So, this is a turn 6 drop that says, I win the game!
Not really, as long as you cast a kill spell on Kolaghan you can continue with whatever you wanted to cast before that... As long as your kill spell is not a creature too (which is true most of the time) you're good.
And if you Hero's Downfall or counter Elspeth, she's terrible.
If you counter Siege Rhino, he's terrible.
DIES TO REMOVAL IS NOT AN ARGUMENT
CAPS DOES NOT MEAN YOU WIN THE ARGUMENT
What I'm trying to say is, for a 6-drop, the -10 life clause on Kolaghan is not exactly going to win you the game because your opponent should be killing Kolaghan with a removal spell anyway. If there is no removal, then a hasty 6/5 means sudden death.
Even if they survive only one turn before dying to removal, Siege Rhino gives a 6 point life swing and is 2 mana cheaper. Elspeth gives 3 1/1s. Kolaghan usually will only do 6 in haste damage before dying, which is same as Siege Rhino.
Take Ruric Thar, the Unbowed - you can Path or Doom blade Ruric (and you should), but you'll still take 6. You should Path or Downfall Kolaghan, but you suffer no penalty for doing so.
There, do you understand that the point I'm trying to make is a bit more nuanced than "dies to removal", now?
So, this is a turn 6 drop that says, I win the game!
Not really, as long as you cast a kill spell on Kolaghan you can continue with whatever you wanted to cast before that... As long as your kill spell is not a creature too (which is true most of the time) you're good.
And if you Hero's Downfall or counter Elspeth, she's terrible.
If you counter Siege Rhino, he's terrible.
DIES TO REMOVAL IS NOT AN ARGUMENT
CAPS DOES NOT MEAN YOU WIN THE ARGUMENT
What I'm trying to say is, for a 6-drop, the -10 life clause on Kolaghan is not exactly going to win you the game because your opponent should be killing Kolaghan with a removal spell anyway. If there is no removal, then a hasty 6/5 means sudden death.
Even if they survive only one turn before dying to removal, Siege Rhino gives a 6 point life swing and is 2 mana cheaper. Elspeth gives 3 1/1s. Kolaghan usually will only do 6 in haste damage before dying, which is same as Siege Rhino.
Take Ruric Thar, the Unbowed - you can Path or Doom blade Ruric (and you should), but you'll still take 6. You should Path or Downfall Kolaghan, but you suffer no penalty for doing so.
There, do you understand that the point I'm trying to make is a bit more nuanced than "dies to removal", now?
And what I am trying to explain to you is that if you only look at a card in the absolute worst case scenario, every card is bad. You could have every win condition in every deck ever printed in your grip and it would be pointless if they have the stuff to counter or kill it.
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Level 1 Judge
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
[quote from="MPTPGR »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/598222-kolaghan-dragonlord?comment=117"]So, this is a turn 6 drop that says, I win the game!
DIES TO REMOVAL IS NOT AN ARGUMENT
It is and it isn't.
Removal is always going to exist. Right now removal is highly conditional. The best removal in the format is Hero's Downfall, Bile Blight, Murderous Cut, Valorous Stance and Stoke the Flames
Dodging 2/5 of the formats best removal is a good starting point. Even if they have the removal in hand that doesn't mean your opponent will have the mana untapped to play it. These spells are also taxed really hard by 3-4 mana threats right now.
Having haste and flying is a big deal. Stormbreath is played just because of these 2 abilities. The rest of the card could be blank and he's still would see play. So we already have precedence that flying + haste is good enough to be played.
She is efficient in the P/T ratio to mana cost. Will end games quickly if left unchecked. Your opponent has to play around her 10 life clause. Seems like a very powerful card to me.
Not every legendary creature has to be designed with EDH in mind, regardless of whether or not creative decided they should be called "Elder Dragons" long after their design was finished. This kind of reaction doesn't really happen with other formats. Sure, I wish more new cards could be Modern playable, but I don't get upset every time a card designed for Standard, Limited, or even EDH gets spoiled.
The removal argument against Dragonlord Kolaghan is fairly ridiculous anyway with Thunderbreak Regent. Both are good cards on their own. Together, they're spectacular.
B/R decks would really like Kolaghan -- either version -- since they are usually about applying near constant pressure on an opponent. These dragons do that very nicely.
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The world is on fire
and you are here to stay and burn with me.
The problem with Kolaghan is that different from some other threats available, she is pretty medioce.
She is just a 6/5 fly haste for 6, both other abilities are pretty weak and rarely relevant.
The global haste is relevant only on aggressive decks... that rarely uses drop 6. The 10 damage ability is also very easy to play around, at best it might buy some time, since it trigger when cast, then you will never be able to trick your opponent with some instant speed shenanigan (Chord for example).
Let's face the facts: people will never be able to deal the 10 damage, unless your opponent makes an begginer mistake or it will make the opponent revert the game in his favor. If it was a bolt on every spell it would be better than what it is now (it would at last bolt once your opponent).
In the end she is just a 6/5 fly haste for 6 with two mediocre abilities that are rarely relevant. Is a Rorix Bladewing enough to see play?
