I like how the enchantment is reusable with only being able to be used once a turn. The restriction is nice, considering the potential of the effect. Probably not really constructed viable, but could be really good in limited. B/G Thallids, anyone?
I really like the Imp. Rebelsearch him, attack, and pitch something useless. If Rebels get popular, he'll see play, but that'd probably only be in Block Constructed. Thanks, once again, Hydro. -Jack
.::edit::.
Holy wow, first reply. Suddenly, I feel either very special, very obsessed, or very tired. -Jack
man if the Imp had more impressive stats, the echo cost would have been worth it... but it is at common rarity so... still it is a rebel.. so it an be searched, and some twisted mind out there would probably use the echo cost to benefit instead =)
The witch's mist is just so weird... en chantment that taps?? lol
I'm on the fence about the Mist in limited, but the Imp is excellent. The cost is perfect, it can be searched out with Rebel searchers, it hits quick, and the Echo isn't all that bad and can even be beneficial. I really like it.
my post got deleated...
now i actually need to think
anyway...
imp is cool: a rebel with a madness outlet...easly (ub?)useable...and its flavorful...
mist is not: it simply don't do much of an effect...i dislike this card...
I suppose it had to happen someday, but I am very, very sad to see the tapping enchantments. Not tapping was one of the things that made enchantments special; it especially helped to distinguish them from artifacts.
I'm not surprised at the Imp's echo at all; it's to be expected, as they've continued developing the echo ability through the past two sets.
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To me, I was thinking about the tapping enchantment thing earlier. Basically, I never understood why they did the "you may only use this once a turn" thing instead. But for flavor, think of it this way. You have a magical effect that essentially creates a blanket aura that you can use for an effect. In this case, a poison mist. Rather than be limitless, you actually have to direct the mist from its cloud to a target. Doing so things out the mist and you have to wait for it to thicken up again.
Things like that are how it always felt to me. To me, tapping enchantments have always made sense really.
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New Rules come out for 1999 6th Edition... "THEY'RE TURNING MAGIC INTO PORTAL! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for 2010 Edition... "THEY'RE TURNING MAGIC INTO YU-GI-OH! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for *Reserved for something in 2020* "THEY'RE TURNING MAGIC INTO *currently "simple" game by the more "skilled" players*! THE GAME IS..." etc.
Basically they defined the difference between equipment and auras and made them into artifact versions. Now they made it the other way around. You can think of tapping enchantments as spells that are delayed or triggered after something is done, just like certain D&D spells.
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Not a big fan of this enchantment we have here. They basically broke the last wall between artifacts and enchantments by doing this. Color has already been done...now this. They can practically be the same thing now. Meh, oh well. As long as it's only this set.
The imp is limited awesome. Not much more except maybe dredge/delve foder?
i really like the deepcavern imp. 2/2 flying haste that gets something into the yard for reanimation or for madness or whatever. nice
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Khaldun
_____________
“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
2 cool cards, witch's mist(which as an enchantment which taps is unique) allows any combat situation to become a trade and any damage spell to become a kill spell. Limited powerhouse, constucted doubtful.
Deepcavern imp is really solid, 2B for a 2/2 hasty flyer whose drawback is easily turned into a positive(via madness, reanimation, recursion etc.) sign me up.
I'm hoping for a nice fat Rebel legend that I can pitch with the imp and then reanimate with Ramosian Reviver. At the very least you can pitch Big Game Hunter or Dark Withering. I can't wait to complete my Block Contructed Rebel deck with the imp!
The enchantment seems sorta weird. But I'm still interested in using it. *sigh* So many cards in FS are touching my inner Johnny.
While tapping enchantment might not "feel" right, this is a set of experiments. If Wizards did enchantment that tap in any other set, they would be at least a cycle - and if they turned out to be bad, that's five slots of bad cards. This way, they can only print one or two, as a sort of probe what people will think - or even as a deliberate red herring.
This set is about possibilities - and tapping enchantments are definitely possible, in the sense that no rules forbid them to exist.
I'm going to say that the Deepcavern Imp is going to be one of the best limited cards in Future Sight. Rebel searchable, madness enabler, evasiveness and haste? Awesome. I'm drafting B/W rebels for now on once FS comes out :-P
EDIT: And they're making a rebel aura that pacifies?! mmmmm rebels...
Enchantments that tap were kind of an obvious place to go. I don't like it, because tapping was the one thing that made artifacts different from colorless enchantments.
The critter, on the other hand, is awesome. A flying hasty madness enabler. It will see play.... in MY decks!
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Deepcavern Imp is good in madness but it has worlds of fun with reanimator. A madness spell is fun as a one shot but dropping a fattie into the yard only to bring it back into play is just plain sick. I am a big fan of this stuff.
I must say today has been quite a day for unusual card happenings... you'll never know when one is going to pop up for inst...*POP*
Witch's Mist
2B
Enchantment
2BTap: Destroy target creature that was dealt damage this turn.
Uncommon.
*PUFF*...ance... Wha? What the hell! I was just about to tell y'all about unusual card happenin...*POP*
Deepcavern Imp
2B
Creature - Imp Rebel
Flying, Haste
Echo - Discard a card
2/2
Common
*PUFF* ...gs... WHAT! it happened again... strange cards are simply appearing out of thin air now...
Better take a look at what they are:
Hmmmm, very cool, a reuasable, TAPPABLE enchantment... who would have thunk it? And...
Hmmm, that one's quite good with madness too...
Well, my thread is now pointless, I forgot what I was going to say anyway...
Enjoy!
I really like the Imp. Rebelsearch him, attack, and pitch something useless. If Rebels get popular, he'll see play, but that'd probably only be in Block Constructed. Thanks, once again, Hydro. -Jack
.::edit::.
Holy wow, first reply. Suddenly, I feel either very special, very obsessed, or very tired. -Jack
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The witch's mist is just so weird... en chantment that taps?? lol
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The Imp looks tasty. I'd gladly pay that Echo cost in Monoblack Aggro, and even more gladly in Madness.
The Mist also looks pretty crazy in any sort of Black Aggro/Control. I'd use it. But I'm insane, so yeah.
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WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
Now it's just gravy....mmmm...gravy....
Also, the enchantment is interesting, maybe a cycle? Seems like a shifted plant though, so probably not
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now i actually need to think
anyway...
imp is cool: a rebel with a madness outlet...easly (ub?)useable...and its flavorful...
mist is not: it simply don't do much of an effect...i dislike this card...
I'm not surprised at the Imp's echo at all; it's to be expected, as they've continued developing the echo ability through the past two sets.
- Jon Finkel believes in maintaining a healthy, balanced diet. He gets all his fiber from eating Magic cards for breakfast, and all his protein from eating Magic players for lunch.
Things like that are how it always felt to me. To me, tapping enchantments have always made sense really.
Current Type 2 deck: Snakes on a flying thing
Current Type 1 deck(s): SerraBomber & "Cheaper by the Lazuli"
Proud Member of Gaymers
The imp is limited awesome. Not much more except maybe dredge/delve foder?
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_____________
“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
Deepcavern imp is really solid, 2B for a 2/2 hasty flyer whose drawback is easily turned into a positive(via madness, reanimation, recursion etc.) sign me up.
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the imp is just nuts as a common pitch a land late game or a maddness spell im all for it. cant wait to see the rest of the set.
The enchantment seems sorta weird. But I'm still interested in using it. *sigh* So many cards in FS are touching my inner Johnny.
And I'm waiting for a nice (not BGH) Rebel with Madness
This set is about possibilities - and tapping enchantments are definitely possible, in the sense that no rules forbid them to exist.
EDIT: And they're making a rebel aura that pacifies?! mmmmm rebels...
Course, it does have the drawback of being snagged by 'destroy target enchantment' effects. Guess it equals out in the long run.
The critter, on the other hand, is awesome. A flying hasty madness enabler. It will see play.... in MY decks!
regarding the enchantment very good, kinda like deathpits of rath, def 1st pick in draft:P Im guessing
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