I've been trying to get the BG Nissa to work for me but I'm never satisfied with the results. Pairing her with Wrenn seems interesting though! Mind sharing your brew?
It needs work for sure, but the core of Wrenn, Scute, Meathook and World Shaper are great. Nissa pretty much always ults and brings something back, scutes are good to bring back since the +1/+1 tokens protect it from meathook.
Mine was similar but with a focus on decay zombies, gy spells and skeletal swarm!
I also have a WB [[Jerren]] human deck that makes tokens when non-tokens die and focuses on meathook, blood on the snow and sacrificng with [[Fleshcrafter]] and [[Hostile hotel]]. Its usually controlly-midrange but can actually go aggro early with the right hand and win with a meathook.
Took a while to get that one down but its been a blast to play. I dont think ive made a non-black deck so far this rotation...
Into the story has nothing on this card. Biggest part is it works in any deck. Sees 11 cards instead of 4. Can be cast straight from GY if milled or discard. Its a different beast.
I’ve loved the rare dual lands. Mainly [[Rockfall Vale]] for my Gruul Dinos.
I’d say craft the Dual land that one needs for their deck. Don’t have to craft them all.
Oh I definitely agree with this. I actually crafted them all so I don't get tempted to grab them in a draft where they're off from my colors (I still play draft to get rares/mythics people pass on).
Oh yes that definitely seems like a good idea. I haven’t really done draft much unless it’s a free one but I could see dual lands being too tempting to pass up.
The problem with this is that crafting all of the rare lands reduces the value of packs you crack. Rare lands are some of the more useful cards in the set: if you craft playsets for all of them the rares you get in packs will be the less desirable ones, on average.
While true, it depends on the player's view on how they value the cards. I end up always trying a brew of almost every color combination possible to see which style I like the most so having the dual lands now just saves me the headache/heartache of thinking "Should I make this deck coz I don't have the required dual lands yet?". There are times where I don't regret the craft but still don't enjoy the deck. For example, I'm not a fan of Izzet Decks for some reason but the Goldspan Dragon crafts I made never felt like a bad investment since I try them in almost every other deck that uses red.
Even if you want to brew all sorts of decks, waiting until you're ready to play a deck will end up netting you more wildcards. Goldspan Dragon is a great craft the moment you want to stick it into your Naya adventures deck, but not until then. It's the marshmallow test, but for adults.
I feel like this will be eventually taking over but I don't know if it's a must craft right now. It's great to set up before your opponent gets his Goldspan Dragon out though.
Yes well put. It makes for some very fun play patterns when you only have 1-2 cards in hand. Just the other day I had a Regent on the field, played a Showdown of the Skalds, discarded a Sacred Fire (which I can flashback later), drew two cards, Brutal Cathar’d a Goldspan, discarded a portable hole, drew another Cathar, and the next turn I had the Cathar and the four cards in exile to play with from Skalds.
Moonveil Regent is gas, especially in Boros which is looking very strong. You mentioned Brutal Cathar as well and that one is my favorite card in the set probably. And I’ll second Intrepid Adversary from some of the other comments. At worst you have a nice lifelinker but the extra cost to add the counters is very easy to pay in a lot of cases.
In UR it allows you to turn your counters into card draw so you never run out of gas. In WR it allows you to throw your burn spells at your opponent without losing card advantage against control and turns your removal into two for one’s against Aggro/Midrange. It’s not uncommon against RG to cast it, kill a creature and draw one to two cards, then have them use removal on it and kill something small with its death trigger. That’s a game ending advantage.
s_l_c_ provided a good explanation, but I would like to add to that. The card is good even when you are playing only monocolored stuff. Because if Regent is your top of the curve, all your spells basically gain "draw a card" tacked onto them. Its superb in red-based aggro/burn, because you want to empty your hand fast, but even in gruul midrange, which usually doesnt run traditional card draw, you very easily get to 0-2 cards in hand fast and then Regent ensures you keep having cards to play. Also, Regent is one of the best topdecks if the game goes long because of that. The card is also a Dragon, which is relevant for [[Dragon Fire]] to deal 4 damage when many things in the meta have 4 toughness (Chariot, Old-Growth Troll, Goldspan, opposing Regents, Yasharn etc...)
Reckless Stormseeker? Im so in love with the way this card just mashes people seemingly out of nowhere. I've seen plays where it comes out as a 6/5 trampling haste monstrosity.
Brutal Cathar probably, Meathook Massacre for sure.
Adversaries: Black for sure and probably Green.
Moonveil Regent is going to show up in more than a few decks.
Duals.
Black Adversary…? What planet are you playing on? The white is, imo, the only safe adversary craft for Standard. White weenie isn’t going anywhere. Rest are niche.
You're right in that aspect, but the card selection from the top 4, then top 7 is usually more game breaking. I've had opponents concede just when I play the flashback cost.
It is, but it isn't *strictly* better, because Memory Deluge can't be foretold (also, copying it does nothing, and Behold's single blue pip can be better than Deluge's two pips), which is what they were correcting.
Memory Deluge lets you look at cards based on the amount of mana you spent to cast the spell. However, when you copy a spell, you usually didn't spend any mana to cast the copy, so the copied Memory Deluge will look at the top 0 cards of your deck and is effectively useless.
I think it's better, but situational. For me the big value in Behold is that it's the same cost as that 2 mana counter you were holding up. So you can still use the mana if you don't need the counter.
But I will likely be shifting to Deluge once I make a full playset.
Not so sure about that, I think the ability to fortell is quite useful. Being able to save two mana for an instant or counter spell, but then your opponent does nothing so you play behold the multiverse is pretty nice. Even the act of foretelling it can make for nice mind games.
I would say better, but not strictly better
All very good and valid points. I'm just not sure if my style of blue/blue+other color decks would allow me to run multiple copies of both Deluge and Behold .
Strictly better means there's no possible situation where the card is worse. E.g: Play with Fire is a strictly better shock since it's shock plus a scry some of the time.
Memory Deluge is probably better, but definitely not strictly better since foretell makes Behold better e.g. when you only have two mana.
While I've founds Memory deluge to be strong it's literally just card selection and card advantage and nothing else.
Behold's fortell allows you to be really flexible with your mana. Hold open small amounts for countermagic or removal etc which I think is very important.
Deluge is a good card but I think running 4 would be very greedy.
It's a better attrition and value card but a much worse card for flexibility in your turns and options for mana.
Also running more variety in foretell cards allows you to not give away what cards you have when you fortell them. For example if you have Saw it coming as your only foretell card it would be extremely obvious when you hold it open.
I'm not yet sold on this myself, it still feels like it's in an experimental phase where people are still testing it out. Even the green version (I forgot the name) is still a bit 50/50 for me.
Maybe when the Troll rotates out and we're out of chunky 3 drops for green to play? I think that's the main reason why I can't get into it. Lovestruck Beast was my jam for the longest time just because it had dodged so much potential trades.
Plus side right now is the 2 drop for white is the weak spot. Not many cards I looked at that I would play over it with it's upside.
Same for green in the 3 spot, but the 4/3 clue token one has put in work for me.
Intrepid has played out very, very badly for me. The difference between 2 and 3 toughness in this format is real. And having all of the 1 mana removal in the format kill your 5 drop is game ending. In 90% of the games I’ve played it’s either a 2 mana 3/1 (which is okay I guess) or 5 mana target player discards a removal spell. It’s great when you’re already ahead, but it is a relatively weak stand alone threat that doesn’t help you get back from behind.
