Looking to dip into Bo3 with my Judith Rakdos deck. On my phone and dont have the fulldeck list, but it's what you would expect- 4 Judith, 4 Fireblades, Guuterbones, etc.
What I need help with is the sideboard. I understand what my cards DO, but I'm not overly familiar with what decks OTHER people are playing and the sideboard cards I'll be needing.
Any ideas and commentary? I cannet deck, but those lists don't explain WHY certain cards are included.
Typical Red and Black Sideboard Cards:
Duress - Comes in vs Control usually - peek at their hand, discard a non-land, non-creature. Good for snagging wraths, counterspells, removal, sometimes even just card draw or cantrips if they're land-light.
Drill Bit - Slightly broader in scope than Duress, but technically harder to cast. If you can't activate Spectacle, can be troublesome. But it also gets creatures.
Lava Coil - Big Removal - good for Drakes, Djinn (but not really good for Djinn because they Always Have the Dive Down), etc. Also exiles rather than kills, so it's good vs recursive decks.
General Removal - Cast Down, Vraska's Contempt, Ravenous Chupcabra - bring in vs decks that play specific stuff that must die.
Card Advantage - Light up the Stage, Rix Maadi Reveler, Theater of Horrors, etc. Bring these in vs grindier matchups where you need the card advantage.
Go Big - Spawn of Mayhem, Rekindling Phoenix - Phoenix has the advantage of being very sticky - they need to either double-removal spell or exile it. Spawn of Mayhem is just a big flying BEEFMONSTER that can be useful sometimes.
Think of the phrase like this
"At the beginning of your end step, untap all lands you control" ->
"At the beginning of your end step, put onto the stack an ability that reads: 'Untap all lands you control'"
Correct.
You can also think of negate like this
"When this spell is cast, put onto the stack an ability that reads: 'Counter target noncreature spell'"
Or shock:
"When this spell is cast, put onto the stack an ability that reads: 'Deal 2 damage to any target'"
Instant and sorcery cards do not go onto the stack, though for all intents and purposes, they may as well. Really they create effects and put them on the stack. For negate and shock, the trigger is casting the spell. For reclamation, the trigger is "at the beginning of your end step."
Incorrect. Every non-land card goes on the stack when cast, at which point it is a spell. There is no trigger created unless the card says so (storm, cascade, various Eldrazi, etc.).
This is true for the purposes of the spell not being an activated or triggered ability. However, the point of that explanation, though it is not perfectly accurate, is to try and frame the rules in a more simple but also very consistent manner. (...and also without going into the weeds of specifics and edge cases, which there are literally hundreds of pages of in the comprehensive rules)
Sure, but simplifying now leads to more confusion later, especially when you play fast and loose with strictly-defined terminology.
Looking to dip into Bo3 with my Judith Rakdos deck. On my phone and dont have the fulldeck list, but it's what you would expect- 4 Judith, 4 Fireblades, Guuterbones, etc.
What I need help with is the sideboard. I understand what my cards DO, but I'm not overly familiar with what decks OTHER people are playing and the sideboard cards I'll be needing.
Any ideas and commentary? I cannet deck, but those lists don't explain WHY certain cards are included.
Typical Red and Black Sideboard Cards:
Duress - Comes in vs Control usually - peek at their hand, discard a non-land, non-creature. Good for snagging wraths, counterspells, removal, sometimes even just card draw or cantrips if they're land-light.
Drill Bit - Slightly broader in scope than Duress, but technically harder to cast. If you can't activate Spectacle, can be troublesome. But it also gets creatures.
Lava Coil - Big Removal - good for Drakes, Djinn (but not really good for Djinn because they Always Have the Dive Down), etc. Also exiles rather than kills, so it's good vs recursive decks.
General Removal - Cast Down, Vraska's Contempt, Ravenous Chupcabra - bring in vs decks that play specific stuff that must die.
Card Advantage - Light up the Stage, Rix Maadi Reveler, Theater of Horrors, etc. Bring these in vs grindier matchups where you need the card advantage.
Go Big - Spawn of Mayhem, Rekindling Phoenix - Phoenix has the advantage of being very sticky - they need to either double-removal spell or exile it. Spawn of Mayhem is just a big flying BEEFMONSTER that can be useful sometimes.
Thanks for this. I include a bunch of this already, but forgot about Duress. Any sense in including some recursion like Dead Revels against heavier removal? I saw someone even included a single Captive Audience, which would be a nice late game bomb against a grindier matchup
Looking to dip into Bo3 with my Judith Rakdos deck. On my phone and dont have the fulldeck list, but it's what you would expect- 4 Judith, 4 Fireblades, Guuterbones, etc.
What I need help with is the sideboard. I understand what my cards DO, but I'm not overly familiar with what decks OTHER people are playing and the sideboard cards I'll be needing.
Any ideas and commentary? I cannet deck, but those lists don't explain WHY certain cards are included.
Typical Red and Black Sideboard Cards:
Duress - Comes in vs Control usually - peek at their hand, discard a non-land, non-creature. Good for snagging wraths, counterspells, removal, sometimes even just card draw or cantrips if they're land-light.
Drill Bit - Slightly broader in scope than Duress, but technically harder to cast. If you can't activate Spectacle, can be troublesome. But it also gets creatures.
Lava Coil - Big Removal - good for Drakes, Djinn (but not really good for Djinn because they Always Have the Dive Down), etc. Also exiles rather than kills, so it's good vs recursive decks.
General Removal - Cast Down, Vraska's Contempt, Ravenous Chupcabra - bring in vs decks that play specific stuff that must die.
Card Advantage - Light up the Stage, Rix Maadi Reveler, Theater of Horrors, etc. Bring these in vs grindier matchups where you need the card advantage.
Go Big - Spawn of Mayhem, Rekindling Phoenix - Phoenix has the advantage of being very sticky - they need to either double-removal spell or exile it. Spawn of Mayhem is just a big flying BEEFMONSTER that can be useful sometimes.
Thanks for this. I include a bunch of this already, but forgot about Duress. Any sense in including some recursion like Dead Revels against heavier removal? I saw someone even included a single Captive Audience, which would be a nice late game bomb against a grindier matchup
In my Judith Priest deck, I've got 3 theatre of horrors sideboard, for grindier matchups. Also look at having a mix of removal - cast down is great in the main, unless their primary creature pieces are legendary. Then think about a mix of bedevil, price of Fame, and viscous offering.
Antoshka on
0
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Looking to dip into Bo3 with my Judith Rakdos deck. On my phone and dont have the fulldeck list, but it's what you would expect- 4 Judith, 4 Fireblades, Guuterbones, etc.
What I need help with is the sideboard. I understand what my cards DO, but I'm not overly familiar with what decks OTHER people are playing and the sideboard cards I'll be needing.
Any ideas and commentary? I cannet deck, but those lists don't explain WHY certain cards are included.
Typical Red and Black Sideboard Cards:
Duress - Comes in vs Control usually - peek at their hand, discard a non-land, non-creature. Good for snagging wraths, counterspells, removal, sometimes even just card draw or cantrips if they're land-light.
Drill Bit - Slightly broader in scope than Duress, but technically harder to cast. If you can't activate Spectacle, can be troublesome. But it also gets creatures.
Lava Coil - Big Removal - good for Drakes, Djinn (but not really good for Djinn because they Always Have the Dive Down), etc. Also exiles rather than kills, so it's good vs recursive decks.
General Removal - Cast Down, Vraska's Contempt, Ravenous Chupcabra - bring in vs decks that play specific stuff that must die.
Card Advantage - Light up the Stage, Rix Maadi Reveler, Theater of Horrors, etc. Bring these in vs grindier matchups where you need the card advantage.
Go Big - Spawn of Mayhem, Rekindling Phoenix - Phoenix has the advantage of being very sticky - they need to either double-removal spell or exile it. Spawn of Mayhem is just a big flying BEEFMONSTER that can be useful sometimes.
Thanks for this. I include a bunch of this already, but forgot about Duress. Any sense in including some recursion like Dead Revels against heavier removal? I saw someone even included a single Captive Audience, which would be a nice late game bomb against a grindier matchup
I can't really recommend Dead Revels, though it might work out vs control or midrange and is effectively the same mana cost as Find without the //Finality option on the other end. I've been playing Gruesome Menagerie in my Judith Priest deck, which is awesome when it can slap down a Firebrand, Instigator and Judith/Midnight Reaper/Legion Warboss straight into play.
Also you're welcome! Rakdos is the way of truth and the light.
