Aaaaaand the one thing I was hoping they would not print they printed (a low cost efficient repeatable discard outlet like mongrel). Thankfully not too many out of control madness cards so might not get off the ground, or at least I hope... eh what the heck I'll build it.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
If I come away from EMN with only a playset of every green uncommon I will have improved my existing decks more than just about every expansion in memory. Between this, the Savannah Wolf, the Death Mongoose... low-cost green stompy's having a field day.
If we had some good green pump cards we could play Stompy green.
People are incredibly, almost comically, bad at telling when art has a lot of "computer generated" or "CGI" elements. I think a lot of people genuinely think that bright color = computer generated effect.
If I come away from EMN with only a playset of every green uncommon I will have improved my existing decks more than just about every expansion in memory. Between this, the Savannah Wolf, the Death Mongoose... low-cost green stompy's having a field day.
If we had some good green pump cards we could play Stompy green.
You could already do this in modern with lotleth troll
Ok, but now you can play this and the troll to combo off easier?
yes it will help dredgevine deck in modern but how in the hell are you swinging for 12 on turn 2?
(i have the deck since like 5years and it never happened once)
turn 1, land, mana dork
turn 2 land, noose constrictor, discard your 3 vengevine if by any chance you had them in your hand and then what? you didnt cast 2 creatures spell......
only way i see this happening is
turn 1 land, insolent neonate discarding golgari grave-troll (draw)dredge for 6 and by extreme luck you put a gravecrawler and 2 to 4 vengevine in your yard.
turn 2 land, cast gravecrawler and any 1 mana creatures, swing with all vengegine who came back.
the snake is awesome but i really wanna know how you swing for 12 on turn 2 with him, i might be missing something
turn 1, land, mana dork
turn 2 DRAW A CARD I listed, land, noose constrictor, discard your 3 vengevine, play mana dork.
You have to draw one of the 8 cards I listed for turn 2. Yeah, it's super rare, but it could happen. And a more likely scenario is to just get two Vengevines onto the battlefield than 3, but 3 is possible if you draw that 2nd land, 2nd mana dork, or 3rd Vengevine.
Other scenarios, you could play Hangarback Walker for 0 to trigger the 2nd creature on turn 2. This also gets you closer to delirium for Traverse the Ulvenwald, which might be worth testing.
You could already do this in modern with lotleth troll
Ok, but now you can play this and the troll to combo off easier?
yes it will help dredgevine deck in modern but how in the hell are you swinging for 12 on turn 2?
(i have the deck since like 5years and it never happened once)
turn 1, land, mana dork
turn 2 land, noose constrictor, discard your 3 vengevine if by any chance you had them in your hand and then what? you didnt cast 2 creatures spell......
only way i see this happening is
turn 1 land, insolent neonate discarding golgari grave-troll (draw)dredge for 6 and by extreme luck you put a gravecrawler and 2 to 4 vengevine in your yard.
turn 2 land, cast gravecrawler and any 1 mana creatures, swing with all vengegine who came back.
the snake is awesome but i really wanna know how you swing for 12 on turn 2 with him, i might be missing something
turn 1, land, mana dork
turn 2 DRAW A CARD I listed, land, noose constrictor, discard your 3 vengevine, play mana dork.
You have to draw one of the 8 cards I listed for turn 2. Yeah, it's super rare, but it could happen. And a more likely scenario is to just get two Vengevines onto the battlefield than 3, but 3 is possible if you draw that 2nd land, 2nd mana dork, or 3rd Vengevine.
Other scenarios, you could play Hangarback Walker for 0 to trigger the 2nd creature on turn 2. This also gets you closer to delirium for Traverse the Ulvenwald, which might be worth testing.
Tbh I don't see Wild Mongrel 2.0 doing a lot. It's not the right colour in standard, and Lotleth Troll does a pretty similar impression of it already in modern. I feel like it was the Wind Mongrel's ability to change colour combined with some very efficient madness cards which made it great, both of which are absent from this card/meta.
