At sorcery speed, I'm pretty okay with this card. The enchantments I'll play can be protected by counters. I'll only have issues if they put cannot be countered on a spell that handles enchantments.
Rationally I know there are plenty of reasons for why this card makes perfect sense and everything but it still feels like kind of a cruel joke to me. I can't help but wonder why this specific card had to be common and not, say, uncommon.
I just know that, with my luck, if I somehow manage to pull a god, every person I play against at the prerelease will be in green and have pulled at least one of these, and will have it at hand every single time I manage to put my god on the board.
I thought they specifically worked to make it so that the gods weren't just "win the game" buttons, and that they'd hang around on the field for a while so that you could get to really enjoy them being awesome. Isn't this card kind of antithetical to that?
Maybe the hate is coming in now in preparation of more artifacts and enchantments later. Idk but with rotor lands and mana fixing easy, it'll be in plenty of sideboards at the very least. Hope to pull it for prerelease
It's probably common because of draft. If it's at common in this set they can get away with fewer enchantment hate in the second set since they'll be drafted together. By the time we get the third set another hate card will likely be needed but a card in the common slot now saves cards in the uncommon slots later.
I hate that they printed this at common in this block. Means that pulling a God in limited won't be much of a blowout at all. I really don't like hosing your big powerful Mythics with a common at all.
When Naturalize is playable in M14, it will be stronger than I expect this card to be. Naturalize removes auras in combat, allowing you to eat the creature on it. This card doesn't allow 2-for-1s, but it does stop 2-for-1s that Bestow gives your opponent and actually deals with gods at common.
That's a terrible example. For one thing, they don't remove poison counters. Additionally, stopping a mechanic of the set is just a part of the game. As already mentioned, Scars had Revoke Existence AND Shatter, not to mention plenty of other disenchant effects. Having access to removal is just a part of magic. Your opponents have creatures, you have Doom Blade. Your opponents have spells, you have Negate. This card isn't even that insane given that it's three mana and a sorcery.
Don't forget, the Tempered Steel decks had Dispatch that exiled any creature for one mana.
Rationally I know there are plenty of reasons for why this card makes perfect sense and everything but it still feels like kind of a cruel joke to me. I can't help but wonder why this specific card had to be common and not, say, uncommon.
What's wrong with having this as a common? It's not like every creature you play is an enchantment. In fact, most enchantment creatures you play are probably going to be card advantage. Having a realistic way to deal with it in one color is not a problem.
This isn't Dismember. It's not even Doom Blade. It's slightly better than naturalize, and only because there are more enchantments in this set.
I don't see how anyone can complain about a card having adverse effects on a limited format they have no experience with. It's extremely premature.
Design - nice little card.
Flavour - WOOPS! So any common spellcaster can effortlessly kill any God he likes? Come on.
And not just that, but exile has become WAY too overused. Things can't be destroyed anymore, they've got to be completely removed from the game. And bury? Pffff, that's so outdated. It's all about the exiling now, even on commons.
This isn't Dismember. It's not even Doom Blade. It's slightly better than naturalize, and only because there are more enchantments in this set.
I think a better comparison will be with Shatter in Original Mirrodin, because while that set had a number of Artifact Creatures, this one will have both Auras, regular Enchantments, and Enchantment Creatures you'll want to get rid of. You could first pick Shatter and feel absolutely fine about it. You won't always have a target, but your opponents will have enchantments somewhere in their deck. This outright Exiles, so you completely negate the trigger clause on Bestow.
Depending on what else gets spoiled, I would happily main as many of these as I open at the prerelease.
Design - nice little card.
Flavour - WOOPS! So any common spellcaster can effortlessly kill any God he likes? Come on.
And not just that, but exile has become WAY too overused. Things can't be destroyed anymore, they've got to be completely removed from the game. And bury? Pffff, that's so outdated. It's all about the exiling now, even on commons.
Right on. When you hear creature type God you expect it to be tough to deal with. Flavor made sense when they were indestructable. So why can anyone take one down the turn after they hit the board? Exile has been a pain from day one with Swords to Plowshares but atleast it wasn't on every other card. The legend and planeswalker rules were updated to make it more fun to use the cards but now they have made it far to easy to kill the cards before you get any use out of them.
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first turn
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
Nice to have an answer to the God cards. I don't mind the flavor since that gods don't make sense anyway. Any yahoo can summon them, just as easily as a Hill Giant, even if their presence is all that is there.
Common removal to the bombs in the set makes limited a lot more skill oriented. If your bombs CANNOT be answered, you basically win the game so players with a "good deck overall + some rare bomb" will have to play to bring up that situation where the opponent has to deal with some uncommon or common threat before you play the bomb. If you think you can just slam down that bomb in your hand with the opponent having a full grip, you better hope the opponent's deck is bad.
Flavour - WOOPS! So any common spellcaster can effortlessly kill any God he likes? Come on.
Except... that's not the flavor at all. The flavor is that a part of Theros culture or society has been abandoned by the people. Old beliefs give way to new ones, names of ancient Gods are forgotten, as well as their ways, in the march of time.
These are acts that all, simple common people can do. Any man can choose to abandon faith for progress. Society does more to quash the power of the Gods than any single Mage could ever hope.
Except... that's not the flavor at all. The flavor is that a part of Theros culture or society has been abandoned by the people. Old beliefs give way to new ones, names of ancient Gods are forgotten, as well as their ways, in the march of time.
These are acts that all, simple common people can do. Any man can choose to abandon faith for progress. Society does more to quash the power of the Gods than any single Mage could ever hope.
Whoa now. Careful with those words. The only thing the internet hates more than people making death threats is people making sense.
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I fear I won't have much time to play Magic these days.
I get to watch worlds develop around me.
I get to watch great leaders, terrible oppressors, and trend setters rise and fall.
Limited, Standard, Modern, everything is a different playing field I feel I can observe, but will not actually touch.
I look forward to the stories I will hear.
And more so to the ones I will watch unfold first hand.
Isn't the unknown exciting?
I'm pretty sure the sorcery speed restriction on this is important for limited to limit the number of 2 for 1's you can get by removing an aura mid-combat. The exiling is nice because it gives you a way to 1 for 1 answer bestow creatures, and incidentally the gods.
I was kind of annoyed that it wasn't instant speed since it cost 3 power, but this is actually a pretty good point.
What is the specific need for green to have exile effects at common in this set?
Let me ask it a different way. How would you feel if the following card had been printed in Scars of Mirrodin?
Infect Sucks1UU
Instant [C]
Counter target spell. You lose all poison counters.
Why would you use Scars as an example? There were countless artifact removal spells in it. Remember one of the best - Into the Core? Red not only got to exile like white, but it was a 2 for 1 against almost every deck in the format... for four of five mana (I don't recall).
Your example is ludicrous, not because it's a good answer to infect strategies, but because it completely ruins them any time you use it AND it gets additional value. Infect creatures had answers in multiple colors and artifacts had answers in multiple colors. Gods only had removal answers in one color. Now they have answers in at least two.
Flavour - WOOPS! So any common spellcaster can effortlessly kill any God he likes? Come on.
I don't really get this. It seems like you want them to be completely unanswerable. Why is killing them with a Quag Sickness any more flavorful? Would it really be more flavorful to bounce them to your hand with a cheap common spell or mind control them? How about bribing them away with a common for a turn?
Aaaaaand they called me crazy for saying they'll print Mortify in an enchantment heavy set as it fits the number crunch and the BW gold colour pair that's been pushed because it would destroy way too many things. What do they say to this?
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*I COLLECT EHAN106 ALTERS. GOT ANY?*
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
Kind of annoying that they're immediately undermining the "special-ness" of the Gods by printing a staple removal effect that gets around indestructible, in a color that usually can't get around that.
I disagree. There should be common/uncommon ways to deal with the gods in limited. Take Darksteel Sentinel, for instance. Now imagine transplanting that from SoM block into Innistrad. There is less -X/-X removal to deal with it (almost none, in fact). No infect creatures to get around indestructible. Artifact removal is almost all 'destroy' and not exile (Devout Chaplain, Fiend Hunter, Morkrut Banshee, Sever the Bloodline, Banishing Stroke, <-- all of these uncommon or rare.)
On the other hand, it's expensive and slow compared to Naturalize, so you have to make a rather deliberate trade-off for versatility at the expense of efficiency. I kind of wonder if anybody will bother.
Given that naturalize will probably not be in Theros block, I expect this is costed higher to give enchantments a slight boost while still leaving answers for bomby enchantments/enchantment creatures.
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I just know that, with my luck, if I somehow manage to pull a god, every person I play against at the prerelease will be in green and have pulled at least one of these, and will have it at hand every single time I manage to put my god on the board.
I thought they specifically worked to make it so that the gods weren't just "win the game" buttons, and that they'd hang around on the field for a while so that you could get to really enjoy them being awesome. Isn't this card kind of antithetical to that?
Though White already has an instant-speed enchant exile doesn't it? (In standard I mean).
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Post rotation the only exile white has is Banisher Priest and Detention Sphere. Everything with exile is rotating.
They do this all the time in sets tho, especially in Themed sets. Scars block: I cast Wurmcoil Engine, Platinum Emperion, Lux Cannon -> Revoke Existance, Steel Sabotage, etc.
This won't be as good as Shatter was on Mirrodin.
When Naturalize is playable in M14, it will be stronger than I expect this card to be. Naturalize removes auras in combat, allowing you to eat the creature on it. This card doesn't allow 2-for-1s, but it does stop 2-for-1s that Bestow gives your opponent and actually deals with gods at common.
Older Magic as a Board Game: Panglacial Wurm , Mill
Don't forget, the Tempered Steel decks had Dispatch that exiled any creature for one mana.
New to Commander? Read the Above article.
What's wrong with having this as a common? It's not like every creature you play is an enchantment. In fact, most enchantment creatures you play are probably going to be card advantage. Having a realistic way to deal with it in one color is not a problem.
This isn't Dismember. It's not even Doom Blade. It's slightly better than naturalize, and only because there are more enchantments in this set.
I don't see how anyone can complain about a card having adverse effects on a limited format they have no experience with. It's extremely premature.
Flavour - WOOPS! So any common spellcaster can effortlessly kill any God he likes? Come on.
And not just that, but exile has become WAY too overused. Things can't be destroyed anymore, they've got to be completely removed from the game. And bury? Pffff, that's so outdated. It's all about the exiling now, even on commons.
.
I think a better comparison will be with Shatter in Original Mirrodin, because while that set had a number of Artifact Creatures, this one will have both Auras, regular Enchantments, and Enchantment Creatures you'll want to get rid of. You could first pick Shatter and feel absolutely fine about it. You won't always have a target, but your opponents will have enchantments somewhere in their deck. This outright Exiles, so you completely negate the trigger clause on Bestow.
Depending on what else gets spoiled, I would happily main as many of these as I open at the prerelease.
Right on. When you hear creature type God you expect it to be tough to deal with. Flavor made sense when they were indestructable. So why can anyone take one down the turn after they hit the board? Exile has been a pain from day one with Swords to Plowshares but atleast it wasn't on every other card. The legend and planeswalker rules were updated to make it more fun to use the cards but now they have made it far to easy to kill the cards before you get any use out of them.
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
Turn 2 Two Goblin Guide
Except... that's not the flavor at all. The flavor is that a part of Theros culture or society has been abandoned by the people. Old beliefs give way to new ones, names of ancient Gods are forgotten, as well as their ways, in the march of time.
These are acts that all, simple common people can do. Any man can choose to abandon faith for progress. Society does more to quash the power of the Gods than any single Mage could ever hope.
[Clan Flamingo]
Whoa now. Careful with those words. The only thing the internet hates more than people making death threats is people making sense.
I get to watch great leaders, terrible oppressors, and trend setters rise and fall.
Limited, Standard, Modern, everything is a different playing field I feel I can observe, but will not actually touch.
I look forward to the stories I will hear.
And more so to the ones I will watch unfold first hand.
Isn't the unknown exciting?
I was kind of annoyed that it wasn't instant speed since it cost 3 power, but this is actually a pretty good point.
Why would you use Scars as an example? There were countless artifact removal spells in it. Remember one of the best - Into the Core? Red not only got to exile like white, but it was a 2 for 1 against almost every deck in the format... for four of five mana (I don't recall).
Your example is ludicrous, not because it's a good answer to infect strategies, but because it completely ruins them any time you use it AND it gets additional value. Infect creatures had answers in multiple colors and artifacts had answers in multiple colors. Gods only had removal answers in one color. Now they have answers in at least two.
I don't really get this. It seems like you want them to be completely unanswerable. Why is killing them with a Quag Sickness any more flavorful? Would it really be more flavorful to bounce them to your hand with a cheap common spell or mind control them? How about bribing them away with a common for a turn?
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
GP Vegas: It was once in a lifetime!
On Vault of the Archangel
I disagree. There should be common/uncommon ways to deal with the gods in limited. Take Darksteel Sentinel, for instance. Now imagine transplanting that from SoM block into Innistrad. There is less -X/-X removal to deal with it (almost none, in fact). No infect creatures to get around indestructible. Artifact removal is almost all 'destroy' and not exile (Devout Chaplain, Fiend Hunter, Morkrut Banshee, Sever the Bloodline, Banishing Stroke, <-- all of these uncommon or rare.)
Given that naturalize will probably not be in Theros block, I expect this is costed higher to give enchantments a slight boost while still leaving answers for bomby enchantments/enchantment creatures.