It's really weird how Frontier Siege interacts with flying creatures. Seems like R&D might be trying to expand that part of Green a bit further, first with Hornet Queen and Hornet Nest and now with this.
I think some people are really overestimating the reanimation ability on the prowler. It's a useful ability, but the fact that it exists likely means that your opponents won't burn removal on it at all. And considering it can't block at all, it basically becomes an enchantment with "Your opponent loses two life during your combat phase". Which is certainly something people will play in limited, but I'd hesitate to call it a high pick unless the format is even more dedicated to boardstalls than Khans was.
Frontier siege gives you mana in each of your main phase. You don't just get 6 mana in your next turn. You get 8 mana spread across two main phases in your next turn.
Love the Green Siege. Say hello to my Stormbreath friend. Would you like to accelerate it or have it fight?
The Red yeti..... you'll always have green permanents in Temur so easy to activate, but even a 4/4 flash for 5 isn't that great. Best part would be to activate ferocious in a pinch but felt like it needed to cost 4 instead of 5.
Holding up 5 mana isn't "that" uncommon with Temur anymore, especially with Savage Knuckleblade being a mana drain and a few other 6 drops, counters, charms you could be holding.
Frontier siege gives you mana in each of your main phase. You don't just get 6 mana in your next turn. You get 8 mana spread across two main phases in your next turn.
How many main phases do you think there are in a given turn?
that brawler could see constructed play. Play him into chief of the edge, get a 4/2 first striker!?! That's awesome, that deck had problems getting through a courser without multiple chief of the edges, but now you only need one.
Or hell just the brawler and spear of heliod can do it. I'm pretty excited for this guy. It also means that I don't have to run seeker of the way in a warrior agro deck.
I'm not sure what to think about hungering yeti. It's probably not good enough. But, it's possible we can get a temur tempo deck going. Boon satyr and surrak are already descent flash threats, and this guy adds to it. The only issue I see with him is that he costs 5, if he costs 4 he would more easily fit in a curve, but even costing 5 might not be a huge issue.
Wandering champion seems like it should be really good in an agro deck. I just can't think of any creature you'd be able to pair it with to get it's trigger, and get through an attack without it dying. If something comes along, then this guy could be really solid.
I don't like the siege for standard, it's too durdly for the decks that it's aimed towards. Are you really going to essentially take turn 4 off just to cast this? It's possible that you can cast this in mainphase 1 then follow it up with something like a caryatid or heir of the wilds (or courser/hornet nest, if you have ramp) in the 2nd mainphase. But it reminds me of temur ascendancy, it's too slow.
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How many main phases do you think there are in a given turn?
Two...?
Good! Now, what's two PLUS two?
They were saying that it's four mana that you had to cast it, plus the additional two that it gives you during each of your main phases, for a total of 8 mana available, and that's assuming you don't drop a land on the next turn.
I think some people are really overestimating the reanimation ability on the prowler. It's a useful ability, but the fact that it exists likely means that your opponents won't burn removal on it at all. And considering it can't block at all, it basically becomes an enchantment with "Your opponent loses two life during your combat phase". Which is certainly something people will play in limited, but I'd hesitate to call it a high pick unless the format is even more dedicated to boardstalls than Khans was.
Ever played against Stab Wound in limited? Two life a turn for three mana is a downright nasty clock in limited.
I think some people are really overestimating the reanimation ability on the prowler. It's a useful ability, but the fact that it exists likely means that your opponents won't burn removal on it at all. And considering it can't block at all, it basically becomes an enchantment with "Your opponent loses two life during your combat phase". Which is certainly something people will play in limited, but I'd hesitate to call it a high pick unless the format is even more dedicated to boardstalls than Khans was.
In Draft, my Mystics of the Hidden Way were always prime targets for removal, so I'd take removal resistance on my unbloackable creatures, sure. You probably won't actually use the ability that much, but it will affect how it plays a lot.
And then there's the possibility of doing something absurd if you have a good sacrifice outlet.
All five Uncommons are solid. While none of them appear to be first-pick materiel, each will likely be playable in a deck with its colours. I've also become quite the fan of Limited Information spoiling a cycle of Uncommons each week. Gives a great view of what Limited might look like, and strong utility Uncommons are the backbone of any Limited format.
