Bill Says
November 17, 2024
Avatar Drop
Avatar Drop
Set mechanics
Lessons
Learn/lesson was balanced in Strixhaven by lessons costing about a full mana above normal rate. The effect of learn was to draw a card with selection but the cards were worse than normal. Here the lessons are generally at a normal rate for limited so we should take another look at learn, which hasn't seen a lot of EA play. Some places learn could fit:
- WR heroic with Guiding Voice, Study Break and maybe Enthusiastic Study or Academic Dispute. Professor of Symbology is good on rate but I'm not sure if the deck has room for a creature without a heroic trigger. You can pick up Enter the Avatar State for either hexproof or evasion, one of the other tricks to add more power, or red removal.
- Blue control or UR spells with Divide by Zero and Igneous Inspiration finding a way to spend more mana. Accumulate Wisdom is a big incentive to go heavy on lessons.
- Black midrangey sac with Eyetwitch and Hunt for Specimens. The black lessons like Ozai's Cruelty, Ruinous Waterbending, and Scarring Memories are more situational but sometimes very good, so you stand to gain a lot from the selection.
Shrines
We have a fourth shrine cycle now, as well as some support in the form of White Lotus Hideout and Aang's Journey. The biggest obstacle I think is a lack of shrines that cost less than 3 - you are too likely to get run over by aggro if your turn 2 is a ramp spell or 0/4 and your turn 3 doesn't hugely catch you up right away.
Firebending
Mana engines are always worth looking at, but when this is largely on 3 drops that have to survive a turn before doing much it's likely too slow. Fire Nation Cadets is probably the most interesting - if you can find a way to use the mana it will probably be worth the lessons to enable it.
Airbending
There's not a lot of it and Ephemerate seems much stronger for reusing ETBs, unless you specifically want a cast trigger from an Eldrazi or something. In terms of weird noncreature tricks like blinking a saga, I imagine Scrollshift will be better than Airbending Lesson - the flexibility to hit opponent's permanents doesn't really make up for the extra mana.
Earthbending
I think about this as having "fair" and "unfair" uses, where the fair uses mainly involve animating an indestructible land and the unfair uses let you repeatedly sacrifice a land. The fair rate mostly looks worse to me than the existing options of Ensoul Artifact, Case of the Filched Falcon, etc. For unfair uses you could sacrifice a Landscape to fetch, or potentially use some other kind of utility land. There are probably loops possible with things like Port of Karfell, Littjara Mirrorlake, or Memorial to Folly. Maybe Hydroponics Architect enables things as well although this is a lot of setup required.
Waterbending
It's definitely possible in EA to make a lot of permanents in the first few turns. I'd mostly be looking at Water Tribe Rallier and Benevolent River Spirit. Rallier gives you a great deal of inevitability if most of your creatures come with a token, letting you activate 2-3 times a turn. It does not have great stats for combat and isn't useful in multiples so perhaps a 2x. Benevolent River Spirit is a decent sized threat that will require at least 3 mana to answer, though the 2 mana value means that Portable Hole, Fatal Push, etc. do answer it pretty easily, so you might want a hexproof trick. This is also a solid target for things like Helping Hand or Sun-Blessed Healer if you have a good way of getting it into your graveyard.
Air Nomad Legacy
Air Nomad Legacy
Enchantment
When this enchantment enters, create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Creatures you control with flying get +1/+1.
We haven't seen a lot of UW fliers lately but this is a big upgrade to Favorable Winds if the mana isn't a big issue.
Boomerang Basics
Boomerang Basics
Sorcery — Lesson
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
A pretty interesting rate for self-bounce which also has some use against a reanimated Troll of Khazad-dum. Probably the most maindeckable lesson.
Callous Inspector
Callous Inspector
Creature — Human Soldier
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, it deals 1 damage to you. Create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Death trigger makes this inherently a lot worse than Thraben Inspector. I expect I'll prefer Shambling Ghast for this slot but you could run this if you think you'll need more ways to spend mana.
Curious Farm Animals
Curious Farm Animals
Creature — Boar Elk Bird Ox
When this creature dies, you gain 3 life.
, Sacrifice this creature: Destroy up to one target artifact or enchantment.