Think of the phrase like this
"At the beginning of your end step, untap all lands you control" ->
"At the beginning of your end step, put onto the stack an ability that reads: 'Untap all lands you control'"
Correct.
You can also think of negate like this
"When this spell is cast, put onto the stack an ability that reads: 'Counter target noncreature spell'"
Or shock:
"When this spell is cast, put onto the stack an ability that reads: 'Deal 2 damage to any target'"
Instant and sorcery cards do not go onto the stack, though for all intents and purposes, they may as well. Really they create effects and put them on the stack. For negate and shock, the trigger is casting the spell. For reclamation, the trigger is "at the beginning of your end step."
Incorrect. Every non-land card goes on the stack when cast, at which point it is a spell. There is no trigger created unless the card says so (storm, cascade, various Eldrazi, etc.).
This is true for the purposes of the spell not being an activated or triggered ability. However, the point of that explanation, though it is not perfectly accurate, is to try and frame the rules in a more simple but also very consistent manner. (...and also without going into the weeds of specifics and edge cases, which there are literally hundreds of pages of in the comprehensive rules)
Sure, but simplifying now leads to more confusion later, especially when you play fast and loose with strictly-defined terminology.
I actually disagree with that quite a bit, but it's also off topic so I'll just leave it at that, and hope my explanation provided some clarity.
I always hated drafting the core sets. Its always filled with so many boring cards. I remember when they pushed 8th edition really hard because that was when they came out with the new card style. It was the most boring prerelease tournament ever. Also it was soul crushing for standard because we lost wrath and counterspell... and vizzerdrix
I always hated drafting the core sets. Its always filled with so many boring cards. I remember when they pushed 8th edition really hard because that was when they came out with the new card style. It was the most boring prerelease tournament ever. Also it was soul crushing for standard because we lost wrath and counterspell... and vizzerdrix
M19 is really bad for this. So many of the rares are nonsense Modern plants that are nigh unplayable, especially in Limited.
I always hated drafting the core sets. Its always filled with so many boring cards. I remember when they pushed 8th edition really hard because that was when they came out with the new card style. It was the most boring prerelease tournament ever. Also it was soul crushing for standard because we lost wrath and counterspell... and vizzerdrix
M19 is really bad for this. So many of the rares are nonsense Modern plants that are nigh unplayable, especially in Limited.
If I open one more Amulet of Safekeeping...
Edit: Wrath was in 8th. And 9th and 10th.
hmm maybe wrath was, for some reason i remember it was gone. Counterspell was the big loss for me, as well as force spike, and memory lapse. Theres nothing like memory lapsing someone 3 turns in a row to bring rage to someones eyes. Also boomerang on lands could be dirty.
In general though i am very against the whole concept of core sets. Id prefer they just print whatever dual lands in the blocks, and if they need a “starter” product, make more cool little decks like the chinese art one with mowu.
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Have two red/white quests and “creatures attacked” quests. Great, I have an unoptimized boros list I’ve been playing. First two decks I face are hard esper control that don’t do anything except counter every damn spell I cast. Any creature that hits the board gets removed or cleansed or wrathed. My choices are play nothing and let them do as they please, or lose creature after creature after creature because my deck is not built to deal with that kind of thing.
It’s where I really feel the crapshoot that is bo1. It’s almost all I play because I don’t feel like I have a big enough collection to put together strong sideboards. But at least I could try and alter my game plan so I’m not totally hard countered, watching the other guy play solitaire.
Core sets are supposed to serve as a basic entrypoint to magic without a ton of complicated cards. The lands matter because its basically the only reason to buy packs of core as most of the cards are limited fodder or reprints. Of course there are some exceptions. Im saying just having some cool starter decks would be much better to have instead of the wasted space of a core set.
Also completely unrelated how exactly does teferis time twist work with feather? Would you get her and the spell back or does her leaving play do anything weird to the return effect?
Core sets are supposed to serve as a basic entrypoint to magic without a ton of complicated cards. The lands matter because its basically the only reason to buy packs of core as most of the cards are limited fodder or reprints. Of course there are some exceptions. Im saying just having some cool starter decks would be much better to have instead of the wasted space of a core set.
Also completely unrelated how exactly does teferis time twist work with feather? Would you get her and the spell back or does her leaving play do anything weird to the return effect?
The current core sets have no valuable lands in them, so again, I don't see the point you're trying to make here. And "entry point into magic" /=/ "starter deck"; the product lines don't compete for design space at all because packs are different than precons.
