It's too bad Ninja decks won't likely be running many Arcane spells, so you'll almost never get to return one to your hand.
Really, some people seem to be mistaking "Splice onto Arcane" for an alternate casting cost on some of these. Remember, in order to Splice it, you have to be casting another Arcane spell.
I'm not saying no one knows this, I'm just saying a couple people I've seen seem to be making this mistake. In their defense, Splice in general appears to be a tricky mechanic, especially for new players.
The Blue one is def. the best and the Green one is def. the worst, but it's still playable in Limited due to how close together in P/T the majority of creatures in these sets are.
Not too bad of limited cards really. The Veil can get through with Ninja's and just huge game winning creature's. It could make it as the 23rd card in your deck. The Roar is an odd combat trick, sort of like a reverse Hold the Line but only giving about a third of the bonus. Suppose in limited Snake deck versus Snake it might be nice to have in the board.
I actually think it is an excellent card in limited regarding Ninjas... think about it. You play an arcane card, splice this on returning your ninja and making your little dink unblockable. Then, you Ninjutsu him causing your ninja to get through....
I know this seems like a huge hassle since you can clearly just make the ninja unblockable... but still, where's the fun in that? Lol. It's also a good card to save your creatures. You can use the ability itself to save a creature, or you can use the splice cost. It's actually not a bad card.
Veil is a very good card in limited. Even if you don't splice you can still get a hitter in the red zone. sac all but 1 creature to devouring rage making a big creature. then veil him and win. veil on any ninja would be good. ink eyes free reanimate a creature, throught slitter free kill one of there creatures.
Veil of Secrecy - :1mana::symu:
Instant - Arcane (C)
Target creature is unblockable and can’t be the target of spells or abilities this turn.
Splice onto Arcane - Return a blue creature you control to its owner’s hand. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell.)
meh.
at least it's spliceable...
gating was good once... maybe it'll be that way this time too. ninjas come to mind.
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Roar of Jukai - :2mana::symg:
Instant - Arcane (C)
If you control a Forest, each blocked creature gets +2/+2 until end of turn.
Splice onto Arcane - An opponent gains 5 life. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell.)
so inferior to the black one.
and the splice cost sux (unless i suppose you use that burn spell that only hits your opponent's dome and prevents life gain...).
still crap tho.
As one person here said it a page ago, this is NOT an alternate casting cost. THis means you need to have an arcane spell to splice it onto.
Now, most ninja decks will not have very many arcane spells, so it won't be so useful. The only one i run in my ub ninja deck is rend flesh.
Also, to splice the card, you need to cast another card. So now, we are using mana, and losing a creature on the board. If the mana loss is too great, we now can't even use ninjutsu.
The only good use of this with ninjas is lategame when you have such mana.
ANd even then, you are bouncing one of your own creatures (even if it is a ninja, the ability to make the other creature unblockable makes it pointless as the ninja would get through anyhow!).
I don't see much use for this card.
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The Veil of secrecy is awesome when you really want the surprise element, except that now they know it's in your hand and will block all your creatures.
veil is nice, quite useful for ninja.. the surprise element is veri nice.. 2 cc.. the splice cost is a bit tough.. return a creature can b pain, but can prevent ur creature fr dyin??
roar remind mi of a smaller hold the line.. but i dun c much use for it.. the splice cost is pain !! 5 life can mean alot..
The veil adds more bouncy ninja tricks.. seems to be a theme or something ;-)
The growth is not particularly interesting at most it lest you save a creature for three mana or giving your opponent 5 life. Not really good. compare with Invigorate
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The first one definitely seems to like ninja.
The second one is less playable, IMO, but neither one it truly bad. At least not in limited.
Glad we're finally seeing alternate splice costs.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
Veil is very strong (in Limited) whenever Ninjas are involved, especially if you have multiple blue ninjas in play/hand. Not sure if this would make the cut in constructed, simply because it might dilute the Ninja deck, but on the other hand Ninjutsu isn't like Affinity or Spiritcraft -- it doesn't require dedication to Ninjas, just evasive creatures, bounce and removal. I could see a U/B Ninja deck with Consuming Vortexes and Rend Fleshes along with this card.
The Green one is pretty disappointing. It's kinda like a reverse Hold the Line, except not as dramatic. Hold the Line is pretty situational, and this is even harder to make it work your way. I hope there's another (arcane?) pump spell in BoK.
The veil was obviously designed for the preconstructed ninja deck and will see a lot of play in casual decks of the same kind. Roar of Jukai seems to confirm that there's a cycle with splice spells mentioning basic lands in them, the added restriction seems kinda pointless for limited or block. I haven't seen anyone use the CHK dual lands and you're only going to have 1 legendary land at the most, so why's it there?
Roar of Jukai seems to confirm that there's a cycle with splice spells mentioning basic lands in them, the added restriction seems kinda pointless for limited or block. I haven't seen anyone use the CHK dual lands and you're only going to have 1 legendary land at the most, so why's it there?
"Splice onto Arcane - each opponent gains 5 life"
Do you see any Green requirement there? That's why the restriction is there.
The "Situational Overrun Lite" is hardly a limited trick... if you want crazy pumps in Limited, go white or draft all the Kodama's Mights you get passed. The splice is... well, it's just no. Inverse shrapnel blasting your opponent for a blocking-only combat trick? No sir, I don't like it. Overall, meh/5
The Blue card, however... A reusable Invisibility that can return... I don't know what you'd want to return to your hand, but I'm sure the card's alternate splice cost can be more useful than harmful in some way (I guess you could respond to your opponent's creature kill spell/s w/ this by playing an arcane and then returning one guy to your hand and making the other untargetable). It also allows your bomb (Myojin, Demon, Moss Kami, or other) to swing in for the big beats and finish up the game. If blue gets little else in BOK limited, I'd venture this as a 2nd pack 1st pick, if you're already stacked w/ blue (EG: Sire of the Storm, 'Opposition' Kami, Soratomi, Green Fat). Maybe first pick is a bit much, but this is a very VERY solid blue card for limited.
Veil is a very good card in limited. Even if you don't splice you can still get a hitter in the red zone. sac all but 1 creature to devouring rage making a big creature. then veil him and win. veil on any ninja would be good. ink eyes free reanimate a creature, throught slitter free kill one of there creatures.
Or much better, your opponent plays rage, saccs all but one creature for rage, HAH, in response I make your creature untargetable
Rage fizzels, I trade 1 for 4
(Other Cards like Blessing breath or sth. like that targets only creatures you control )
The blue one is a really nice card in limited. (They both wont see constructed.
The green one is not really good, but not so bad. If you can trade 0 for 2, thats good. The 5 live then doesnt matter. and, you can splice it + hardcast it. But however, its not really good and only rarely playable.
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If blue gets little else in BOK limited, I'd venture this as a 2nd pack 1st pick, if you're already stacked w/ blue (EG: Sire of the Storm, 'Opposition' Kami, Soratomi, Green Fat). Maybe first pick is a bit much, but this is a very VERY solid blue card for limited.
Single use invisibility is pretty weak. The splice cost is only a benefit if you have good CITP abilties, I can't remember any of those in CHK or on the spoiler list. I'll gladly pass this card almost everytime.
I musts taken my crazy pills this morning but i really think that the Roar of Jukai is an a very playable common for the U/G and B/G archetypes in draft and sealed. In both U and B (the colors of ninjas) your opponents will be making bad blocking decisions all day, for fear of ninjitsu. This allows you to attack with bad creatures into better ones, forcing your opponents to block or risk letting a hana kami become a ninja. Thus, in those two archetypes, this card holds great relevance and will be drafted quite often for that reason alone. In no other color combinations is it this good, but because of what ninjas will force your opponents to do as far as blocking is concerned, this will often be a very useful card...And if they see it played first game, then the subsequent games they may not block for fear that you have it, allowing you to use your ninjas far more frequently. Not a high pick or a bomb by any stretch of the imagination, but it sure will be relevant and used often...
