit design, with a couple minor tweaks. Interestingly, the flavour text comes very close to standing on its own - I didn’t remember the original’s, and yet it made some sense on its own (though perhaps it would’ve made less if I wasn’t aware of Divine Gambit already). The biggest miss is that the “gambit” part of the name makes virtually no sense with this design, as there’s no risk involved in using it.
Mechanics: Flexible if conditional removal. At worst it’s Disperse, at its best it’s just an exile effect. The biggest differences between this and the original are the open information and the (virtual) lack of a failure rate: with open information you’ll never be surprised by what your opponent gets back from this, and only returning the card to hand means that it’s rarely just not worth doing at all. This is clearly a more powerful version of the effect, but I’m not convinced it’s either more interesting nor a more appropriate power level.
Nitpicks/Templating: You probably want to use “with that permanent” instead of “with it”, as the text refers to multiple objects and they like to be as unambiguous as possible. I looked for examples that used “it,” but I didn’t immediately find any.
Overall: There are white cards, and then there are good cards.
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@i-am-the-one-who-wololoes​ - Winter Travels
Flavour: The name definitely conveys both the concept and the mechanics reasonably well, and the flavour text itself is really evocative and has great imagery to it.
Mechanics: A mistake designers tend to make when designing for a known format is throwing multiple elements of that format onto the same card: when not done carefully, the result is a card that only works in a narrow intersection rather than being interesting in each archetype it makes use of. In this case, Snow archetypes make much better use of this than foretell archetypes, meaning this probably should’ve just accepted it was a Snow card and dropped foretell altogether.
Nitpicks/Templating: The template is unclear about whether the second condition - all snow mana - applies only when the spell is foretold or not, which is always going to be a problem with double-conditional cards. Also: this card had 9 lines of text before you put flavour text, it’s important to know when to make cuts.
Overall: Maybe I’ve read too much Robert Frost, but I really appreciate how poetic the concept here feels.
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@ignorantturtlegaming​ - Elendriel, Twisted Prophet
Flavour: It’s not super clear to me who or what this is supposed to represent. The name and typing is enough to hint at a broad identity, but there’s a lot going on and not enough string to really tie it all together.
Mechanics: Like I mentioned for the submission above, throwing lots of a sets themes/mechanics onto a single card generally makes that card narrower and less exciting, rather than more exciting. In this case you’ve got a card relying heavily on foretell outside of the foretell archetype colors, unable to meaningfully contribute to its own colors’ archetype (Elves) without foretell, plus a boast ability that feels out of place both mechanically and conceptually...and also depends entirely on foretell.
Nitpicks/Templating: Flavour text was pretty important for the boast cards. While there were a couple rares that didn’t have room for it, notably the legendary ones both did because the flavour text was instrumental in selling the mechanic.
Overall: Elves > Foretell > Boast > ??? > Prophet!
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@kavinika​ - Tjalfi, the Godly Messenger // Fjara, Doomskar Lookout
Flavour: Your submission took some time to explain the top-down basis for these two - a servant of Thor (Tjalfi) and one of the roosters of Ragnarok (Gullinkambi) - though obviously you’ve taken some slight liberties. The biggest issue with the flavour here is that it diverges from what the set establishes the Gods to look like - double-faced creatures with elements closely related to their divine duties on the reverse. With the set having only limited space to create and deliver on expectations, there probably just isn’t space to also subvert those expectations.
Mechanics: Mechanically, it’s awkward to have a red card that generates longterm card advantage, even if the condition for doing so is essentially a red thing. The two sides sort of push you in the same direction - lots of nontoken creatures - and the trigger on Fjara theoretically helps to reclaim Boast creatures that were lost trying to trigger the opposite side. The mana costs seem hard to pull off in the same deck, but I can at least see the play pattern it’s trying to encourage - though I can’t help but wish Fjara’s ability was a Boast ability, just to really help the card enable itself as most of the Gods do.
Nitpicks/Templating: Tjalfi’s triggered ability runs on a bit, it probably wants to be separated into two sentences: “ [...] of your library. You may reveal [...]” I’ll also a nitpick that if you’re going to base a character on something as unique as a rooster that crows at the end of the world, you probably want to make the connection as clear as possible - I don’t think anyone is going to make that connection here.
Overall: Maybe I’m just salty that I didn’t get the chicken version.
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@kytheon4-4 - Gunnar the Breathless
Flavour: You made sure to include flavour text, which I think was really important to selling the Boast ability as it appeared on cards in the set. The specific flavour text you chose comes off as wordy, the story it tells is hard for me to parse (one can only imagine where they’d tucked the troll’s club away whilst hitching a ride), and doesn’t feel like it connects in any obvious way to the ability on the card. One of the fun aspects of Boast was how well they focused on creating stories to explain the specific ability on the card, but apart from maybe interpreting the troll’s lunch as life gain, I’m just not seeing that on this one.
