This one reminds me of the Innistrad dragons, and the little devil like creatures around it makes me think that this art was made for Innistrad but was saved for something else.
Really like this guy! Love the flavor of a Dragon with bunches of Kobold followers. Here's hoping that his deck has Dragon and Kobold subthemes (or even one or both as main themes!).
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Someday, I will own all of the dragons. All of them. 43/111, approximately 39% complete. Over a third done.
(calling it now; there will be a cycle of Legendary dual lands with Basic Land types in Theros block)
... AAAAAAAAND I was wrong
This one reminds me of the Innistrad dragons, and the little devil like creatures around it makes me think that this art was made for Innistrad but was saved for something else.
Perhaps, but if you look at this dragon's wings, it's missing the stainedglasslines that Innistrad's dragons were known for (all 3 of them admittedly)
Neither Jeleva nor Prossh interest me much, but they seem to be a cycle, and their "use the commander tax to your advantage" mechanic intrigues me greatly. I'm looking forward to seeing the other three, and possibly building a deck around one.
Cast Prossh, sac him plus all tokens to Phyrexian Altar. You need 1 more mana to cast him again. Repeat this process, increasing your storm count. Your storm count can equal the total amount of mana you have available, minus 5. So assuming you have the 9 mana available to cast Dragonstorm you are getting 4 dragons. Since we are in green we can assume the number will be much higher.
I realize it's just a three card combo that uses your general, but it isn't infinite so it feels reasonable to me and requires the game to advance in to the alte game. Also ... DRAGONSTORM!
Cast Prossh, sac him plus all tokens to Phyrexian Altar. You need 1 more mana to cast him again. Repeat this process, increasing your storm count. Your storm count can equal the total amount of mana you have available, minus 5. So assuming you have the 9 mana available to cast Dragonstorm you are getting 4 dragons. Since we are in green we can assume the number will be much higher.
I realize it's just a three card combo that uses your general, but it isn't infinite so it feels reasonable to me and requires the game to advance in to the alte game. Also ... DRAGONSTORM!
Having out something like Vicious Shadows will also work in place of Dragonstorm. Prossh can get pretty silly pretty easy.
Hmm, I don't quite understand the "where X is the amount of mana spent to cast it" line. It seems pretty redundant. Why not just 'put 6 xxx into play'?
Is it worded to account for sphere effects, or am I missing something here?
Hmm, I don't quite understand the "where X is the amount of mana spent to cast it" line. It seems pretty redundant. Why not just 'put 6 xxx into play'?
Is it worded to account for sphere effects, or am I missing something here?
Having out something like Vicious Shadows will also work in place of Dragonstorm. Prossh can get pretty silly pretty easy.
Foodchain and Prossh is also very degenerate. So is fecundity, Skullclamp, Gravepac, etc. The list of degeneratie synergies goes on and on. And it does so with Kobolds.
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Thanks to SpiderBoy4 @ High-Light Studio's for the awesome banner
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.” —Volrath
Foodchain and Prossh is also very degenerate. So is fecundity, Skullclamp, Gravepac, etc. The list of degeneratie synergies goes on and on. And it does so with Kobolds.
It's been known, but thanks for the high quality image.
I dunno, it seems like a pretty weak commander.
If you cast it a bunch though, you could hit for General Damage 21+
I am glad this guy is wrong about this dragon. After reading all the stuff you guys have posted, I can say that this new dragon is friggin nasty! The best part is that he has green in his casting cost so you can ramp quickly to get to the many infinite death dealing paths!
Plus this card gets +1 for having the tokens being Kobolds of Kher Keep, I will be putting Kher Keep in this deck!
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**** this site. I'd delete this account but that doesn't seem to be an option. The mods here are ******* useless ********s who ban people for simple ass normal words. **** them and **** this site.
While I like the usage of the Commander-Tax he feels overall bland and boring.
No comparison to the first set of specially designed Commanders imho.
This mechanic is what worries me the most for the future of Commander products. My fear is that they are running out of cool new things to do with EDH and are resorting to utilizing a rule of the game as a mechanic. Of course, this could just be paranoia, as they have done a lot with game rules such as playingaland and exile. But it just seems a little soon for them to start making mechanics from game rules after only 3 product sets since I enjoy seeing them extrapolate basic single player concepts into multiplayerideas.
That, and you know what they say. If Wizards started shipping $100 bills in boosters tomorrow, people would scream and cry and whine that they were folded the wrong way.
