Hmm... interesting artifact. Doesn't seem particularly OP to me though. It's interesting and in limited it will be hated for the sheer ability to drag out games and eventually overpower with your 1/1 pumped up to bomb-related issue.
Deathtouch may seem awkward but it still functions incredibly with Trample. Only 1 of your trample-damage goes per blocking creature and the rest in the face of the opponent. This would of course demand that Trample be a thing for a few green fatties and preferably a Rancor-type will be printed. Unflinching Courage is also available.
That...is a completely random set of abilities and I have absolutely no idea what the flavor is supposed to be. That being said, 'bout time green got something awesome like this that's not a creature.
Complete random set of abilities?
It merely follows a mode-set with 1, 2, 3 or 4 of the instance it does and all within what green does.
1: Create counters (Oath of the Ancient Wood)
2: Deal damage to fliers, which green normally is weak against (Leaf Arrow)
3: Gain Life (Vital Surge)
4: Stuff cards from graveyard back into library (Gurzigost)
Overall I doubt this one will be particularly useful, likewise the Bident doesn't hit me as very strong card. Nonetheless it's an interesting card.
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
So Femeref Archers do two times more damage with their normal wooden bows than somebody wielding a legendary enchanted bow of a huntress God? Seems legit.
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“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.” —Volrath
So Femeref Archers do two times more damage with their normal wooden bows than somebody wielding a legendary enchanted bow of a huntress God? Seems legit.
Mirage!
Comparing things in Magic always gets silly results.
How the heck is a lava burst for X=2 powerful enough to take out a Granite Gargoyle but it can't set fire to a Tinder Wall?
These cards are pretty off-pie, I hope the trend continues so R gets card draw and B FINALLY gets artifact/enchantment destruction.
...How so? The blue one has a siren effect and coastal piracy (both have been previously printed in blue), while deathtouch shows up all over the place on green cards. +1/+1 counters, life gain, damage to flying creatures, and putting cards from your graveyard back into your deck are enormously green effects as well.
Shouldn't these have been enchantment equipments???? So a bow is just chillin on the battlefield doing all kind of crazy stuff floating around in the air?
Shouldn't these have been enchantment equipments???? So a bow is just chillin on the battlefield doing all kind of crazy stuff floating around in the air?
You are the one using it. Just like with Staff of Nin.
Isn't it a bit odd that Bident of Thassa has art that's different from in the Planeswalker's Guide but this bow has the same art?
I find some other things odd about Bident and this, namely the absence of the name which was given in the Planeswalkers Guide and the idea that the gods are Mythic but the weapons they use would be Rare.
Man that Bow has so many effects. I thought the cycle would be one static effect and one activated ability. But 4? That means all bets are off in what the others could be.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
Potential? This thing is insane in draft. Deathtouch on attackers means that as long as you're aggressive, you never, ever lose combat. All of your creatures go at minimum 1:1, and can't be walled effectively. The cheaper Dragon's Blood ability further messes with math. Flying shocks keeps the skies clear, which stops a Blue/White player from flooding the board with unblockable Wind Drakes and overrunning you. And the lifegain can keep you ahead in a race where the first two abilities aren't relevant.
The only activated ability that isn't insane is the Krosan Restoration one, and it still has its place.
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Potential? This thing is insane in draft. Deathtouch on attackers means that as long as you're aggressive, you never, ever lose combat. All of your creatures go at minimum 1:1, and can't be walled effectively. The cheaper Dragon's Blood ability further messes with math. Flying shocks keeps the skies clear, which stops a Blue/White player from flooding the board with unblockable Wind Drakes and overrunning you. And the lifegain can keep you ahead in a race where the first two abilities aren't relevant.
The only activated ability that isn't insane is the Krosan Restoration one, and it still has its place.
I can't decide if it's insane in limited or just good. It seems great for all the reasons you listed, but the problem is if you're behind it's only so-so. If you can't attack because you'd die on the crack-back then the deathtouch doesn't help. The 2 damage to flyers ability is good if there are a lot of flyers with 2 toughness, but otherwise does nothing. If you're using the lifegain ability you're probably losing anyway. The +2/+2 ability seems really good in any situation in which you have a creature, so there's that.