Mechanics: You’re right that it would’ve been nice to have one of the Boast enablers show up at a lower rarity, though I’m suspecting that it probably didn’t for power level reasons - Boast is actually pretty powerful, and I wouldn’t be surprised if one of the rare enablers had started out at uncommon and gotten pushed to rare for being too impactful. I think it’s nice of you to try to make the ability broad enough to work outside of just Boast - there are a few things this breaks in older formats, but in Standard the scariest thing it can do is enable Kargan Intimidator or Subira, both of which are probably safe enough even with free abilities.
Nitpicks/Templating: All the templating stuff looks fine.
Overall: The irony of “the Breathless” holding a horn is not lost on me.
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@masternexeon - Aggravated Berserker
Flavour: This card is a little light on flavour, which I’m normally just fine with, but in the context of Boast the flavour does a lot to bring the mechanic to life. It’s clever that the name is a throwback to Aggravated Assault, but I think a little more attention to detail could’ve helped it really pop.
Mechanics: Obviously this was really close to one of the winners, with the big difference being the Dwarf tribal element. Obviously I favoured the version that had a slightly broader appeal, but since Dwarf tribal was one of the themes of the set, there’s probably a version of this design that does both (extra combat for everyone plus a bonus for Dwarves) that I would’ve liked better than either.
Nitpicks/Templating: You’ll want to make sure to capitalise “Dwarves” in your rules text.
Overall: No spoilers, but this one almost seems designed with my next challenge in mind.
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@misterstingyjack - Toralf and Valki Deceive the Giant King
Flavour: Boy howdy, that’s a name - I’m impressed that your renderer got it to fit. This is a top-down story about Thor disguising himself as his own mother in order to trick a giant that wishes to marry her into returning his hammer. The chapters of the Saga follow that pattern pretty precisely, letting you disguise one of your creatures and - over a couple turns - steal an artifact from an opponent. You might have considered swapping chapters 1 and 2, so that the destruction effect could represent the hammer going missing which prompted the whole endeavour. Indeed, then you could even move the mill effect into that ability, to represent the hammer being buried after it’s stolen.
Mechanics: Similarly, I think putting the destruction effect up front would’ve done this card some good. The copy effect is cute, but it’s not the most powerful effect on the card, and as written this is pretty easy to blank with a removal spell. I do really like the way the abilities intersect the colors - destroying an artifact or creature requires both colors, temporary copy effects from a graveyard feels both red and black, and recurring an artifact is something red can do that still feels pretty black.
Nitpicks/Templating: As much as I respect how ambitious the name was, I’m confident you had shorter options available.
Overall: It’s always lovely to see a top-down story that you enjoy getting represented as a card, nice choice.
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@mtg-ds - Koll, Breath of the Bellows
Flavour: I definitely understand your frustration that there aren’t more smiths that do actual smithing in Magic, instead just encouraging you to build a deck that simulates their doing so. This correction for that is pretty straightforward, making axes and shields to equip to your army.
Mechanics: The low costs on this are going to lead to a lot of Equipment tokens on the battlefield at any given time - any time you have unspent mana you’re going to pour it into making tokens, especially since you can do so at instant speed. Combining that with the first ability reducing the Equip cost to zero, you’re going to have a mass of equipments shifting constantly from creature to creature, which just seems logistically difficult to keep track of.
Nitpicks/Templating: Everything looks right to me.
Overall: I have to assume stumpy Dwarven limbs are to blame for why they’re wearing shields on their shoulders rather than strapping them to their arms like the rest of us.
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@naban-dean-of-irritation - Niko, the Defiant
Flavour: Niko was immediately a beloved character for a lot of us, so I can definitely understand wanting to reimagine that character more in line with your perception of them. It’s hard replacing the first iteration of a planeswalker because all the lore we have available is the card that exists and stories based on that card - so it’s just inherently difficult for me to see how these abilities relate to the character, since it’s essentially establishing a different character with the same name.
Mechanics: The most glaring issue is the fact that the first ability essentially gives haste on a WU card, which qualifies as either a very strange design choice or a pretty significant oversight. The third ability also feels like it’s skirting the color pie, presumably attempting an Omniscience impression that just feels out of place for this pair. The uptick and downtick feel like they’re designed to do pretty similar things, both primarily saving creatures from unfortunate blocks. I suspect the reason is that the ‘instant speed on your turn’ effect pushed the design into rather narrow space, where two abilities came out very similar while the third simply doesn’t really benefit from the instant speed.
Nitpicks/Templating: No obvious templating woes.
Overall: As much as I respect their defiance, defying the color pie is where I draw the line.
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@nine-effing-hells - Fraenir, the Greed-Cursed
Flavour: I always enjoy top-down designs especially, and this story of a Dwarf hoarding treasures until they transform into a Dragon is such an excellent place to mine for those designs - and really, what set wouldn’t want more Dragons? The abilities themselves tell a story of murser and greed, even without needing flavour text to help it along. 
Mechanics: I think my biggest issue with this design is that rather than the transformation being something you work towards or work to avoid, it is awkwardly positioned between the two - there are times the Dwarf Berserker will be larger by virtue of controlling lots of non-Treasure artifacts, making it unclear what the play pattern of the card actually is. It does have the benefit of being easy to avoid transforming when you don’t want to, but I think it would suit the design better to arrange the abilities to make the comparisons between the two states clearer (for example, giving the Dwarf non-combat abilities and saving the combat abilities for the Dragon half).
Nitpicks/Templating: Easy mistake, you missed the word “token” in the sacrifice trigger.
Overall: I’m really curious what the art for a card like this would look like.
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@partlycloudy-partlyfuckoff - Pagan Chamberlain
Flavour: I have to assume the whole design was for a chance to use that flavour text, as the other aspects of the card don’t seem to align with Kaldheim as a setting - the world has no actual vampires, and the concept of a non-believer makes a lot less sense in a world where gods are as tangible as this one.
Mechanics: Similarly, this isn’t playing into any of the mechanical themes of the set; there isn’t even a strong monocolor theme to run counter to. I suspect the rationale is that each of the gods in the set are monocolor creatures, but seeing as there’s already a card in the set with protection from Gods, it seems strange to try to be subtler about it than that one.
Nitpicks/Templating: Nothing much to nitpick over.
Overall: In this set, the answer to that question is usually “an artifact.”
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@real-aspen-hours - Ill Omen
Flavour: The name aligns well with the foretell mechanic, and the flavour text helps connect an important story beat to a broader narrative and to the flavour of the card itself. I’d be a little reticent about including such a significant spoiler in flavour text, but perhaps there’s a way to phrase it so that it reads like a prophecy until you find out it’s already happened.
Mechanics: This is effectively three-for-one removal, which is a lot of value for a single uncommon. Locking it to sorcery speed gives at least some incentive not to foretell it, as that delays it for a full turn - it won’t be often you cast it straight, but that I can at least imagine the situations is a plus. It’s especially powerful in that when it isn’t useful as a removal spell, it allows you redraws for something more useful.
Nitpicks/Templating: Foretell shows up after the spell effect, even for those cards that care whether they were foretold. While we’re here, good catch on including a target in the card draw effect - while it would be easy to exclude one, ensuring that the spell has two targets keeps the whole thing from fizzling if the targeted creature disappears before it resolves.
Overall: This feels like it’s only a slight push away from being constructed playable, and I’d be interested to explore what more it takes to get it there.
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@snugz - Surtland Rimereader
Flavour: I rather like the flavour here, a Giant that’s able to see the future with the help of the snow allowing you a Future Sight effect specifically for snow cards is pretty satisfying. It’s not immediately obvious what the last ability represents, but the rest of the card feels like it sells it well enough anyway.
Mechanics: I’m not entirely sure that blue is still able to play lands off of this type of effect; the original obviously did, but none of the blue variations since then have, and I’m not sure ‘snow’ is a blue identity to bend for it. The triggered ability feels a little bit awkward with the overall design since you specifically don’t have much control over the first spell you cast when you’re doing so from the top of your deck.
Nitpicks/Templating: Good catch on the updated template for Future Sight, as I don’t think they’ve actually printed any cards with that wording yet. It was updated some time after Bolas’s Citadel was printed, and we’ve yet to have another card in that style see print.
Overall: Would’ve loved a rime-rhyme pun somewhere in the set, and this feels like an opportune place for it.
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@stormtide-leviathan - Kvasha, God of Magic // Kvasha’s Birth
Flavour: In this setting, the connection between enchantments and Spirits and flash doesn’t feel immediately obvious. Now naturally this is trying to create a connection where one didn’t exist previously, but it does feel like it muddles the flavour slightly to do so.
Mechanics: This is large and evasive enough to serve as a finisher even without making extra tokens, though the tokens can serve as some resiliency against removal. I’m not entirely sure how the flash ability relates to the rest of the card, except to change the template of the Saga’s first ability. If that were so important I’d have looked for a first chapter ability that could take advantage of being cast at instant speed, but then more likely I would’ve just cut the flash bit entirely.
Nitpicks/Templating: I’m not sure what it was intending, but there’s no way for a chapter ability to see the object it’s on entering the battlefield - that ability won’t resolve until well after the permanent has entered, and if it somehow re-entered the battlefield it would do so as an entirely new object. The last chapter ability will want to specify whose controller the object returns under (usually its owner’s), and you’ll want to move the ‘face-up’ bit into reminder text - you don’t need rules text to make it work that way, but it’s definitely worth clarifying for players who might not realise.
Overall: My favourite god designs in this set were the ones that let you use both sides with just one copy.
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@thedirtside - Ragnarock
Flavour: The setting for Kaldheim reworked the concept of Ragnarok into what they called a Doomskar, leaving the original name feeling out of place within the setting. The color combinations used for the spell also aren’t represented in the setting, making it difficult to imagine what part of the world this is supposed to be representing in practice.
Mechanics: The most obvious point here is that the foretell cost and the casting cost don’t overlap, making it almost impossible that any given deck will actually have the option of casting it both ways - since the options it provides are the only thing that makes foretell interesting, intentionally designing to hamper that doesn’t seem like a good use of the mechanic. The foretell cost is also much easier to pay than the casting cost, making the added bonus for foretelling the spell feel really counterintuitive.
Nitpicks/Templating: It’ll take a slightly wordier template to achieve the second part of this effect, something like: “For each permanent destroyed this way, CARDNAME deals damage to that permanent’s controller equal to that permanent’s mana value.”
Overall: That must be a really big rock.
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@theobligatorysql​ - The Sagas of Worlds
Flavour: One of the fascinating things about Sagas is the way they use art to represent the stories for them - this set uses carvings, reliefs, even tattoos as a form of storytelling. So while the idea of compiling them all into a single tome is cute, it feels to me like it isn’t exactly fitting for the world itself. I could definitely see it as the work of an outsider - Tamiyo, for example - but it feels like it makes less sense as something native to the plane.
Mechanics: I’m a sucker for designs in the vein of Treasure Map and Mazemind Tome, so an artifact with a cheap scry effect is right up my alley - though admittedly, I’m not sure why this inventivises scrying to the bottom as that complicates the calculus and will cause players to make bad scrying decisions for perceived value a nonzero amount of the time. I’m never a big fan of tutoring as it tends to lead to repetitive gameplay, and the fact that it takes at least 4 full turns to set this up to draw even a second card means that it’s nearly always going to be fetching up a cheap Saga instead of a random draw.
Nitpicks/Templating: I’d probably just use “scried” in the first ability, though admittedly that templated hasn’t been used yet.
Overall: This would be a great opportunity to finally get the word “edda” on a Magic card.
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@wolkemesser - Bard of the Fallen Meek
Flavour: This was actually far and away my favourite submission to this challenge in terms of flavour, as I love the way it draws attention to the difference between Istfell and Starnheim, and shows regular individuals within the setting reacting to the concept of the Worthy. The flavour text itself could probably stand to be pared down to be a little punchier about the point it’s making, but I absolutely love what it’s trying to do.
Mechanics: That said, the implementation is a little messier. The skulk mechanic was used in one block five years ago, so certainly doesn’t qualify as evergreen. I like that the creature itself has stats that make it easy to safely get its Boast ability going, though the ability itself feels rather unexciting. I’m not sure what about the card demands the double white in the mana cost, or even what makes this a rare over an uncommon.
Nitpicks/Templating: You missed capitalising “Spirit” in the Boast ability.
Overall: I would’ve loved to pick this as a winner, next time try an extra pass or two to make sure you’re hitting all the aspects of the challenge.
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mtgbracket · 3 years
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Round of 1024 - Batch 4
Here is the fourth instalment in the Tournament of Champions!  Once again we are looking for the greatest Legend in Magic: the Gathering.
You can vote here on hits such as Alesha, Isamaru, Urza, Krenko, Nicol Bolas, and even Richard Garfield himself.
Full list of matchups:
Tsabo Tavoc vs Gisela, the Broken Blade Hixus, Prison Warden vs Grand Warlord Radha Treva, the Renewer vs Mangara of Corondor Akroma, Vision of Ixidor vs Ayli, Eternal Pilgrim
Braids, Conjurer Adept vs Infernal Kirin Myojin of Seeing Winds vs Zetalpa, Primal Dawn Alesha, Who Smiles at Death vs Sygg, River Cutthroat Kari Zev, Skyship Raider vs Ertai, the Corrupted
Heidar, Rimewind Master vs Tarox Bladewing Thassa, Deep-Dwelling vs Ob Nixilis, the Fallen Nicol Bolas vs Damia, Sage of Stone Obzedat, Ghost Council vs Emiel the Blessed
Sidisi, Brood Tyrant vs Kalitas, Traitor of Ghet Urza, Lord High Artificer vs Lathiel, the Bounteous Dawn Xun Yu, Wei Advisor vs Niv-Mizzet, Dracogenius Zo-Zu the Punisher vs Michonne, Ruthless Survivor