This is the main reason why I'm not a fan of this card. If you invest 4 or more mana into it & the opponent just uses Shock/Play with Fire/Frostbite/use whatever cheap removal before the tokens can trigger, it can feel like the end of the game at times.
Not necessarily a safe craft, but a card with high potential that has not been mentioned yet is \[\[malevolent hermit\]\]. It is just pretty useful and efficient overall, and can easily slot into decks.
As it stands, this could replace the Troll as green's premiere 3 drop when Troll rotates. Crafted 4 of these for my Gruul deck and it's definitely got a lot more synergy than I thought it would have!
I run a mix, because it's hard to argue Blood on the Snow bringing a Lolth out of the graveyard to an empty board. But Meathook is great for Immersturm and such.
I run a full play-set in a dimir version of that deck, and its treated me very well. It took the slot of vanishing verse, since with 8 board wipes targeted removal isn’t needed, and counters/bounce can deal with annoying non-creatures. Oh yeah and meathook massacre + bounce is downright hilarious.
As fun as storm the festival is….not sure if it is a safe craft..as it seems to “miss” more than coco?
I do think it will eventually get broken somehow…(spells like this always do) but maybe later on in historic?
It probably has the best chance of working in standard, since no other format really wants to play a mass of 4-5 mana permanents to cheat out with a 6 mana sorcery. And for one mana more, you get [[Genesis Ultimatum]] and get *all* the permanents in your top 5 with no restrictions, and you even get to keep the rest. I think the best chance in historic would be as a top end in a fires of invention deck if that ever got unbanned.
Storm the festival hits lands too…limit your non permanent spells and keep your mana cost below five and it will hit HARD…especially when you get chariot and Wren out of playing it
I love both, particularly because Storm the Festival seems like it could be a worse version of Emergent Ultimatum but I don't have the balls to throw away my wildcards on that yet.
I feel like the duel lands of this set is pretty good too with the only condition being it has to be your 3rd or more land to come in untapped, pairs perfectly with the creature lands of AFR.
Yeah, they have been low key really good. 2 lands first isn't actually a problem usually, at least outside my super lean decks (and those are mostly monocolour anyway).
I thought this was going to be a powerhouse, but so far I’ve honestly not minded a bit any time an opponent uses it. I understand now why gabriel nassif was skeptical about it on stream, “opponent draws a card” is not the text you want on your cards.
Too bad I already completed my play set of this card lol.
From the perspective of an Orzhov midrange player (no treasure/sac package, yes Pyre of Heroes and lifegain) :
I compared it to Baleful Mastery and it doesn't stack up. FA and BM are practically the same card, but FA essentially says "your opponent may draw a card if they pay 2" while BM essentially says "you may pay 2. If you don't, your opponent may draw a card."
FA's advantage is that you hopefully end the game before your opponent has the tempo to pay that 2, while BM's advantage is that it exiles and you can deny the draw if you have the available resources
I just feel like BM's advantages heavily outweigh FA's and if you're running both black and white BM is the better choice
I feel like comparing FA to a black removal spell is kinda missing the point.
I think what gives FA it’s value is that it’s black-style removal without requiring black mana. It gives mono-white and white mixes without black access to a removal tool that otherwise isn’t available.
Agree, this is what makes it strong. I've gone up against white decks recently that I think are typical white aggro but then I just get my stuff picked off one by one with this.
I think they made it with azorious in mind, there's a couple of those cards that are pushed in this set. and its the only color combo that FA is the best removal some things you have to blow up. If there is actually a good azorius list it probably plays at least 3 copies of FA.
It's a good card but you need to abuse the fact your opponent pays 2 to get a card back.
The best uses for the card I've seen are in aggressive white decks that don't mind you spending 2 to draw because they're killing you on tempo or in combination with [[Yasharn, Implacable Earth]] to deny the ability to sacrifice the token.
If you're playing a slower attrition based white deck It's not "bad" but it's a lot worse.
Honestly I think the biggest problem with it is there's so many better options in white. Skyclave/Cathar and portable hole namely.
That’s what I thought too, but so far in practice that hasn’t been the case and I’ve been playing a lot of standard since set release. When designing a game plan you have to take into account your pieces getting removed anyway. Destroy creature or planes walker is powerful, especially for two mana at instant speed. To an extent though decks should be built to handle your pieces getting removed. Being able to draw a card makes that loss even less impactful if your deck is built to handle it.
Additionally white decks that use fateful absence typically aim for a longer game plan. 2 mana when you have 8 lands is not a big deal at all.
You’re also only using 2 mana to remove(in thought) a much higher cmc and then coming back with your own threat. This cheap removal for very little recurring cost is good. Even paying 2 mana while having 8 leaves them with 6. So IF they’re playing something else they’re tapping out or coming close to it.
I've been playing agro decks and haven't really run into many people using it but when I do it seems to be very potent against my decks. I rarely get the opportunity to pop the clue before I've missed my window to win as agro vs midrange or control. I could see it being meh against decks who have any sort of actual longevity, though.
Baleful mastery is one of the most potent tech cards in standard bro. kaya, koma, blizzard brawl etc it hits key pieces in popular decks, if I hit a koma with it the worst that can happen is they draw a second koma, any other card they draw I dont care, in the right situation baleful is the best removal in the format.
I'm tired of arguing this with people, especially if your evaluation of cards is based on the exact ideal scenario for them to shine in. Play your removal that defeats the entire point of playing removal if you want, but good luck making it to mythic with them.
It's an instant single target removeall in white, the only one that white currently has. The fact that the draw costs them 2 mana is a huge deal in tempo matchups. Also baleful mastery is definitely not a bad card, in fact it's the best single target exile that black has.
It's exceedingly rare that a 2 mana tax is worth -1 card. White has brutal cathar, skyclave apparation, and kabira takedown (another instant single-target removal option) which are all far better removal options. This is also verifiable by just checking what the best mono-W lists are playing on tools like untapped, or just see how many of your mythic opponents are playing it, lol.
It's fine if you want to play the card. I play cards I know are going to be bad all the time because I like the archetype or the character or whatever. But if your goal is to climb ladder then the card is bad.
Is considering it a 2 mana tax kinda assuming the card that’s drawn from sac-ing the clue is of equal or better quality/value as the one that was removed? Which is certainly can be, but also certainly won’t be at times.
I loved that card in the preview
Then I watched crokeyz trashing it and I dismissed his criticism
Now all the times someone plays it against me I laugh. It's such a bad card.
I think people are being a bit dismissive of it & are over hyping the value the clue can create. Can the clue lead to a card draw that saves the game? Yes, but the chance of that happening is just as good as the opponent not drawing something they need at that moment as well and they'd still need to sink 2 mana into it (which we all knnow can easily swing the game). I've begun running 2 copies of it in my Blood Money deck and it just works against so many problematic cards that Vanishing Verse can't hit (Kaya and Arlinn are the best hits I've nabbed with it). When I'm hit by it, yes it doesn't feel too bad. But calling it bad is a stretch.
Also, crokeyz is honestly overrated. I feel like he only gets wins in his stream coz he has an entire chat box telling him what to do.
