Okay the White Command: It may be a slower Wrath of God, but it's also an infinitely better Solartide allowing you to play your weenie deck and wrath fat creatures or to play your fat deck and wrath weenies. It also allows you to destroy all artifacts or enchantments if you choose. All up it's no Akroma's Vengeance or Wrath of God but the ability to choose the destruction so that the symmetry is broken will be very strong in the right deck/circumstance, Keeping you're big fat finisher in play and destroying all an opponents weenie's and pump enchantments/equipment is a pretty useful thing in a control deck.
It's a good card, but you won't see me scrambling to collect four of 'em. I don't expect it to show up much, if at all, in standard. It'll be played in block, but until then I think I'll skip getting a playset.
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"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
The Kithkin Knight will be good as long as it's WW for a first strike life link 2/1 or 2/2. However if it's a 1/1 or 1/2 even for 1W it's mediocre. The unlikely 1/3 for 1W or WW is playable but not great.
The "Clash Mana Drain" Is likely- 2UU instant (Unc) Counter target spell. Clash with an opponent, if you win during your next main phase add colorless mana equal to the countered spells converted casting cost to your mana pool.
Or something along those lines, if this is true it's okay but will have to compete with Cryptic Command for the 4cc counterslot(and probably will loose out).
I really hope the Faerie Lord is something like this- 2U Creature- Faerie Wizard(?) (Rar) Flash Flying Each other Faerie you control gets +1/+1 and shroud.
Unfortunately since 187 abilities seem to be the Faerie way, it seems more likely it will have a 187 pump or shroud ability with the other 1 of 2 likely being static.
The Green Command- since only 3 cards are referenced and a functional reprint of Plow Under with an extra ability attached is way too strong, I think that Plow Under is either reduced to Fallow Earth(1 land Plow) and there's an unknown 4th ability or Plow Under is broken into 2 abilities. Making the card:
"The Green Command" 3GG Sorcery (Rar)
Choose two - Destroy 2 target lands, Put 2 target lands in a graveyard ontop of it's controller's library, Search your library for a creature or land card reveal it shuffle your library and put it on top of the library, Target player Gains 7 life.
If it is like this, it will be incredibly solid and will push Mono Green from tier 1.5(boarderline tier 1 and 2) to clearly tier 1.
- and finally the Green Command is said to possess a combination of abilities from such cards as Plow under, Worldly tutor and Heroes' Reunion all for 3GG.
Plow Under plus something else for 3GG!!!!!!!!!!!!!! If that's so they must've weakened it a bit or something. Lemme guess, less than three lands or something? right?
I like this card a lot as a way to make an aggro-control hybrid. We already know Giants will be generally high costed, so this sort of card won't be too amazingly difficult to justify in some cases. In Limited, this is the ultimate board de-clogger. Big guy stopping your Kithkin hordes? Off him and the enchantments Lignifying or otherwise hampering your style. Infinite chump blockers messing you up? Take them all down and those artifact tricks, too.
It's horribly overpriced compared to ***/Damnation, sure, but it's a lot better in the context of being a better version, conditionally, of the black "kill all their guys" sorcery... I believe that one's CMC 7, and not as versatile.
What makes the blue Command good, and what I assumed would be the operating assumption of the entire cycle, is that the abilties are all lateral to one another. Deal with a threat that's on the board, deal with a threat that's still coming, make an aggressive play at your opponent, generate card advantage. You pick two distinct purposes and use an effect aimed towards each.
This card has four abilities with one purpose: get rid of some permanents, or.... get rid of some permanents... or hey! Why don't you... get rid of some permanents!
The problem is that tactically speaking it's almost never even relevant to, say, destroy <3 CMC creatures + destroy artifacts. (Especially in this basically artifact-free set.)
I don't think cost-wise this card is unreasonable; those abilities plus that flexibility is "worth" that cost. I just don't expect those abilities to actually be anything anyone really wants.
and finally the Green Command is said to possess a combination of abilities from such cards as Plow under, Worldly tutor and Heroes' Reunion all for 3GG.