Kodama of the South Tree vs Nekusar, the Mindrazer Rashmi, Eternities Crafter vs Krenko, Mob Boss Arixmethes, Slumbering Isle vs Rith, the Awakener Chandra, Fire of Kaladesh vs Ib Halfheart, Goblin Tactician
Obeka, Brute Chronologist vs Animar, Soul of Elements Archangel Avacyn vs Neheb, the Eternal Isamaru, Hound of Konda vs Tahngarth, Talruum Hero Nikara, Lair Scavenger vs Vial Smasher the Fierce
Crovax the Cursed vs Rakdos, the Showstopper Anafenza, Kin-Tree Spirit vs Kroxa, Titan of Death's Hunger Yuan Shao, the Indecisive vs Gadrak, the Crown-Scourge Adeliz, the Cinder Wind vs Keruga, the Macrosage
Snapdax, Apex of the Hunt vs Ghalta, Primal Hunger Grandmother Sengir vs Teshar, Ancestor's Apostle Richard Garfield, Ph.D. vs Marisi, Breaker of the Coil The Scorpion God vs Etrata, the Silencer
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unlicensedlich · 3 years
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FALCO
Deck 3 Skyscanner (M21) 238 3 Winged Words (M20) 80 1 Niv-Mizzet, Parun (GRN) 192 3 Cloudkin Seer (M20) 54 4 Warden of Evos Isle (M20) 79 1 Tide Skimmer (M21) 79 1 Phoenix of Ash (THB) 148 1 Island (IKO) 264 3 Windstorm Drake (RNA) 60 1 Gadrak, the Crown-Scourge (M21) 146 1 Mountain (M20) 276 1 Expansion // Explosion (GRN) 224 2 Shivan Dragon (M20) 335 1 Fire Prophecy (IKO) 116 2 Shock (M21) 159 1 Wingspan Mentor (IKO) 72 3 Jaya's Greeting (WAR) 136 2 Shock (M20) 160 1 Mountain (M20) 275 1 Mountain (M20) 274 1 Island (ELD) 254 1 Mountain (M21) 270 1 Island (IKO) 263 1 Temple of Epiphany (M21) 252 1 Mountain (IKO) 270 1 Island (IKO) 265 1 Island (M20) 265 1 Island (M20) 266 1 Steam Vents (GRN) 257 1 Island (THB) 280 1 Mountain (IKO) 271 2 Island (M21) 265 1 Mountain (THB) 284 1 Mountain (M21) 269 1 Mountain (M20) 273 4 Swiftwater Cliffs (M20) 252 2 Spectral Sailor (M20) 76 1 Volcanic Salvo (M21) 172 1 Skarrgan Hellkite (RNA) 114
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eclipsemeteor · 4 years
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Some things I'm running in Gadrak
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fushigifreak · 3 years
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RAWR! (Historic)
Deck
1 Goldspan Dragon (KHM) 139
1 Rapacious Dragon (M20) 153
1 Terror of the Peaks (M21) 164
1 Siege Dragon (ANB) 85
1 Island (THB) 280
1 Island (ELD) 255
1 Mischievous Chimera (THB) 223
1 Island (ELD) 254
1 Island (M21) 263
1 Academic Dispute (STX) 91
1 Infuriate (STA) 41
1 Shock (STA) 44
2 Ominous Seas (IKO) 61
4 Warden of Evos Isle (ANB) 38
2 Waterknot (ANB) 40
2 Capture Sphere (M21) 47
2 Winged Words (ANB) 43
1 Xorn (AFR) 167
1 Kiora Bests the Sea God (THB) 52
1 Windreader Sphinx (ANB) 41
1 Dual Shot (XLN) 141
2 Magda, Brazen Outlaw (KHM) 142
2 Dragonspeaker Shaman (JMP) 312
1 Sprite Dragon (IKO) 211
2 Dragonlord's Servant (JMP) 311
1 Dragon Egg (M19) 138
1 Hornswoggle (RIX) 39
1 Depths of Desire (XLN) 52
2 Sudden Breakthrough (STX) 116
1 Gadrak, the Crown-Scourge (M21) 146
1 Lathliss, Dragon Queen (JMP) 340
1 Galazeth Prismari (STX) 189
1 Vault Robber (KHM) 158
1 Storm-Kiln Artist (STX) 115
1 Opt (XLN) 65
1 Opt (M21) 59
1 Opt (STA) 19
2 Cloudkin Seer (ANB) 25
2 Fire Prophecy (IKO) 116
1 Electrolyze (STA) 60
1 Island (M21) 264
1 Island (M21) 265
1 Island (JMP) 52
1 Island (IKO) 263
1 Island (ZNR) 381
1 Island (ANB) 113
1 Hall of Storm Giants (AFR) 257
1 Mountain (M21) 270
1 Mountain (ELD) 265
1 Mountain (ELD) 263
1 Mountain (M21) 269
1 Mountain (THB) 284
1 Mountain (M21) 271
1 Mountain (IKO) 269
1 Mountain (IKO) 271
1 Mountain (KHM) 397
1 Mountain (KLR) 297
1 Mountain (KLR) 296
1 Thriving Isle (JMP) 36
4 Swiftwater Cliffs (M21) 251
1 Temple of Epiphany (M21) 252
1 Hall of Oracles (STX) 267
1 Access Tunnel (STX) 262
1 Prismari Campus (STX) 270
1 Prismari Command (STX) 214
1 Frostboil Snarl (STX) 265
1 Oneirophage (JMP) 162
1 Coastal Piracy (JMP) 144
1 Dragonloft Idol (JMP) 463
1 Mountain (JMP) 67
1 Shimmer Dragon (ELD) 317
1 Niv-Mizzet, Parun (GRN) 192
1 Pirate's Prize (XLN) 68
1 Dragon's Hoard (M19) 232
1 Iymrith, Desert Doom (AFR) 62
1 Island (AFR) 266
1 Mountain (AFR) 276
1 Improvised Weaponry (AFR) 150
1 Island (JMP) 53
1 Thriving Bluff (JMP) 33
1 Palladium Myr (M21) 234
1 Island (IKO) 264
1 Mountain (ELD) 264
1 Hoarding Ogre (AFR) 146
1 Den of the Bugbear (AFR) 254
Sideboard
1 Environmental Sciences (STX) 1
2 Expanded Anatomy (STX) 2
1 Introduction to Prophecy (STX) 4
2 Introduction to Annihilation (STX) 3
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weatherlight2 · 3 years
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Mtg Card: Gadrak, the Crown-Scourge
Timmy/Tammy: Dragon Menace
Johnny/Jenny: Artifact Generator
Spike: Aggressively Costed
Mel: Creates own artifacts to complete attacking condition.
