Act IV: Commence the Endgame has been the weirdest, because instead of being a format it's just a bonus you get, but it does push people into certain types of decks, those with creatures and counters, so I gamed that meta and played control or deathtouch creatures. The Esper list is highly non-optimized but still had a good winrate, and the Vraska list was super fun and had good catch-up.
Been having quite some success with this list, which is nothing fancier than just a shell to play that singelton Bolas I got.
Not totally sure about the sideboard, could use a boardwipe there for aggro, but I've honestly gone 2-0 against mono red twice today so it might only be needed against mono white, which you see even less in Bo3 queues than red.
(The last card in my sideboard being obscured is a The Eldest Reborn).
Yet another WAR card
A card from the Finale cycle I actually think might see some play.
WW and Mono Red have targets at as low as 3 mana for it, and at four or five mana it will get a lot of the early creatures seeing play, and that early it might just be a straight up one sided boardwipe, but with the added benefit of bringing back all your dead creatures if the game goes long enough. The right home therefore feels like Sultai(or Golgari).
War card + Magical Christmas land
Ok, so if we have 4 Goblin Electromancers, 4 Primal Amulet and also a The Immortal Sun out, this becomes a free "Shuffle your graveyard into your library, draw 12, you have no maximum hand size. Exile ~", which I for one think would be good. Then you just chain them and draw your deck for fun and profit.
All of this in standard.
interesting war spell
While most of the time this will only return two cards, and only the third and fourth best ones, the times it will be a 2️⃣ Draw 4 cards would make it worth running as a 1-of I think. Also, as compared to Gifts Ungiven, this can target cards with the same name, which is worthwhile to remember.
My only gripe is that these days regrowths need to exile themselves for some reason.
While this isn't going to find a home in standard, I'm interested in how well it could do as a sideboard card in eternal formats, because while it hits graveyard strategies, it also has an uncircumventable version of Leonin Arbiter, a strong ability to fight all the fetchlands running around(and other tutors), while dodging Nature's Claim.
War cards? War cards.
Nissa feels like she could've seen play had it not been for Viven. The mana could be nice for a base green deck, and always being able to grow a land feels good, but the ultimate is less stellar.
Nissa's Triumph feels bad. You have to get basic Forests until turn 6? And they go into hand? No thanks.
2 war cards for the price of one toot!
Five mana 9/9 with flash? Yes please. Legendary sure, but you either win or they remove it, so if I were to jam this, a full playset wouldn't bother me(also you can just target the same land over and over).
Gruul removal spells don't get much better than this. If I am GR, I don't think I would say no to draft as many of these as I can get my hands on tbh.
Murmuring Mystic, but better. Sure, the tokens don't fly, but you get them from Planeswalkers, Enchantments and Artifacts as well as Instants or Sorceries, and that ain't nothing.
I can especially see this being played in a Superfriends deck, more as a chump generator but also as a possible wincon. Not sure how to utilize the second ability best though, so that might be a strike against it. Sweet nonetheless.
Your friendly neighborhood enby whom love EDH, Cube and Arena.
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