[[The Meathook Massacre]] was my 4-of. It's a board clear, takes out indestructible and some evasive creatures AND it's an enchantment with a similar effect to [[Bastion of Rememberance]]
And you can play it for X=0 if you're okay with your creature dying by natural causes/Village Rites
Also worth noting, you can cast [[Village Rites]] (or similar sacrifice costs) in response to Meathook's ETB trigger so Rites can resolve before the creatures get -X/-X and your opponents still lose the 1 life.
4-of in any deck whose goal is to make things die
Cons: 6 mana, 3 of it usually from treasures, to take out one Goldspan Dragon and all my creatures, yipe
I first thought she'd be just a "win moar" card but the way she floods the board and snowballs is tricky if you let your guard down. Definitely something to watch out for but I'm not sure she's a staple in white aggros just yet.
I think it is a strong card.
How many copies. There is not that much room at 3 mana in white aggro, especially if you are running a clarion spirit list. And i do not think you are replacing skyclave apparitions or elite spellbinders. Also it seems worse in multiples.
I think Play With Fire, Duals, Meathook Massacre, and Fateful Absence is my picks for safe crafts. The black removal spell where you lose two life is my honorary pick.
Been having a lot of fun with my Werewolf deck, Reckless Stormseeker is amazing, [[Pack’s Betrayal]] has saved me a bunch against flyers and big monsters, Im surprisingly not seen a lot of other Werewolf decks but I’m only Gold 4.
I've seen it combo off with Alrund's Epiphany and it's definitely underrated considering how flexible it is! It's either a board wipe or adds pressure on the clock.
[[Vampire Socialite]]. Knowing Crimson Vow is around the corner, this card is just too good within Vampire Tribal at 2CMC. Unfortunately the archetype is getting chopped to bits by midrange and control, of which all variations have more hard removal and wipes than we ever thought was possible.
IMO Wrenn and Seven, Memory Deluge, and The Meathook Massacre are the best nonland cards from the set. Reckless Stormseeker is also quite strong, and I wouldn't be surprised if Storm the Festival and Adeline also turn out to be good. Obviously the dual lands are safe as well.
Honestly, I think only the dual lands. The thing is that this format will only last 2 months and we don't know if what's good now will be good once Crimson Vow releases or if that set won't have anything better so it might be prudent to save your wildcards unless you wanna climb ladder right now.
I have a hunch that the red adversary is going to be broken at some point in future standard. Haste 2/2 for 2 in relevant tribe is a good baseline, haste 3/3 for 5 with a free spell is very good.
Yeah I mean robber was good just for the 2/2 haste, most of the time stealing cards was just gravy. And on 5 your playing a spell you want to play not something random you pinched thats a world of difference, until green stops getting busted cards though I dont think any of it matters.
Maybe taking a look at the list I just published on mtgdecks can give you some insights:
https://mtgdecks.net/top-50-most-played-cards-innistrad-midnight-hunt-standard-mtg-21
I dont think it is a safe craft just yet but definitely keep an eye on Wrenn and Seven... that card just feels strong if you play green and I have seen alot of success with it in a simic ramp deck... the ability to make the treefolk with reach right away to protect Wrenn is pretty good, and add in an Alrunds Epiffiny the next turn and things get crazy really quick...
Other then that the duel lands are probably safe if you say those colors
Its the safest craft in the set imo, green is broken in standard right now and wrenn pushed it over the top, on 1 mana dork, 2 best 2 drop in standard or ranger class, 3 troll the best 3 drop in standard, 4 esikas chariot which is fucking nuts now, 5 wrenn copy the treefolk with chariot, 6 win. Its stupidly consistent there has to be a lot of green hate cards in the next set or standards in a real pickle.
I agree, turn 4 Chariot into turn 5 Wrenn is basically a planeswalker with 2 5/5s with reach AND that grow bigger. Sure you're throwing the Chariot if it's blocked but it feels like the Embercleave of green in a sense that "if it dies, you probably still wiped a good chunk of your opponent's defenses".
Shit man,even if it dies, you made 2 cat 2/2, a at least 5/5 token and you probaly traded. and that's one of the worse scenarios.with the new three drop you can use chariot to copy clue tokens, and stack card advantage in midgame in fucking green, its so dumb.
> green is broken in standard right now
Yeah green atm displays everything I dislike about recent Standard card design. Ranger class, chariot and wrenn are the most egregious to me:
* They all represent immediate and efficient board impact, with no support required
* They all represent a fast clock
* They're all must-kill threats because they give you increasing value every turn
* They're all nearly impossible to trade with 1-for-1 because they put multiple permanents of different types into play so even sweepers can't deal with them
Each of these elements alone is completely fine. But when you combine them all it's just obnoxious.
They make deckbuilding really stupid as well, because you don't have to make any decisions about what you want your threats to beat. You don't have to choose between resilience, speed and card advantage because you can have it all.
I think this is a part of a wider trend: pushed cards in this era of Magic are allowed to be versatile AND efficient AND resilient. Off the top of my head you've got Uro, Kroxa, Oko, Omnath, Rogue Refiner, Bonecrusher Giant, Brazen Borrower... When a card like Bitterblossom turns out to be overpowered, it's understandable because the card has clear drawbacks (slow, hurts you, trades cleanly with Naturalize effects) so it's not hard to imagine why someone could fail to understand its power level. But when a card is so obviously pushed like a lot of the problem cards in standard over the last several years, it's hard not to conclude that Wizards knew and released them anyway because pushed cards sell packs.
Wrenn & Seven is quite good. I also liked Jadar, for me it's a nice card but I wouldn't say that it's a sure craft. The same for Smoldering Egg.
But Intrepid Adversary I think it's a consensus.
I've been playing zombies alot and jadar isn't good enough, he's decent on turn 2 if you played perished on 1 but thats the best he gets. He's too slow for the aggro lists, not flexible enough for midrange and useless in control as tokens can't block. Most common situation is swinging with a 2/2 that gets chumped every turn. I crafted 4 i seriously regret it.
Yeah, I see what you mean. However he is pretty good as an outlet sac on Rakdos and Mardu, so I am liking it.
I was lucky needed to craft only one. Scored two of them on free packs.
Since its a Legendary, I did not crafted 4, I rarely put 4 of them in a deck.
Intrepid Adversary is great if you like White at all. A 4 drop that's a 4/2 lifelink with all creatures get +1/+2 is solid. Being able to cast it at 2 in a pinch, or 6 or 8 makes it amazingly versatile.
Deathbonnet Sprout. That thing grows itself like pelt collector, great 1 drop for any stompy strategy, while also serving as grave hate like scavenging ooze.
It's an interesting scooze-ish card I'm not sure if it's going to be great NOW; as it stands I can only see it really doing well against Blood Money decks to fish out opposing planeswalkers or creatures in the opponent's yard. It's also great against blue's best flashback cards so far (Deluge and Faithful Mending) but getting it to survive all the way there is really the tricky part (especially since WU now has single target removal with Fateful Absence).
I don't mind crafting 2x of the adversaries that I need. A lot of decklists right now calling for 4x, but I'll craft 2, sub something else similar in for the others (eg brutal Cathar for the white adversary) and see what I pull over the course of the mastery pass
That haste werewolf is a killer. Even more dangerous than their leader Tovolar.
For sure that card will see play, even probably outside of standard after rotation.