Vorthos: Whose Crown has it threatened?
0 notes
mtgdays · 4 years
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《統率者》冠滅ぼしのガドラク / Gadrak, the Crown-Scourge
《統率者》冠滅ぼしのガドラク / Gadrak, the Crown-Scourge
私ナカノヒトは黒も大好きですが、実は赤も超大好きです。
小学校時代のデッキでは、フィニッシャーに《シヴ山のドラゴン》を使っていたこともあり、今でもドラゴンを見る度にトキメいています。
ということで今回ご紹介していくのは《冠滅ぼしのガドラク》。3マナで5/4飛行と超ハイスペック。特定条件を満たさなければ攻撃は出来ないがブロックは可能。トークンでない生物が自身のターンで死亡するとその数分の宝物を産み落とす!
ドラゴン+宝物といったファンタジー感バリバリのこの組み合せ。最高にエモくないですか?(目を輝かせながら) それでは各種相性の良いカード、ミニコンボを見ていきましょう!! ※尚、紹介するカードは初心者でも手に入り安い安価なモノがメインとなっていますが、今回は少々お高いものも含まれています。予めご了承下さい。
《統率者》冠滅ぼしのガドラク
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Gadrak, the Crown-Scourge
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scottynada · 4 years
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Core Set 2021 Set Review - Red
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Pick: 7+ Shortcut: C- Goblin Arsonist can actually provide a pretty big roadblock for attackers. This will often be able to trade for a more expensive creature. Even chump blocking with this and killing a one toughness creature on death is very strong. All in all it's still pretty low impact so I wouldn't want too many of these, but I would sideboard in a bunch if I needed to live versus an aggressive deck. If you give this Deathtouch with Alchemist's Gift, the death ping ability will also deal lethal damage to any creature.
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Pick: 3-5 Shortcut: C+ Chandra's Magmutt is just a really solid two drop. Even if it can no longer attack, it poses a threat to the opponent's life total. I'm pretty happy with this no matter what speed my deck is. It trades off early decently even in a more controlling deck.
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Pick: 9+ Shortcut: D Even if your deck is filled with Chandra's Magmutt, Chandra's Pyreling is still awkward to attack with. Without any sources for non-combat damage, this is really on the low-end of desirable two drops.
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Pick: 9+ Shortcut: D Having the top of your Library revealed to your opponent is a pretty significant cost. Any combat tricks you have will be face up for your opponent and they can plan combat around your next creature. There aren't many Goblins in this set, and the double R casting cost makes it significantly worse than just a normal 2/2.
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Pick: 1-3 Shortcut: B Heartfire Immolator is probably the strongest Red two drop. It is very difficult to block and just having it on the field can shut down certain combat tricks by threatening to pick off smaller creatures in response.
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Pick: 7+ Shortcut: C- There really isn't a whole lot that I am happy to sacrifice to Hobblefiend in this set. That being said, this still trades and attacks early and sometimes growing at Instant speed can make combat a little awkward for the opponent.
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Pick: 7+ Shortcut: C- Igneous Cur's greatest weakness is that it does not fare well against other creatures in the early game. You basically never want to be spending mana on this to trade with a creature instead of just casting out your hand. Late game this does a decent job of threatening big hits and trading with large threats, but its early game weakness is a big drawback.
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Pick: 5-8 Shortcut: C Bolt Hound can represent a lot of damage out of nowhere. The best thing to do is find an opportunity to sneak this in for a big hit, then back it up with combat tricks when the opponent leaves more creatures back to defend.
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Pick: 1-3 Shortcut: B Gadrak, the Crown-Scourge is at worst a massive flying defender. It's not trivial to attack with this, but it is made a little easier with playable Artifacts like Short Sword. The Treasure tokens created by this have a pretty niche synergy with Havoc Devil in a format where getting sacrifice triggers is otherwise difficult.