Tbh I don't see Wild Mongrel 2.0 doing a lot. It's not the right colour in standard, and Lotleth Troll does a pretty similar impression of it already in modern. I feel like it was the Wind Mongrel's ability to change colour combined with some very efficient madness cards which made it great, both of which are absent from this card/meta.
Are you seriously playing Declaration in Stone in Modern? Vengevine isn't Standard legal, so we're clearly talking about Modern.
Maelstrom pulse just allows us to use the combo again, because they are in the graveyard. If we're on the play we still get the Vengevines out for 2 full turns.
In any event, I don't see this card getting much use, even in Standard. Wild Mongrel was good back in the day because all the good madness was in Green/Blue. Now all the madness is in Black/Red. Green/Blue Threshold was good in ODD/TOR too, so maybe this will give Green/Black Delirium some love, but to be honest I think the BG trample guy (Grim Reaver or whatever it was called) already fills the role AND the same mana curve. Maybe as a sideboard against fliers because of the Reac.
Are you seriously playing Declaration in Stone in Modern? Vengevine isn't Standard legal, so we're clearly talking about Modern.
Maelstrom pulse just allows us to use the combo again, because they are in the graveyard. If we're on the play we still get the Vengevines out for 2 full turns.
It was uh, just meant as an off-the-cuff quip. Obviously I don't expect people to play Declaration in Stone in modern. I was just highlighting that any wrath effect will hurt in that scenario quite a bit, as you'll need to cast two creatures again on a single turn from being hellbent. But eh, was just a quip and nothing more.
In any event, I don't see this card getting much use, even in Standard. Wild Mongrel was good back in the day because all the good madness was in Green/Blue. Now all the madness is in Black/Red. Green/Blue Threshold was good in ODD/TOR too, so maybe this will give Green/Black Delirium some love, but to be honest I think the BG trample guy (Grim Reaver or whatever it was called) already fills the role AND the same mana curve. Maybe as a sideboard against fliers because of the Reac.
Yep. I agree. I like that they have decided to print it, but I think they have because they know it is safe to. Still, it's a great card for Timmy, which in my books makes me happy it was re-printed (or functionally re-printed, I suppose).
You could already do this in modern with lotleth troll
Ok, but now you can play this and the troll to combo off easier?
yes it will help dredgevine deck in modern but how in the hell are you swinging for 12 on turn 2?
(i have the deck since like 5years and it never happened once)
turn 1, land, mana dork
turn 2 land, noose constrictor, discard your 3 vengevine if by any chance you had them in your hand and then what? you didnt cast 2 creatures spell......
only way i see this happening is
turn 1 land, insolent neonate discarding golgari grave-troll (draw)dredge for 6 and by extreme luck you put a gravecrawler and 2 to 4 vengevine in your yard.
turn 2 land, cast gravecrawler and any 1 mana creatures, swing with all vengegine who came back.
the snake is awesome but i really wanna know how you swing for 12 on turn 2 with him, i might be missing something
turn 1, land, mana dork
turn 2 DRAW A CARD I listed, land, noose constrictor, discard your 3 vengevine, play mana dork.
You have to draw one of the 8 cards I listed for turn 2. Yeah, it's super rare, but it could happen. And a more likely scenario is to just get two Vengevines onto the battlefield than 3, but 3 is possible if you draw that 2nd land, 2nd mana dork, or 3rd Vengevine.
Other scenarios, you could play Hangarback Walker for 0 to trigger the 2nd creature on turn 2. This also gets you closer to delirium for Traverse the Ulvenwald, which might be worth testing.
Tbh I don't see Wild Mongrel 2.0 doing a lot. It's not the right colour in standard, and Lotleth Troll does a pretty similar impression of it already in modern. I feel like it was the Wind Mongrel's ability to change colour combined with some very efficient madness cards which made it great, both of which are absent from this card/meta.
