I once farted during the final match for prizes at an FNM. It was a tense moment, everything was quiet, control vs control, I was about to mana leak, thought about it.. and farted. Then mana leaked.
Moment of Heroism is a decent combat trick. It would have been very unimpressive in Scars-block limited, but probably very good in M12 (where it would often be a huge tempo play in a very aggro/tempo-oriented block). I suspect it will be somewhere in between here (though it could be a real beating against aggro drafters).
Ranger's Guile is no Stave Off, that's for sure (Stave Off, for those who haven't been drafting M12, is an excellent combat trick/utility card that every white deck is happy to play at least one of, though that has a lot to do with M12's aura subtheme). I'm sure it's still playable, though. Probably a sideboard card against removal-heavy decks a lot of the time, which is fine.
Armored Skaab is kind of neat. Horned Turtle is a staple defensive creature for blue-based control/evasion strategies in draft, and it does its job reasonably well (it's not a coincidence that there's no turtle in M12 and they wanted M12 to be a fast aggro format). This should be similar, and the self-mill helps enable the other Skaab creatures, like the common Stitched Drake. The two are obviously meant to be BFFs in a U/x fliers deck.
The armoured skaab can easily set you up to cast any of the others. I just don't like they made it a 3 mana creature. I would have digged a 2 mana 1/2 with the same ability, as it would on the curve with the Ruinator and the Drake. Perhaps wizards felt it was too broken if you could reliably cast the Ruinator T3 with it?
More likely, the problem was that 1/2 creatures are pretty much universally unplayable (except for looters and pingers and such, of course). The creature needed to be worth playing on its own, but it couldn't be very good and still cost 2 mana.
that good when it requires a color that has better draw available to it? I mean, I guess if you build around it, it could work. But I'd rather just draw 2 and NOT random discard things I may possibly need in my hand. Think Twice is much better than this.
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"The smallest seed of regret can bloom into redemption."
that good when it requires a color that has better draw available to it? I mean, I guess if you build around it, it could work. But I'd rather just draw 2 and NOT random discard things I may possibly need in my hand. Think Twice is much better than this.
Might be because Red doesn't really have any drawpower going for it?
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
that good when it requires a color that has better draw available to it? I mean, I guess if you build around it, it could work. But I'd rather just draw 2 and NOT random discard things I may possibly need in my hand. Think Twice is much better than this.
its not 'bad' because think twice is 'better'- both cards are better because you can run them in the same deck. With 8 counters and 8 draws, you can sit back on turn 2, pass, and chortle to yourself
its not 'bad' because think twice is 'better'- both cards are better because you can run them in the same deck. With 8 counters and 8 draws, you can sit back on turn 2, pass, and chortle to yourself
I agree with you completely, though I would add that snapcaster mage makes desperate ravings atleast equal to think twice in that sort of deck.
My question is what are your other 4 turn two counterspells?
its not 'bad' because think twice is 'better'- both cards are better because you can run them in the same deck. With 8 counters and 8 draws, you can sit back on turn 2, pass, and chortle to yourself
Oh, I don't think it's a terrible card, it's just not worth drooling over is all. I'd rather run 4 think twice, 4 ponder...and a color that isn't red in a control deck.
UR has always struck me as the colors for combo, not draw go. I'm aware throughout the history of MTG that counterburn has been a thing from time to time. I think maybe I also might have a little Hymn to Tourach shell shock from one too many "Dark Ritual, Hymn to Tourach, Thoughtseize. Go."
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"The smallest seed of regret can bloom into redemption."
I agree with you completely, though I would add that snapcaster mage makes desperate ravings atleast equal to think twice in that sort of deck.
My question is what are your other 4 turn two counterspells?
well thats really the question isnt it. Right now, it would be 2 cancels and 2 negates- sad, i know. Im hoping theres a second, better counter than that sad worse-complicate, as this is the large set. But im really digging a weenie win con approach via matoc, knapsacker and delver, and just maybe a waif or two. I can really like a draw/go that can windmill slam its win cons and leave counter mana up on all turn 3+. Even w/o a weiner approach, 2 of these EOT draws virtually guarantees comstructed play in some form
red draw spells? oh yeah too bad for the discard part
[Puts on color pie hat] Red doesn't get straight draw effects. In fact, only blue generally gets straight-up "target player draws cards" effects. Rather, black gets Necropotence-type effects where you exchange life (And sometimes sacrifice creatures) for cards, Green gets card draw as a reward for doing something Green likes to do (Usually playing creatures), and Red gets Wheel of Fortune type effects where you cycle your hand, or less often Gamble type effects where you draw/tutor and then discard at random. So this is pretty much the best draw effect you can get in red.
This probably won't see too much play because, of course, Spike hates randomness and usually won't play anything with a big random element even if it's incredibly undercosted (This is essentially Think Twice in terms of net card draw, and Think Twice was definitely playable in some formats though). I still really like the card, perhaps unjustifiably, because 1. I love off-color flashback activations, 2. I like red/blue, and 3. I really love the mad scientist flavour in this set and I'm glad the mad scientist colour pair is getting some of it.
Remember though that this is a graveyard-matters set. "Draw four cards, then discard three cards" is plainly better than "Draw four cards, then put three cards in the bottom of your library" a lot of the time, so if you have a critical mass of reanimation/flashback in your deck and can get past the randomness...
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On average, Magic players are worse at new card evaluation than almost every other skill, except perhaps sideboarding.
well thats really the question isnt it. Right now, it would be 2 cancels and 2 negates- sad, i know. Im hoping theres a second, better counter than that sad worse-complicate, as this is the large set. But im really digging a weenie win con approach via matoc, knapsacker and delver, and just maybe a waif or two. I can really like a draw/go that can windmill slam its win cons and leave counter mana up on all turn 3+. Even w/o a weiner approach, 2 of these EOT draws virtually guarantees comstructed play in some form
Cancel is one of your other turn 2 counter spells hmmmm?
Moment of Heroism: I think it might be fun in limited if you play it at the right moment. At the same time, I think it will really only be played in limited, quickly heading to the trade fodder or exchange fodder drawer once the draft ends.
Armored Skaab
A 1/4 for three mana is not that bad, plus he's the second blue zombie that does not require things to be exiled from the graveyard so you can play him. I think he is constructed worth in this aspect because you ditch four cards into your graveyard, you get a nice blocker for your troubles, and it feeds your other Skaabs. I definitely know I'm playing him.
Night Terrors: In this set, it's good that this spell exiles stuff so you don't graveyard something only for them to flashback later. Still think it's junk though.
Desperate Ravings: Could be kinda fun.
Ranger's Guile: This could be rather good. It is definitely a way to protect your bid creature from kill spells once you get the big guy out.
Cobbled Wings: I don't know. Puresteel decks could really use this. Cheap artifact that gives your weak guys flying and the ability to block any big problems.
Unless you don't care what's in your hand, you should never, ever play the red draw spell. Never. It's a bad card. Spare yourself the frustration of losing to a discarded answer/threat and just play Think Twice.
You are digging two deep and breaking even card wise at instant speed. The downside is what? Discarding at random? Unless you have no deck redundancy or no recursion what is the problem? You wouldn't toss the card in your deck if you couldn't ignore a potential downside so why complain?
Haha. Being specious isn't trolling and no, I'm neither being specious nor trolling.
Flying is powerful, isn't it? It's not going to break Magic in half or anything like that but to give any creature in any colour flying for one mana is something. Haven't you read the other posts about the card in this thread?
I am having trouble seeing desperate ravings being in anything except flashback, or dredge.
The green "buff" is a disappointment. Maybe they thought vines was a little too powerful and wanted to tone it down. I would be fine if It gave a +2/+2 stat boost instead of just +1/+1.
All of these skaab cards make me think that maybe there is an intended "skaab theme" deck?
I really appreciate the lower power level of this set. Maybe standard will be a more fun place to be.
I hope you're trolling.
Ranger's Guile is no Stave Off, that's for sure (Stave Off, for those who haven't been drafting M12, is an excellent combat trick/utility card that every white deck is happy to play at least one of, though that has a lot to do with M12's aura subtheme). I'm sure it's still playable, though. Probably a sideboard card against removal-heavy decks a lot of the time, which is fine.
Armored Skaab is kind of neat. Horned Turtle is a staple defensive creature for blue-based control/evasion strategies in draft, and it does its job reasonably well (it's not a coincidence that there's no turtle in M12 and they wanted M12 to be a fast aggro format). This should be similar, and the self-mill helps enable the other Skaab creatures, like the common Stitched Drake. The two are obviously meant to be BFFs in a U/x fliers deck.
More likely, the problem was that 1/2 creatures are pretty much universally unplayable (except for looters and pingers and such, of course). The creature needed to be worth playing on its own, but it couldn't be very good and still cost 2 mana.
UR3
Instant
Draw four, then Hymn to Tourach yourself.
that good when it requires a color that has better draw available to it? I mean, I guess if you build around it, it could work. But I'd rather just draw 2 and NOT random discard things I may possibly need in my hand. Think Twice is much better than this.
UBANTBU
UBRWDDFTWRBU
WUBRGT.E.S.GRBUW
Might be because Red doesn't really have any drawpower going for it?
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
its not 'bad' because think twice is 'better'- both cards are better because you can run them in the same deck. With 8 counters and 8 draws, you can sit back on turn 2, pass, and chortle to yourself
I agree with you completely, though I would add that snapcaster mage makes desperate ravings atleast equal to think twice in that sort of deck.
My question is what are your other 4 turn two counterspells?
Oh, I don't think it's a terrible card, it's just not worth drooling over is all. I'd rather run 4 think twice, 4 ponder...and a color that isn't red in a control deck.
UR has always struck me as the colors for combo, not draw go. I'm aware throughout the history of MTG that counterburn has been a thing from time to time. I think maybe I also might have a little Hymn to Tourach shell shock from one too many "Dark Ritual, Hymn to Tourach, Thoughtseize. Go."
UBANTBU
UBRWDDFTWRBU
WUBRGT.E.S.GRBUW
well thats really the question isnt it. Right now, it would be 2 cancels and 2 negates- sad, i know. Im hoping theres a second, better counter than that sad worse-complicate, as this is the large set. But im really digging a weenie win con approach via matoc, knapsacker and delver, and just maybe a waif or two. I can really like a draw/go that can windmill slam its win cons and leave counter mana up on all turn 3+. Even w/o a weiner approach, 2 of these EOT draws virtually guarantees comstructed play in some form
[Puts on color pie hat] Red doesn't get straight draw effects. In fact, only blue generally gets straight-up "target player draws cards" effects. Rather, black gets Necropotence-type effects where you exchange life (And sometimes sacrifice creatures) for cards, Green gets card draw as a reward for doing something Green likes to do (Usually playing creatures), and Red gets Wheel of Fortune type effects where you cycle your hand, or less often Gamble type effects where you draw/tutor and then discard at random. So this is pretty much the best draw effect you can get in red.
This probably won't see too much play because, of course, Spike hates randomness and usually won't play anything with a big random element even if it's incredibly undercosted (This is essentially Think Twice in terms of net card draw, and Think Twice was definitely playable in some formats though). I still really like the card, perhaps unjustifiably, because 1. I love off-color flashback activations, 2. I like red/blue, and 3. I really love the mad scientist flavour in this set and I'm glad the mad scientist colour pair is getting some of it.
Remember though that this is a graveyard-matters set. "Draw four cards, then discard three cards" is plainly better than "Draw four cards, then put three cards in the bottom of your library" a lot of the time, so if you have a critical mass of reanimation/flashback in your deck and can get past the randomness...
The pay 3RU to draw 2 and cycle 2 seems like a waste of time unless there's something you want in the grave
Did anyone who was playing G actually think Vines of Vastwood was overpowered?
Well if you did come up and claim your prize!
White pump. Cool.
A typical Blue blocker that self-mills.
Expensive Black hand disruption (exiling the card is a nice touch).
Red... draw? The random discard makes it Red, though. I like it, especially since Graveyard Matters (TM).
A new Vines of Vastwood. Always gives that +1/+1, but not as nice as a +4/+4.
And... a new Kitesail that's easier to equip, but doesn't give a stat boost.
Innistrad just gets more and more interesting.
WWWA White mage if you ever saw one.WWW
Quotes in blog.
Cancel is one of your other turn 2 counter spells hmmmm?
Armored Skaab
A 1/4 for three mana is not that bad, plus he's the second blue zombie that does not require things to be exiled from the graveyard so you can play him. I think he is constructed worth in this aspect because you ditch four cards into your graveyard, you get a nice blocker for your troubles, and it feeds your other Skaabs. I definitely know I'm playing him.
Night Terrors: In this set, it's good that this spell exiles stuff so you don't graveyard something only for them to flashback later. Still think it's junk though.
Desperate Ravings: Could be kinda fun.
Ranger's Guile: This could be rather good. It is definitely a way to protect your bid creature from kill spells once you get the big guy out.
Cobbled Wings: I don't know. Puresteel decks could really use this. Cheap artifact that gives your weak guys flying and the ability to block any big problems.
You are digging two deep and breaking even card wise at instant speed. The downside is what? Discarding at random? Unless you have no deck redundancy or no recursion what is the problem? You wouldn't toss the card in your deck if you couldn't ignore a potential downside so why complain?
Flying is powerful, isn't it? It's not going to break Magic in half or anything like that but to give any creature in any colour flying for one mana is something. Haven't you read the other posts about the card in this thread?
The green "buff" is a disappointment. Maybe they thought vines was a little too powerful and wanted to tone it down. I would be fine if It gave a +2/+2 stat boost instead of just +1/+1.
All of these skaab cards make me think that maybe there is an intended "skaab theme" deck?
I really appreciate the lower power level of this set. Maybe standard will be a more fun place to be.
My Saffi deck