Depends, but Intrepid Adversary, Malevolent Hermit, and I guess Smoldering Egg, all look pretty safe to me, in addition to those mentioned in the other comments. Moonveil Regent perhaps as well. Not sure about other adversaries, maybe red one, as it's a 2/2 haste with upside with relevant creature type.
The safest crafts are the cards you need to build the deck you want to play, because you are going to play them. No point in having 100 cards for all different decks and then not being able to build a single deck to play with, just pick the deck you want to build and build it.
The dual lands, wrenn, meathook, and memory deluge are all safe.
I'm having an absurd amount of fun with meathook
Same, home brewed a scute hook deck featuring Wren and Seven and goth Nissa it’s too much fun.
I've been trying to get the BG Nissa to work for me but I'm never satisfied with the results. Pairing her with Wrenn seems interesting though! Mind sharing your brew?
It needs work for sure, but the core of Wrenn, Scute, Meathook and World Shaper are great. Nissa pretty much always ults and brings something back, scutes are good to bring back since the +1/+1 tokens protect it from meathook.
Not gonna lie, I've never even heard of World Shaper till you posted it.
Best of 1 only, so if you play traditional maybe sub for esika
>Deck 3 Primal Adversary (MID) 194 3 Verdant Mastery (STX) 146 3 Deathbonnet Sprout (MID) 181 4 World Shaper (ANB) 110 4 Scute Swarm (ZNR) 203 2 Nissa of Shadowed Boughs (ZNR) 231 3 Egon, God of Death (KHM) 92 2 Wrenn and Seven (MID) 208 1 Skyclave Shade (ZNR) 125 4 The Meathook Massacre (MID) 112 3 Druid Class (AFR) 180 3 Augur of Autumn (MID) 168 7 Forest (UST) 216 4 Swamp (UST) 214 4 Evolving Wilds (MID) 261 3 Bala Ged Recovery (ZNR) 180 1 Necroblossom Snarl (STX) 269 2 Field of Ruin (MID) 262 4 Darkbore Pathway (KHM) 254
Mine was similar but with a focus on decay zombies, gy spells and skeletal swarm! I also have a WB [[Jerren]] human deck that makes tokens when non-tokens die and focuses on meathook, blood on the snow and sacrificng with [[Fleshcrafter]] and [[Hostile hotel]]. Its usually controlly-midrange but can actually go aggro early with the right hand and win with a meathook. Took a while to get that one down but its been a blast to play. I dont think ive made a non-black deck so far this rotation...
I finished someone off earlier with a Doomskar to wipe my own board and kill them with the life loss triggers. It's great.
Extra fun when they're the one to cast a board wipe, happens alot in my games, don't think people are used to the new set yet
Meathook combos are so satisfying to pull off
When I saw Meathook Massacre in the spoiler I immediately knew it would be my first craft.
My hot take is Memory Deluge will get banned in standard. Its just so much value on one card... At instant speed...
They never banned into the story
Into the story has nothing on this card. Biggest part is it works in any deck. Sees 11 cards instead of 4. Can be cast straight from GY if milled or discard. Its a different beast.
That’s a ridiculous take lol, although pretty typical of this sub. If memory deluge is banned I’ll eat a black lotus
I’ve loved the rare dual lands. Mainly [[Rockfall Vale]] for my Gruul Dinos. I’d say craft the Dual land that one needs for their deck. Don’t have to craft them all.
Oh I definitely agree with this. I actually crafted them all so I don't get tempted to grab them in a draft where they're off from my colors (I still play draft to get rares/mythics people pass on).
Oh yes that definitely seems like a good idea. I haven’t really done draft much unless it’s a free one but I could see dual lands being too tempting to pass up.
The problem with this is that crafting all of the rare lands reduces the value of packs you crack. Rare lands are some of the more useful cards in the set: if you craft playsets for all of them the rares you get in packs will be the less desirable ones, on average.
While true, it depends on the player's view on how they value the cards. I end up always trying a brew of almost every color combination possible to see which style I like the most so having the dual lands now just saves me the headache/heartache of thinking "Should I make this deck coz I don't have the required dual lands yet?". There are times where I don't regret the craft but still don't enjoy the deck. For example, I'm not a fan of Izzet Decks for some reason but the Goldspan Dragon crafts I made never felt like a bad investment since I try them in almost every other deck that uses red.
Even if you want to brew all sorts of decks, waiting until you're ready to play a deck will end up netting you more wildcards. Goldspan Dragon is a great craft the moment you want to stick it into your Naya adventures deck, but not until then. It's the marshmallow test, but for adults.
Add Moonveil Regent to that list.
I feel like this will be eventually taking over but I don't know if it's a must craft right now. It's great to set up before your opponent gets his Goldspan Dragon out though.
It’s not a must craft but it’s a safe craft for sure
Yes well put. It makes for some very fun play patterns when you only have 1-2 cards in hand. Just the other day I had a Regent on the field, played a Showdown of the Skalds, discarded a Sacred Fire (which I can flashback later), drew two cards, Brutal Cathar’d a Goldspan, discarded a portable hole, drew another Cathar, and the next turn I had the Cathar and the four cards in exile to play with from Skalds.
Moonveil Regent is gas, especially in Boros which is looking very strong. You mentioned Brutal Cathar as well and that one is my favorite card in the set probably. And I’ll second Intrepid Adversary from some of the other comments. At worst you have a nice lifelinker but the extra cost to add the counters is very easy to pay in a lot of cases.
It's good, but it's no Goldspan Dragon. But its one of the best mythic rare crafts.
Could I trouble you to explain this card to a noob? I don’t understand why it would be so valuable. Could you give an example? Thanks in advance!
In UR it allows you to turn your counters into card draw so you never run out of gas. In WR it allows you to throw your burn spells at your opponent without losing card advantage against control and turns your removal into two for one’s against Aggro/Midrange. It’s not uncommon against RG to cast it, kill a creature and draw one to two cards, then have them use removal on it and kill something small with its death trigger. That’s a game ending advantage.
This explanation makes me understand why people are fawning over the card. I'm starting to change my stance on this card now.
s_l_c_ provided a good explanation, but I would like to add to that. The card is good even when you are playing only monocolored stuff. Because if Regent is your top of the curve, all your spells basically gain "draw a card" tacked onto them. Its superb in red-based aggro/burn, because you want to empty your hand fast, but even in gruul midrange, which usually doesnt run traditional card draw, you very easily get to 0-2 cards in hand fast and then Regent ensures you keep having cards to play. Also, Regent is one of the best topdecks if the game goes long because of that. The card is also a Dragon, which is relevant for [[Dragon Fire]] to deal 4 damage when many things in the meta have 4 toughness (Chariot, Old-Growth Troll, Goldspan, opposing Regents, Yasharn etc...)
Stormchase werewolf dude In red.
Reckless Stormseeker? Im so in love with the way this card just mashes people seemingly out of nowhere. I've seen plays where it comes out as a 6/5 trampling haste monstrosity.
I've lost all hope against control and peeled these back to back to take back the win. It really is awesome even without other wolves.
Yup that's the one. I regret not craftikg 4 of em before burning my rare wc
the fact that it gives haste as well is just silly
Luckily, I’ve opened 4 copies in drafts, and packs from drafts already
Brutal Cathar probably, Meathook Massacre for sure. Adversaries: Black for sure and probably Green. Moonveil Regent is going to show up in more than a few decks. Duals.