Totally reasonable 1-of in Starfield Shepherd decks.
Dragonfly Swarm
Dragonfly Swarm
Creature — Dragon Insect
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
This creature's power is equal to the number of noncreature, nonland cards in your graveyard.
When this creature dies, if there's a Lesson card in your graveyard, draw a card.
The ward alone might make this stronger than Enigma Drake, although you'd want to have some access to lessons if this is in your deck. Not sure if counting other permanents matters much.
Enlightened Tutor
I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair decks might consider a package of singletons if the effects can be strong enough to offset the lost card.
Frantic Search
I've thought in the past I might play Careful Study, though in the decks you'd play both, this is arguably worse. We don't have High Tide but you can generate mana through Utopia Sprawl, Wolfwillow Haven, or Ancient Tomb for that matter.
Haru, Hidden Talent
Haru, Hidden Talent
Legendary Creature — Human Peasant Ally
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Probably the best source of repeated earthbending for the unfair uses. Note that the land returns tapped so even if you trigger this multiple times in a turn you can likely sacrifice it only once, unless you're doing stuff with Zuran Orb.
Invasion Reinforcements
Invasion Reinforcements
Creature — Human Warrior Ally
Flash When this creature enters, create a 1/1 white Ally creature token.
If you do want allies this is a good rate. Not sure if the payoffs exist.
Joo Dee, One of Many
Joo Dee, One of Many
Creature — Human Advisor
,
: Surveil 1. Create a token that's a copy of this creature, then sacrifice an artifact or creature. Activate only as a sorcery. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
Very interesting effect in black sacrifice decks which are fairly supported in the format. It needs to survive a turn but if you make one copy your opponent's probably not getting rid of these. Note that you can immediately sacrifice the token to get the surveil and a death trigger.
June, Bounty Hunter
June, Bounty Hunter
Legendary Creature — Human Mercenary
June can't be blocked as long as you've drawn two or more cards this turn.
, Sacrifice another creature: Create a Clue token. Activate only during your turn. (It's an artifact with "
, Sacrifice this token: Draw a card.")
While this can be a fair card I imagine it's most interesting if you have some way of making a huge number of tokens and use Ashnod's Altar to convert them into cards.
Momo, Playful Pet
Momo, Playful Pet
Legendary Creature — Lemur Bat Ally
Flying, vigilance
When Momo leaves the battlefield, choose one —
• Create a Food token. (It's an artifact with ",
, Sacrifice this token: You gain 3 life.")
• Put a +1/+1 counter on target creature you control.
• Scry 2.
Pretty solid 1 drop with bounce synergies. Flying and vigilance make it a good thing to buff and the death trigger will help you recover if they can remove it.
Mystic Remora
Mystic Remora
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
This will definitely cause problems for some decks out of the sideboard. If you can force them to react to your threats it will do a lot more than if you just pay the upkeep for several returns.
Mystical Tutor
I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair decks might consider a package of singletons if the effects can be strong enough to offset the lost card.
Prosperity
Purple Pentapus
Purple Pentapus
Creature — Octopus Starfish
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
, Tap an untapped creature you control: Return this card from your graveyard to the battlefield tapped.
Creatures that can come back indefinitely are worth looking at, but 3 mana feels like a lot.
Seismic Sense
Seismic Sense
Sorcery — Lesson
Look at the top X cards of your library, where X is the number of lands you control. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
This looks like a solid option in green decks that ramp or just play a longer game. Gets dinged a bit for being a cantrip you don't want to cast on turn 1 if at all possible.
Shattering Spree
Shattering Spree
Sorcery
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.
Reasonable sideboard option for mono-red. Better than Meltdown at dealing with Myr Enforcers and more resilient than By Force against counters.
Standstill
Standstill
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
An interesting one. You need a lot of things to line up to make this work: - A board where you're even or ahead, - The ability to benefit from both players playing a few lands out, - Cheap, ideally instant-speed interaction to react if your opponent breaks it by casting several spells
Treetop Village
Treetop Village
Land
This land enters tapped.
: Add
.
: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
This could help with the Standstill plan. I don't know if it's generally good enough for midrange in a format where the main appeal of green is the ramp.
