Hoping the UR command to be good enough to be playable in ur twin.
There will be no UR command.
Oh right the elders are all allied. Sad.
Hey we might get one in the future though.
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UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Can anyone tell me what will happend if you pull the Shaman off and the opponent doesn´t have any creatures on the battlefield. Will the opponent then die or are they required to have a least one creature on the battlefield in order for the Shaman to work?
Not to mention it returns snapcaster mage, delver, and young pyromancer. The command seems really good in jeskia fireworks. The curve may have to be tweaked to capitalize on the return ability but countering a creature and getting back your threat during their turn seems rather good. Even if you are just returning seeker eot so it can attack on your turn and drawing a card it seems rather strong. It's a counter for gamechangers, a flash creature vs control, life gain vs aggro and almost always a cantrip.
Also anyone know how that formidable ability works with omnath?
Intro pack dudes are playable (except maybe the Abzan one), commands are obviously very exciting. Nothing to complain about here.
Also... That art. Kudos as usual to Murai on Ojutai's Command especially, and despite some complaints, uniqueness is still there between artists and even broods (note a more polished, Renaissance-y feel to the white broods, which kinds started with Bant).
I'm not sure that shaman is going to see extended standard play if there is things like Lightning Strike still around. That is a huge tempo blowout at 3 mana if you don't get to activate it.
That command is garbage. 4 Mana for a narrow counter and draw 1 is pretty garbage. I'd rather just have dissolves, negates, disdainful stroke. Or wait for Jace's ingenuity. My opinion. If it had draw 2, or counter target spell then we could talk.
The thing about that mana dork is that it's alright early but also isn't that bad of a top deck when run in a ramp deck. Mono-Green Devotion may like it.
Yay for commands! Ojutai's is nowhere near cryptic, but definitely still playable in standard. I hope Silumgar's is viable for modern control, I really, really do, although I fully expect to be disappointed with it.
The reanimation plus draw is pretty good value; like a mixture of the Azorius and Orzhov Charm. A better reanimation side of the Orzhov that can replace it itself.
Can anyone tell me what will happend if you pull the Shaman off and the opponent doesn´t have any creatures on the battlefield. Will the opponent then die or are they required to have a least one creature on the battlefield in order for the Shaman to work?
Yes, opponent will die in that situation. That's the power of Biorhythm -- it can kill opponent outright, or at the very least put him low enough for your alpha strike to kill him.
Hrm, the dragons may not be constructed playable but we're getting a lot of aggressively costed flying power for limited. Then again I suspect that flying is going to be much less powerful in this set than in the average set (i.e. more easily blocked) and that we'll see a reprint of Plummet, doing its very best impression of Doom Blade, like Shatter did back in Mirrodin.
Two coloured commands are exciting and something we've been waiting for, but the Melvin in me is very sad that they just went with a lazy divide of 2 white and 2 blue effects. All the time I dreamed about two-colour commands I expected them to be one effect of each colour, one effect that could be either colour (i.e. hybrid) and one effect that could be only both colours (i.e. gold). For example, in this case:
-Return target creature card with CMC <3 from your graveyard to the battlefield.
-Counter target creature spell.
-Tap target nonland permanent. It doesn't untap during its controllers' next untap step.
-Untap target creature. It gains first strike and lifelink until the end of turn.
As evidence of how difficult the "one, one, either and both" split may be to pull off, I don't see the "gold" in your example. The first and fourth abilities there both fit firmly in monowhite.
Command is good for causal maybe sees play in constructed, they better not stink up the room like the old green one UGH. I like all the dragons except WG. The shaman is not going get banned in edh you need dudes of 8 power, him to live, than you have to boot him up, AND than you need a bucket of mana.
Cryptic can counter a target spell (which is what I was asking for) it being only a creature spell isn't very good considering decks are now running things like outpost siege where they can just draw 2, this doesn't stop that coming down. 4 Mana to counter isn't very good. We may not even hit 4 land drops reliably. A good play if you don't have land for turn is Divination into land and holding up a 2 mana counter/answer. You can't do that with this, You'll also need 6 mana to counter 2 spells vs 5 (this + 2 mana counter). Maybe playing this on top of other counter spells? Maybe a 1-of? 2 Max. But I don't want to take out any of the current counter package or draw for this.
Gaining 4 life isn't that big a deal, white has other ways to stabilize their life that's more reliable than this. Maybe it's okay against burn decks?
Returning a creature 2 cmc or less isn't good in a control deck. We basically have none. Save Nyx-Fleece Ram but that doesn't see play with Rabblemasters everywhere.