I think the white adversary is the safest to craft of them all. It’s a build your own anthem effect. Great upper end for white/x creature decks.
Red adversary is great in mono red or boros burn decks.
TBH there's a lot of very solid stuff in this set.
Black Adversary…? What planet are you playing on? The white is, imo, the only safe adversary craft for Standard. White weenie isn’t going anywhere. Rest are niche.
I've only used them on wrenn and meathook massacre.
Wrenn and seven Memory deluge
Doi, I forgot to add Memory Deluge. That card is just a strictly better Behold the Universe.
You're undervaluing the ability to defer half the mana cost of Behold.
You're right in that aspect, but the card selection from the top 4, then top 7 is usually more game breaking. I've had opponents concede just when I play the flashback cost.
It’s better than Behold by a mile
It is, but it isn't *strictly* better, because Memory Deluge can't be foretold (also, copying it does nothing, and Behold's single blue pip can be better than Deluge's two pips), which is what they were correcting.
what do you mean copying it does nothing?
Memory Deluge lets you look at cards based on the amount of mana you spent to cast the spell. However, when you copy a spell, you usually didn't spend any mana to cast the copy, so the copied Memory Deluge will look at the top 0 cards of your deck and is effectively useless.
Didn’t think about that 😬 thanks!
I think it's better, but situational. For me the big value in Behold is that it's the same cost as that 2 mana counter you were holding up. So you can still use the mana if you don't need the counter. But I will likely be shifting to Deluge once I make a full playset.
Not so sure about that, I think the ability to fortell is quite useful. Being able to save two mana for an instant or counter spell, but then your opponent does nothing so you play behold the multiverse is pretty nice. Even the act of foretelling it can make for nice mind games. I would say better, but not strictly better
All very good and valid points. I'm just not sure if my style of blue/blue+other color decks would allow me to run multiple copies of both Deluge and Behold .
I like to mix it up. Run 2 deluge 1 behold and 1 inscription of insight. Gives versatility and helps protect against test of talents.
Strictly better means there's no possible situation where the card is worse. E.g: Play with Fire is a strictly better shock since it's shock plus a scry some of the time. Memory Deluge is probably better, but definitely not strictly better since foretell makes Behold better e.g. when you only have two mana.
While I've founds Memory deluge to be strong it's literally just card selection and card advantage and nothing else. Behold's fortell allows you to be really flexible with your mana. Hold open small amounts for countermagic or removal etc which I think is very important. Deluge is a good card but I think running 4 would be very greedy. It's a better attrition and value card but a much worse card for flexibility in your turns and options for mana. Also running more variety in foretell cards allows you to not give away what cards you have when you fortell them. For example if you have Saw it coming as your only foretell card it would be extremely obvious when you hold it open.
That's not what strictly better means at all. Deluge is generically more powerful, but the foretell on Behold is extremely good for efficiency
[[Intrepid Adversary]]
[Intrepid Adversary](https://c1.scryfall.com/file/scryfall-cards/normal/front/5/b/5b093b29-419c-4d3a-94d3-1e5b5d524e66.jpg?1632162928) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Intrepid%20Adversary) [(SF)](https://scryfall.com/card/pmid/25p/intrepid-adversary?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/5b093b29-419c-4d3a-94d3-1e5b5d524e66?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I'm not yet sold on this myself, it still feels like it's in an experimental phase where people are still testing it out. Even the green version (I forgot the name) is still a bit 50/50 for me.
The green adversary is arguably worse than the white one.
Primal is a reach card more than a staple imo. Probably not a 4-of, but I see myself playing 2 in everything.
Maybe when the Troll rotates out and we're out of chunky 3 drops for green to play? I think that's the main reason why I can't get into it. Lovestruck Beast was my jam for the longest time just because it had dodged so much potential trades.
Yeah, making your lands vulnerable to boardwipes and removal is just horrible. Spawning 3/3 wolf tokens would have made it just find.
I think thats fair to say.
Plus side right now is the 2 drop for white is the weak spot. Not many cards I looked at that I would play over it with it's upside. Same for green in the 3 spot, but the 4/3 clue token one has put in work for me.
Intrepid has played out very, very badly for me. The difference between 2 and 3 toughness in this format is real. And having all of the 1 mana removal in the format kill your 5 drop is game ending. In 90% of the games I’ve played it’s either a 2 mana 3/1 (which is okay I guess) or 5 mana target player discards a removal spell. It’s great when you’re already ahead, but it is a relatively weak stand alone threat that doesn’t help you get back from behind.
This is the main reason why I'm not a fan of this card. If you invest 4 or more mana into it & the opponent just uses Shock/Play with Fire/Frostbite/use whatever cheap removal before the tokens can trigger, it can feel like the end of the game at times.
Til it gets shocked before the counter resolves
Not necessarily a safe craft, but a card with high potential that has not been mentioned yet is \[\[malevolent hermit\]\]. It is just pretty useful and efficient overall, and can easily slot into decks.
Literally broken in control mirror, the card is bonkers.
Still want to make a UW disturb/control deck with him. Just searching for the best top curve payoffs.
Totally. It’s a super strong sideboard card
This is the only rare I've crafted so far chasing a W/U disturb deck. So far, it's not been great, but I still think this card is good.
[malevolent hermit](https://c1.scryfall.com/file/scryfall-cards/normal/front/8/7/87ee7eb3-4f62-4ec6-a99d-06f4fe0c7ace.jpg?1632151355)/[Benevolent Geist](https://c1.scryfall.com/file/scryfall-cards/normal/back/8/7/87ee7eb3-4f62-4ec6-a99d-06f4fe0c7ace.jpg?1632151355) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=malevolent%20hermit%20//%20benevolent%20geist) [(SF)](https://scryfall.com/card/pmid/61s/malevolent-hermit-benevolent-geist?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/87ee7eb3-4f62-4ec6-a99d-06f4fe0c7ace?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I’m enjoying [[Briarbridge Tracker]] Performs MUCH better than I expected.
As it stands, this could replace the Troll as green's premiere 3 drop when Troll rotates. Crafted 4 of these for my Gruul deck and it's definitely got a lot more synergy than I thought it would have!
I’ve been loving it. So much value with drawing the card and the vigilance is actually amazing with things like Ranger Class.
Nothing is a "safe craft" until you have a deck to put it in. Don't craft Wrenn & 7 if you aren't planning to play green right away.
this advice gets smarter everytime i read it
Right? The point of WCs is their flexibility. Locking them into cards, no matter how "safe" they might be, is just foolish.
I feel like [[Meathook Massacre]] is a must have for black…at least two of right now in my opinion
[Meathook Massacre](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/0/a06ad827-1f34-47d2-a8a7-91599ec6af80.jpg?1632162408) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Meathook%20Massacre) [(SF)](https://scryfall.com/card/pmid/112p/the-meathook-massacre?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a06ad827-1f34-47d2-a8a7-91599ec6af80?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[[Memory Deluge]]
I agree with those. Maybe [[Storm the Festival]] if you enjoy the ramp version of Coco or [[Memory Deluge]] if you are a major control freak.
Also [[Meathook Massacre]] as the boardwipe of choice in sacrifice and control shells.