I partially agree. I hope not all 5 Commanders have this Commandr-Tax clause. Or at least the others might be more interesting. I don't see the use of rule specific things as problematic, rather that they are probably using the same mechanic for all 5 Commanders.
Btw I don't get your point regarding Edric and Mimeoplasm. I really enjoy both as commanders.
I think a more interesting question would be, "are the commander-tax commanders going to be the only commanders in the set?"
The last commander set had 3 or 4 per box. Even if there is a complete cycle of these guys, who's to say there wont be other commanders included that do not explore this design space?
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Standard WUControlWU
Commander (EDH) WBRKaalia of the VastWBR WRGMayael the AnimaWRG
I partially agree. I hope not all 5 Commanders have this Commandr-Tax clause. Or at least the others might be more interesting. I don't see the use of rule specific things as problematic, rather that they are probably using the same mechanic for all 5 Commanders.
Btw I don't get your point regarding Edric and Mimeoplasm. I really enjoy both as commanders.
As do I. I was saying that those are a good use of single player concepts that have been broadened and applied to a larger scenario. Imagine what Edric would say if he were designed as a creature for duels (one-on-one games). He most likely would read: "Whenever a creature you control deals combat damage, draw a card." For a multiplayer game though, they took that idea and added in a political element (meant specifically for multiplayer scenarios) by applying that effect to all creatures helping each player. These are the things that I find fun.
And I'm not saying that they can't make some very good cards based off of EDH specific rules/interactions (I mean, Landfallis one of my favorite abilities from more recent sets). I think it would be cool to have a couple of cards that abuse every time a General is placed in the "Commander Zone." You could have really fun(ny) effects like:
---------------------------------------------------------------------------------------------------------------- Phantasmo, the Incorporeal3UUR
Legendary Creature - Illusion Wizard
Whenever Phantasmo, the Incorporeal enters or exits the Command Zone, exile target creature until end of turn.
2/2
----------------------------------------------------------------------------------------------------------------
(That's not a perfect example, but you get my drift...)
I'm only worried because, while it took the main game roughly 18 years(?) for them to examine mechanics involving playing lands, it only took them 2 years to start making mechanics involving "Commander-Tax." That's not to say that they are running out of ideas, but I think they still had a lot of design room left over in converting single-player ideas into multi-player. I don't want them jumping the shark with EDH yet.
That, and you know what they say. If Wizards started shipping $100 bills in boosters tomorrow, people would scream and cry and whine that they were folded the wrong way.
The card is actually pretty nutso. Tokens approximate the value of a card, regardless of size. This guy approximates drawing you six cards on the first cast, and if he gets killed he gets close to drawing you eight cards and so on.
This is of course dependent on whether you have anything you can do with those tokens, but in sacrifice heavy decks this guy is pretty crazy. Also, Warp World. And as noted, when casting later in the game the guy could quite handily one-shot a player the turn he comes into play, given haste and some other creatures on the table.
I also just ordered a Rohgahh of Kher Keep, since the Prossh just usurped Karrthus as my Dragon Tribal commander, and I already had Kher Keep in the deck anyway.
I wouldn't say this guy is trash just yet. You're all talking about having him be countered and be worthless, but 99% of commanders can be countered. So what? Lets take a look at the other Jund commanders we have: Kresh, Karrathus and Daarigaaz are the only ones that I've ever seen.
This card does everything Jund wants to do, and I think that he provides a ton of new strategy for a deck in those colors.
43/111, approximately 39% complete. Over a third done.
(calling it now; there will be a cycle of Legendary dual lands with Basic Land types in Theros block)
... AAAAAAAAND I was wrong
The Attention Deficit Guy URGU
Perhaps, but if you look at this dragon's wings, it's missing the stained glass lines that Innistrad's dragons were known for (all 3 of them admittedly)
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Prossh as your general, Phyrexian Altar in play, Dragonstorm in hand.
Cast Prossh, sac him plus all tokens to Phyrexian Altar. You need 1 more mana to cast him again. Repeat this process, increasing your storm count. Your storm count can equal the total amount of mana you have available, minus 5. So assuming you have the 9 mana available to cast Dragonstorm you are getting 4 dragons. Since we are in green we can assume the number will be much higher.
I realize it's just a three card combo that uses your general, but it isn't infinite so it feels reasonable to me and requires the game to advance in to the alte game. Also ... DRAGONSTORM!