Frontier Siege is pretty interesting. The first ability is stronger in a vacuum, since it requires little set up besides you having a way to spend the mana. The second ability is downright scary with Hornet Queen or Hornet Nest. Stiiiiiiiiiiinger!
Hold up a sec, aren't these off color? I thought that Mardu was centered in red, sultai was centered in black, etc. Not that I'm complaining mind you, I absolutely love the looks of that battle brawler and can't wait to never pull a single copy because of my rotten luck. It just seems a little weird that this cycle would be based off colors other than the central one for each clan.
Hold up a sec, aren't these off color? I thought that Mardu was centered in red, sultai was centered in black, etc. Not that I'm complaining mind you, I absolutely love the looks of that battle brawler and can't wait to never pull a single copy because of my rotten luck. It just seems a little weird that this cycle would be based off colors other than the central one for each clan.
Huh, you're correct.
It's interesting to note that these are all the "ally" color of the main color of the wedge.
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It's really weird how Frontier Siege interacts with flying creatures. Seems like R&D might be trying to expand that part of Green a bit further, first with Hornet Queen and Hornet Nest and now with this.
Basically Maro hates it. A few people on MTGS hate it, the same people who think I'm not going to attack if my opponent's on a two-turn clock. (Bonus points if you know why I say this.) But it actually makes more sense.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
The Red yeti..... you'll always have green permanents in Temur so easy to activate, but even a 4/4 flash for 5 isn't that great. Best part would be to activate ferocious in a pinch but felt like it needed to cost 4 instead of 5.
Holding up 5 mana isn't "that" uncommon with Temur anymore, especially with Savage Knuckleblade being a mana drain and a few other 6 drops, counters, charms you could be holding.
How many main phases do you think there are in a given turn?
Two...?
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
Good! Now, what's two PLUS two?
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
Or hell just the brawler and spear of heliod can do it. I'm pretty excited for this guy. It also means that I don't have to run seeker of the way in a warrior agro deck.
I'm not sure what to think about hungering yeti. It's probably not good enough. But, it's possible we can get a temur tempo deck going. Boon satyr and surrak are already descent flash threats, and this guy adds to it. The only issue I see with him is that he costs 5, if he costs 4 he would more easily fit in a curve, but even costing 5 might not be a huge issue.
Wandering champion seems like it should be really good in an agro deck. I just can't think of any creature you'd be able to pair it with to get it's trigger, and get through an attack without it dying. If something comes along, then this guy could be really solid.
I don't like the siege for standard, it's too durdly for the decks that it's aimed towards. Are you really going to essentially take turn 4 off just to cast this? It's possible that you can cast this in mainphase 1 then follow it up with something like a caryatid or heir of the wilds (or courser/hornet nest, if you have ramp) in the 2nd mainphase. But it reminds me of temur ascendancy, it's too slow.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
They were saying that it's four mana that you had to cast it, plus the additional two that it gives you during each of your main phases, for a total of 8 mana available, and that's assuming you don't drop a land on the next turn.
Pop quiz: what's the mana cost of Frontier Siege?
Ever played against Stab Wound in limited? Two life a turn for three mana is a downright nasty clock in limited.
In Draft, my Mystics of the Hidden Way were always prime targets for removal, so I'd take removal resistance on my unbloackable creatures, sure. You probably won't actually use the ability that much, but it will affect how it plays a lot.
And then there's the possibility of doing something absurd if you have a good sacrifice outlet.
Frontier Siege is pretty interesting. The first ability is stronger in a vacuum, since it requires little set up besides you having a way to spend the mana. The second ability is downright scary with Hornet Queen or Hornet Nest. Stiiiiiiiiiiinger!
Huh, you're correct.
It's interesting to note that these are all the "ally" color of the main color of the wedge.
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Basically Maro hates it. A few people on MTGS hate it, the same people who think I'm not going to attack if my opponent's on a two-turn clock. (Bonus points if you know why I say this.) But it actually makes more sense.
Tavern Swindler (barring Mindslaver shenanigans) had no downside. You don't have to use its ability (and you can use Boon Reflection, Krark's Thumb, and Illusionist's Bracers to stack the bet; also it has no house advantage).
On phasing: