There is no discount associated with the madness cost. To get the same effect with the madness as just casting it still costs 5 mana. The madness does nothing other than offer flexibility.
Flexibility is good. Not every card with a madness cost is (or should be) at a discount.
I thought there were no hydras on Innistrad. That's more of a mythical creature rather than a horror trope.
Indeed, the idea of multihead worm hydra is good, but need something more, maybe hydra horror type and a flavor text where we can see something like "this strange energy is changing not only the minds, but the bodies of all creatures in Innistrad. blablabla serpent/worm blablabla monstruos hungry hydra"
I mean, they found a way to shoehorn dragons into their gothic horror plane last time around, seeing a hydra this time doesn't really surprise me. At least we've avoided dragons in the return (I think, besides like the drake card).
its a vanilla creature with reach that might became bigger
No, it isn't
It fetches *any* land from your library and puts it into play.
It isn't the best card ever printed, but it's hardly "vanilla".
Quite right!
Vanilla "with reach" is an oxymoron. IF you're going to ignore the part that makes it good (Sylvan Scrying that puts it directly into play), at LEAST use its proper name "French Vanilla"
This is a Reap and Sow (3G) with only the reap option, with an X/X reach creature attached (for 1G)- which is likely to be pretty good on a cost/size ratio - and can be blinked for extra value. It's not great, and probably not standard usable (unless reach is a big deal), but its a pretty decent creature. I'll certainly be putting it in my Riku commander deck - since the other, similar, green dudes are banned. It's a pretty unique ability since Reap and Sow is the ONLY card that can fetch, and immediately put into play, ANY land.
Green is reduced to a utility color yet again. You have to splash it to run Arlinn Kord or Dromoka's Command or some other powerful gold card but what does green really have left?
Don't. Before Collected Company decks and Abzan, we had G Devotion and GR Monstrosity, and before that, we had GR Zoo, and before that, we had many Midrange ddecks with Thragtusk.
Green has been amongst the top decks for quite some time, and Green players are doing just fine IMO.
As for the cards... well, they seem fine. Uvenwald Hydra is a fixed Primetime, as the article states, and it was necessary because Primetime is busted in casual formats and needed an "fair" replacement. Probably nowhere near Standard. From Under the Floorboardscould get there. The lifegain is really relevant, but in order to be playable, Control decks would need to go the Madness route, and that Madness trigger would need to be Instant speed for flexibility. I don't think that will be happening anytime soon, but I could be wrong. Creeping Dread probably cost 1 too much to see play, but I think it's surprisingly pretty good. Losing 3 life is always relevant, even when situational, and there are ways to make your discard work in you favor. I would love this in many Graveyard oriented Commander decks.
I so wish creeping dead was a Xombie with power and toughness equal to the number of zombies in play, and came in with 2 or x 2/2 zombies. So much possibility. Oh well this is not that card.
As it is, I love it and will play it.
Green mythic 6 drop misses the mark again. It is mythic and green, can't it be double the number of lands you have in play? Any land is cool, but 6/6 or or 7/7 reach is worth about 4 mana. With things like Oblivion Sower and Worldbreaker around this is just bad. Maybe if it had a madness rampant growth?
Well, the hydra is nothing to get excited about, but any land makes it kind of playable. But I'm trying to find a reason why this won't happen when it attacks - I do not find one. Given as it is, it should have been a normal rare.
I like Creeping Dread. I've always enjoyed me some Discard type strategies. The fact that it can randomly do 3 damage is fun for some casual play too, especially that moment before everyone reveals. I live for those types of moments.
I know you selected hydra as the green staple creature but... enough already?
All these hydras always feel so interchangeable. This one fetch a land... yay? When was the last time an hydra ended-up constructed playable? Even the one that looked great on paper, like genesis hydra only got a little play then was left on the wayside. Wizards just keeps displaying an utter lack of imagination in their design.
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Green mythic 6 drop misses the mark again. It is mythic and green, can't it be double the number of lands you have in play? Any land is cool, but 6/6 or or 7/7 reach is worth about 4 mana. With things like Oblivion Sower and Worldbreaker around this is just bad. Maybe if it had a madness rampant growth?
Really, a 6/6 or 7/7 with reach for 4 mana? REALLY? And you want this to be a 10/10 with Reach for 5? Dude....
The Hydra is fine, comparing it to PrimeTime is unfair sicne the titan was busted and is even banend in commandder so the Hydra is the only creature that can fetch any lands so thats something for him.
Well, the hydra is nothing to get excited about, but any land makes it kind of playable. But I'm trying to find a reason why this won't happen when it attacks - I do not find one. Given as it is, it should have been a normal rare.
Because Primeval Titan was a mistake.
Yes, it was - but there's a difference in ONE or TWO lands, isn't it? I guess one land a turn from an unanswered green mythic would've been fine.
You're seriously undervaluing what grabbing ANY land means. There are some really powerful nonbasics that being able to grab from every single turn would be nuts.
I was kind of hoping the hydra was going to be non-green for once, seriously when are we going to get another mono black or red hydra? After that it is alright, just REALLY unexciting, especially when put next to From Under the Floorboards. At least the other green mythic card feels a bit more exciting.
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Flexibility is good. Not every card with a madness cost is (or should be) at a discount.
I mean, they found a way to shoehorn dragons into their gothic horror plane last time around, seeing a hydra this time doesn't really surprise me. At least we've avoided dragons in the return (I think, besides like the drake card).
Take a better look at the art, that's the hydra's tail.
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Quite right!
Vanilla "with reach" is an oxymoron. IF you're going to ignore the part that makes it good (Sylvan Scrying that puts it directly into play), at LEAST use its proper name "French Vanilla"
This is a Reap and Sow (3G) with only the reap option, with an X/X reach creature attached (for 1G)- which is likely to be pretty good on a cost/size ratio - and can be blinked for extra value. It's not great, and probably not standard usable (unless reach is a big deal), but its a pretty decent creature. I'll certainly be putting it in my Riku commander deck - since the other, similar, green dudes are banned. It's a pretty unique ability since Reap and Sow is the ONLY card that can fetch, and immediately put into play, ANY land.
Custom Set
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Den Protector?
I really liked Warden of the First Tree, good early and late. Not just the 6 drop big dumb monster.
Green has been amongst the top decks for quite some time, and Green players are doing just fine IMO.
As for the cards... well, they seem fine. Uvenwald Hydra is a fixed Primetime, as the article states, and it was necessary because Primetime is busted in casual formats and needed an "fair" replacement. Probably nowhere near Standard.
From Under the Floorboards could get there. The lifegain is really relevant, but in order to be playable, Control decks would need to go the Madness route, and that Madness trigger would need to be Instant speed for flexibility. I don't think that will be happening anytime soon, but I could be wrong.
Creeping Dread probably cost 1 too much to see play, but I think it's surprisingly pretty good. Losing 3 life is always relevant, even when situational, and there are ways to make your discard work in you favor. I would love this in many Graveyard oriented Commander decks.
As it is, I love it and will play it.
Green mythic 6 drop misses the mark again. It is mythic and green, can't it be double the number of lands you have in play? Any land is cool, but 6/6 or or 7/7 reach is worth about 4 mana. With things like Oblivion Sower and Worldbreaker around this is just bad. Maybe if it had a madness rampant growth?
Because Primeval Titan was a mistake.
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Oh, and it has trample if you want it to have trample: Kessig Wolf Run.
I would really really consider not underrating hydra
For 1 reason don't forget the Eldrazi Displacer to get more lands and you can get the shock and fetch lands
But yea wants preventing the immense value is that it does not have trample. Next time make the hydra have trample not reach.
I know you selected hydra as the green staple creature but... enough already?
All these hydras always feel so interchangeable. This one fetch a land... yay? When was the last time an hydra ended-up constructed playable? Even the one that looked great on paper, like genesis hydra only got a little play then was left on the wayside. Wizards just keeps displaying an utter lack of imagination in their design.
I get that the Hydra isn't exciting,
but it's also not *bad*.
Reprint Stasis!
Control needs more love.
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In more ways than one... snip, snip.
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In a set full of fliers, Reach makes plenty of sense.
Really, a 6/6 or 7/7 with reach for 4 mana? REALLY? And you want this to be a 10/10 with Reach for 5? Dude....
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You're seriously undervaluing what grabbing ANY land means. There are some really powerful nonbasics that being able to grab from every single turn would be nuts.
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