U/B players are praying for Silumgar's command not to suck.Actually i think everyone is praying for it.It will sadly have one of the options to mill but i hope not
Considering that the commands so far have had two mono-color choices with no dual-color modes, I'm pretty hopeful that there won't be any mill at all. One of the modes might be "Thought Scour yourself", but it seems like we don't have to worry about pure mill.
It'll probably have Tome Scour as one of the modes...
When I first saw Atarka's Command, I thought it had the same casting cost as Ojutai's Command. Then I saw that it only cost 2. This thing is awesome, and its a card that any player of any skill level can see value in.
I don't know what I like more: dropping lands instantly and slapping each of my opponents in the face or slapping all my opponents in the face because someone tried to gain life when I didn't want them to.
This is the chase rare of the set. Seriously, if this doesn't see modern and standard play I will eat my hat. I wouldn't even be suprised if it sees legacy play.
As I'm sure this has already been mentioned, this card is broken in modern. Burn just keeps getting better and better. They're already running green for destructive revelry out the side.
Here have skullcrack 5-8 oh and by the way if the life gain is irrelevant dome your opponent for 3 and pump your goblin guide + swiftspear (+ trigger) and have a 2 mana hit you for 6 damage.
T1 Goblin guide (2)
T2 Swiftspear x 2 (4) (6 total)
T3 Command (12) (20 total)
Turn 3 kill and you're not even living in magical christmas land needing 4 cards in your opening 9 or 10 cards. Plus you even have 1 mana left over on turn 3 to bolt a blocker or w/e. Even if you only have 1 guide and 1 swiftspear a 3 damage spell on turn 2 (or rift bolt suspend) is still 18 damage on turn 3 which likely kills your opponent in the face of all the fetches.
I am not looking forward to modern burn matches that is 100% sure.
Farseek was a card that both aggro, and control played though. Granted, this isn't -as- good as a Farseek effect on its own, but it's a really nice bonus when it's relevant, and a lightning bolt for each opponent's face is not irrelevant.
The number of options you get from this card at its mana cost is really appealing. The fact that one of the options is always on (burning for 3 without targeting) means it could see some serious play in both aggro decks and ramp decks. Playing an extra land and nailing your opponent for 3 damage seems really rad, especially when done at Instant speed. Really solid card.
this card is playable in standard and modern burn if they are willing to splash green, but lets understand right now that the land ability makes no sense and will almost never be used. the other abilities are bad in decks that want ramp.
this card is playable in standard and modern burn if they are willing to splash green, but lets understand right now that the land ability makes no sense and will almost never be used. the other abilities are bad in decks that want ramp.
Not if the land ability triggers all the Landfall sweetness absolutely guaranteed to be coming next set!!!
I feel like the land ability maybe is being disregarded a bit too much, if you use it early in burn you can fire off more spells earlier in the game when you're least likely to get disrupted by things like negate etc. I think its a very live mode for this card even in burn.
, I'd say that's weaksauce. Mass pump is more about offense than defense, so reach is a bit antagonistic with it, but it might be the closest reach comes to original design. Ever. The "can't gain life" is also niche. But I suppose "bolt everybody" has some use.
On the other hand, it only costs two mana, so there's that. And given what I said above, "bolt + Explore without the cantrip" might be worth something.
Private Mod Note
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Rollback Post to RevisionRollBack
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!
As I'm sure this has already been mentioned, this card is broken in modern. Burn just keeps getting better and better. They're already running green for destructive revelry out the side.
Here have skullcrack 5-8 oh and by the way if the life gain is irrelevant dome your opponent for 3 and pump your goblin guide + swiftspear (+ trigger) and have a 2 mana hit you for 6 damage.
T1 Goblin guide (2)
T2 Swiftspear x 2 (4) (6 total)
T3 Command (12) (20 total)
Turn 3 kill and you're not even living in magical christmas land needing 4 cards in your opening 9 or 10 cards. Plus you even have 1 mana left over on turn 3 to bolt a blocker or w/e. Even if you only have 1 guide and 1 swiftspear a 3 damage spell on turn 2 (or rift bolt suspend) is still 18 damage on turn 3 which likely kills your opponent in the face of all the fetches.
I am not looking forward to modern burn matches that is 100% sure.
This post kind of opened my eyes. People are looking at this as a slightly better Skullcrack. You can't ignore the +1/+1 anthem mode. Even with just two creatures attacking it effectively does 5 damage with the bolt mode. And in burn mirrors the +1/+1 could turn combat upside-down in your favor.
I'll point out a negative, however. This does not help you against Master of Waves or Kor Firewalker like Skullcrack does with its anti-damage-prevention.
In any case this'll be a player in standard and modern. Big ups.
Wow... it really says to each opponent. Omg, this thing is going to be crazy in modern.
It'll probably have Tome Scour as one of the modes...
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How is it too red? The first two abilities are red, the last 2 are green.
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Here have skullcrack 5-8 oh and by the way if the life gain is irrelevant dome your opponent for 3 and pump your goblin guide + swiftspear (+ trigger) and have a 2 mana hit you for 6 damage.
T1 Goblin guide (2)
T2 Swiftspear x 2 (4) (6 total)
T3 Command (12) (20 total)
Turn 3 kill and you're not even living in magical christmas land needing 4 cards in your opening 9 or 10 cards. Plus you even have 1 mana left over on turn 3 to bolt a blocker or w/e. Even if you only have 1 guide and 1 swiftspear a 3 damage spell on turn 2 (or rift bolt suspend) is still 18 damage on turn 3 which likely kills your opponent in the face of all the fetches.
I am not looking forward to modern burn matches that is 100% sure.
Landfall is coming back.
Not if the land ability triggers all the Landfall sweetness absolutely guaranteed to be coming next set!!!
(....maybe....)
Sigh...
On the other hand, it only costs two mana, so there's that. And given what I said above, "bolt + Explore without the cantrip" might be worth something.
On phasing:
This post kind of opened my eyes. People are looking at this as a slightly better Skullcrack. You can't ignore the +1/+1 anthem mode. Even with just two creatures attacking it effectively does 5 damage with the bolt mode. And in burn mirrors the +1/+1 could turn combat upside-down in your favor.
I'll point out a negative, however. This does not help you against Master of Waves or Kor Firewalker like Skullcrack does with its anti-damage-prevention.
In any case this'll be a player in standard and modern. Big ups.