1. Assuming I hit for 16 on turn 2, you Declaration in Stone for your turn 2. My turn 3, I draw a card, tap 2 mana to sac a clue, draw a 2nd card, pitch the two cards to Noose Constrictor, swing for 4.
2. If I'm on the play you won't even have mana for Maelstrom Pulse unless you ran out a mana dork, but as stated, pulse is only a temporary set back as the Vengevines go into the graveyard, and let's not forget I still have the Noose Constrictor in play to attack on turn 3.
...kidding aside, i hate the art because it looks like computer generated generic trash, and feels too bright and sunny for a gothic horror plane now suffering from a case of eldritch horror.
Check out the hi-res piece the artist linked a few pages back. The skull still looks a bit cgi (I think because the shadows are so harsh), but the snake and jungle look pretty darn good.
Confront the Unknown is decent if you have Tireless Tracker. It's almost always as good as Giant Growth and often better (especially if also playing Uvenwild Mysteries
turn 1, land, mana dork
turn 2 DRAW A CARD I listed, land, noose constrictor, discard your 3 vengevine, play mana dork.
You have to draw one of the 8 cards I listed for turn 2. Yeah, it's super rare, but it could happen. And a more likely scenario is to just get two Vengevines onto the battlefield than 3, but 3 is possible if you draw that 2nd land, 2nd mana dork, or 3rd Vengevine.
Other scenarios, you could play Hangarback Walker for 0 to trigger the 2nd creature on turn 2. This also gets you closer to delirium for Traverse the Ulvenwald, which might be worth testing.
Imagine this opening hand: Land, Land, Hangarback Walker, Noose Constrictor, Vengevine, Vengevine, Vengevine
Turn 1: land
Turn 2: draw 4th Vengevine, land, Noose Constrictor, discard 4 Vengevine, play Hangarback for 0, swing for 16.
I play Maelstrom Pulse on your Vengevine. :P. Or perhaps even Declaration in Stone.
Tbh I don't see Wild Mongrel 2.0 doing a lot. It's not the right colour in standard, and Lotleth Troll does a pretty similar impression of it already in modern. I feel like it was the Wind Mongrel's ability to change colour combined with some very efficient madness cards which made it great, both of which are absent from this card/meta.
Are you seriously playing Declaration in Stone in Modern? Vengevine isn't Standard legal, so we're clearly talking about Modern.
Maelstrom pulse just allows us to use the combo again, because they are in the graveyard. If we're on the play we still get the Vengevines out for 2 full turns.
In any event, I don't see this card getting much use, even in Standard. Wild Mongrel was good back in the day because all the good madness was in Green/Blue. Now all the madness is in Black/Red. Green/Blue Threshold was good in ODD/TOR too, so maybe this will give Green/Black Delirium some love, but to be honest I think the BG trample guy (Grim Reaver or whatever it was called) already fills the role AND the same mana curve. Maybe as a sideboard against fliers because of the Reac.
It was uh, just meant as an off-the-cuff quip. Obviously I don't expect people to play Declaration in Stone in modern. I was just highlighting that any wrath effect will hurt in that scenario quite a bit, as you'll need to cast two creatures again on a single turn from being hellbent. But eh, was just a quip and nothing more.
Yep. I agree. I like that they have decided to print it, but I think they have because they know it is safe to. Still, it's a great card for Timmy, which in my books makes me happy it was re-printed (or functionally re-printed, I suppose).
1. Assuming I hit for 16 on turn 2, you Declaration in Stone for your turn 2. My turn 3, I draw a card, tap 2 mana to sac a clue, draw a 2nd card, pitch the two cards to Noose Constrictor, swing for 4.
2. If I'm on the play you won't even have mana for Maelstrom Pulse unless you ran out a mana dork, but as stated, pulse is only a temporary set back as the Vengevines go into the graveyard, and let's not forget I still have the Noose Constrictor in play to attack on turn 3.
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