So then it uses an effect twice? Since the commands are following the rule of not obsoleting cards by not doing any effect combination at a cost that isn't either higher or harder to pay, the only way I can see that command working out is
Plow the Worldly Reunions of Command 3GG
Instant
Choose two - Put target land on top of its owner's library; or put target land on top of its owner's library; or search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it; or Target player gains 7 life.
Rare
Ha!
When Hydro said "The white command is amazing!" I thought "You must be kidding, white is barely a color by now". There it is. Without even seeing the other 3 commands, I can say the white one will be the worst...
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Current Playing [T2]:
UBB Rogues UUB Faeries RW Seismic Swans RRR Control
Plow the Worldly Reunions of Command 3GG
Instant
Choose two - Put target land on top of its owner's library; or put target land on top of its owner's library; or search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it; or Target player gains 7 life.
Rare
That's basically what I was thinking. As to not be better than plow under, it might cost six mana, but who wants a one mana (worldy tutor) and two mana (reunion) effect when they can get a plow under? Even if they really need those effects, it still feels like wasting a plow under.
Edit: I guess the two other posters above me had the same idea as well... Reading= tech.
They're ok I guess. Definitely we cant have two powerful wrath effects in the same color (let alone Damnation). So I guess the card was not too powerful, especially in a tribal block. Dont fret, we still have Wrath.
What I find disappointing is that I was expecting the cycle to cost 1XXX and be instants. But now I wont add something to put in my sunforger deck.
Edit: I forgot about the green command! I guess its a Fallow earth, gain (some fixed number) life, tutor and a fourth (hopefully unique) ability. C'mon guys, they're not gonna create another Fallow Earth again.
This card is like a *** replacement. It may be more expensive but at least it gives you more options. Who ever said white ain't getting good shizz? And why would you say it isn't helping?
Would everyone stop talking about Fallow Earth, Hydro knows enough magic history that if Fallow Earth was one of the abilities of the command he would just say it. He didn't he said Plow Under.
This card is like a *** replacement. It may be more expensive but at least it gives you more options. Who ever said white ain't getting good shizz? And why would you say it isn't helping?
I said that.. And this isn't good shizz, it's bad shizz compared to the blue variant we've seen.
Also funny that only 1/3 of the manacost is white while 3/4 of the other one is blue.
They just KNOW that mono-blue can excist while mono-white can't.
I have no idea why people are so negative about this card. This is better than Akroma's Vengeance. If you were expecting something even better, of course you were going to be disappointed.
This is better than Akroma's Vengeance. If you were expecting something even better, of course you were going to be disappointed.
You said that wrong
First you say: It's better and then that we would be dissapointed if we expected something better.
We are negative because it is overpriced. We don't mind overpriced cards as long as they are cool enough to justify it being printed.
One with Nothing was bad, but no hard feelings.. It made me laugh as hard as when I pulled a Jitte out of a booster.
This card just says: I'm overpriced, unoriginal and just boring.
How would you like a red command that has:
Red Alert 4RR
Sorcery
Choose 2 - Deal 3 damage to all non-flyers; Deal 3 damage to all flyers: Deal 3 damage to target creature or player; or deal 3 damage to all players.
You said that wrong
First you say: It's better and then that we would be dissapointed if we expected something better.
We are negative because it is overpriced. We don't mind overpriced cards as long as they are cool enough to justify it being printed.
One with Nothing was bad, but no hard feelings.. It made me laugh as hard as when I pulled a Jitte out of a booster.
This card just says: I'm overpriced, unoriginal and just boring.
How would you like a red command that has:
Red Alert 4RR
Sorcery
Choose 2 - Deal 3 damage to all non-flyers; Deal 3 damage to all flyers: Deal 3 damage to target creature or player; or deal 3 damage to all players.
Personally, I hope the Red one is going to be:
Choose two - Untap and gain control of target creature until end of turn. That creature gains haste until end of turn; At the end of your turn, sacrifice a creature. ~Deals damage equal to that creatures power to target creature or player; Destroy all non-basic lands; Gain control of target spell. You may choose new targets for that spell.
If the white command is accurate, then it'll be quite good. I think control decks are taking a big hit with this creature-based block, but if some of them survive, they may run this. It's great to be able to sweep certain things off the board, leaving others intact. Can obviously be quite lopsided.
