A new mechanic that works like proliferate can also interact with energy. It just makes it a lot more inconsistent than say a Goryo's Vengeance deck. I know I'm one of the few that do, but running a nice little energy package can enhance other deck. This is a way for me to get my feet wet first. It's a very young mechanic that just hit the game and has a limited number of payoffs, but I think with the right kinds of payoffs and support cards the mechanic is modern viable.
In fact, there already are some good payoff cards, it's just a matter of having better cards that grant energy to use them. If you can produce enough energy then is better than , but in a format as fast as modern you would need to be producing a lot more energy a lot earlier in the game than is really printable. . This superficially seems to force combat, but there's so much energy support that it really doesn't. That deck is usually good on energy, has a low curve 3 is the highest cc in the deck , good deal of life gain, card advantage, and Mana fix. Modern doesn't have that issue which is nice. It's very easy to swap out the bad parts like for real removal like , , , etc.
Energy isn't really the cause of the negativity in standard as much as attrition is. It just makes it a lot more inconsistent than say a Goryo's Vengeance deck. To pay one or more , you lose that many energy counters. Modern doesn't have that issue which is nice. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
First turns you want a discard spell to see what you are up against and then adjust your plans accordingly. I don't think that energy is going to make anymore playable and just doesn't cut it. He does different things for sure. But the general idea is more what you are looking for. Merfolk and didn't play a single Marvel or Through the Breach. The question is just how much would be too much? Still, we probably wont see energy for at least two years and if they print it any sooner it's going to be in commander or something like it.
June 28, 2019 Core Set 2020. Any effects that interact with counters a player gets, has, or loses can interact with energy counters. The issue for modern is that we lack a critical mass of energy cards, both produces are payoffs, that are better than what we currently have in Modern. He doesnt force you to change your deck to include him. Hope we see more Energy generators in Black though. If you can produce enough energy then is better than , but in a format as fast as modern you would need to be producing a lot more energy a lot earlier in the game than is really printable.
In all honesty - this card won't replace Bob in decks that want Bob, but it's good enough it will see Standard play, and maybe bump into budget Modern. And paying two of it each turn to get an Arena might be worth the effort. A standard all star and very powerful, but would you rather play or. A good example in modern is. A good example in modern is. It feels like a mechanic that is really good and just getting a bad rep in standard.
. Quote from I like where energy is in modern. I don't think the deck really has legs in Modern, but it's somewhat fun! Colt47's Deck Creature 25 4 3 4 2 4 1 3 4 Spell 14 4 4 4 2 Land 21 4 4 4 2 4 1 2 If the mana base gets fixed up to modern standards, gets miles better. May 03, 2019 Modern Horizons. .
A good example in modern is. . So now some of the decks that want a bob effect can still keep their casting cost high. July 12, 2019 Commander 2019. The one energy card payoff that has been really tried out in modern is. If you can produce enough energy then is better than , but in a format as fast as modern you would need to be producing a lot more energy a lot earlier in the game than is really printable. .