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Draft Chaff or Commander Playable: Modern Horizons
- [[Generous Gift]]. This easily becomes a white staple. Orzhov might have better removal tools, but if you aren't in black and are in white, this card is just Beast Within in your color. Exceptional removal tool, amazing in Commander, pretty solid in limited as well.
- [[King of the Pride]]. This set has a heavy focus on tribal. This is the best cat lord I think we've ever seen, by a lot. 3 mana for +2/+1 passively is huge. All you Kemba and Arahbo players out there rejoice.
- [[Vesperlark]]. This card, man. Imo, this card is better than Revelark by quite a bit if you exclude its inability to interact with Karmic Guide. Ludicrous in flicker decks for recurring important small stuff like Fiend Hunter, really good in aristocrat decks. I'm sure, like its older brother, there are infinite combos waiting to be unleashed.
- [[Ephemerate]]. If you were looking for more flicker power, you got it. Obviously great in Feather and Rune, but if your commander just has a powerful ETB, this card is 1 mana to do it twice as well as potentially dodge spot removal. Really solid option.
- [[Carrion Feeder]]. Free sacrifice outlets are great. This one is 1 mana, at uncommon, and also is a relevant tribe. Plus, it gets bigger as it sacs stuff! Teysa Karlov and other aristocrat commanders have always loved Carrion Feeder, and Zombie Aristocrats like Varina want this card badly.
- [[Crypt Rats]]. This is one card I'm stoked to have at the uncommon slot. TCG Player has it sitting just above $0.40 right now, and as a black board clear, that is super cheap. Great budget board clear for mono-black and 2 color black decks.
- [[Sling Gang Lieutenant]]. Here is a new tribal goody that actually could see some play outside of tribal brews. Obviously great in Rakdos Goblin Aristocrats, but also could have a home in Whisper and Shirei pretty easily. 3 1/1s for 4 that comes with a sac outlet for itself can be quite strong. Its like a slightly better Marsh Flitterer imo
- [[Undead Augur]]. New zombie goodies are always appreciated by the many Zombie tribal decks out there.
- [[Defile]]. This card is limited to Mono-black decks most of the time, but in mono-black builds scales really nicely with the game. 1 mana for -5/-5 + is exceptional, and early it can be used to shut down dorks and 2 drop commanders with ease.
- [[Mind Rake]]. Its 2 mana mind rot for all 4 players, this card is so rude in EDH. Pair it with discard loving decks including Waste Not and Geth's Grimoire and watch the table groan.
- [[Unearth]]. This is just an exceptional recursion tool for self mill decks running aristocrats strategies or decks that just have critical 1-3 drop creatures they need to keep alive. I think this card is heavily underplayed in commander, and it getting a reprint hopefully gets it into more decks like Alesha, Sidisi, and Izoni.
- [[Exclude]]. In a format where nearly everyone is playing at least 1 important creature, exclude doesn't cost you a card, only costs 3 mana, and answers one critical threat. This is a great commander counter spell, and will be welcome in many blue decks.
- [[Fact or Fiction]]. This card is one of the greatest political cards ever printed. I know many people who will offer 5/0s for fact or fiction in exchange for future 5/0s. The card is a powerhouse in multiplayer casual games, and even without the political power the card is insane in decks that want goodies in their bin or combo decks looking for a few critical pieces.
- [[Rebuild]]. This card seems insane to me. It is an instant speed artifact board wipe that c can be cycled when not needed. On top of that, in Eggs and other artifact ETB decks, the card resets all your artifacts to hand for just 3 mana. This card is bonkers good, and is an uncommon!
- [[Tribute Mage]]. Huzzah, more artifact nonsense! There are ample good 2 mana artifacts out there for commander. If your deck is in blue and relies on a 2 mana artifact to win games, you probably should run this card.
- [[Watcher for Tomorrow]]. A new fun flicker tool that can repeatedly draw you 1 card in your top 4. I expect this card will be quite strong in Brago, Animatou, and Rune.
- [[Alpine Guide]]. Do you want to ramp in red? Can you protect an attacking creature, or not mind when it dies? Do you want more lands in your graveyard that temporarily ramp you? If so, Alpine Guide has you covered! Lord Windgrace obviously wants these kinds of effects, but I suspect the card can be pretty good in decks that can tap him without combat or can protect him in combat (like new Tajic). Similar to Wood Elves, just requires more niche decks. Still a welcome card for red ramping, curves nicely into Zada + 1 drop.
- [[Goblin Matron]]. I do love me some goblins. Now she has great art, and is way more affordable.
- [[Pillage]]. I'm convinced this card is playable in Mono-red. There are a lot of scary artifacts and lands out there. A lot of removal struggles to deal with Maze of Ith/Dark Depths/Thespian Stage/Cabal coffers. This can when needed, and also almost always has an artifact target to hit. If you are light on removal in your red decks, Pillage is perfectly acceptable.
- [[Throes of Chaos]]. Cascade is a broken mechanic, so lets give players a tool to spam it! I can see a deck built around getting this in your hand or graveyard and retracing it for huge suspend effects. Could be really cool. Alternately, just a great addition to chaos brews. It pseudo helps mono-red with flooding issues too, as you can always turn lands into a copy of it.
- [[Goblin War Party]]. This is the best goblin token maker I think we've ever gotten just because it also has a mode that pumps the team. The entwine cost is just gravy. Goblin players, rejoice for your ample new tribal tools!
- [[Shenanigans]]. The gave a red card Dredge, AND made its effect useful. Dredge 1 isn't a ton, but always having access to artifact removal from the bin can hose specific strategies, and dredge is a mechanic we know is insanely powerful. The color shift might open up some new possibilities.
- [[Llanowar Tribe]]. Adding 3 mana for 3 mana is incredibly strong. GGG is kind of tough ask early for 3+ color decks, but in mono-green/some 2 color green decks, this dork is nuts. Add in some untap effects and start pumping out 10 drops on turn 4.
- [[Regrowth]]. Not a new card, but a good one. It is cheaper than E-Wit, and when you aren't abusing ETBs or creatures, this card is probably better. It is a great tool for getting back important cards from the bin.
- [[Squirrel Nest]]. This is another old card, but it can be quite good in commander. Sometimes you just need 2-3 tokens to get your plan rolling, and over 2-3 turns this does just that.
- [[Wall of Blossums]]. Another reprint! Great in Arcades and Doran, great in decks looking to cycle and stall.
- [[Spore Frog]]. Fog Frog is a classic for a reason. If you can keep recurring him from the bin, he acts as a permanent fog effect. Meren, Karador, Muldrotha, and Storrev all can make great use of the little guy.
- [[Springbloom Druid]]. Kind of Harrow with legs! Not the best version of this (I still think in most cases Wood Elves is just better) but in decks that care about lands in their bin, this card will be quite good. It also fixes a bit better for multi-colored decks. A great replacement for Farhaven Elf if you don't want to commit the extra $1.
- [[Etchings of the Chosen]]. This card screams vampires to me, but easily slots into Ghave Fungi and other Orzhov tribes like Spirits. Protection attached to a sac outlet and anthem for 3 mana is a lot for 1 card. Varina Zombies is another great deck for it.
- [[Good Fortune Unicorn]]. Stuff entering with +1/+1 counters is pretty solid. If you are running Juniper Order Ranger (Ghave, Atraxa, Anafenza the Foremost) this unicorn is probably a fine inclusion.
- [[Ingenious Infiltrator]]. Uncommon ninja payoff? Sweet! Yuriko support is great to have.
- [[Munitions Expert]]. Rakdos Goblin support! Removal on a creature is excellent in Goblins, as they typically want as many goblins on the board as possible. This acting also as a removal spell doubles up the value.
- [[Rotwidow Pack]]. If you are specifically playing Ishkanah, you now have a second version of your commanders ability. Paired with Spider Spawning, you can easily be paying 5 to deal 15-20 damage.
- [[Ruination Rioter]]. Being able to hit any target is what I think pushes this card to be playable. Its a removal spell that can go face, and crucially can hit planeswalkers. Decks that are self-milling a lot or just running a lands in graveyard strategy (Borborygmos, Lord Windgrace) can get a lot of value for 2 mana.
- [[Soulhereder]]. A sweet flicker tool that most importantly reuses ETBs and leaves the battlefield triggers. Every turn is a lot, the value can get out of control.
ArtifactsObviously the new Talisman cycle is great for EDH. Specifically the non-green ones.
- [[Frostwalk Bastion]]. I think this card is sneaky good in Daretti, Kurkesh, or other artifact decks. You can tap the Bastion to get the snow mana to turn it into a 2/3 Artifact Creature. Having access to a land that is also an artifact creature opens up a ton of opportunities to sac it to varying cards to get value. As an uncommon land, I suspect the card is better than it looks.
Closing ThoughtsHoly crap that was a lot of cards. I think White actually is the biggest winner here with the new mini-Revelark and Beast Within coming into its color, but all the colors got some amount of cool new stuff! Azorius Flicker in particular got a bunch of cool new toys.
What do you think about the set? Do you see some of these cards creeping up in price over time? What has you most excited about Modern Horizons? Let me know!
Weekly Update Thread - Dec. 29th
- Improved: Growth System & Damage Model
- Added Acro and Maia skins. Updated Maia basemap.
- Growth Stages were using adult bite damage.
- Damage Bug Fixes.
- Fixed: Dinosaurs that had a growth greater then 1.0 had spawn issues.
- Fixed: Starting Hunger / Thirst not working properly.
- Fixed: Stats are now loaded after growth percent to avoid spawning issues with dinosaurs.
- Updated carnivore hunger tick timers to 120s instead of 60s to allow leeway for hunting.
- Updated all dinosaur body food values to equate to body mass.
- Nest Bug Fixes.
Old System: Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration. If something is set to grow up in an hour, it goes from 20% to 100% in that hour. All stats scaled at one rate and the weight of a dinosaur was only updated at .4, .6, and .8 sizes respectively.
New System: Growth is now broken into two phases of juvenile and adult. These each can have their own growth lengths put in, so there's a singular break in pattern. You could have something grow to 40%/60%/80% within an hour, and then have it grow to max over the course of two hours (or vice/versa). We are using this to achieve young dinosaurs reaching a certain independence and mobility relatively swiftly, without allowing them to compare to their older adult counterparts. Herbivores usually reach a sexual maturity faster so they can breed quicker, whereas carnivores reach a sexual maturity later. You will also see that once you become an adult, your overall weight mass increases exponentially from where you'd normally see the increase rate as a juvenile.
We have included these stats in the growth system to be edited in the future by users: (% of dinosaur that all of the stats in the array are being applied to) Weight Mass (Weight of the dinosaur. Used to factor damage) Health (Player health) Health Regen Amount (Health regen'd per minute based off of dinosaur's current hungethirst) Stamina (Total stamina) Hunger (How much food you can eat) Thirst (How much water you can drink) Body Food Value (How much food your corpse is worth) Body Food Consume Amount (How much food you consume per eating animation) Body Food Health Amount (How much health you gain per eating animation) Bite Damage (How much damage you deal) Bleed Amount (How much bleed you apply per bite) Bone Break Chance (% chance of your attack breaking a bone) Growth Speed (How fast it takes you to grow from the minimum value to the max value) Max Growth (Largest growth value a dinosaur can reach)
Weight Classes and Damage:
Old System: Weight classes were put in categories (Tiny/XSmall/Small/Medium/Large/XLarge/Titan/Colossal/Leviathan) for damage mitigation and amplification, so weight tiers made players less susceptible to ankle-biting, and more afraid of larger creatures in the game. Damage amplified up to 200% on attacking 2x smaller weight classes, and damage mitigated up to 100% on attacking 2x larger weight classes.
New System: Based on a suggestion seen here we have taken the consideration of "(Attacker Weight/Victim Weight) * Attacker Damage (or bleed amount/bone break chance)|Damage" into account, allowing a more accurate and vastly superior thought to our own on how combat damage could be applied across the entire spectrum of dinosaurs, as well as allowing guns and other tribal tools to deal a flat amount of damage to creatures without any mitigation factors (excluding future hitbox relevant damage/armor).
All values below are weight masses. They are all subject to change. Stats of individual sizes are not present. Hatchlings are intended to be extremely vulnerable, and dependent for the first 10-20 minutes before reaching any sort of independence. The goal is to make hatchlings truly vulnerable prey items and otherwise grow into independence relatively quickly after a certain window. At this point, juveniles could survive on their own, or simply stay with a parent(s) until the pack is too large to sustain.
As always, the stats are on a first pass so progression points are still relatively low in order to achieve the next dinosaur. When we feel confident all dinosaurs are in a good place, expect to see the system in full swing as progression timers go up so these shortcuts won't feel so easy.
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