I'm not trying to say the card is bad in limited, because I think it will be really good, I just don't know how good yet.
...If you're using the lifegain ability you're probably losing anyway...
Going to disagree with you here. While many of us have been trained that in limited, Lifegain=bad, this has several things in its favor--it's repeatable, not a small amount(i.e. 1 life), and doesn't cost a card(vs., say, the Trading Post we all know).
When I'm racing in limited--we each have a way to deal damage to our opponent they can't stop--this means they'd have to be dealing more damage per turn. For example, if you're swinging with 4 power worth of flyers I can't block/remove, and I'm swinging with Phantom Warrior that you can't block/remove, you'll win that race--unless I've got Trading Post, in which case you'd need to swing with 6 power worth of flyers just to maintain parity in the damage race(although the TP will cost me a card per turn). If I don't have the Warrior but do have the Post, I can keep discarding cards to maintain parity--you'll never kill me by 4 damage/turn alone. Eventually, one of us will draw threats/answers to change that, but repeatable lifegain can give me more time to find an out.
While the other abilities are great, I don't think you're going to be able to completely discount the lifegain ability as useless--there will be times when it's the right option. Play skill will be a factor in recognizing when that is.
Humm... If only there were some kind of creature that could do direct damage in combat (possibly at the cost of a +1 +1 counter) that fits in this mythology.....
I can't decide if it's insane in limited or just good. It seems great for all the reasons you listed, but the problem is if you're behind it's only so-so. If you can't attack because you'd die on the crack-back then the deathtouch doesn't help. The 2 damage to flyers ability is good if there are a lot of flyers with 2 toughness, but otherwise does nothing. If you're using the lifegain ability you're probably losing anyway. The +2/+2 ability seems really good in any situation in which you have a creature, so there's that.
I'm not trying to say the card is bad in limited, because I think it will be really good, I just don't know how good yet.
Looks like they tried to fix Jitte.
In limited, assuming you have mana open, AT WORST you can +1/+1 a dude EOT or gain 3 life EOT, whichever is more important. The first can help break a board stall, the 2nd can help you get back in the game if you took early beats. Killing fliers is always good. Deathtouch on attacks means you can attack with otherwise dead 1 and 2 drops late game and they will either get through or be pseudo removal.
Not sure what I think of it... I don't care about standard (though it's probably awesome there with a midrange deck running lots of tramplers), and it's outclassed in legacy. Wondering if it has a place in modern Death Cloud? I kind of doubt it.
I can't decide if it's insane in limited or just good. It seems great for all the reasons you listed, but the problem is if you're behind it's only so-so. If you can't attack because you'd die on the crack-back then the deathtouch doesn't help. The 2 damage to flyers ability is good if there are a lot of flyers with 2 toughness, but otherwise does nothing. If you're using the lifegain ability you're probably losing anyway. The +2/+2 ability seems really good in any situation in which you have a creature, so there's that.
I'm not trying to say the card is bad in limited, because I think it will be really good, I just don't know how good yet.
This is going to be nuts in limited. The life gain is extremely relevant because it effectively blanks 3 power worth of attackers every turn in a racing scenario, and makes it super easy to force the game into a race because all your guys get deathtouch. It comes down early, invalidates 2 toughness fliers on your opponent's board and makes it so that if your opponent tries to trade because they can't race with you gaining 3 life per turn, they have to let you trade up due to the +1/+1 counters.
I am pretty sure this is going to feel like playing against Sword of Light and Shadow in limited.
Deathtouch may seem awkward but it still functions incredibly with Trample. Only 1 of your trample-damage goes per blocking creature and the rest in the face of the opponent. This would of course demand that Trample be a thing for a few green fatties and preferably a Rancor-type will be printed. Unflinching Courage is also available.
Complete random set of abilities?
It merely follows a mode-set with 1, 2, 3 or 4 of the instance it does and all within what green does.
1: Create counters (Oath of the Ancient Wood)
2: Deal damage to fliers, which green normally is weak against (Leaf Arrow)
3: Gain Life (Vital Surge)
4: Stuff cards from graveyard back into library (Gurzigost)
Overall I doubt this one will be particularly useful, likewise the Bident doesn't hit me as very strong card. Nonetheless it's an interesting card.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
Mirage!