Drawing 1 card, it's okay. Rather play a better card draw spell.
I'm speaking on this based on the current meta, and the general UW control lists in Standard.
My impression so far:
Ojutai's Command: Super strong. It is not Cryptic Command, since it's... different. First of, the casting cost is a lot easier to assemble than triple U. Second, it is amazing with Snapcaster Mage. Third, all its mode are pretty relevant: the reanimator mode is extremely good with Snapcaster (and can revive Young Pyromancer), the Remove Soul mode is just plainly good, the 4 life mode is great against Burn, which can be always a problem, especially in game 1, the draw mode makes it finally always playable and relevant. I think we will see a great deal of this card, maybe in Modern the most...
Shaman of the Forgotten Ways: It would have been better, if the Ways staid forgotten. Unplayable, may see a tiny bit play in Commander, but even there: Mostly unplayable.
Necromaster Dragon: Okay, fits a EDH I'm currently building...
Boltwing Marauder: What is that? This card is crazy! Well, maybe not in competitive Constructed, but in Commander this thing is insane. It's such a shame, that there is still no Mardu-Commander that supports token-strategies.
The rest of the dragons: No, thanks! Just not good outside of Limited.
I'm really excited for the new commands. Don't expect any Cryptic Command variants, but expect them to be good, and expect them to be played. I'm interested to see what the others do!
Unfortunately Ojutai's Command is probably worse than Cryptic Command in Modern, but that is to be expected. Hopefully they will push the other nonblue commands enough to see Modern play.
EDH: GWCaptain Sisay
Hey we might get one in the future though.
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Also anyone know how that formidable ability works with omnath?
Also... That art. Kudos as usual to Murai on Ojutai's Command especially, and despite some complaints, uniqueness is still there between artists and even broods (note a more polished, Renaissance-y feel to the white broods, which kinds started with Bant).
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
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The thing about that mana dork is that it's alright early but also isn't that bad of a top deck when run in a ramp deck. Mono-Green Devotion may like it.
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I can only assume you also booed at Cryptic. This spell has 4 modes to choose 2 from, not just those 2.
Mana dorks that tap for 1 cost 1, mana dorks tapping for 2 usually cost 3. Just add them in the same deck and you go 1, 3, 6.
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Yes, opponent will die in that situation. That's the power of Biorhythm -- it can kill opponent outright, or at the very least put him low enough for your alpha strike to kill him.
its worse than one of the strongest magic cards ever printed? i really wonder why....
As evidence of how difficult the "one, one, either and both" split may be to pull off, I don't see the "gold" in your example. The first and fourth abilities there both fit firmly in monowhite.
Interesting that commands are the alternate presents of charms. In the past they are simply modal spells. Nice connection there.
While you are correct, sleeper, about Pylgrim's 4th ability, you could change one of the abilities (probably Lifelink) to Hexproof, and you're done.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
Gaining 4 life isn't that big a deal, white has other ways to stabilize their life that's more reliable than this. Maybe it's okay against burn decks?
Returning a creature 2 cmc or less isn't good in a control deck. We basically have none. Save Nyx-Fleece Ram but that doesn't see play with Rabblemasters everywhere.
Drawing 1 card, it's okay. Rather play a better card draw spell.
I'm speaking on this based on the current meta, and the general UW control lists in Standard.
Find me on TappedOut also!
Trade with me!! Always in search of cards!
Ojutai's Command: Super strong. It is not Cryptic Command, since it's... different. First of, the casting cost is a lot easier to assemble than triple U. Second, it is amazing with Snapcaster Mage. Third, all its mode are pretty relevant: the reanimator mode is extremely good with Snapcaster (and can revive Young Pyromancer), the Remove Soul mode is just plainly good, the 4 life mode is great against Burn, which can be always a problem, especially in game 1, the draw mode makes it finally always playable and relevant. I think we will see a great deal of this card, maybe in Modern the most...
Shaman of the Forgotten Ways: It would have been better, if the Ways staid forgotten. Unplayable, may see a tiny bit play in Commander, but even there: Mostly unplayable.
Necromaster Dragon: Okay, fits a EDH I'm currently building...
Boltwing Marauder: What is that? This card is crazy! Well, maybe not in competitive Constructed, but in Commander this thing is insane. It's such a shame, that there is still no Mardu-Commander that supports token-strategies.
The rest of the dragons: No, thanks! Just not good outside of Limited.
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Commander: Allies & Adversaries
He might be all talk, though...
Storm Crow is strictly worse than Seacoast Drake.