I can picture it now, I'll be playing some random guy with 1 card in hand 17 mountains out and about to win when he rips his pet dragon, Surge of Zeals him and swings in for a stupid amount of flying damage.
What a great example of hellbent. What other archetype would want to exhaust their card supply by turn 4. Imagine this after playing the 5/3 beater of death on T3 - the pressure your opponent is under is huge. Basically, if they don't take care of all your threats, they lose, plain and simple.
The toughness is annoying, but it's not horrible - and the 4cc makes up for that quite a bit in tempo.When you can hit for 6 and then pump to hit for 8 - or take out almost any blocking creature in the format without losing your guy - it's a good investment.
Heh... so much for the guy who said that Rakdos had no good 4 drop. Rakdos' creatures aren't as big as zoo's? This trades with... anything! 4 mana for a 3/3 and firebreathing is pretty good on it's own, add flying when nessasary and it'll probably be played... what, it can get doublestrike, too? If you have the anthem in play too, your opponent had better pray you don't get hellbent... That's 12 damage, and every you pay is 4 more!
No, it's 20 damage...it gets +2/+0. This is going to be insane.
[EDIT]
I seen it was said earlier, has anyone considered Wild Cantor for this deck? Think about it for a second, it gives you accel, imagine 3rd turn swinging for 5? Only gruul has that kind of speed, or if you want 3rd turn you can have the anthem out (assuming you played two wild cantors), then next turn play the dragon. Then you can play the avatar next and dump your hand and swing for game by fifth turn.
Something that would make most of these Rakdos creatures infinitely better is a global Haste outlet. Why oh why was Fervor banished to the abyss? Fires of Yavimaya? Mass Hysteria???!!!
I want to see a R 1/1 Akki Drillmaster. That would be a reasonable way to haste these guys up.
What's that? Wow, we have In the Web of War as a haste outlet! And for just five mana! That's amazing!
Moving on to the Rakdos Pit Dragon...I think it's unfair to call a creature bad because it is destroyed by a removal spell. That's pretty much a reason to hate most creatures (admittedly, better creatures have CIP or PIG effects to weaken that tactic). That said, it's still the truth...which is why we need Haste for the surprise factor.
but 4cc (possible)flyer that can deal damage is good...
probably the activated flying is to slow down the red deck, without the activation it would have been very good. As it is, it still workable, but making the flying activated kinda spoils it.
Notice they are keeping toughness at 3, else everything goes crazy i guess =)
And I guess that settles the 5 dragons in the orb, as opposed to a cycle of dragons =(
**** black red! this is going in my W/R deck... It needs another reason to play the red, and doublestrike is INSANE with Jette. I see myself just burning thier blockers and not pumping him AT ALL. It's still 6! Or 8 With Anthem! RRRR blocks and kills most anything relevent in the format! Turn 4 2 TURN CLOCKS! **** YEAH!
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@ pigeons: this guys is a finisher in the mid-game. It is incredible as a mid-game beater. If it attacks, be prepared to be dealt a lot of damage.
No, as a mid-game beater, he's good, but not spectacular. While it's true that he is capable of winning most fights, given enough mana, it is not a winning strategy to just pump mana into him until either you win or it dies, except maybe in limited.
Hellbent grants some powerful stuff, but people have to recognize the limits of the mechanic. And one of those limits is that you are not going to reliably be building your mana base once you have Hellbent. That means that either this guy is the top of your mana curve, and you're looking to punch through with a couple of enormous mid-game cards, or else you're saving Hellbent for later in the game.
You can't have it both ways. Either this guy is a highly vulnerable finisher once you have plenty of mana, or he's a slightly-better-than-average mid-range card. If you try to do both and use him to win in the mid-game, you will be disappointed, because he will be destroyed after you spend all your mana making him awesome, and you will have lost two turns worth of tempo.
Quote from nandabanaotakun »
It's a 4cc evasive that hits for 5 every turn and often 10. what is bad about that? It's the new Blistering Firecat. Less hasty, but more damage in the long run.
I just want to point out that Blistering Firecat is not played much right now, because Extended is such a removal-heavy format. Standard is not much different.
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I just want to point out that Blistering Firecat is not played much right now, because Extended is such a removal-heavy format. Standard is not much different.
But this card will be in Standard. If Firecat was in Standard now, it would be played.
I didn't expect one card to hog all five instances of dragon. But as a hardcore dragon collector, that might be a good thing. Too bad it's debatedly playable, which can only drive prices up.
I play casual a good 99% of the time, and I can't wait to chuck a few copies of Dragon/Furnace Whelp out and toss this guy in instead. The 3/3 frame is a little on the fragile side, yes, but the abilities are really nice. I can understand why it jumps as opposed to flies, though. A 3/3 flier for 4 without drawbacks is reasonably strong on its own.
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Okay, the card looks cool and sounds cool in concept but personally i don't think its going to rate, the simple reason being that as insane as it is with hellbent its really pretty mediocre without it.
Cons: Substandard Body(especially with all the quality 4 drops around), Red Mana Intensive(a negative in a multicolor environment), Jump Ability Costs RR(what would have been so bad about costing it at just R?), Vulnerable To Almost All Removal(only darkblast, shock, seal, pyroclasm and laughter of the commonly used removal spells won't kill it).
Thats 4 pros to 4 cons however since 1 pro is about the coolness and flavor of the card and another pro is conditional on having no hand, i think that the cons have it.
Very cool card. Love the art. My only complaint is the need to pay for all it's abilities. Usually, you figure that you don't need to pay for a dragon to have flying. Other than that, nice little bomb in limited.
All around nice card. A little pity that it's straight red because it will see more play in r/g than in r/b. The hellbent part is something of worth at last.
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The activation costs really aren't that much, considering it's a finisher and best used when out of cards. What else are you going to do with your mana when out of cards?
Very solid and a bomb in limited, I think it also has a place in Gruul and B/R aggro as a strong finisher.
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Wow. Seems like, as flores said, a mono-red card. Like, does not play friendly with other colors, because you want RR to jump and R to pump. Nice to have a dragon in each set (too bad GP didn't get a Demon).
Btw, I think Flores is referring to Infernal Tutor for next week, as it is by far the best tutor they've printed since Vampiric.
For next week.
Maybe Augustin. Maybe Condemn. Who knows. My money is on Arbiter boy, cause it gives all the Counter spell whiners a Counter spell. Acutaly 2 and Hinder.
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RnD during Time Spiral:
Rosewater: "Color Pie, WTF is that, If I want Black to be able to wrath, counter and have green creatures then I will damnit!"
Random RnD guy: "RED AKORMA! FTW!"
Gleemax: "Rosewater has broken out of my mind control!"
RnD after 2008:
MaRo: Hmm how do we fix the problems of pricing with cards like Tarmogoyf and Thoughtsieze
Random RnD Guy: OO lets make a new RED RARITY SYMBOL!
MARO: OMGWTFBBQ! Thats a great idea, we'll call it Mythic Rarity!
Gleemax: NOT AGAIN! CELEB
I think it is pretty cool but it pushes you towards playing mono red or with lots of duels and pains which kind of is wierd in multicolor block. Good card overall.
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I can picture it now, I'll be playing some random guy with 1 card in hand 17 mountains out and about to win when he rips his pet dragon, Surge of Zeals him and swings in for a stupid amount of flying damage.
I'd love input and advice!
The toughness is annoying, but it's not horrible - and the 4cc makes up for that quite a bit in tempo.When you can hit for 6 and then pump to hit for 8 - or take out almost any blocking creature in the format without losing your guy - it's a good investment.
No, it's 20 damage...it gets +2/+0. This is going to be insane.
[EDIT]
I seen it was said earlier, has anyone considered Wild Cantor for this deck? Think about it for a second, it gives you accel, imagine 3rd turn swinging for 5? Only gruul has that kind of speed, or if you want 3rd turn you can have the anthem out (assuming you played two wild cantors), then next turn play the dragon. Then you can play the avatar next and dump your hand and swing for game by fifth turn.
Something that would make most of these Rakdos creatures infinitely better is a global Haste outlet. Why oh why was Fervor banished to the abyss? Fires of Yavimaya? Mass Hysteria???!!!
I want to see a R 1/1 Akki Drillmaster. That would be a reasonable way to haste these guys up.
What's that? Wow, we have In the Web of War as a haste outlet! And for just five mana! That's amazing!
Moving on to the Rakdos Pit Dragon...I think it's unfair to call a creature bad because it is destroyed by a removal spell. That's pretty much a reason to hate most creatures (admittedly, better creatures have CIP or PIG effects to weaken that tactic). That said, it's still the truth...which is why we need Haste for the surprise factor.
U Twinsanity
WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
but 4cc (possible)flyer that can deal damage is good...
probably the activated flying is to slow down the red deck, without the activation it would have been very good. As it is, it still workable, but making the flying activated kinda spoils it.
Notice they are keeping toughness at 3, else everything goes crazy i guess =)
And I guess that settles the 5 dragons in the orb, as opposed to a cycle of dragons =(
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881
Oooh Dicey:
[dice=1]100[/dice]
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Something, something, something COMPLETE!"
http://www.youtube.com/watch?v=yHiUitciuJ8
:symrw::symrw::symrw::symrw::symrw::symrw:
SPIKE GAYMER: not just a beatdown, a beatdown sung to the tune of "I Feel Pretty"!
You: 3 Life, 2 cards in hand, Rakdos Anthem in on the board, 6 Mtn's and a Blood crypt.
Them: 20 Life, Isamaru, a couple of kird apes, a couple of watchwolves, a burning tree shaman, rumbling slum and a kodama of the north tree.
You play the dragon, give it flying, and surge of zeal him. HAHA I WIN.
No, as a mid-game beater, he's good, but not spectacular. While it's true that he is capable of winning most fights, given enough mana, it is not a winning strategy to just pump mana into him until either you win or it dies, except maybe in limited.
Hellbent grants some powerful stuff, but people have to recognize the limits of the mechanic. And one of those limits is that you are not going to reliably be building your mana base once you have Hellbent. That means that either this guy is the top of your mana curve, and you're looking to punch through with a couple of enormous mid-game cards, or else you're saving Hellbent for later in the game.
You can't have it both ways. Either this guy is a highly vulnerable finisher once you have plenty of mana, or he's a slightly-better-than-average mid-range card. If you try to do both and use him to win in the mid-game, you will be disappointed, because he will be destroyed after you spend all your mana making him awesome, and you will have lost two turns worth of tempo.
I just want to point out that Blistering Firecat is not played much right now, because Extended is such a removal-heavy format. Standard is not much different.
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Also, he's cheap and playable Dragon possible to use in a tribal deck.
Pros: (Cool Art, Cool Name, Cool Concept), Jump Ability, Firebreathing Ability, Gains Doublestrike with Hellbent.
Cons: Substandard Body(especially with all the quality 4 drops around), Red Mana Intensive(a negative in a multicolor environment), Jump Ability Costs RR(what would have been so bad about costing it at just R?), Vulnerable To Almost All Removal(only darkblast, shock, seal, pyroclasm and laughter of the commonly used removal spells won't kill it).
Thats 4 pros to 4 cons however since 1 pro is about the coolness and flavor of the card and another pro is conditional on having no hand, i think that the cons have it.
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though graft may see some standard play
whatever, replicate will always rule!!!
Very solid and a bomb in limited, I think it also has a place in Gruul and B/R aggro as a strong finisher.
Legendary Creature - Human Cleric
Tap three untapped permanents you control: Draw a card.
Tap two untapped permanents you control: All other creatures get -1/-1 until end of turn.
"I am the Black Rose, the Prince of Murder. I will hide in the shadows no longer; my time has come."
3/5
Btw, I think Flores is referring to Infernal Tutor for next week, as it is by far the best tutor they've printed since Vampiric.
Maybe Augustin. Maybe Condemn. Who knows. My money is on Arbiter boy, cause it gives all the Counter spell whiners a Counter spell. Acutaly 2 and Hinder.
Rosewater: "Color Pie, WTF is that, If I want Black to be able to wrath, counter and have green creatures then I will damnit!"
Random RnD guy: "RED AKORMA! FTW!"
Gleemax: "Rosewater has broken out of my mind control!"
RnD after 2008:
MaRo: Hmm how do we fix the problems of pricing with cards like Tarmogoyf and Thoughtsieze
Random RnD Guy: OO lets make a new RED RARITY SYMBOL!
MARO: OMGWTFBBQ! Thats a great idea, we'll call it Mythic Rarity!
Gleemax: NOT AGAIN!
CELEB
"That is not dead which can eternal lie, And with strange aeons even death may die."
- H.P. Lovecraft