I've never really understood the "global haste is bad on a six drop" argument. Like, yes, aggro decks like haste more, but any sort of midranged deck likes haste as well. It's a straight upgrade for your creatures, since you'll play more after this hits play, and having them attack a turn early helps keep your opponent on the back foot. Unless you've decided that after dropping your dragon, your plan is to just stop playing things entirely. Which, I mean, is a choice you can make, but it's not something I'd recommend.
So...with Duress back in Standard, Thoughtseize, Despise, and Kolaghan's Command, B/R style aggro/control might make her very playable. Ripping apart your opponent's hand has always been a way to shut down "dies to removal" arguments. Hard to remove a threat when your hand's been torn up. This also makes Waste not really good...
She's Playable...very playable. a 6/5 Hasty flyer, that comes down after early turn disruption? That's classic Black/Red deck building 101.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
Red and black are my least favorite colors, with red being less-favorite than black. Unfortunately for me, Kolaghan's art is the best of the Dragonlords (I'll probably choose Ojutai for the prerelease, but I'll be infinitely jealous of whoever pulls a foil Kolaghan). The art is so good, I might just make a RB Commander deck just to look at her all the time. Haste is an effect that I consistently underestimate, especially if you can give it to your big guys. Kozilek, Butcher of Truth is the first example to come to my mind.
Most of these arguments against her are completely unreasonable especially when them mention "oh aggro doesnt need this haste or a body this big." Its like everyone has forgotten about Jund as a powerful midrange deck. Every card you play in that deck is a major threat and it probably has the support in the upcoming sets. Thunderbreak Regent is incredibly powerful. Giving haste to cards like these are a force to reckoned with. It not even unheard of to reach these cards early do to ramp in this sort of deck. I feel like most people who have something negative to say about her were expecting something completely different and feel jaded. That doesn't stop this from being a very solid constructed playable card.
Dammit, I just realized the flavor behind the ability.
Mardu(And assumedly Kolaghan) warriors would choose their war name when proven in battle. This punishes a person for not choosing a unique warname, and instead ponying on the glory of someone else by choosing their war name. Awesome.
CAPS DOES NOT MEAN YOU WIN THE ARGUMENT
What I'm trying to say is, for a 6-drop, the -10 life clause on Kolaghan is not exactly going to win you the game because your opponent should be killing Kolaghan with a removal spell anyway. If there is no removal, then a hasty 6/5 means sudden death.
Even if they survive only one turn before dying to removal, Siege Rhino gives a 6 point life swing and is 2 mana cheaper. Elspeth gives 3 1/1s. Kolaghan usually will only do 6 in haste damage before dying, which is same as Siege Rhino.
Take Ruric Thar, the Unbowed - you can Path or Doom blade Ruric (and you should), but you'll still take 6. You should Path or Downfall Kolaghan, but you suffer no penalty for doing so.
There, do you understand that the point I'm trying to make is a bit more nuanced than "dies to removal", now?
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
And what I am trying to explain to you is that if you only look at a card in the absolute worst case scenario, every card is bad. You could have every win condition in every deck ever printed in your grip and it would be pointless if they have the stuff to counter or kill it.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
It is and it isn't.
Removal is always going to exist. Right now removal is highly conditional. The best removal in the format is Hero's Downfall, Bile Blight, Murderous Cut, Valorous Stance and Stoke the Flames
Dodging 2/5 of the formats best removal is a good starting point. Even if they have the removal in hand that doesn't mean your opponent will have the mana untapped to play it. These spells are also taxed really hard by 3-4 mana threats right now.
Having haste and flying is a big deal. Stormbreath is played just because of these 2 abilities. The rest of the card could be blank and he's still would see play. So we already have precedence that flying + haste is good enough to be played.
She is efficient in the P/T ratio to mana cost. Will end games quickly if left unchecked. Your opponent has to play around her 10 life clause. Seems like a very powerful card to me.
B/R decks would really like Kolaghan -- either version -- since they are usually about applying near constant pressure on an opponent. These dragons do that very nicely.
The world is on fire
and you are here to stay and burn with me.
She is just a 6/5 fly haste for 6, both other abilities are pretty weak and rarely relevant.
The global haste is relevant only on aggressive decks... that rarely uses drop 6. The 10 damage ability is also very easy to play around, at best it might buy some time, since it trigger when cast, then you will never be able to trick your opponent with some instant speed shenanigan (Chord for example).
Let's face the facts: people will never be able to deal the 10 damage, unless your opponent makes an begginer mistake or it will make the opponent revert the game in his favor. If it was a bolt on every spell it would be better than what it is now (it would at last bolt once your opponent).
In the end she is just a 6/5 fly haste for 6 with two mediocre abilities that are rarely relevant. Is a Rorix Bladewing enough to see play?
She's Playable...very playable. a 6/5 Hasty flyer, that comes down after early turn disruption? That's classic Black/Red deck building 101.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Standard: UGB Hardened Skulker
Commander:
GWU Jenara, Asura of War
WUBRG Progenitus / Allies
UBR Scry / Mill
WUB Dakkon Landfall
Mardu(And assumedly Kolaghan) warriors would choose their war name when proven in battle. This punishes a person for not choosing a unique warname, and instead ponying on the glory of someone else by choosing their war name. Awesome.