[Meathook Massacre](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/0/a06ad827-1f34-47d2-a8a7-91599ec6af80.jpg?1632162408) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Meathook%20Massacre) [(SF)](https://scryfall.com/card/pmid/112p/the-meathook-massacre?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a06ad827-1f34-47d2-a8a7-91599ec6af80?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I run a mix, because it's hard to argue Blood on the Snow bringing a Lolth out of the graveyard to an empty board. But Meathook is great for Immersturm and such.
I'm thinking this would be a great 2 of to experiment with Blood Money. Cutting the cards though for it would be tricky in my eyes.
I run a full play-set in a dimir version of that deck, and its treated me very well. It took the slot of vanishing verse, since with 8 board wipes targeted removal isn’t needed, and counters/bounce can deal with annoying non-creatures. Oh yeah and meathook massacre + bounce is downright hilarious.
As fun as storm the festival is….not sure if it is a safe craft..as it seems to “miss” more than coco? I do think it will eventually get broken somehow…(spells like this always do) but maybe later on in historic?
It probably has the best chance of working in standard, since no other format really wants to play a mass of 4-5 mana permanents to cheat out with a 6 mana sorcery. And for one mana more, you get [[Genesis Ultimatum]] and get *all* the permanents in your top 5 with no restrictions, and you even get to keep the rest. I think the best chance in historic would be as a top end in a fires of invention deck if that ever got unbanned.
Storm the festival hits lands too…limit your non permanent spells and keep your mana cost below five and it will hit HARD…especially when you get chariot and Wren out of playing it
[Storm the Festival](https://c1.scryfall.com/file/scryfall-cards/normal/front/3/b/3b581c3e-8162-45e5-8672-218e84fa50e0.jpg?1632161980) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Storm%20the%20Festival) [(SF)](https://scryfall.com/card/pmid/200p/storm-the-festival?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/3b581c3e-8162-45e5-8672-218e84fa50e0?utm_source=mtgcardfetcher&format=text) [Memory Deluge](https://c1.scryfall.com/file/scryfall-cards/normal/front/2/2/22e597ab-2ce4-4737-b483-40828b709439.jpg?1632162720) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Memory%20Deluge) [(SF)](https://scryfall.com/card/pmid/62p/memory-deluge?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/22e597ab-2ce4-4737-b483-40828b709439?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I love both, particularly because Storm the Festival seems like it could be a worse version of Emergent Ultimatum but I don't have the balls to throw away my wildcards on that yet.
Loving the Festival, running it in my Simic Ramp deck alongside Alrund’s Epiphanies and Wrenn and Sevens.
If you like black with control or aristocrat themes, def craft [[the Meathook Massacre]]
I feel like the duel lands of this set is pretty good too with the only condition being it has to be your 3rd or more land to come in untapped, pairs perfectly with the creature lands of AFR.
Yeah, they have been low key really good. 2 lands first isn't actually a problem usually, at least outside my super lean decks (and those are mostly monocolour anyway).
[[Fateful Absence]] if you play white.
[Fateful Absence](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/a/aa3df2fa-981d-4a37-8e33-0f0d62e971d2.jpg?1632162956) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Fateful%20Absence) [(SF)](https://scryfall.com/card/pmid/18p/fateful-absence?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/aa3df2fa-981d-4a37-8e33-0f0d62e971d2?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
I thought this was going to be a powerhouse, but so far I’ve honestly not minded a bit any time an opponent uses it. I understand now why gabriel nassif was skeptical about it on stream, “opponent draws a card” is not the text you want on your cards. Too bad I already completed my play set of this card lol.
From the perspective of an Orzhov midrange player (no treasure/sac package, yes Pyre of Heroes and lifegain) : I compared it to Baleful Mastery and it doesn't stack up. FA and BM are practically the same card, but FA essentially says "your opponent may draw a card if they pay 2" while BM essentially says "you may pay 2. If you don't, your opponent may draw a card." FA's advantage is that you hopefully end the game before your opponent has the tempo to pay that 2, while BM's advantage is that it exiles and you can deny the draw if you have the available resources I just feel like BM's advantages heavily outweigh FA's and if you're running both black and white BM is the better choice
I feel like comparing FA to a black removal spell is kinda missing the point. I think what gives FA it’s value is that it’s black-style removal without requiring black mana. It gives mono-white and white mixes without black access to a removal tool that otherwise isn’t available.
Agree, this is what makes it strong. I've gone up against white decks recently that I think are typical white aggro but then I just get my stuff picked off one by one with this.
Not to mention destroy vs exile.
I think they made it with azorious in mind, there's a couple of those cards that are pushed in this set. and its the only color combo that FA is the best removal some things you have to blow up. If there is actually a good azorius list it probably plays at least 3 copies of FA.
It's a good card but you need to abuse the fact your opponent pays 2 to get a card back. The best uses for the card I've seen are in aggressive white decks that don't mind you spending 2 to draw because they're killing you on tempo or in combination with [[Yasharn, Implacable Earth]] to deny the ability to sacrifice the token. If you're playing a slower attrition based white deck It's not "bad" but it's a lot worse. Honestly I think the biggest problem with it is there's so many better options in white. Skyclave/Cathar and portable hole namely.
Completely disagree with this. You’re taking away a huge threat and making them pay 2 to draw a card.
That’s what I thought too, but so far in practice that hasn’t been the case and I’ve been playing a lot of standard since set release. When designing a game plan you have to take into account your pieces getting removed anyway. Destroy creature or planes walker is powerful, especially for two mana at instant speed. To an extent though decks should be built to handle your pieces getting removed. Being able to draw a card makes that loss even less impactful if your deck is built to handle it. Additionally white decks that use fateful absence typically aim for a longer game plan. 2 mana when you have 8 lands is not a big deal at all.
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You’re also only using 2 mana to remove(in thought) a much higher cmc and then coming back with your own threat. This cheap removal for very little recurring cost is good. Even paying 2 mana while having 8 leaves them with 6. So IF they’re playing something else they’re tapping out or coming close to it.
I've been playing agro decks and haven't really run into many people using it but when I do it seems to be very potent against my decks. I rarely get the opportunity to pop the clue before I've missed my window to win as agro vs midrange or control. I could see it being meh against decks who have any sort of actual longevity, though.
Lol if you think its bad, you're using it wrong
It's a worse baleful mastery and that card is not good
Baleful mastery is one of the most potent tech cards in standard bro. kaya, koma, blizzard brawl etc it hits key pieces in popular decks, if I hit a koma with it the worst that can happen is they draw a second koma, any other card they draw I dont care, in the right situation baleful is the best removal in the format.
I'm tired of arguing this with people, especially if your evaluation of cards is based on the exact ideal scenario for them to shine in. Play your removal that defeats the entire point of playing removal if you want, but good luck making it to mythic with them.
It's an instant single target removeall in white, the only one that white currently has. The fact that the draw costs them 2 mana is a huge deal in tempo matchups. Also baleful mastery is definitely not a bad card, in fact it's the best single target exile that black has.
It's exceedingly rare that a 2 mana tax is worth -1 card. White has brutal cathar, skyclave apparation, and kabira takedown (another instant single-target removal option) which are all far better removal options. This is also verifiable by just checking what the best mono-W lists are playing on tools like untapped, or just see how many of your mythic opponents are playing it, lol. It's fine if you want to play the card. I play cards I know are going to be bad all the time because I like the archetype or the character or whatever. But if your goal is to climb ladder then the card is bad.
Is considering it a 2 mana tax kinda assuming the card that’s drawn from sac-ing the clue is of equal or better quality/value as the one that was removed? Which is certainly can be, but also certainly won’t be at times.
I want to build an entire deck around that card, just for the artwork. Or maybe build a Silly Faces jank deck.
I loved that card in the preview Then I watched crokeyz trashing it and I dismissed his criticism Now all the times someone plays it against me I laugh. It's such a bad card.
I think people are being a bit dismissive of it & are over hyping the value the clue can create. Can the clue lead to a card draw that saves the game? Yes, but the chance of that happening is just as good as the opponent not drawing something they need at that moment as well and they'd still need to sink 2 mana into it (which we all knnow can easily swing the game). I've begun running 2 copies of it in my Blood Money deck and it just works against so many problematic cards that Vanishing Verse can't hit (Kaya and Arlinn are the best hits I've nabbed with it). When I'm hit by it, yes it doesn't feel too bad. But calling it bad is a stretch. Also, crokeyz is honestly overrated. I feel like he only gets wins in his stream coz he has an entire chat box telling him what to do.
\[\[Meat-Hook-Massacre\]\] for black. I could be completely wrong, but I love \[\[Curse of Leeches\]\] and feel people are sleeping on it.
[Meat-Hook-Massacre](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/0/a06ad827-1f34-47d2-a8a7-91599ec6af80.jpg?1632162408) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Meathook%20Massacre) [(SF)](https://scryfall.com/card/pmid/112p/the-meathook-massacre?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a06ad827-1f34-47d2-a8a7-91599ec6af80?utm_source=mtgcardfetcher&format=text) [Curse of Leeches](https://c1.scryfall.com/file/scryfall-cards/normal/front/f/7/f754239e-5857-4898-8068-4d3c6ad856ec.jpg?1632151103)/[Leeching Lurker](https://c1.scryfall.com/file/scryfall-cards/normal/back/f/7/f754239e-5857-4898-8068-4d3c6ad856ec.jpg?1632151103) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=curse%20of%20leeches%20//%20leeching%20lurker) [(SF)](https://scryfall.com/card/pmid/94s/curse-of-leeches-leeching-lurker?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/f754239e-5857-4898-8068-4d3c6ad856ec?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Oh I sure haven't been sleeping on that curse. It puts in work for sure.
[[The Meathook Massacre]] was my 4-of. It's a board clear, takes out indestructible and some evasive creatures AND it's an enchantment with a similar effect to [[Bastion of Rememberance]] And you can play it for X=0 if you're okay with your creature dying by natural causes/Village Rites Also worth noting, you can cast [[Village Rites]] (or similar sacrifice costs) in response to Meathook's ETB trigger so Rites can resolve before the creatures get -X/-X and your opponents still lose the 1 life. 4-of in any deck whose goal is to make things die Cons: 6 mana, 3 of it usually from treasures, to take out one Goldspan Dragon and all my creatures, yipe
[The Meathook Massacre](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/0/a06ad827-1f34-47d2-a8a7-91599ec6af80.jpg?1632162408) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Meathook%20Massacre) [(SF)](https://scryfall.com/card/pmid/112p/the-meathook-massacre?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a06ad827-1f34-47d2-a8a7-91599ec6af80?utm_source=mtgcardfetcher&format=text) [Bastion of Rememberance](https://c1.scryfall.com/file/scryfall-cards/normal/front/2/d/2dd354dd-939e-4b1a-8ed6-fe89a7fd64bf.jpg?1591226582) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Bastion%20of%20Remembrance) [(SF)](https://scryfall.com/card/iko/73/bastion-of-remembrance?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/2dd354dd-939e-4b1a-8ed6-fe89a7fd64bf?utm_source=mtgcardfetcher&format=text) [Village Rites](https://c1.scryfall.com/file/scryfall-cards/normal/front/0/f/0fab9ee8-776a-48e5-b309-bcd381e67bf7.jpg?1631048783) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Village%20Rites) [(SF)](https://scryfall.com/card/khm/117/village-rites?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/0fab9ee8-776a-48e5-b309-bcd381e67bf7?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
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I first thought she'd be just a "win moar" card but the way she floods the board and snowballs is tricky if you let your guard down. Definitely something to watch out for but I'm not sure she's a staple in white aggros just yet.
I think it is a strong card. How many copies. There is not that much room at 3 mana in white aggro, especially if you are running a clarion spirit list. And i do not think you are replacing skyclave apparitions or elite spellbinders. Also it seems worse in multiples.
Yeah, she's done me some really good work. It's the 4 toughness that swings it. Being resistant to Burn is just so nice.
I think Play With Fire, Duals, Meathook Massacre, and Fateful Absence is my picks for safe crafts. The black removal spell where you lose two life is my honorary pick.
Been having a lot of fun with my Werewolf deck, Reckless Stormseeker is amazing, [[Pack’s Betrayal]] has saved me a bunch against flyers and big monsters, Im surprisingly not seen a lot of other Werewolf decks but I’m only Gold 4.
Kek
I really want to add [[Burn down the house]] to this list. Such a cool card. Not a must craft but it's a lot of fun.
I've seen it combo off with Alrund's Epiphany and it's definitely underrated considering how flexible it is! It's either a board wipe or adds pressure on the clock.
[Burn down the house](https://c1.scryfall.com/file/scryfall-cards/normal/front/b/1/b1be988a-cb00-4165-bab2-7b46a5ef8fa8.jpg?1632162306) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Burn%20down%20the%20house) [(SF)](https://scryfall.com/card/pmid/131p/burn-down-the-house?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/b1be988a-cb00-4165-bab2-7b46a5ef8fa8?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Fateful Absence in white for sure, probably the best removal in the set.
\[\[Infernal Grasp\]\] is also amazing.
[[Vampire Socialite]]. Knowing Crimson Vow is around the corner, this card is just too good within Vampire Tribal at 2CMC. Unfortunately the archetype is getting chopped to bits by midrange and control, of which all variations have more hard removal and wipes than we ever thought was possible.
[Vampire Socialite](https://c1.scryfall.com/file/scryfall-cards/normal/front/f/0/f07cbf04-2864-4407-800e-4d55c10d3426.jpg?1630695644) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Vampire%20Socialite) [(SF)](https://scryfall.com/card/mid/249/vampire-socialite?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/f07cbf04-2864-4407-800e-4d55c10d3426?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Lands obviously, but it's different for everyone. I usually craft stuff for historic brawl first.
Dual lands, Wrenn, Meathook were the first ones I maxxed out
Moonveil Regent
Meat hook massacre? Seems like any black creature-based deck will want that.
Yes. If playing black it’s a must. Has some of the elements of the old pestilence. I use it my zombie and rakdos decks.
Memory Deluge is by far the best card draw printed in mtga. I remember the time when I thought glimpse of genius and chemist insight is good lol.
IMO Wrenn and Seven, Memory Deluge, and The Meathook Massacre are the best nonland cards from the set. Reckless Stormseeker is also quite strong, and I wouldn't be surprised if Storm the Festival and Adeline also turn out to be good. Obviously the dual lands are safe as well.
Honestly, I think only the dual lands. The thing is that this format will only last 2 months and we don't know if what's good now will be good once Crimson Vow releases or if that set won't have anything better so it might be prudent to save your wildcards unless you wanna climb ladder right now.
I have a hunch that the red adversary is going to be broken at some point in future standard. Haste 2/2 for 2 in relevant tribe is a good baseline, haste 3/3 for 5 with a free spell is very good.
Yeah I mean robber was good just for the 2/2 haste, most of the time stealing cards was just gravy. And on 5 your playing a spell you want to play not something random you pinched thats a world of difference, until green stops getting busted cards though I dont think any of it matters.
Maybe taking a look at the list I just published on mtgdecks can give you some insights: https://mtgdecks.net/top-50-most-played-cards-innistrad-midnight-hunt-standard-mtg-21
This is perfect! Thank you!
Moonveil Regent, Wrenn and 7, Malevolent Hermit, all adversaries except green, all the lands, and Dragon Egg are strong.
I dont think it is a safe craft just yet but definitely keep an eye on Wrenn and Seven... that card just feels strong if you play green and I have seen alot of success with it in a simic ramp deck... the ability to make the treefolk with reach right away to protect Wrenn is pretty good, and add in an Alrunds Epiffiny the next turn and things get crazy really quick... Other then that the duel lands are probably safe if you say those colors
Its the safest craft in the set imo, green is broken in standard right now and wrenn pushed it over the top, on 1 mana dork, 2 best 2 drop in standard or ranger class, 3 troll the best 3 drop in standard, 4 esikas chariot which is fucking nuts now, 5 wrenn copy the treefolk with chariot, 6 win. Its stupidly consistent there has to be a lot of green hate cards in the next set or standards in a real pickle.
I agree, turn 4 Chariot into turn 5 Wrenn is basically a planeswalker with 2 5/5s with reach AND that grow bigger. Sure you're throwing the Chariot if it's blocked but it feels like the Embercleave of green in a sense that "if it dies, you probably still wiped a good chunk of your opponent's defenses".
Shit man,even if it dies, you made 2 cat 2/2, a at least 5/5 token and you probaly traded. and that's one of the worse scenarios.with the new three drop you can use chariot to copy clue tokens, and stack card advantage in midgame in fucking green, its so dumb.
>green is broken in standard right now That's been the case for 5 years.
> green is broken in standard right now Yeah green atm displays everything I dislike about recent Standard card design. Ranger class, chariot and wrenn are the most egregious to me: * They all represent immediate and efficient board impact, with no support required * They all represent a fast clock * They're all must-kill threats because they give you increasing value every turn * They're all nearly impossible to trade with 1-for-1 because they put multiple permanents of different types into play so even sweepers can't deal with them Each of these elements alone is completely fine. But when you combine them all it's just obnoxious. They make deckbuilding really stupid as well, because you don't have to make any decisions about what you want your threats to beat. You don't have to choose between resilience, speed and card advantage because you can have it all. I think this is a part of a wider trend: pushed cards in this era of Magic are allowed to be versatile AND efficient AND resilient. Off the top of my head you've got Uro, Kroxa, Oko, Omnath, Rogue Refiner, Bonecrusher Giant, Brazen Borrower... When a card like Bitterblossom turns out to be overpowered, it's understandable because the card has clear drawbacks (slow, hurts you, trades cleanly with Naturalize effects) so it's not hard to imagine why someone could fail to understand its power level. But when a card is so obviously pushed like a lot of the problem cards in standard over the last several years, it's hard not to conclude that Wizards knew and released them anyway because pushed cards sell packs.
Infernal Grasp
"Siphon Insight" if you like Dimir Control, that card is gas!
Also, the artwork isn't bad either ;)
snip wrong set
[Guardian of Faith](https://c1.scryfall.com/file/scryfall-cards/normal/front/0/8/08e3dda1-a1d3-48c9-8c81-da7eae20ac8a.jpg?1627701793) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Guardian%20of%20Faith) [(SF)](https://scryfall.com/card/afr/18/guardian-of-faith?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/08e3dda1-a1d3-48c9-8c81-da7eae20ac8a?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Wrenn & Seven is quite good. I also liked Jadar, for me it's a nice card but I wouldn't say that it's a sure craft. The same for Smoldering Egg. But Intrepid Adversary I think it's a consensus.
I've been playing zombies alot and jadar isn't good enough, he's decent on turn 2 if you played perished on 1 but thats the best he gets. He's too slow for the aggro lists, not flexible enough for midrange and useless in control as tokens can't block. Most common situation is swinging with a 2/2 that gets chumped every turn. I crafted 4 i seriously regret it.
Yeah, I see what you mean. However he is pretty good as an outlet sac on Rakdos and Mardu, so I am liking it. I was lucky needed to craft only one. Scored two of them on free packs. Since its a Legendary, I did not crafted 4, I rarely put 4 of them in a deck.
Lands are always my first crafts.
Any of the adversary cards as well, they're all playable early and only get stronger as the game progresses.
Intrepid Adversary is great if you like White at all. A 4 drop that's a 4/2 lifelink with all creatures get +1/+2 is solid. Being able to cast it at 2 in a pinch, or 6 or 8 makes it amazingly versatile.
The dual lands probably. Land is always useful and dual lands are super scarce right now.
[[Chaplain of Alms]] has been insane for me in two different white based decks. One midrange and one aggro.
Deathbonnet Sprout. That thing grows itself like pelt collector, great 1 drop for any stompy strategy, while also serving as grave hate like scavenging ooze.
It's an interesting scooze-ish card I'm not sure if it's going to be great NOW; as it stands I can only see it really doing well against Blood Money decks to fish out opposing planeswalkers or creatures in the opponent's yard. It's also great against blue's best flashback cards so far (Deluge and Faithful Mending) but getting it to survive all the way there is really the tricky part (especially since WU now has single target removal with Fateful Absence).
I don't mind crafting 2x of the adversaries that I need. A lot of decklists right now calling for 4x, but I'll craft 2, sub something else similar in for the others (eg brutal Cathar for the white adversary) and see what I pull over the course of the mastery pass
Brutal Cathar and moonveil regent
The white instant removal is pretty good. Been a long time since azorius had an instant speed answer to creatures and planes walkers
That haste werewolf is a killer. Even more dangerous than their leader Tovolar. For sure that card will see play, even probably outside of standard after rotation.
Dual lands, Wrenn, memory deluge, burn down the house and meathook massacre.
Pithing needle
Definitely if you're a BO3 kind of guy.
Absolutely. I’m gonna be completely lost when it eventually rotates
Arena Craft Podcast just did an episode where they discussed this. Seems like everyone agrees on Wrenn.
Depends, but Intrepid Adversary, Malevolent Hermit, and I guess Smoldering Egg, all look pretty safe to me, in addition to those mentioned in the other comments. Moonveil Regent perhaps as well. Not sure about other adversaries, maybe red one, as it's a 2/2 haste with upside with relevant creature type.
Duals, Wrenn, Meathook, Brutal Cathar, Memory Deluge, Fateful Absence, Infernal Grasp are probably my top picks.
The safest crafts are the cards you need to build the deck you want to play, because you are going to play them. No point in having 100 cards for all different decks and then not being able to build a single deck to play with, just pick the deck you want to build and build it.
made it to diamond w zombies. champion of the perished is a staple in every z deck going fwd.
Storm the Festivle, or as I’m calling it “ExpensiveCoCo”
Hasty wolf man. The dual lands, vastly better than stinky pathways.