Comparing things in Magic always gets silly results.
How the heck is a lava burst for X=2 powerful enough to take out a Granite Gargoyle but it can't set fire to a Tinder Wall?
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Project: Khans of Tarkir Cube (cubetutor)
I actually pronounce it "Ni (as in "eye")-lee-uh." No idea if that's correct or not
...How so? The blue one has a siren effect and coastal piracy (both have been previously printed in blue), while deathtouch shows up all over the place on green cards. +1/+1 counters, life gain, damage to flying creatures, and putting cards from your graveyard back into your deck are enormously green effects as well.
You are the one using it. Just like with Staff of Nin.
Black will never get enchantment destruction. As in: Never.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I find some other things odd about Bident and this, namely the absence of the name which was given in the Planeswalkers Guide and the idea that the gods are Mythic but the weapons they use would be Rare.
http://www.youtube.com/watch?v=SY8h2vp5Xis
Potential? This thing is insane in draft. Deathtouch on attackers means that as long as you're aggressive, you never, ever lose combat. All of your creatures go at minimum 1:1, and can't be walled effectively. The cheaper Dragon's Blood ability further messes with math. Flying shocks keeps the skies clear, which stops a Blue/White player from flooding the board with unblockable Wind Drakes and overrunning you. And the lifegain can keep you ahead in a race where the first two abilities aren't relevant.
The only activated ability that isn't insane is the Krosan Restoration one, and it still has its place.
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I think we might have a new jitte? nah, still great piece for any format.
I can't decide if it's insane in limited or just good. It seems great for all the reasons you listed, but the problem is if you're behind it's only so-so. If you can't attack because you'd die on the crack-back then the deathtouch doesn't help. The 2 damage to flyers ability is good if there are a lot of flyers with 2 toughness, but otherwise does nothing. If you're using the lifegain ability you're probably losing anyway. The +2/+2 ability seems really good in any situation in which you have a creature, so there's that.
I'm not trying to say the card is bad in limited, because I think it will be really good, I just don't know how good yet.
Going to disagree with you here. While many of us have been trained that in limited, Lifegain=bad, this has several things in its favor--it's repeatable, not a small amount(i.e. 1 life), and doesn't cost a card(vs., say, the Trading Post we all know).
When I'm racing in limited--we each have a way to deal damage to our opponent they can't stop--this means they'd have to be dealing more damage per turn. For example, if you're swinging with 4 power worth of flyers I can't block/remove, and I'm swinging with Phantom Warrior that you can't block/remove, you'll win that race--unless I've got Trading Post, in which case you'd need to swing with 6 power worth of flyers just to maintain parity in the damage race(although the TP will cost me a card per turn). If I don't have the Warrior but do have the Post, I can keep discarding cards to maintain parity--you'll never kill me by 4 damage/turn alone. Eventually, one of us will draw threats/answers to change that, but repeatable lifegain can give me more time to find an out.
While the other abilities are great, I don't think you're going to be able to completely discount the lifegain ability as useless--there will be times when it's the right option. Play skill will be a factor in recognizing when that is.
Looks like they tried to fix Jitte.
In limited, assuming you have mana open, AT WORST you can +1/+1 a dude EOT or gain 3 life EOT, whichever is more important. The first can help break a board stall, the 2nd can help you get back in the game if you took early beats. Killing fliers is always good. Deathtouch on attacks means you can attack with otherwise dead 1 and 2 drops late game and they will either get through or be pseudo removal.
Not sure what I think of it... I don't care about standard (though it's probably awesome there with a midrange deck running lots of tramplers), and it's outclassed in legacy. Wondering if it has a place in modern Death Cloud? I kind of doubt it.
This is going to be nuts in limited. The life gain is extremely relevant because it effectively blanks 3 power worth of attackers every turn in a racing scenario, and makes it super easy to force the game into a race because all your guys get deathtouch. It comes down early, invalidates 2 toughness fliers on your opponent's board and makes it so that if your opponent tries to trade because they can't race with you gaining 3 life per turn, they have to let you trade up due to the +1/+1 counters.
I am pretty sure this is going to feel like playing against Sword of Light and Shadow in limited.
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Man 5-7 pages back you can see its not and also other analysis with fotoforensics ( with others real cards...)