Time Twist would work with Feather's ability. Feather's ability only cares that she's on the field when you cast the spell.
Man, I love Conqueror's Galleon. It's an essential combo piece in my Esper Commander deck. Flip Galleon then Walk the Aeons for infinite turns until I can cast Approach of the Second Sun twice for the win. (Of course I have other win-cons but I enjoy the combo so much)
I feel like there have to be better ways to loop infinite turns than a 6 mana "return card from your graveyard to your hand" ability, tbh.
There's very few repeatable "return target card of any type from graveyard to hand" abilities. In fact, the only ones that I can find on gatherer are Conqueror's Galleon and Tamiyo, the Moon Sage. Every other repeatable ability is usually creature or artifact. I could find no one card other than those two that would let me infinitely bring back instants and sorceries.
I could find four cheaper "take an extra turn" cards that are in Esper that don't exile themselves. Three of those are only one mana cheaper at 5 mana (Capture of Jingzhou, Temporal Manipulation, and Time Warp) and one is Time Walk. All of those except Time Warp are pretty expensive and I don't think the only mana difference is a big deal.
I have read about some cheaper combos but a lot of them are either not in Esper or prohibitively expensive like Time Vault + Voltaic Key.
If we're just focused on Taking Turns here, Mirari Conjecture, Doomsday piles, Timestream Navigator shenanigans, and Time Sieve Thopter Foundry Sword of the Meek all seem more reliable in Esper than getting twelve mana and flipping a durdly crew card. And if we're talking combo in general, there are absolutely better options in Esper than needing to flip a Galleon.
The problem with some combos is repeating them in commander. The problem with others is I honestly don't want it to be too powerful. I'd rather make sure everyone at the table is having fun doing their cool things than me fast mana -> tutor -> tutor -> turn 5 Time Sieve + Thopter Foundry -> win every game or something stupid like that. I want to win but I want to do it with cool cards that do sweet things. I also just want to durdle forever. No one can stop the durdle.
The problem with some combos is repeating them in commander. The problem with others is I honestly don't want it to be too powerful. I'd rather make sure everyone at the table is having fun doing their cool things than me fast mana -> tutor -> tutor -> turn 5 Time Sieve + Thopter Foundry -> win every game or something stupid like that. I want to win but I want to do it with cool cards that do sweet things. I also just want to durdle forever. No one can stop the durdle.
Alright, but my point was that there are better ways than a slow two card combo that uses twelve mana. Intentionally running undertuned decks is fine (most of my decks are like that), but that doesn't mean there aren't better ways to do what those undertuned decks are doing.
Oh man this is spicy. Still expensive when you add in the extra turn spell but I like it!
And sorry! You're absolutely right there are more powerful / easier to achieve combos! I know that and I wasn't being clear enough about that knowledge or my goals when playing. Like I said, I do enjoy Conqueror's Galleon for more than just an infinite turn combo. It's got so much utility to enabling other parts of the deck. I just think it's a really sweet card and was happy to hear that someone was trying to make use of it in a none commander format.
If you really want some jank in standard with an extra turn.
and then
Bonus, all your creatures keep indestructible.
furbat on
+4
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Guys I was playing @nexuscrawler with my Rakdos for field testing and there may or may have been a situation where he board-wiped me when I had 6 creatures out including 2 Midnight Reapers and I may or may have died to 12 dmg of self-burn..... I DID draw 12 cards, however, and that was spectacular.
that's a five-mana instant-speed 9/9 with haste. Is that not crazy to anyone else?
Generalísimo de Fuerzas Armadas de la República Argentina
0
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Oh! Here's a question.
Will my Woodland Cemetary's remain playable if it gets reprinted after Dominaria rotates out? Same goes for my Dragonskull Summits for Core 2019. I'm guessing the answer is yes, but I want to be sure before burning rares crafting Dual Lands that might be unusable in a few months.
Will my Woodland Cemetary's remain playable if it gets reprinted after Dominaria rotates out? Same goes for my Dragonskull Summits for Core 2019. I'm guessing the answer is yes, but I want to be sure before burning rares crafting Dual Lands that might be unusable in a few months.
Yes. They have made it clear that you will be able to use old versions of reprinted cards, as in paper Magic.
Generalísimo de Fuerzas Armadas de la República Argentina
Guys I was playing @nexuscrawler with my Rakdos for field testing and there may or may have been a situation where he board-wiped me when I had 6 creatures out including 2 Midnight Reapers and I may or may have died to 12 dmg of self-burn..... I DID draw 12 cards, however, and that was spectacular.
Will my Woodland Cemetary's remain playable if it gets reprinted after Dominaria rotates out? Same goes for my Dragonskull Summits for Core 2019. I'm guessing the answer is yes, but I want to be sure before burning rares crafting Dual Lands that might be unusable in a few months.
Yes. They have made it clear that you will be able to use old versions of reprinted cards, as in paper Magic.
Yeah Arena will have some sort of Modern format eventually. Details TBD but they have a few months yet before it becomes an issue.
that's a five-mana instant-speed 9/9 with haste. Is that not crazy to anyone else?
It doesn't have trample or flying. You actually need 6 mana to cast and attack with it. It consumes one of your lands. Seems pretty fair. It does give green some reach though.
Posts
Typical Red and Black Sideboard Cards:
Duress - Comes in vs Control usually - peek at their hand, discard a non-land, non-creature. Good for snagging wraths, counterspells, removal, sometimes even just card draw or cantrips if they're land-light.
Drill Bit - Slightly broader in scope than Duress, but technically harder to cast. If you can't activate Spectacle, can be troublesome. But it also gets creatures.
Lava Coil - Big Removal - good for Drakes, Djinn (but not really good for Djinn because they Always Have the Dive Down), etc. Also exiles rather than kills, so it's good vs recursive decks.
General Removal - Cast Down, Vraska's Contempt, Ravenous Chupcabra - bring in vs decks that play specific stuff that must die.
Anti-Planeswalker tech - Plaguecrafter, Bedevil, Vraska's Contempt (again).
Card Advantage - Light up the Stage, Rix Maadi Reveler, Theater of Horrors, etc. Bring these in vs grindier matchups where you need the card advantage.
Go Big - Spawn of Mayhem, Rekindling Phoenix - Phoenix has the advantage of being very sticky - they need to either double-removal spell or exile it. Spawn of Mayhem is just a big flying BEEFMONSTER that can be useful sometimes.
3DS FCode: 1993-7512-8991
Sure, but simplifying now leads to more confusion later, especially when you play fast and loose with strictly-defined terminology.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
Thanks for this. I include a bunch of this already, but forgot about Duress. Any sense in including some recursion like Dead Revels against heavier removal? I saw someone even included a single Captive Audience, which would be a nice late game bomb against a grindier matchup
In my Judith Priest deck, I've got 3 theatre of horrors sideboard, for grindier matchups. Also look at having a mix of removal - cast down is great in the main, unless their primary creature pieces are legendary. Then think about a mix of bedevil, price of Fame, and viscous offering.
I can't really recommend Dead Revels, though it might work out vs control or midrange and is effectively the same mana cost as Find without the //Finality option on the other end. I've been playing Gruesome Menagerie in my Judith Priest deck, which is awesome when it can slap down a Firebrand, Instigator and Judith/Midnight Reaper/Legion Warboss straight into play.
Also you're welcome! Rakdos is the way of truth and the light.
3DS FCode: 1993-7512-8991
I actually disagree with that quite a bit, but it's also off topic so I'll just leave it at that, and hope my explanation provided some clarity.
3 Dire Fleet Daredevil (RIX) 99
4 Rix Maadi Reveler (RNA) 109
4 Goblin Chainwhirler (DAR) 129
4 Rekindling Phoenix (RIX) 111
2 Legion Warboss (GRN) 109
3 Siege-Gang Commander (DAR) 143
4 Skewer the Critics (RNA) 115
4 Carnival // Carnage (RNA) 222
1 Treasure Map (XLN) 250
3 The Eldest Reborn (DAR) 90
2 Judith, the Scourge Diva (RNA) 185
2 Light Up the Stage (RNA) 107
4 Blood Crypt (RNA) 245
5 Swamp (RIX) 194
11 Mountain (RIX) 195
4 Dragonskull Summit (XLN) 252
SB
4 Lava Coil (GRN) 108
2 Ritual of Soot (GRN) 84
2 Theater of Horrors (RNA) 213
2 Angrath, the Flame-Chained (RIX) 152
2 Light Up the Stage (RNA) 107
2 Legion Warboss (GRN) 109
1 Experimental Frenzy (GRN) 99
First Pick: Cleansing Nova! Good start.