True Ancestry
True Ancestry
Sorcery — Lesson
Return up to one target permanent card from your graveyard to your hand.
Create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Solid rate for this effect if you're playing some type of green midrange. Best if your permanents can initiate trades with your opponent's cards somehow.
Unlucky Cabbage Merchant
Unlucky Cabbage Merchant
Creature — Human Citizen
When this creature enters, create a Food token. (It's an artifact with ",
, Sacrifice this token: You gain 3 life.")
Whenever you sacrifice a Food, you may search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, put this creature on the bottom of its owner's library, then shuffle.
Note that you can put the trigger on the stack multiple times if you can sacrifice multiple clues, which could be a useful way for Cat/Oven to ramp.
Volcanic Torrent
Volcanic Torrent
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Assuming you hit a castable card this does 2 and you could go bigger with Seething Song, free spells, etc. I don't know if this is quite maindeckable in the current meta at least outside of a dedicated cascade deck.
Worldly Tutor
I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair decks might consider a package of singletons if the effects can be strong enough to offset the lost card.
October 21, 2024
Powered Cube
Powered Cube
Fireblast
Coming to the free removal spells, Fireblast has a long history of removing opponents who are at 4. We've gotten a lot of burn options in the last year or so between Chain Lightning, Boltwave, Galvanic Blast, Burst Lightning, etc. I'm not totally sure which I'd be playing in non-madness red. I do think you want to maximize Amped Raptor so maybe this is a bad enough hit to leave out.
Goblin Grenade
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Lance Says: "I think that this would be good in a deck that could want 5-8 copies of Lavaspur Boots, like hammer or something else"
Mine Collapse
Mine Collapse
Instant
If it's your turn, you may sacrifice a Mountain rather than pay this spell's mana cost. Mine Collapse deals 5 damage to target creature or planeswalker.
Free is always a cost worth looking at but this just doesn't seem necessary to me. Madness decks much prefer Lightning Axe and I really don't like how this is almost a sorcery. Perhaps useful for DRC/Violent Urge?
Pentad Prism
Pentad Prism
Artifact
Sunburst (This artifact enters with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from this artifact: Add one mana of any color.
We've had storm payoffs for some time but have struggled to build the mana engines outside of Channel. Along with Dark Ritual there's definitely potential although access to Manamorphose would be ideal. In "fairer" things to do, there used to be an Extended deck called All-In Red that was focused on casting rituals to land a 5 drop creature as early as possible, in a format where people weren't running a lot of interaction to handle just a big creature. I could see something like that with Ancient Tomb working if a turn two... Eomer?? is a big enough threat. Maybe Breaching Dragonstorm.
Preordain
Probably just better than Ponder and Brainstorm in a format where land fetching always costs a mana. We have a density of these effects in the format, but the question is always what do you do with all the selection?
Pyrokinesis
This is a really wild one to have. Against aggro it will often get 2-3 creatures so it's not really even card disadvantage as it gives you an enormous mana advantage. Very difficult to play around at instant speed. Speaking of Stock Up I'm a little worried UR tempo/control will have too easy a time catching up against an aggro start.r
Seething Song
We've had storm payoffs for some time but have struggled to build the mana engines outside of Channel. Along with Dark Ritual there's definitely potential although access to Manamorphose would be ideal. In "fairer" things to do, there used to be an Extended deck called All-In Red that was focused on casting rituals to land a 5 drop creature as early as possible, in a format where people weren't running a lot of interaction to handle just a big creature. I could see something like that with Ancient Tomb working if a turn two... Eomer?? is a big enough threat. Maybe Breaching Dragonstorm.
Snuff Out
Could be good in certain matchups if you're trying to go something like t2 Baleful Strix t3 Stock Up. 4 life or 4 mana just feels like a huge cost against aggro though.
Vampire Hexmage
Not really aware of anything in the format this enables. The rate is not awful to maindeck this if there's e.g. some artifact/enchantment with counters you'd otherwise have trouble with.
Zuran Orb
It definitely feels like this should have some application between Land Tax, Aftermath Analyst, maybe lifegain payoffs, and just generally being a 0 mana artifact. Interesting to see where this goes.