One thing you forgot to mention is that for a short period Faceless Haven also served in standard as a combo piece alongside Book of Exalted Deeds in standard, where the fact that it had all creature types while animated meant that it could be a target for the book’s activated ability and then keep the “you can’t lose the game” ability while remaining a difficult to remove land.
Yeah, I think that was why it got banned during its last gasp in standard, cause there was barely any land destruction compared to the oodles of two cost kills spells and wipes which killed serra tokens
@@notabene9804 naw, it was banned because just about every deck was running it. White weenie, green midrange, and pretty much all control decks. Anything that wasn’t white weenie or green midrange was running field of ruin so the book of exalted deeds was seldom a problem.
to clarify: Faceless Haven wasn't banned in the arena format "future standard 2022" but it was a key reason why the book of exalted deeds did get banned, since future standard didn't have access to Field of Ruin (it was both rotating out and in at the time). Faceless Haven then got banned in standard after the release of Innistrad Crimson Vow. This was because both Mono Green Aggro and Mono White Aggro were incredibly popular and successful as well as being strong options to fight against Izzet Control, which was one of the most played decks at the time and was notoriously oppressive to play against. The Faceless Haven ban happened along with Alrund's Epiphany and Divide by Zero, which were used by Izzet Control. They didn't want snow aggro decks to dominate the format after Izzet Control was hamstrung. Faceless Haven was the easiest choice as it was the only card that both decks played, and both decks had a powerful, but less efficient man land to play with them (Cave of the Frost Dragon for white, Lair of the Hydra for green). magic.wizards.com/en/articles/archive/magic-digital/mtg-arena-announcements-july-14-2021 magic.wizards.com/en/articles/archive/news/january-25-2022-banned-and-restricted-announcement
What about snow basic lands? They provide zero loss in comparison to a regular basic land while also keeping your opponents questioning about if you are playing a deck that utilizes snow permanents or not.
I never realized that benefit of bluffing was viable until after Kaldheim came out. When I was playing Mono white and green aggros in Standard along with everyone else, there was always a question of what's in hands.
@@pulsetone the foil etched Pixel Snow lands are sick. My grixis modern deck has no snow permanents, but a pixel swamp and mountain since I love the look.
Ok, I saw Dark Depths coming from a parsec away. On her own, Svella, Ice Shaper is decent. Combine her with Second Harvest and instant regrowth? EXPONENTIAL MANA INCREASE, even if you stop producing the Icy Manaliths with Svella. Soul Burn for triple digits of damage.
I'd really like to see a video on "How is M:tG different to Yu-Gi-Oh?" From your perspective. Not just simply mechanically, but in feel. Game speed, degrees of interaction, lore perhaps, as I know that Yu-Gi-Oh cards only have occasional limited stories within archetypes, instead of M:tG's overarching setting.
That's not quite true, actually. YGO has tried its hand quite a few times at major "plane"-style storylines. For instance, Duel Terminal, World Chalice, the currently still-running Abyss and this year's new Visas Starfrost stories encompass a whole bunch of archetypes in the same setting, and have their own story booklets and everything (not nearly the full-blown novels and shit Wizards puts out, they tend to just flesh out what card art alone can't say). They are however self-contained since YGO doesn't have multiverse and planeswalking and stuff, so they usually don't bleed into each other the way, say, an Eldrazi popped up in Innistrad.
@@ExeloMinish I like when Yu-Gi-Oh does it. The Vendread stuff was/is cool, IMO. But I got in Magic partially because of Ravnica, personally. The story, the setting, the sense of building around a guild almost telling a story as you play the game. And when I used to play Yu-Gi-Oh, I never got that sense of ludonarrative. There were occasional moments when cards interacted, fusions and rituals mostly (Shame those are usually trash tier), but nothing that gave me the sense of "So I sacrifice this creature to my Viscera seer, which lets me scry 1 (because he sees the future using their body), and then I get a 1/1 spirit from Teysa (because she's able to force them to serve the church)..." Etc. Whereas it feels (to me at least) like a lot of Yu-Gi-Oh boss monsters have strong effects because... That makes them good cards that will be valuable.
It wasn't really, it only saw play for a very brief period of time because it's heavily overshadowed by meathook massacre. Before MID rotation, wrath wasn't as relevant because of sultimatum, rogues and Winota decks (all of which would love if you just play a 6 mana wrath against them as it basically won't do anything) and where it was relevant extinction event was mostly better. After MID meathook came along and just squeezed blood on the snow out of the meta. People really only played it for the first two weeks before they figured out meathook was busted. It did shine a lot in the "future standard" format before rotation tho
@@1ryb360 as someone who played sultaimatum religiously for as long as I physically could I will tell you not only is blood on the snow WAY better than extinction event for a while it was actually significantly better than meat hook just due to how much you needed your lillianas. Honestly lots of the versions that Top 8’d (from what I remember) STILL kept them in even after meat hook, albeit at a lower rate. Edit: Also you can’t say “besides these decks it didn’t matter” when those decks took up the majority of the meta.