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None of em are good, but the wail of secrecy is kind of bound to be played in my casual ninja theeme deck. It fits well in flavour and tech.. the ninjitsu ability doesnt target, so you could make a little critter unblockable to nijutusu out a badass ninja and at the same time bounce your other blue ninja so u can re-ninjitsu it..
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Single use invisibility is pretty weak. The splice cost is only a benefit if you have good CITP abilties, I can't remember any of those in CHK or on the spoiler list. I'll gladly pass this card almost everytime.
Ya, returning creatures you don't want to die to your hand is only useful w/ CIP abilities, I forgot...:tongue2:
It provides protection for 2 creatures and permits red-zonage. I don't quite understand how untargetable+unblockable+return a creature you control to your hand (preferrably one that's dying or a ninja) for a low or free cost is such an easily passed card. Oh well, more for me when I draft against you:rolleyes2:
Ya, returning creatures you don't want to die to your hand is only useful w/ CIP abilities, I forgot...:tongue2:
It provides protection for 2 creatures and permits red-zonage. I don't quite understand how untargetable+unblockable+return a creature you control to your hand (preferrably one that's dying or a ninja) for a low or free cost is such an easily passed card. Oh well, more for me when I draft against you:rolleyes2:
My point was that the abilities are fairly limited in application. Making a creature untargetable for a turn is not that usefull of an ability all on it's own, either is making a creature unblockable for a turn. Together the abilities are not very synergistic and are primarily reactive. The splice effect is even more limited, one of the great things about splice is that you get free use out of a card when you would normally save it for other things.
How often are you going to want to prevent a creature from being targeted while having something to splice onto? In those circumstances are you ever going to want to bounce a creature back to your hand? In my experience these abilities are too narrow to be of much use in limited.
In my experience these abilities are too narrow to be of much use in limited.
This is true, in part. However, the additional 'unblockablility' is something that, at one point, is almost always going to be useful. 9/10 times, you're going to play a limited game where you and your opponent are landlocked or your opponent has more stuff in play or you need to push those last points in but can't. This solves that problem and offers to protect your creatures on top of that. When I first said 'omg- first pick lol', I was probably out of my mind. But I do think this is a 4-7th pick IF you already have a solid creature base.
Really, some people seem to be mistaking "Splice onto Arcane" for an alternate casting cost on some of these. Remember, in order to Splice it, you have to be casting another Arcane spell.
I'm not saying no one knows this, I'm just saying a couple people I've seen seem to be making this mistake. In their defense, Splice in general appears to be a tricky mechanic, especially for new players.
The Blue one is def. the best and the Green one is def. the worst, but it's still playable in Limited due to how close together in P/T the majority of creatures in these sets are.
I know this seems like a huge hassle since you can clearly just make the ninja unblockable... but still, where's the fun in that? Lol. It's also a good card to save your creatures. You can use the ability itself to save a creature, or you can use the splice cost. It's actually not a bad card.
Roar of Jukai: I'm not too crazy for this one in any format.
meh.
at least it's spliceable...
gating was good once... maybe it'll be that way this time too. ninjas come to mind.
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Now, most ninja decks will not have very many arcane spells, so it won't be so useful. The only one i run in my ub ninja deck is rend flesh.
Also, to splice the card, you need to cast another card. So now, we are using mana, and losing a creature on the board. If the mana loss is too great, we now can't even use ninjutsu.
The only good use of this with ninjas is lategame when you have such mana.
ANd even then, you are bouncing one of your own creatures (even if it is a ninja, the ability to make the other creature unblockable makes it pointless as the ninja would get through anyhow!).
