Chained to the Rocks
Enchantment - Aura (R)
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
So, it did wind up being mountain after all. Makes sense from a flavor standpoint. In constructed, that's not going to be a very problematic combo, that's for sure.
Disappointing that it is "enchant mountain," but being rare is just insulting...
It's a 1-mana Journey to Nowhere that can only target creatures your opponent controls, blows up if the land is destroyed, and cannot be played in most white decks. It's not even a card you want to play on turn 1, so the 1-mana less really isn't that big of deal, definitely not worth all the drawbacks and two bumps in rarity...
Theros is starting to scare me with the flavour now.... like, my top ten most flavourful cards of all time list has been updated three times tonight and this almost made it on too!
A more restrictive Journey to Nowhere gets up to rare, and can't get played in mono-white? However, it screams flavor. Next thing you know we have an Eagle above the rocks....
They didn't want this at uncommon for limited purposes. One, not all limited decks will be R(w) or W(r). Two, it's like a path to exile that doesn't fetch them a land/extremely poweful. I like this card a lot, can't wait to use it in constructed. Bye bye voice of resurgence.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Well, for the red players complaining they wouldn't have ways to deal with enchantments, this should be fair, right. I mean red gets playable land destruction all the time... I think... maybe ... not really... nope, no not at all anymore. Well, at least theoretically red has an answer to this enchantment.
I'm fine with it being rare because it's narrow. The art and flavor is amazing and it does pretty much exactly what it should do. Another design from the new era of Magic that emphasizes sweet flavor. Funny though how it'll stink post-rotation (with RTR block out).
This really raises the question of Theros dual lands.. We know they're split up throughout the block.. So are we getting GR, WR, BR? What else?
They didn't want this at uncommon for limited purposes. One, not all limited decks will be R(w) or W(r). Two, it's like a path to exile that doesn't fetch them a land/extremely poweful. I like this card a lot, can't wait to use it in constructed. Bye bye voice of resurgence.
No, it's not like a Path to Exile, it's not an instant that can't be interacted with outside of counterspells, it's just a more fragile Journey to Nowhere.
No it's more like a cheaper Journey that will be more resilient to removal since land destruction is much harder to come by than enchantment removal. I agree, it's no path, but path was busted. (Which is fine by me!)
Except that it's actually more vulnerable to removal, because it's vulnerable to both enchantment removal and land destruction.
This is the kind of clever design that makes me very happy to play this game and appreciate new sets. They can only do so many variations on the same tune, and this is certainly a captivating one.
That being said, it does not "feel" rare, and it's actual Magic limitations are a bit limited. I think a good barometer to how objectively powerful this card is will be how much Modern play it sees, but if you can't Snapcaster it back, that's just another strike against it.
In all fairness to R&D, our eternal formats can only handle so much super efficient removal. They need to keep Standard and Modern from being able to have a dozen Path variants.
I think it should've read enchant mountain or island. Thinking about the story of Perseus and the big sea monster (Kraken maybe?) where the princess was chained to the rocks along the shore as a sacrifice.
That flavor alone makes sense. Regardless, I do like it a lot.
No it's more like a cheaper Journey that will be more resilient to removal since land destruction is much harder to come by than enchantment removal. I agree, it's no path, but path was busted. (Which is fine by me!)
It can be removed with enchantment OR land destruction. explain again how it's 'more resilient to removal'
Niv:
I can see by that stupid look on your face you're confused; "Why would I reveal this to you now?" Simply put, you have no chance to escape, I put my plan into motion 35 blocks ago.
"Well it's viable in EDH."
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Chained to the Rocks
Enchantment - Aura (R)
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
R Citizen Cane (Feldon of the Third Path)
Enchant.....mountain? I approve of this.
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It's a 1-mana Journey to Nowhere that can only target creatures your opponent controls, blows up if the land is destroyed, and cannot be played in most white decks. It's not even a card you want to play on turn 1, so the 1-mana less really isn't that big of deal, definitely not worth all the drawbacks and two bumps in rarity...
Storm Crow is strictly worse than Seacoast Drake.
Not really. If you're chained to the rocks it makes sense not being able to attack or block, but you should still be able to use your abilities.
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This really raises the question of Theros dual lands.. We know they're split up throughout the block.. So are we getting GR, WR, BR? What else?
No, it's not like a Path to Exile, it's not an instant that can't be interacted with outside of counterspells, it's just a more fragile Journey to Nowhere.
No, seriously, amazing removal, and the flavor is unbelievable. Prometheus will get a card, according to MaRo. I demand to see it soon!
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Standard
I've sworn it off. Non-rotating formats are where it's at.
Except that it's actually more vulnerable to removal, because it's vulnerable to both enchantment removal and land destruction.
That being said, it does not "feel" rare, and it's actual Magic limitations are a bit limited. I think a good barometer to how objectively powerful this card is will be how much Modern play it sees, but if you can't Snapcaster it back, that's just another strike against it.
In all fairness to R&D, our eternal formats can only handle so much super efficient removal. They need to keep Standard and Modern from being able to have a dozen Path variants.
That flavor alone makes sense. Regardless, I do like it a lot.
It can be removed with enchantment OR land destruction. explain again how it's 'more resilient to removal'
"Well it's viable in EDH."