Well, my suspiscion is that White control decks will run a couple of copies of the White Command in addition to their ***s in Standard. The fact is, if this is going to be a creature-dominated format...then having more than 1 set of Wraths is going to be a good thing.
That, and being able to choose what you leave on the board makes it quite abuseable in the right deck. If it were an instant, it would probably be overpowered. I mean, I almost always played Rout as a instant...especially if I already had *** in the deck.
The green command is just too good if its a plow under + search for a creature/gain 7 life! ALL this for just a measily 5 mana. We are talking abt green here man! That is like a third turn card that sets yr opponent back by 2 turns not to mentioned screws up his draws in the late game. Plow under was removed from 9th for a good reason. Now they are bringing it backbigger and better than ever. Thats just crap! IF its really only 5 mana I want to quit magic! Imagine its your 6th turn. Your opponent uses all his removal to remove yr threats. He does not have any more removal but you dont have threats too. Its a scenario that often happens with green vs control. Then all of a sudden you cast that command you search for tarmo + u put 2 lands on top of his library. U cast the tarmo being green u usually have 7 mana by 5th turn so its no biggie. Yr tarmo is probably a 5/6 with all those tribal cards. Your opponent is most probably already down to 12 life then. He is screwed cause he knows his next two draws are lands and he has only 3 mana in play. The rest u know..I mean seriously too good if its plow under..
So then it uses an effect twice? Since the commands are following the rule of not obsoleting cards by not doing any effect combination at a cost that isn't either higher or harder to pay, the only way I can see that command working out is
Plow the Worldly Reunions of Command 3GG
Instant
Choose two - Put target land on top of its owner's library; or put target land on top of its owner's library; or search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it; or Target player gains 7 life.
Rare
Yeah, I like that better. That is a good card and highly playable. The one hinted is just broken but I think it would be a socery not instant.
Okay the White Command: It may be a slower Wrath of God, but it's also an infinitely better Solartide allowing you to play your weenie deck and wrath fat creatures or to play your fat deck and wrath weenies. It also allows you to destroy all artifacts or enchantments if you choose. All up it's no Akroma's Vengeance or Wrath of God but the ability to choose the destruction so that the symmetry is broken will be very strong in the right deck/circumstance, Keeping you're big fat finisher in play and destroying all an opponents weenie's and pump enchantments/equipment is a pretty useful thing in a control deck.
Machius proudly supports R_E's right to Rumour!
Too power to white, DAMN
H/W - Website
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
The Kithkin Knight will be good as long as it's WW for a first strike life link 2/1 or 2/2. However if it's a 1/1 or 1/2 even for 1W it's mediocre. The unlikely 1/3 for 1W or WW is playable but not great.
The "Clash Mana Drain" Is likely-
2UU instant (Unc) Counter target spell. Clash with an opponent, if you win during your next main phase add colorless mana equal to the countered spells converted casting cost to your mana pool.
Or something along those lines, if this is true it's okay but will have to compete with Cryptic Command for the 4cc counterslot(and probably will loose out).
I really hope the Faerie Lord is something like this-
2U Creature- Faerie Wizard(?) (Rar) Flash Flying Each other Faerie you control gets +1/+1 and shroud.
Unfortunately since 187 abilities seem to be the Faerie way, it seems more likely it will have a 187 pump or shroud ability with the other 1 of 2 likely being static.
The Green Command- since only 3 cards are referenced and a functional reprint of Plow Under with an extra ability attached is way too strong, I think that Plow Under is either reduced to Fallow Earth(1 land Plow) and there's an unknown 4th ability or Plow Under is broken into 2 abilities. Making the card:
"The Green Command" 3GG Sorcery (Rar)
Choose two - Destroy 2 target lands, Put 2 target lands in a graveyard ontop of it's controller's library, Search your library for a creature or land card reveal it shuffle your library and put it on top of the library, Target player Gains 7 life.
If it is like this, it will be incredibly solid and will push Mono Green from tier 1.5(boarderline tier 1 and 2) to clearly tier 1.
Machius proudly supports R_E's right to Rumour!
Plow Under plus something else for 3GG!!!!!!!!!!!!!! If that's so they must've weakened it a bit or something. Lemme guess, less than three lands or something? right?