I don't see much use for this card.
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roar remind mi of a smaller hold the line.. but i dun c much use for it.. the splice cost is pain !! 5 life can mean alot..
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The growth is not particularly interesting at most it lest you save a creature for three mana or giving your opponent 5 life. Not really good. compare with Invigorate
The first one definitely seems to like ninja.
The second one is less playable, IMO, but neither one it truly bad. At least not in limited.
Glad we're finally seeing alternate splice costs.
Guildmaster Jarad
The Green one is pretty disappointing. It's kinda like a reverse Hold the Line, except not as dramatic. Hold the Line is pretty situational, and this is even harder to make it work your way. I hope there's another (arcane?) pump spell in BoK.
Peace,
Kultcher
Roar of Jukai seems to confirm that there's a cycle with splice spells mentioning basic lands in them, the added restriction seems kinda pointless for limited or block. I haven't seen anyone use the CHK dual lands and you're only going to have 1 legendary land at the most, so why's it there?
"Splice onto Arcane - each opponent gains 5 life"
Do you see any Green requirement there? That's why the restriction is there.
The Blue card, however... A reusable Invisibility that can return... I don't know what you'd want to return to your hand, but I'm sure the card's alternate splice cost can be more useful than harmful in some way (I guess you could respond to your opponent's creature kill spell/s w/ this by playing an arcane and then returning one guy to your hand and making the other untargetable). It also allows your bomb (Myojin, Demon, Moss Kami, or other) to swing in for the big beats and finish up the game. If blue gets little else in BOK limited, I'd venture this as a 2nd pack 1st pick, if you're already stacked w/ blue (EG: Sire of the Storm, 'Opposition' Kami, Soratomi, Green Fat). Maybe first pick is a bit much, but this is a very VERY solid blue card for limited.
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Oh, ok. I guess they didn't want to make it like the morph guys from Scrouge like Zombie Cutthroat, that anyone can play.
Or much better, your opponent plays rage, saccs all but one creature for rage, HAH, in response I make your creature untargetable
Rage fizzels, I trade 1 for 4
(Other Cards like Blessing breath or sth. like that targets only creatures you control )
The blue one is a really nice card in limited. (They both wont see constructed.
The green one is not really good, but not so bad. If you can trade 0 for 2, thats good. The 5 live then doesnt matter. and, you can splice it + hardcast it. But however, its not really good and only rarely playable.
Single use invisibility is pretty weak. The splice cost is only a benefit if you have good CITP abilties, I can't remember any of those in CHK or on the spoiler list. I'll gladly pass this card almost everytime.
Peace
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Ya, returning creatures you don't want to die to your hand is only useful w/ CIP abilities, I forgot...:tongue2:
It provides protection for 2 creatures and permits red-zonage. I don't quite understand how untargetable+unblockable+return a creature you control to your hand (preferrably one that's dying or a ninja) for a low or free cost is such an easily passed card. Oh well, more for me when I draft against you:rolleyes2:
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My point was that the abilities are fairly limited in application. Making a creature untargetable for a turn is not that usefull of an ability all on it's own, either is making a creature unblockable for a turn. Together the abilities are not very synergistic and are primarily reactive. The splice effect is even more limited, one of the great things about splice is that you get free use out of a card when you would normally save it for other things.
How often are you going to want to prevent a creature from being targeted while having something to splice onto? In those circumstances are you ever going to want to bounce a creature back to your hand? In my experience these abilities are too narrow to be of much use in limited.
This is true, in part. However, the additional 'unblockablility' is something that, at one point, is almost always going to be useful. 9/10 times, you're going to play a limited game where you and your opponent are landlocked or your opponent has more stuff in play or you need to push those last points in but can't. This solves that problem and offers to protect your creatures on top of that. When I first said 'omg- first pick lol', I was probably out of my mind. But I do think this is a 4-7th pick IF you already have a solid creature base.
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