@@pogeman2345 Not really. Tarmogoyf was always strong because it was in a set that followed Dredge while it was in Standard. It did take a while to show how powerful it is and to get to the highest potential but it never was a terrible card. Also Tribal mechanic was actually released with Tarmogoyf. There was one and it was a white enchantment that was Tribal Rebel called Bound in Silence. Don't think they were played together.
Really thought I would see Blood on the Snow at some point during the list; it was a really oppressive card in standard, dragging control games forever.
Blood on the Snow deserves some honorable mention here. Run it in some of my black deck, use it in conjuction with Junji and Goldspan, wipes the board, revive Goldspan, steal something from the opponents graveyard or revive Junji, rinse and repeat
Astrolabe and dark depths needed to be swapped. Astrolabe has been banned for being too strong of a card that has an insanely useful typing in artifact, the ability to always filter mana through blood moon hate, and being a cantrip all on it's own let it slide into almost every deck in legacy looking to play more basics to dodge wasteland and made color piles near unhateable in modern. Astrolabe was so strong it warped every 2c+ non combo deck to play snow in legacy.
Yall should do a follow up to mtg terms, like the differences between characteristic and iconic creatures (and if human is characteristic in white considering they get printed in pretty much all colors), what more complex mtg phrases mean (we know why it's bolt now, but why is any kill spell for any mana dork bolting the bird and what does it mean for tempo), and words for competitive/casual play (what is a sign post common/uncommon in a draft archetype; a video on draft format/archetypes alone might be useful, as some players might not realize that sets have explicit strategies for draft play to plan ahead for)
I run a Blue/Black snow and zombie themed commander deck, with Narfi, Betrayer King as the commander. He gives other zombies and snow creatures +1/+1, and also, by paying 3 snow mana, you can return him to the battlefield tapped. It’s a great way to reliably cheat commander tax and, with some good sac outlets and payoffs, can be pretty strong.
Any card that needs multiple snow permanents to go off isn't really held back by that since you can just play all snow basic lands and lose absolutely nothing. They're basic so you can play however many you want.
Thermopod in goblin token decks (like Krenko decks) is nasty... it is basically like a secondary skirk prospector or a red specific phyrexian altar/Ashnod's alter.... token sacrifice into banefire
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Jorn, God of winter. 1GG, double sided, whenever jorn attacks, untap all snow permanents. I was running a UBG and deck and he effectively made my second main phase into another turn. Paired with ascendant spirit, you could juice it up before its same is applied. His other side is a UBG staff with tap "return target snow permanent to your hand" He can also be a commander
Is there some disadvantage to playing snow lands over normal lands? You mentioned that on thin ice requires you to have a snow land specifically but if all your normal lands are just snow lands wouldn't it not really matter?
Thats the only difference between snow and normal. Some things require mana specifically from a snow source or does things specifically with snow permanents. Otherwise, they are functionally the same
Not really, other than there being a few cards that punish snow lands. Off the top of my head, there's Reidane (which saw play in standard), and Break The Ice (which didn't really see play)
There are not a whole lot of dual colored snow lands. City of brass can give you one of any of the 5 colors, and the dual colored snow lands that do exist always enter tapped. In a mono-colored deck, it really doesn't matter.
Personally speaking, and likely not in the scope of the rest of the game's playerbase, Search for Glory is a really solid tutor that I think is underutilized. You can search for a Legendary (or Snow) permanent with it, which is an extremely versatile effect. The biggest downside is how much it costs to cast, since 4 mana is *quite* steep, particularly for older formats
@@riakami17 that's fair. It was just worded in a way that seemed like it could be confusing to people who watch this and don't play. Like I do with the YuGiOh channel.
Abominable Treefolk is an absolute beast, and usually does better than Ascendant Spirit every time I play them. And Dead of winter is a brutal one-sided board wipe. Also, where Skred where?
What a out top 10 cards from unhinged set, there are 3 sets of unhinged, unglued, and unglued ( I believe) each set has some pretty wild cards my personal favorite being ashnods coupon 0 cost tap to sac - target player gets you a drink
While it doesn't have the snow super type, I would still consider Dead of Winter a snow card for the list, which saw a lot of play until astrolabe was banned
You can tell this script was made a fair while ago just with that Ice-Fang Coatl section. Bant Ephemerate was good at the time, but now it's a tier 2 deck with under 1% play rate and an average win rate of 44%. Coatl is still seen in Tier 1 decks like 4 color Omnath, but not that much either, on average 2 copies with 3 snow basics to fetch.
@@cultoftyler9045 I literally checked the lastest modern metagame reports. Coatl was all over the place when Astrolabe wasn't banned, but now it's hardly played as much.
It's not here for the same reason Skred/Dead of Winter/Into the North aren't. They work with snow cards, but they don't have the "Snow" supertype themselves.