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
Having out something like Vicious Shadows will also work in place of Dragonstorm. Prossh can get pretty silly pretty easy.
Is it worded to account for sphere effects, or am I missing something here?
It counts extra mana payed with the General Tax.
Foodchain and Prossh is also very degenerate. So is fecundity, Skullclamp, Gravepac, etc. The list of degeneratie synergies goes on and on. And it does so with Kobolds.
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
Like I said; easy silly.
708th at Grand Prix: Toronto 2013
Modern: U/R Delver, RUG Scapeshift, Pod
Standard: Jeskai Tempo
Legacy: Dredge, Burn
Pauper: Mono-U Delver
EDH: Ghave, Token Master
I am glad this guy is wrong about this dragon. After reading all the stuff you guys have posted, I can say that this new dragon is friggin nasty! The best part is that he has green in his casting cost so you can ramp quickly to get to the many infinite death dealing paths!
Plus this card gets +1 for having the tokens being Kobolds of Kher Keep, I will be putting Kher Keep in this deck!
Thanks to Rivenor of Miraculous Recovery Signatures!
not quite. you need one extra mana each time. if you throw in mana echoes or ashnod's altar however...
Niv-Mizzet Ramp 'n' Wheel
Godo: Strap him up and turn him sideways!
It does with Food chain.
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
This mechanic is what worries me the most for the future of Commander products. My fear is that they are running out of cool new things to do with EDH and are resorting to utilizing a rule of the game as a mechanic. Of course, this could just be paranoia, as they have done a lot with game rules such as playing a land and exile. But it just seems a little soon for them to start making mechanics from game rules after only 3 product sets since I enjoy seeing them extrapolate basic single player concepts into multiplayer ideas.
//stat.rumandmonkey.com/tests/1/6/5261/20801.jpg">stat.rumandmonkey.com
Cast Prossh, get tokens equal to mana, sac them, sac Prossh = 1 mana extra. Repeat?
EDIT: nvm, stupid me forgot the general tax.
[Primer] Kozilek, Butcher with Juice.
I think a more interesting question would be, "are the commander-tax commanders going to be the only commanders in the set?"
The last commander set had 3 or 4 per box. Even if there is a complete cycle of these guys, who's to say there wont be other commanders included that do not explore this design space?
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
As do I. I was saying that those are a good use of single player concepts that have been broadened and applied to a larger scenario. Imagine what Edric would say if he were designed as a creature for duels (one-on-one games). He most likely would read: "Whenever a creature you control deals combat damage, draw a card." For a multiplayer game though, they took that idea and added in a political element (meant specifically for multiplayer scenarios) by applying that effect to all creatures helping each player. These are the things that I find fun.
And I'm not saying that they can't make some very good cards based off of EDH specific rules/interactions (I mean, Landfall is one of my favorite abilities from more recent sets). I think it would be cool to have a couple of cards that abuse every time a General is placed in the "Commander Zone." You could have really fun(ny) effects like:
----------------------------------------------------------------------------------------------------------------
Phantasmo, the Incorporeal 3UUR
Legendary Creature - Illusion Wizard
Whenever Phantasmo, the Incorporeal enters or exits the Command Zone, exile target creature until end of turn.
2/2
----------------------------------------------------------------------------------------------------------------
(That's not a perfect example, but you get my drift...)
I'm only worried because, while it took the main game roughly 18 years(?) for them to examine mechanics involving playing lands, it only took them 2 years to start making mechanics involving "Commander-Tax." That's not to say that they are running out of ideas, but I think they still had a lot of design room left over in converting single-player ideas into multi-player. I don't want them jumping the shark with EDH yet.
//stat.rumandmonkey.com/tests/1/6/5261/20801.jpg">stat.rumandmonkey.com
Maybe not a token, but I could see them reprinting them for the deck with no cost and a color indicator. I think the other Commander decks had tokens.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
You can counter him easily... "Oh no, you'll play him again next turn for 8! And...he got countered again.." Thanks for the Time Stretch.
Drawing six cards is far and away better than getting six tokens. They're not even comparable, and it really shows inexperience if you think so.
If you think cards that say "Draw six cards" and "Put six 1/1s into play" are anywhere near equal in power, you should leave.
The new commander product coming out this November.
This card does everything Jund wants to do, and I think that he provides a ton of new strategy for a deck in those colors.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries