Playing cards with a high salt score depend on the power level you want to play at, if your are playing high power decks, I really don't see the problem in running pieces like cursed totem or collector ouphe, since most of the time this is the only thing that will stop people from winning with a combo on turn 4/5
I run Temple in monoblue 36 lands alongside Guildless Commons and never had a problem wth it, I even got it in play with Druidic Satchel once. *laughs in top deck manipulation*
Too expensive, they should be draft boosters, the precons should be modern decks, there are too many variants, there are obvious exclusions in the decks that were clear reprint equity calculations, shouldn't be printing new modern cards, the point of modern is to use our old cards, right? It's not even a good release, the surrounding products have just been comparatively worse. Hasbro chose their path and dug their grave. The main game is being held on life support so they can keep reaching deeper and deeper into your pockets with expensive secondary products like this. *This greedy behavior is the primary cause of inflation,* please stop rewarding it. I haven't bought since M30, Sorcery has been fun.
I know it was a small part of the video, but the funny thing about your reaction to MH1 commanders is that Sisay is actually THE best commander in the entirety of cedh going by tournament data, whereas Urza is considered unviable these days
from what I understand what people really don't like about MH sets is that: 1) it's essentially a 'rotation' for what was once intended as an eternal format since the power level is so much higher that the format is warped around the new cards. Every standard set can and maybe should have some impact on Modern however in this very video you've highlighted that the difference is of intent and scale: MH sets will have far more cards/archetypes poised to radically reshape the format by design. 2) the price is quite high - which makes point 1) worse since people who want to keep up with modern are compelled to at least buy singles 3) it's emblematic of Wizards' abandonment of Standard. I mean, this year MH3 occupies the 'Big Summer Release' Slot which was once (years ago) home to Core Sets - time spent developing cards playable in every format except Standard (and pioneer ofc) is definitionally time not spent improving that format. It's interesting to hear a Commander player's take however that's a format with an even wider nonrotating card pool than Modern. The creation of new staples in such an environment almost always means power creep; for example, I don't believe the new cycle of "Flare" free spells really have what it takes to last in Modern, but I guess we'll have to see there and at least Free Cultivate is likely more than playable in Commander. It's always fun to get new cards to brew with, especially if they occupy new and interesting niches instead of just being strictly better than existing options, but I can't exactly agree that "this set has more new toys" makes MH3 a "success" while standard sets "fail".
Modern Horizons sets are some of my favorites, and all three have great commander staples, but MH3 really feels like Commander Horizons over being a modern set. The first two were clearly more focused on other formats or at least just made cards that are good in all eternal fomats, but the vibe of MH3 is for sure commander. Wizards should learn to balance the design of cards in Modern Horizons sets between being playable in Edh, Modern, and Legacy.
I really don’t like the price, and I think the sets need to be powerful pushes the game in some really toxic directions see the incarnation cycle or the flare cycle. However, if we were to cut the bloating fat off these sets we’d have a really cool thing. I love that we can push the direction of modern sideways, we get new decks that could be more or less fun than the old one of the same power level, I just wish they pushed up less I guess.
Yeah, I agree that the MH price point is a bit high. I should have mentioned in the video, but I'm glad that they learned with the free spell cycle this time. Double pips + a real cost makes them more fair for Commander. As for Modern, I'll defer to the experts on that 😅
I hate Rhystic, it's way too toxic for casual, but banning cards because of the artist? That's some fascist revisionist sht right there. I can't believe people suggesting to censor art because of the artist's beliefs or even just statements aren't instantly canceled in this "Just" society.
I can’t believe they changed “enters the battlefield” to “enters”, which actually results in a loss of meaningful information, before they changed “cardname” to “this”.
players aren't putting too few lands in their deck tho, in EDH the first mulligan is free, which changes a lot, since you don't need your first hand to be good as much and you have much more time to find your lands anyway with games going so long (I mean an average of 36 might be low, but that includes cedh decks)
No, I agree that players are playing too few lands, unless they are also playing 10 ramp spells. One difference between EDH and 60-card Magic is that in EDH you always have an extra "business" card, your commander, that you need mana to cast. So this would also argue in favor of more lands. And the first mulligan being free doesn't mean you should play fewer lands (you want to maximize the best of both hands, which just means maximizing the utility of each hand), it just means you get punished less for it.
When it comes to bans I'd like to see more bans like Golos so to speak. They banned him because he was over used and it was leading to a stagnant format. Cards that are used as much as Dockside and Rhystic Study should be banned for the same reason. It's kind of like sol ring. If you're building a deck with red or blue in to color identity you throw Dockside or Rhystic down and then pick your other 98 cards to go in the 99. When cards are so good they are considered auto includes for a deck running that color I think those are the cards that need to be considered for being banned.
At first I heard of “allow for Armageddon to counter ramp” it sort of made sense, but the more I think about it, the more skeptical I am. For one it’s one card and in white so if you don’t play white, it will not change anything for you. If you do get to play Armageddon, if you play it “fairly”, I skeptical that the card will help you, as you spend 4 mana for something that hits you about as much as everyone else be someone else developing the board. I don’t think the vast majority of times you can play it unless you own the board. So then if you play Armageddon, you have to do it unfairly, which the vast majority of players hate. You are not countering green ramp, you are asking a narrow question, and if they don’t have counter magic or narrow answers, they lose. I agree that the answer needs to be new type of cards that reward the player that is not ramping. Softer effects that don’t just lead to stacks (unless your group is cedh or likes it)
There was an article once about how the devs used to worry more about "memory issues." The idea that Transform cards should ideally be simple on one or both sides so that there's less to memorize, there should be a limit on external game pieces, etc. But I do still have to echo what a lot of others have already said. Parasitic isn't a blanket term for "mechanic I don't like." And parasitism isn't even your core complaint here. The phrase you needed was "these cards cause memory issues, a real problem that Wizards used to be more adamant about addressing." That's why banding and asymmetrical stat counters were retired, for example. Shroud became Hexproof because players kept forgetting the "downside" of Shroud. Around the mid-00's, WotC got pretty diligent about memory issues for a bit. You DO have a valid point, but your arguments are in the wrong basket.
I totally agree. I have a mono green Gargos deck and a mono black Imotekh deck cause those are my fav colors. However as soon as i wanted to build a mono red Solphim deck i noticed how red has literally no draw spells. At this point i am heavily discouraged from playing mono red cause im afraid to be stuck at a low amount of cards in hand, especially if you keep in mind how fast paced red is.
Energy is for durdly players that enjoy playing mini-games within their MTG games that being written I love Energy and am super happy to not see reprints of Kaladesh Energy cards; so many of these cards boost my Madison Li deck and it was already able to make over 30 energy in a turn :P
What I’ve noticed, is since my friends got me to play magic again, and specifically commander, the adults who play that format, are literally whiny children that couldn’t handle playing a cutthroat competitive game of any kind. The point of the game isn’t to be social or have fun, the point is to win. Games are social yes. But we aren’t playing co operative game. We are playing a competitive game, and if they can’t have fun when other people are playing to win, maybe they should play games that are co op, not competitive.
I like these because it makes you want to run less color decks. With 5 color decks you need the untapped duals and tons of them. With these single color untapped ones you can only pack so few in a 5 color deck, but in a mono color deck you can have all of them. This will help boost single color deck, hopefully.
Terese Nielsen didn't even say anything controversial. Her and her wife (yes she is a lesbian) liked some right wing twitter posts. That was enough for the hate mob to come down on her and effectively get her blacklisted from any future MTG illustrating. It's honestly sad and pathetic because her art is without a doubt some of the best in the game's history. I go out of my way to get her artwork whenever I'm buying singles, and she has a website for anyone that wants to support her livelihood directly.
As a newer player, energy actually appeals to me. Yes, it's another resource to manage, but in most decks I'm already juggling +1/+1s, mana, summoning sickness, tokens, and a handful of other things. Energy is an independent resource that can be tracked on a single die. Rather than deciding whether to use my mana to cast spells or activate abilities, I can use my mana on spells and energy on abilities. It increases complexity (the number of resources) but reduces depth (the ways to use those resources).
Yeah, they should un ban the majority of un cards. Be ancorn or silver border. If people dont like them, just rule 0 and ban It for your group hehe Just not any dexterity one. Those belong to the exile zone.
Things energy needs: - ability for opponents to interact with it directly, like a planeswalker's loyalty. Something like a reservoir token which can be attacked. - legendary creatures in all colors and 2 color combos (imagine simic turning energy into counters, green spreading trample w a high energy cost, things like that) so that they can be commander viable.
For Satya the energy part feels tacked on, cause you don't need energy for him. Just copy a token maker or combat celebratrant and you'll be left with energy that you may not use.
Ill be honest, it feels like you read that Mark Rosewater post and used it as a way to explain your dislike for niche mechanics. Morph does not meet the definition of parasitic, its just niche. Daybound does not meet the definition of parasitic, its just annoying. Stickers is the only one i would give you (other than Splice onto Arcane) as actually being parasitic. Energy does technically meet the definition of parasitic but i actually really like the mechanic and am glad it is getting more support to make it a viable strategy in commander
Got 2 minutes into the video, you do not understand what "parasitic" means. Neither morph nor mutate nor day/night are parasitic mechanics. You can easily use just one card with that mechanic in your deck and it functions fine. It will function differently than in a dedicated deck, but that's the case for literally all mechanics. I do agree with some of the criticisms of energy, but it's just frustrating to start out the video being so wrong.
This video make me kind of wonder what "parasitic" mechanic actually means. Before this video, If i was asked "is energy a parasitic mechanic" I just fully agree it is. But i find the "its just like +1/+1 counters" although wrong, it does make me feel like it may not be as parasitic but like there just not enough cards that support energy to make it feel good. That said I really do agree that energy is a mechanic im very skeptical on seeing more of. I had some fun with it but it seems like a very focus design. I dont think its the worse case of that. But the play pattern, even if not parasitic, can be less fun then it is to manage.
I like the idea of energy, the energy token and the mechanical application. But I do agree there are a lot of mechanics that add too much "outside distraction"from normal gameplay. Splice onto arcane I loved but it was a bit mana intensive and doesn't have a lot of support. One mechanic that is rare but brutal is emblems, I do like them but the lack of interaction with is a little annoying. But most walkers are targeted prior to deployment. I hate asymmetric effects like cyclonic rift. And I refuse to ever use that card personally. But I understand its reasoning. Morph kinda sucks but it's open to improvement. No one likes poison but I do. In moderation. Non-land tutoring is okay in moderation but harsh at full power. I only keep one demonic tutor in my deck and fetchlands. I'm also noticing Key to the Vault is way more effective than rhystic study. But to each their own. Mutate is wonderful. I love it.
You demonstrate you don't understand the definition of parasitic in the first couple of minutes and than go on a rant about not wanting to track a mechanic that you can literally track with a single die while praising proliferate, a mechanic that encourages you to have multiple counters on multiple permanents on your board.
Yep lol I lost it when he said "I don't want to read the card." My dude, reading the card tells you how the energy counters are gained and how they're used. And him comparing them to stickers is such a bad faith argument. Stickers and attractions can not, in any feasible way, be represented by just dice. If I clone an opponents creature that just so happens to generate some energy, I can pull out one of my many spindown dice to track my energy. Energy counters aren't some external game piece like stickers, attractions, dungeons, the monarch, and initiative that need to be brought into the game. And hell, The Monarch, Initiative, and City's Blessing designations can be represented by any common household item. (Still need the Undercity dungeon card for Initiative)
Most commander decks have early game ramp where most 60 card decks do not. 36 is an alright amount since it can still cast that early acceleration and card advantage spells in order to find the remaining lands
Day/Night, Mutate and Morph are not parasitic. All three have many playable cards that go in all kinds of decks. Day/night needs no setup from other cards Mutate doesn't need to stack to be very useful on its own Morph combos very well with many non-morph cards, it's popularity and utility is evident in all kinds of decks Infect might be parasitic in draft, but in constructed play it's the exact opposite and well-known as having one-card-kill potential
"Boohoo, i dont want to keep track of energy" Thats such a bad reason to complain about a mechanic. I think they should do MORE parasitic mechanics. But give support to old parasitic mechanics until they have a decent amount of playable cards. That is good to keep the game interesting. Having decks focused on different mechanics that actually feel unique.
Yep. When they revealed the commanders, I thought the alternative commander, that guy with a shovel, was the actual one cuz they usually reserve these gimmicky commanders for the alternative commander slot in these decks. Are there really enough goyfs for them to make a whole commander precon around?
I think it’s cool I just already have a Jund deck so don’t feel like I need it. I’m sure it will be a cool tribe/interesting to play to balance wanting to have a lot of stuff in your yard while also building your board state
If you have three cards which use charge counters to limit activations then thats 3 numbers you need to track. If those cards instead used energy counters it would only be 1 number to track. In recent years wotc dont seem to do many designs where they need to limit the number of activations like that, but if they did I wouldnt mind them making energy evergreen. As for parasitic mechanics: i like them in Universes Beyond sets, it makes sense that having a bunch of ring tempts you LotR cards works well together. For regular sets I think a little is fine but not ideal.
With the way Energy is going; it's literally becoming a mana bank. I also think proliferate/harmonicon type decks will genuinely benefit more with lower mana cost/energy use cards and stuff within that too where their own grouping (like why play just energy when I can play proliferate/poison/energy) and just barf around a ton of counters everywhere
I think Satya could see some fringe competitive play without ever needing to rely on energy. Simply because he can get you a Dockside trigger every turn. I’m sure there are other creatures with ETB triggers worth running too, but with Dockside there is already huge value there. Just too bad Satya is Jeskai…
Morph is not at all a parasitic mechanic. It is a mechanic that exists on a card and operates within the card. yes there are synergies that occasionally align with morph. But you can put a morph card in a generic cube and have no issue on the format.
The mechanic itself is a little parasitic. As If you create cards to Interact with It, they will have to Interact to "face down cards" or more specially morph. And there arent many effect that cause a card to be faced down on the board. So its parasitic within that. So morth, manifest and so on.
Whether it is or not, I have one of the 2019 precons (or whenever it came out) chilling and all my bulk scourge morph rares and I want to build it. It looks so fun. I’m just busy
@@OrdemDoGraveto Morph is a mechanic compatible with pretty much any card that cares about creatures ever. It can play alongside a massive backlog of cards, and with any card printed in the future that cares about creatures. The same could be said about Mutate. Neither are parasitic, quite the opposite in fact.