Because it isn't an assumption.http://magic.wizards.com/en/articles/archive/news/25th-anniversary-announcement-day-2017-06-14
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The exile replacement ability clause on flashback actually out-trumps the buyback ability of it going into your hand. A more modern rules relation is Remand vs a spell that has been flashed back. Normally remand would send the card back to it's owners hand, but flashback causes it to be exiled after it has been cast. Flashback waits for the spell to leave the stack and exiles it as a replacement ability.
When in doubt, check the oracle text, "Whenever a creature dies, if another creature is on the battlefield, return the first card to the battlefield under its owner's control at the beginning of the next end step."So no, like cards that triggered during the upkeep or at the end of the upkeep like Ichorid, they have all been erratad to "At the beginning of your upkeep..."
This is correct, they count as both basic land types (a land sub type), but not as basic lands (a card super type).
The */* Power and Toughness of Lord of Extinction applies in every zone, not just the battlefield. Sutured Ghoul does not work the same way because it only gains power/toughness as it enters the battlefield. Here's a peek into the rules text from our friend Tarmogoyf, "Tarmogoyf’s ability works in all zones, not just while Tarmogoyf is on the battlefield." This has been copy and pasted straight from Gatherer.The reminder text at the end of Sutured Ghoul is presumably how the game used to work, but reminder text is never taken as an official ruling, it was removed in the 2012 reprinting of Sutured Ghoul for good reason.As the game has adapted and evolved, cards like Sutured Ghoul that have *=0 in zones other than the battlefield have tended towards 0/0 creatures that enter with an amount of counters on them (see Marath, Will of the Wild).
That's why Hermit Druid is banned in legacy, not because it's mana ramp with a draw back, but because you turn the "draw back" into a 1 card combo. Mill your entire library and have access to the tools you need to win the game.
You should consider a playset of Thespian's Stage. Stage copies dark depths, comes into play with 0 counters on it, sacrifice the original depths to the legend rule, Thespian's Stage triggers since it's a Dark Depths with no counters on it, sacrifice it to get Marit Lage.
Got a couple other eyes on the list and I was told to either drop red and add white or drop red and keep it straight blue white. I like the idea of adding white for good sideboard, lifegain and enchantment destruction among other things.
I'll definitely take a look.
I've played a lot of similar decks, namely B/G pox in Legacy. As Far as Urborg goes, all I can really say is that I really like sacrificing it to smallpox. It's a great double black enabler, but I run three in legacy because Smallpox, Sinkhole, Hymn to Tourach, Liliana, and Bloodghast all require Double Black. Leaving it on board usually ends poorly for me, but that's mostly because Wasteland deals with lands and urborg turns on fetchlands. I could definitely see swapping around some of the mana base. Basic Mountain is included for the cute Ghost Quarter Darksteel Citadel tech, having 2 sources for red seemed good at the time for sideboard, but the decks that I'm bringing Crumble in are not matchups where my opponent has land destruction.In my experience Death Cloud is a much more build around me style than even smallpox. There's likely better options but I love the efficiency of that card. With cloud, you need some way to win after you blow up the board, generally mana rocks to play into your spells or creatures/man lands/Guardian Idol from some of the mono black builds that survive the wrath. I'll likely make a non-green Cloud deck down the road, but for now I'm not entirely interested.I do agree that Welding Jar and Batterskull are some of the weakest links. Baterskull having living weapon seemed cute with smallpox being able to pick up and replay it when needed, but Thopter Sword is definitely more likely to win games.My modern meta is overwhelmingly midrange/like 4 jund players so I really like Thirst for Knowledge, I think Ancestral Vision could be good too, but there's a lot of diminishing returns on acceptable times to play it. Not quite sold on Trading Post but I could see running Ballista/Hangarback.Thank you for looking the deck over and providing your input. I've only playtested this thing a handful of times, so there's definitely a long way to go before it's optimized.
I've got Ghost Quarter number 4 in the sideboard for the control matchups - Shutting down celestial collonade can be huge in the late game - and decks that have excessively greedy or oppressive mana bases like Tron.As for Flame Jab, it's certainly a cool card and I tried to find a slot for it, but between it and Molten Vortex, they're only equal for the first iteration. Playing and activating Vortex is RR and a land for 2 damage, Casting and Retracing Flame Jab is also RR and a land for 2 damage. Both are at Sorcery speed, and Vortex gets better than Flame Jab the longer it stays on the field. I much prefer Darkblast to Flame Jab in terms of removal. -1/-1 is usually more relevant than 1 damage and you can use it twice in a turn by casting it on your upkeep, dredging it for the turn during your drawstep, and casting it again in MF1. Trouble with fairly costed X/1's can also be dealt with via Necroplasm or blocking with a Zombie Token from Infestation.
Hey man, go easy on him.
How intriguing. Tibalt is a planeswalker though, not technically a god ;)
if you want to do something similar to what you're doing. Play what's called stax. Hokori is like Winter Orb and winter orb is a stax card. Don't want to be mainstream by playing competitive Derevi stax? Play Brago Stax. Since the objective is to punish everyone because you don't like how competitive people are making the game, stax fits just fine and ensures long games with little fun. Stax is the ultimate form of control unless you consider lockdown to be control. I see Teferi + knowledge pool as a combo more than control.I saw a legacy deck who's objective was to have a fair card to counter every unfair card that shapes the format. Answering a brainstorm or a jace 0 activation with a Notion Theif is devastating.Edit: And if you hate combo play Teferi's Puzzle Box.
You are old, Surewhynot. I remember you when people still called standard type 2 and I didn't know what format was what number.
The cards I listed are all around $1-2. There's no bank being broken in any of those cards, nor are they the best. If you want the best you get Tarmogoyf, Goblin Guide, and Dark Confidant. I'm not quite sure what you mean by modern usually goes for mill cancel or undead zombies decks. Modern is primarily decks like Affinity, Jund, Junk, Fish, Tron, Twin, Ad Nauseum, some reanimator combos and a handful of control lists that aren't Tron like Gifts control and even Titan Control is making a scene.
There's a lot about this deck I don't like. Since we're in modern, consider stronger alternatives to your cards. Strangleroot Geists and Burning-Tree Emissaries, Flinthoof Boar and Kird Ape would also be pretty good. You might also want Lightning Bolt along with some pump spells like Mutagenic Growth. If you want to run over your opponent look into Ball Lightning and Groundbreaker. If you want to overwhelm your opponents you'll want more value cards.
Kird ape is sometimes ran in the deck, but it's more of the player's preference. Makes the deck more like Zoo but still has the death's shadow/kill self tactic. I think the difference is more on if you'd rather play lands or have lands. Steppe Lynx is usually pretty explosive playing and cracking a fetch but kird ape is more consistant. All in all I like Steppe lynx to end games quicker. A deck that kills itself doesn't normally do too great in longer games.
Fetches, shocks, git probes, thoughtseize, street wraiths and mutagenic growth are almost always enough considering you'll still have an opponent to deal with. Hex parasite being a 1/1 for 1 that brings your life total down speeds up death shadow, but slows down the rest of the deck. It costs a mana and will make you think before you let a shock come in untapped. You might also pay a green for mutagenic growth instead of two life because you're too low from your own card. If you don't use it because you can't/don't want to pay the life then that's 1 more slot that could be something better.
Same deck here:http://www.mtgvault.com/deidrick/decks/modern-suicide-zoo/
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