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Pick: 9+ Shortcut: D Onakke Ogre is unexciting, but if you have some synergies with 4 powered creatures then you can do a lot worse than this. This can also surprise you in how much damage it can deal if your opponent stumbles or you back this up with cheap removal to clear small blockers that would otherwise love to jump in front of this.
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Pick: 2-4 Shortcut: B Spellgorger Weird is the anchor of a lot of spell based decks in M21. There are a number of cheap cantrips that will reliably grow this quickly and even creature producing spells like Goblin Wizardry. This can sometimes feel underwhelming against great White aggro decks since sometimes a 2/2 on turn three just doesn't cut it.
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Pick: 1 Shortcut: A Subira, Tulzidi Cavanner is a great on curve threat that just naturally develops into a late game form of reach and card advantage. This card really does it all even if it doesn't seem overwhelmingly powerful.
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Pick: 3-5 Shortcut: C+ Battle-Rattle Shaman helps your small creatures make attacks that they would otherwise be unable to make. Don't underestimate the ability to move the power bonus around from turn to turn as the game develops and your needs shift. Even though the 2/2 body is small, this will make combat much worse for your foes.
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Pick: 2-4 Shortcut: B In the right deck, Kinetic Augur is a huge threat that can also pull you out of mana floods or dig you towards needed answers in tough situations. In the wrong deck, this is a medium sized creatures that still has all the amazing card selection abilities.
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Pick: 7+ Shortcut: C- Turret Ogre is usually never too bad. It's a shame that still usually trades down against three drops, but you'll never be too unhappy casting these. Also it has Reach.
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Pick: 1 Shortcut: A Once Brash Taunter hits the battlefield, you are no longer able to attack with ground creatures unless you want to take a load of damage. Flying and Trample still work quite well, but if you don't have those, Brash Taunter can take any stalled board and flip it into a huge clock to fighting your biggest threat without dying.
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Pick: 3-5 Shortcut: C+ There aren't too many sacrifice synergies for Havoc Jester, but a 5/5 creature for five mana is pretty much good enough. You feel like you are getting away with something when you can go off with sacrifice triggers and maybe even the crazy combo of giving this Deathtouch.
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Pick: 5-8 Shortcut: C Pitchburn Devils can make combat really annoying given its nice ability to split damage and most likely kill two things. You don't want to prioritize five drops, but if you end up with a couple of these you won't be too unhappy.
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Pick: 1 Shortcut: A Big dragon.
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Pick: 9+ Shortcut: D I think Bone Pit Brute gets a little of a bad rap because it doesn't really fit into any deck. If you cast this, it will usually feel like you got your manas worth, but there will usually always be better alternatives.
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Pick: 5-8 Shortcut: C Chandra's Incinerator is pretty close to 6/6 Trampler with no other text. Sometimes you will be able to play this faster with the help of Chandra's Magmutt. Sometimes you can deal bonus damage to your opponent by landing a burn spell at their face rather than just a creature. Most of the time it's a 6/6.
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Pick: 5-8 Shortcut: C Hellkite Punisher is big. Your opponent needs to answer it. It's also seven mana and usually decks that want to ramp will be fine with any sort of top end so this isn't too special.
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Pick: 5-8 Shortcut: C Crash Through has a nice home in this format enabling some sick Prowes decks and enabling evasive attacks from Green decks. You'll be happy to pick a bunch of these up in Blue/Red.
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Pick: 9+ Shortcut: D If your deck is extremely aggressive and you need to close out the game before good creatures are cast, Furor of the Bitten is the card for you. You'll cast this and sometimes your opponent just won't be able to do anything about it.
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Pick: 2-4 Shortcut: B Shock is at its best this format. Defensive decks need a fast way to stay alive versus the strong aggro decks of the format. The aggro decks also have snowballing creatures that are important to kill early to disrupt the aggressive gameplan. Aggro decks want this to clear cheap blockers and multi spell efficiently.
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Pick: 1-3 Shortcut: B Scorching Dragonfire is probably the best common in the set. Everything applies here about cheap removal like Shock, except this just kills an entirely new layer of threats.
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Pick: 7+ Shortcut: C- Sure Strike isn't exciting, but this is the go to tool for aggressive Red decks to cheaply push through large stabilizing blockers. I'm happy to play a handful of these in assertive decks and nowhere else.
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Pick: 7+ Shortcut: C- Thrill of Possibilities is getting a better amount of respect these days. It only takes the slightest amount of synergy for this to be a desirable card to smooth out your rough draws in mostly any style of deck. Between draw synergies and Prowess, I would love to pick up a couple of these and just enjoy flooding out less than my opponent.
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Pick: 9+ Shortcut: D Combat tricks like Unleashed Fury that don't help you actually win a combat without trading are usually undesirable. It may seem tempting to try and deal massive damage to the opponent with an unblocked creature, but the dream scenario for this is just too unlikely and the most common case for this is just trading two cards for one.