It's horribly overpriced compared to ***/Damnation, sure, but it's a lot better in the context of being a better version, conditionally, of the black "kill all their guys" sorcery... I believe that one's CMC 7, and not as versatile.
What makes the blue Command good, and what I assumed would be the operating assumption of the entire cycle, is that the abilties are all lateral to one another. Deal with a threat that's on the board, deal with a threat that's still coming, make an aggressive play at your opponent, generate card advantage. You pick two distinct purposes and use an effect aimed towards each.
This card has four abilities with one purpose: get rid of some permanents, or.... get rid of some permanents... or hey! Why don't you... get rid of some permanents!
The problem is that tactically speaking it's almost never even relevant to, say, destroy <3 CMC creatures + destroy artifacts. (Especially in this basically artifact-free set.)
I don't think cost-wise this card is unreasonable; those abilities plus that flexibility is "worth" that cost. I just don't expect those abilities to actually be anything anyone really wants.
Poor white.
So then it uses an effect twice? Since the commands are following the rule of not obsoleting cards by not doing any effect combination at a cost that isn't either higher or harder to pay, the only way I can see that command working out is
Plow the Worldly Reunions of Command 3GG
Instant
Choose two - Put target land on top of its owner's library; or put target land on top of its owner's library; or search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it; or Target player gains 7 life.
Rare
Post Shards of Alara combos here please, for the convenience of the forum-goers
GENERATION 11: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
When Hydro said "The white command is amazing!" I thought "You must be kidding, white is barely a color by now". There it is. Without even seeing the other 3 commands, I can say the white one will be the worst...
UBB Rogues
UUB Faeries
RW Seismic Swans
RRR Control
Fallow Earth, Stone Rain, Gain 7, or Worldly Tutor.
The Fallow Earth + Stone Rain ability would be "like" a Plow Under, but not exactly.
That's basically what I was thinking. As to not be better than plow under, it might cost six mana, but who wants a one mana (worldy tutor) and two mana (reunion) effect when they can get a plow under? Even if they really need those effects, it still feels like wasting a plow under.
Edit: I guess the two other posters above me had the same idea as well... Reading= tech.
My List
What I find disappointing is that I was expecting the cycle to cost 1XXX and be instants. But now I wont add something to put in my sunforger deck.
Edit: I forgot about the green command! I guess its a Fallow earth, gain (some fixed number) life, tutor and a fourth (hopefully unique) ability. C'mon guys, they're not gonna create another Fallow Earth again.
Here is my trading list.
Machius proudly supports R_E's right to Rumour!
I said that.. And this isn't good shizz, it's bad shizz compared to the blue variant we've seen.
Also funny that only 1/3 of the manacost is white while 3/4 of the other one is blue.
They just KNOW that mono-blue can excist while mono-white can't.
You said that wrong
First you say: It's better and then that we would be dissapointed if we expected something better.
We are negative because it is overpriced. We don't mind overpriced cards as long as they are cool enough to justify it being printed.
One with Nothing was bad, but no hard feelings.. It made me laugh as hard as when I pulled a Jitte out of a booster.
This card just says: I'm overpriced, unoriginal and just boring.
How would you like a red command that has:
Red Alert 4RR
Sorcery
Choose 2 - Deal 3 damage to all non-flyers; Deal 3 damage to all flyers: Deal 3 damage to target creature or player; or deal 3 damage to all players.
Personally, I hope the Red one is going to be:
Choose two - Untap and gain control of target creature until end of turn. That creature gains haste until end of turn; At the end of your turn, sacrifice a creature. ~Deals damage equal to that creatures power to target creature or player; Destroy all non-basic lands; Gain control of target spell. You may choose new targets for that spell.
Not trying to be pessimistic, but I really cant see this card getting any play as is.
.
That, and being able to choose what you leave on the board makes it quite abuseable in the right deck. If it were an instant, it would probably be overpowered. I mean, I almost always played Rout as a instant...especially if I already had *** in the deck.
http://forums.mtgsalvation.com/showthread.php?p=4875480#post4875480
Yeah, I like that better. That is a good card and highly playable. The one hinted is just broken but I think it would be a socery not instant.
http://forums.mtgsalvation.com/showthread.php?p=4875480#post4875480