Second Pick: Another Cleansing Nova!! Alright!
Third Pick: ... Arcades, the Strategist?! Sure, why not!
The Results:
Steam: https://steamcommunity.com/profiles/76561198004484595
M19 is really bad for this. So many of the rares are nonsense Modern plants that are nigh unplayable, especially in Limited.
If I open one more Amulet of Safekeeping...
Edit: Wrath was in 8th. And 9th and 10th.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
hmm maybe wrath was, for some reason i remember it was gone. Counterspell was the big loss for me, as well as force spike, and memory lapse. Theres nothing like memory lapsing someone 3 turns in a row to bring rage to someones eyes. Also boomerang on lands could be dirty.
In general though i am very against the whole concept of core sets. Id prefer they just print whatever dual lands in the blocks, and if they need a “starter” product, make more cool little decks like the chinese art one with mowu.
Steam: https://steamcommunity.com/profiles/76561198004484595
It’s where I really feel the crapshoot that is bo1. It’s almost all I play because I don’t feel like I have a big enough collection to put together strong sideboards. But at least I could try and alter my game plan so I’m not totally hard countered, watching the other guy play solitaire.
PSN: Threeve703
Also completely unrelated how exactly does teferis time twist work with feather? Would you get her and the spell back or does her leaving play do anything weird to the return effect?
Steam: https://steamcommunity.com/profiles/76561198004484595
Not a good sign. But then again, there are like 40 different queues...
The current core sets have no valuable lands in them, so again, I don't see the point you're trying to make here. And "entry point into magic" /=/ "starter deck"; the product lines don't compete for design space at all because packs are different than precons.
Time Twist would work with Feather's ability. Feather's ability only cares that she's on the field when you cast the spell.
There's very few repeatable "return target card of any type from graveyard to hand" abilities. In fact, the only ones that I can find on gatherer are Conqueror's Galleon and Tamiyo, the Moon Sage. Every other repeatable ability is usually creature or artifact. I could find no one card other than those two that would let me infinitely bring back instants and sorceries.
I could find four cheaper "take an extra turn" cards that are in Esper that don't exile themselves. Three of those are only one mana cheaper at 5 mana (Capture of Jingzhou, Temporal Manipulation, and Time Warp) and one is Time Walk. All of those except Time Warp are pretty expensive and I don't think the only mana difference is a big deal.
I have read about some cheaper combos but a lot of them are either not in Esper or prohibitively expensive like Time Vault + Voltaic Key.
Alright, but my point was that there are better ways than a slow two card combo that uses twelve mana. Intentionally running undertuned decks is fine (most of my decks are like that), but that doesn't mean there aren't better ways to do what those undertuned decks are doing.
Oh man this is spicy. Still expensive when you add in the extra turn spell but I like it!
And sorry! You're absolutely right there are more powerful / easier to achieve combos! I know that and I wasn't being clear enough about that knowledge or my goals when playing. Like I said, I do enjoy Conqueror's Galleon for more than just an infinite turn combo. It's got so much utility to enabling other parts of the deck. I just think it's a really sweet card and was happy to hear that someone was trying to make use of it in a none commander format.
and then
Bonus, all your creatures keep indestructible.
UG control here I come
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
wut
that's a five-mana instant-speed 9/9 with haste. Is that not crazy to anyone else?
Will my Woodland Cemetary's remain playable if it gets reprinted after Dominaria rotates out? Same goes for my Dragonskull Summits for Core 2019. I'm guessing the answer is yes, but I want to be sure before burning rares crafting Dual Lands that might be unusable in a few months.
Cast that opponent's end step, go to your turn, play 7th land, cast:
Swing with 20/20 flying land!
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
Yes. They have made it clear that you will be able to use old versions of reprinted cards, as in paper Magic.
Greatness, at any cost.
Yeah Arena will have some sort of Modern format eventually. Details TBD but they have a few months yet before it becomes an issue.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
I'm honestly surprised that Brawl isn't a supported format. Everything about that screamed "Commander for Arena" to me.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
It doesn't have trample or flying. You actually need 6 mana to cast and attack with it. It consumes one of your lands. Seems pretty fair. It does give green some reach though.
I would've thought you'd be better off proliferating it somehow.