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Pick: 9+ Shortcut: D There just isn't enough tokens in M21 to warrant Burn Bright. Sure casting this will provide some amount of damage and trades, but I'm thinking you'd rather have any other combat tricks.
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Pick: 9+ Shortcut: D There are a surplus of 'all in' aggressive cards that you don't need to rely on Destructive Tampering since it's one of the worst options. The game state needs to be very specific to win off this and there are no high value Artifacts to hit with this either.
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Pick: 9+ Shortcut: D I really want to be drawing three or more cards off of Furious Rise to be excited about it. Even though high powered creatures may seem like they lend themselves to an aggressive deck, this incentivizes you to not trade off your creatures at all. This does suffer in a big
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Pick: 9+ Shortcut: D The best strategy to draft Shrines is to make sure to identify a Shrine in an early pack that you can potentially wheel, wheel it, and then pass it again because Shrines are bad. It just really isn't worth going for these with the mana inconsistency and the difficulty impacting the board. That being said, Sanctum of Shattered Heights is pretty much the only Shrine that can do something the turn it comes down, making it pretty unique in the lineup of garbage cards.
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Pick: 1-2 Shortcut: B Soul Sear is relatively efficient and can answer a wide variety of threats. It fits into any Red deck, really. Not a ton to note on this.
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Pick: 5-8 Shortcut: C Volcanic Geyser is extremely inefficient when it comes to removing creatures. You need four mana before you can even think about removing a 2/2 creature. This might be an okay emergency button for an answer in the late game, but don't expect to cast this and get ahead on board. The one saving grave for this is that it has the flexibility of burning the opponent directly. All that combined I think makes a very mediocre card, but sometimes you just need a way to interact.
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Pick: 4-6 Shortcut: C+ It's easy to see Goblin Wizards are four mana for 2/2 worth of stats, but in M21, it is easy to trigger Prowess where these little buddies can turn an empty board into a massive hit out of nowhere. This card is key for aggressive Blue/Red builds and can even do good work in spell heavy Red/White decks.
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Pick: 9+ Shortcut: D The fact that Traitorous Greed is an uncommon means that you can't rely on it to build a sacrifice synergy deck in M21. If you happen to find three of these in a draft, sure, build a synergistic sacrifice deck around them, but that won't happen often. Without the sacrifice synergies, this isn't a super appealing card. There are better ways to punch through blockers in this format that relying on this card isn't really what aggressive decks want.
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Pick: Scientific Progress Goes "Boink" Shortcut: F The dream with Transmogrify is to answer your opponent's large bomb and turn it into a two drop of something. The problem is that having a card that is good in only one specific situation isn't ideal and may even backfire on you if you turn the creature into just another problematic threat. Don't look at this card as removal.
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Pick: 1 Shortcut: A I've discarded my full hand before with Chandra, Heart of Fire. So. Don't do that.
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Pick: 5-8 Shortcut: C Double Vision has a potent ability, but the challenge is taking an entire turn off to cast this with five mana. This triggers on both your turn and your opponent's turn, so you can leverage this a bit better with Instants. If you have a Double Vision deck, make sure it has enough cheap removal so you don't fall too far behind.
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Pick: 4-6 Shortcut: C+ Turn to Slag, like other expensive removal, works best if you have a low curve to clear out a large blocker and keep up pressure. I can see this working well in tandem with Prowess creatures to get in large swings of life on your fifth turn. The only equipment that matters for this card is probably Malefic Scythe. There are some large threats that this isn't able to kill, so don't expect this to be your catch-all removal in a lower controlling deck.
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Pick: 1 Shortcut: A Fiery Emancipation doesn't have an "enter the battlefield" ability, but it does have an immediate board impact since you can play this and just attack. Triple damage is nothing to sneeze at even though this card kind of reads like a joke. Every single one of your creatures will be relevant again after you cast this, and your opponent just can't afford to take many attacks. If you have this in your deck, you are a little more incentivized to not trade off your creatures so you can improve on them later.
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Pick: 1-2 Shortcut: B It isn't difficult to cast Volcanic Salvo on the cheap. The only requirement is having creatures. The impact when you do cast this card is pretty massive. Killing your opponent's two best creatures will often times just win you the game. The only reason this isn't a bomb is that there is a fail case where you are under a lot of pressure from early creatures and are forced to trade off your board. At that point this card is literally uncastable.
0 notes
mal-luck · 4 years
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Got some nice stuff from my C21 boosters
A foil Teferi, Master of Time!!!
Liliana, Waker of the Dead
Massacre Wurm (first pack I opened)
Terror of the Peaks
An annoying amount of my rares were Temple lands. I got five of the mono colored legendary creatures (Vito, Subira, Kaervek, Jorael, and Gadrak). I also think I got all the new Shrines including the 5 color shrine. I have copies of all the original Kamigawa shrines so I guess it's time to make a 5 color shrine deck? I have one creature that can be a 5 color commander (Sisay).
I didn't get as many cats or dogs as I was hoping.
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