General "Looking for a card"-Thread

landofMordor

Administrator
And of course there are the Plainshift lair lands:
Just in terms of pure power, the Lairs are among the worst lands ever printed. Just FYI. From a drafter’s perspective, Synergy isn’t worth playing lands that are worse than basics.

I think the mirage slow fetches are sometimes worse than a basic, too, but the Karoo lands are usually a good bit better.
 
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Warden and Grenzo are perfect. Effective early and eat lots of black mana later.

Cut/Ribbons was in my mind, but I kind of dislike how it sits in the graveyard and does nothing until it ends the game immediately.

I'm scryfalling m:x right now.
 
yeah that is my issue with Cut/Ribbons as well. Can’t believe i forgot about my boi Warden, he over performs EVERY time we draft.
Hexdrinker is similar but… way more busted haha
 
yeah that is my issue with Cut/Ribbons as well. Can’t believe i forgot about my boi Warden, he over performs EVERY time we draft.
Hexdrinker is similar but… way more busted haha
Yeah. I had Warden in one list but not in the other, so I'm glad it was brought up.
I took a long look at Hexdrinker recently and had to tell them no.
A black version of Student of Warfare could be cool. Kind of what Warden is, I guess.
 
So, what is the most powerful threaten effect in red beyond Zealous Conscripts? I'm looking to give my Aristocrat decks a bit of a push

 
I'd agree with act of aggression, but would question if many aristocrats decks actually need this sort of effect to 'push' them. Often that card slot being lightning bolt or one of your own creatures will be just as if not more effective at helping the deck win.
 

Dom Harvey

Contributor
The one that sees most play in Constructed currently is:



Which is also the most interesting in general IMO. It creates a really tense subgame over the next few turns and you can get extra mileage out of certain Blink effects like Restoration Angel or Thassa, Deep-Dwelling to keep the stolen creature permanently.

If your Cube's curve is super low and most decks will have cheap creatures than Claim is excellent - it's also a nice incentive to play with stuff that is higher up the curve since getting your five-mana finisher threatened is usually game over
 

"Under YOUR control". You steal the creature, and then next turn you blink it back to your side of the field, breaking its connection to the saga and permanently making it yours.
 
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