Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Perhaps you aren't entirely off target where standard is concerned, but any storm enablers in any format make a card like this playable to go big. In a format without rituals? Yeah it might see no play. But when the cards you are drawing are either rituals or paying for themselves like wild cantor / manamorphose, its different
Lully, in the right deck, this card is hands down nuts, and in a deck with less ramp, you choose the best cards to play and get to dig deeper. This is a really good card. In many formats.
Perfectly within the color pie for red. I love that red gets this type of card draw from a flavor standpoint, and this card is well designed. Thumbs up, Wizards!
That is pretty damn good, best version of this style of red quasi draw yet. You can use it on your turn to get a land and maybe a cheap spell and then follow it up with a huge next turn. Or you can cast it at the end of your opponents turn maximizing the surprise factor. With a deck full of cheap burn this has the potential to be pretty insane.
Indeed, at the minimum, it encourages more red featuring control decks in standard. When I have 11 mana, and really need to dissolve a play, the ability to dig 6 deep and still have playables in my turn... still hope this and black one mean a cycle.
Card seems nuts but I'm not sure there is a deck for it. Most red decks won't have the mana to make it worth while and control will rarely want to cast it. Jeskia control could maybe use this once it has gonnet control so it can burn out the opponent but that doesn't seem much stronger than a dig through time. I guess we will have to wait and see. Maybe big red will become a thing.
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Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Not cards, spells. Don't forget that ordinary card draw hits about 40% land, and usually some percentage of irrelevant spells. You need to adjust the equivalent number of cards drawn from this up accordingly.
I think this card seems on the border of broken. In standard various red decks are probably happy to cast this for X >= 2 (though with dig and cruise around its amount of expected use is a bit less clear), especially with Stoke around, and gain a bunch of inevitability.
But outside of standard it seems like it has the potential to make storm more consistent in modern at the cost of going off slightly later on average, as well as perhaps making burn less likely to lose from bad top decking, though that seems slightly more fringe than the storm usage. I hate this card, but I always hate it when red gets any good cards. Red and blue are the two colors that least need new good stuff and always seem to be the two colors that actually get it.
Well, thank goodness for these spoilers today. After the junk on the Wizards site, seeing stuff like this and Damnable Pact feels like there's still hope for cool cards.
Also, I do think this is a cool card. It probably isn't going to see too much constructed play, but if Control Red does become a thing with Crater Elemental and stuff, having a reserve of cards for a turn to help make sure you don't run out of gas. I like it, I just don't expect to see it sadly.
Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Not cards, spells. Don't forget that ordinary card draw hits about 40% land, and usually some percentage of irrelevant spells. You need to adjust the equivalent number of cards drawn from this up accordingly.
I'm not sure what you are trying to say here. If you cast this at x=3+ you get land, spell, and maybe one more spell. I count 3 in the best case scenario. You're pretty boned if you get multiple lands :/ Also, I can see how a storm deck could "go off" with this card, but that deck "goes off" with any number of card combinations. Did it really need this?
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My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Also, I can see how a storm deck could "go off" with this card, but that deck "goes off" with any number of card combinations. Did it really need this?
What I see it doing is making it almost impossible for the deck to fizzle when it tries to go off.
One mana too expensive for Standard, two mana too expensive for Modern.
Saying 'looks good in EDH' is just a polite way of saying 'This is a dollar rare at best, but one I'm determined to try for a few weeks until the next interesting dollar rare takes its place'.
Mmmmm good on end step opponent's turn... Seems good in modern storm imo, in EDH it's sweet to look for something game-ending or dig for your combo piece, or even respond to a desperate situation. Even at X=1, this is pretty much strictly better than Act on Impulse.
dang, I actually dislike this card a bit. It seems dangerously blue for a red card. Lot of digging power for red in this spell, something about that just doesn't sit well with me.
Good! Now you know how we feel! Why is strangleroot geist, snapcaster mage, and rancor not red cards? Even force of will was going to be red. Red always gets shafted by color bleed. But now exiling cards that you can play is firmly red. Red needed something to do besides damage.
dang, I actually dislike this card a bit. It seems dangerously blue for a red card. Lot of digging power for red in this spell, something about that just doesn't sit well with me.
Good! Now you know how we feel! Why is strangleroot geist, snapcaster mage, and rancor not red cards? Even force of will was going to be red. Red always gets shafted by color bleed. But now exiling cards that you can play is firmly red. Red needed something to do besides damage.
Red should have fading, rampage and sweep. After all, they are very flavorwise red abilities, rewarding short term gains and berserking :^)
We can give the innocuous things like affinity and cantripping to blue, they like to mess with tokens and draw cards after all
Another good card! Especially after yesterday's spoilers I was a bit bummed out, but this has a lot of potential.
I also like this form of red draw, and this is the first iteration that seems genuinely playable, almost entirely due to the "next turn" phrasing ( which, like a number on this thread, I missed the first read through ).
Two similar black and red cards spoiled... I wonder if this a cycle? It would be kinda depressing if the white one is Sphinx's Revelation without the card draw, which I suspect it will be.
Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Not cards, spells. Don't forget that ordinary card draw hits about 40% land, and usually some percentage of irrelevant spells. You need to adjust the equivalent number of cards drawn from this up accordingly.
I'm not sure what you are trying to say here. If you cast this at x=3+ you get land, spell, and maybe one more spell. I count 3 in the best case scenario. You're pretty boned if you get multiple lands :/ Also, I can see how a storm deck could "go off" with this card, but that deck "goes off" with any number of card combinations. Did it really need this?
Any deck that wants to play since card will be jumping for joy for the fact that they just dodged three land drops in a row, but still get to play one of them. The chances of going three land are no worse than drawing 3 land off of Ancestral Recall.
[quote from="Dire Wombat »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/599428-commune-with-the-lava?comment=35"][quote from="Lully »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/599428-commune-with-the-lava?comment=26"]Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Any deck that wants to play since card will be jumping for joy for the fact that they just dodged three land drops in a row, but still get to play one of them. The chances of going three land are no worse than drawing 3 land off of Ancestral Recall.
Uhhh... recall lets you keep the lands though. The point of this spell is to play the cards. Being happy you used mana to mill past lands is really looking at the bright side.
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My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Two similar black and red cards spoiled... I wonder if this a cycle? It would be kinda depressing if the white one is Sphinx's Revelation without the card draw, which I suspect it will be.
White doesn't get card draw like that though. You are probably speaking about Blue.
Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Somewhere between mediocre and garbage can. You will only get a max of three cards off of this spell, regardless of the deck, amount of mana spent, or point in the game. Generally, this is a worse weave fate. Even if you go for x=3+ the odds that you can use all of the cards are stacked against you.
Storm would so have a use for it. Its practically made for such shenanigans.
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Perhaps you aren't entirely off target where standard is concerned, but any storm enablers in any format make a card like this playable to go big. In a format without rituals? Yeah it might see no play. But when the cards you are drawing are either rituals or paying for themselves like wild cantor / manamorphose, its different
At least we know what happened to the efreet now.
Machius proudly supports R_E's right to Rumour!
Not cards, spells. Don't forget that ordinary card draw hits about 40% land, and usually some percentage of irrelevant spells. You need to adjust the equivalent number of cards drawn from this up accordingly.
But outside of standard it seems like it has the potential to make storm more consistent in modern at the cost of going off slightly later on average, as well as perhaps making burn less likely to lose from bad top decking, though that seems slightly more fringe than the storm usage. I hate this card, but I always hate it when red gets any good cards. Red and blue are the two colors that least need new good stuff and always seem to be the two colors that actually get it.
Also, I do think this is a cool card. It probably isn't going to see too much constructed play, but if Control Red does become a thing with Crater Elemental and stuff, having a reserve of cards for a turn to help make sure you don't run out of gas. I like it, I just don't expect to see it sadly.
I'm not sure what you are trying to say here. If you cast this at x=3+ you get land, spell, and maybe one more spell. I count 3 in the best case scenario. You're pretty boned if you get multiple lands :/ Also, I can see how a storm deck could "go off" with this card, but that deck "goes off" with any number of card combinations. Did it really need this?
Feel free to tell me yours!
What I see it doing is making it almost impossible for the deck to fizzle when it tries to go off.
Saying 'looks good in EDH' is just a polite way of saying 'This is a dollar rare at best, but one I'm determined to try for a few weeks until the next interesting dollar rare takes its place'.
R Feldon of the Third Path EDH R
X Kozilek, the Great Distortion EDH X
B Sidisi Ad Nauseam Combo EDH B
Good! Now you know how we feel! Why is strangleroot geist, snapcaster mage, and rancor not red cards? Even force of will was going to be red. Red always gets shafted by color bleed. But now exiling cards that you can play is firmly red. Red needed something to do besides damage.
Red should have fading, rampage and sweep. After all, they are very flavorwise red abilities, rewarding short term gains and berserking :^)
We can give the innocuous things like affinity and cantripping to blue, they like to mess with tokens and draw cards after all
Another good card! Especially after yesterday's spoilers I was a bit bummed out, but this has a lot of potential.
I also like this form of red draw, and this is the first iteration that seems genuinely playable, almost entirely due to the "next turn" phrasing ( which, like a number on this thread, I missed the first read through ).
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
I like the digging effect for red but if the removed play for free it's OP
Two similar black and red cards spoiled... I wonder if this a cycle? It would be kinda depressing if the white one is Sphinx's Revelation without the card draw, which I suspect it will be.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
Any deck that wants to play since card will be jumping for joy for the fact that they just dodged three land drops in a row, but still get to play one of them. The chances of going three land are no worse than drawing 3 land off of Ancestral Recall.
God, damn it. They warned me the devil would be handsome....
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Uhhh... recall lets you keep the lands though. The point of this spell is to play the cards. Being happy you used mana to mill past lands is really looking at the bright side.
Feel free to tell me yours!
White doesn't get card draw like that though. You are probably speaking about Blue.
I'm with Lully on this one.
Storm would so have a use for it. Its practically made for such shenanigans.