Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
I feel it's important to point out that if you cast this off of 5 land you can get 2x Shrine of the Forsaken Gods putting you at a potential 10 mana on untap for newlamog. It also can be cashed in for card advantage through Sanctum of Ugin, or graveyard hate through Scavenger Grounds. I haven't given ramp in standard much testing, but it may turn out that this is a better play than nissa's renewal just because it is castable on 5. It depends on the typical curve, but overall it seems very strong for ramp.
The red enchantment unfortunatley is just bad. It has the potential to take over the game, but I just don't see it ever being better than dynavolt tower. It's slow/awkward, constrains deck building, and the payoff is not game breaking. I guess we can check the weirdly bad red enchantment off of the list.
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As a rule of thumb when resolving a spell or an ability read trought the entire card and resolve one card before resolving the others, normally cards don't offer the possibility of half-resolving.
It's hard to tell if you're disagreeing or condescending. If the later, then please make sure you're right before pontifying.
The first part ("Whenever you cast a spell with converted mana cost equal to the number of doom counter on ~") is a triggered ability. It triggers on cast and goes on the stack. You cast the second lightning bolt in response, so it triggers again. It works.
The only issue is the confused wording, it's unclear if "that much damage" refer to the number of doom counters or the CMC of the spell.
You are absolutely right, i was just saying that for whoever was dubious about the rules.
Isnt this a static triggered ability that check both when it goes on the stack and when it resolves? If so the ability should fail on resolution as the number of counters is no longer equsl to the cc of the spell.
That's a lot of cases of the word "doom" on one card.
Cool points for you if when you ever have to read the rules of this card to someone, every time you say "doom" go "DOOOOOOOOOOM" in a booming voice.
Am I missing something or is Imminent Doom just terrible? I don't see any applications for it in any constructed formats, including EDH. It doesn't seem good in limited either.
The reason it is bad is because you have to put doom counters on it, and you don't get to deal damage to a creature or player unless you cast a spell with the exact same converted mana cost as the number of doom counters (rather than the number of doom counters or less).
Yeah it's much worse than I originally thought, I'm glad you said something because I thought it was like a new Sphinx's Bone Wand. This is actually really bad imo.
As a rule of thumb when resolving a spell or an ability read trought the entire card and resolve one card before resolving the others, normally cards don't offer the possibility of half-resolving.
It's hard to tell if you're disagreeing or condescending. If the later, then please make sure you're right before pontifying.
The first part ("Whenever you cast a spell with converted mana cost equal to the number of doom counter on ~") is a triggered ability. It triggers on cast and goes on the stack. You cast the second lightning bolt in response, so it triggers again. It works.
The only issue is the confused wording, it's unclear if "that much damage" refer to the number of doom counters or the CMC of the spell.
You are absolutely right, i was just saying that for whoever was dubious about the rules.
Isnt this a static triggered ability that check both when it goes on the stack and when it resolves? If so the ability should fail on resolution as the number of counters is no longer equsl to the cc of the spell.
There's no intervening if clause for this ability, so it would only check to see whether or not it would trigger, the condition does not have to be true when it resolves.
If it had been worded "Whenever you cast a spell, if its CMC is equal to the number of doom counters on [cardname], do [effect], then put a doom counter on [cardname]", then it would work like how you are suggesting, because performing the action is tied to the triggering condition still being true as the triggered ability resolves.
I really like the later card, but I'm kind of wondering if the mana cost will make it hard to play. I think there are good support cards in the format right now.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
As a rule of thumb when resolving a spell or an ability read trought the entire card and resolve one card before resolving the others, normally cards don't offer the possibility of half-resolving.
It's hard to tell if you're disagreeing or condescending. If the later, then please make sure you're right before pontifying.
The first part ("Whenever you cast a spell with converted mana cost equal to the number of doom counter on ~") is a triggered ability. It triggers on cast and goes on the stack. You cast the second lightning bolt in response, so it triggers again. It works.
The only issue is the confused wording, it's unclear if "that much damage" refer to the number of doom counters or the CMC of the spell.
You are absolutely right, i was just saying that for whoever was dubious about the rules.
Isnt this a static triggered ability that check both when it goes on the stack and when it resolves? If so the ability should fail on resolution as the number of counters is no longer equsl to the cc of the spell.
There's no intervening if clause for this ability, so it would only check to see whether or not it would trigger, the condition does not have to be true when it resolves.
If it had been worded "Whenever you cast a spell, if its CMC is equal to the number of doom counters on [cardname], do [effect], then put a doom counter on [cardname]", then it would work like how you are suggesting, because performing the action is tied to the triggering condition still being true as the triggered ability resolves.
So Hour of Promise is good but how did that come into being.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
At a stretch we can claim that Nature is recovering what it should have had in the first place--it is pretty clear that Naktamun was being artificially preserved.
So Hour of Promise is good but how did that come into being.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
It's "supposed" to get you deserts and signify that Bolas is turning everything to dust and people would die so... zombies.
Imminent Doom and the zenith cycle are actually pretty handy. Like
Turn 3: Imminent Doom
Turn 4: Green Sun's Zenith into a Dryad Arbor, then zap a creature or player/planeswalker for 1, then shuffle your zenith back into your deck. If you got another zenith in hand, you can zap for two more, etc.
So Hour of Promise is good but how did that come into being.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
It's "supposed" to get you deserts and signify that Bolas is turning everything to dust and people would die so... zombies.
I guess. Card is the (result) of said Hour. Not the (action) of said Hour. Ok.
I am surprised still. It is a land combo enabler no doubt.
So Hour of Promise is good but how did that come into being.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
I hope we get info that it was from Battle for Zendikar and one of the developers thought it to be too good in that block. That would be good there
Imminent Doom and a well-timed Solemnity could make your deck potent, for the right CMC. A deck rich in 2 or 3 CMC decks just need to get it to 1 or 2 counters, then cast Solemnity. Then every spell has a Shock or Bolt tacked on.
So Hour of Promise is good but how did that come into being.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
Why this story point is green: They needed a green colored card in the "Hours" Story Spotlight cycle.
What is going on here that a green sorcery creates black zombie tokens: The Hekma has been destroyed, and deserts are spreading into Naktamun. And with deserts come zombies.
The flavor of the card is that if enough deserts have spread, zombies are just going to pop up as a natural consequence (because of Amonkhet's curse of wandering that causes things to automatically reanimate into zombies when they die. Kind of like a Walking Dead plane without shotguns).
I don't think this cards will make the cut in commander. At five mana you want something more powerful. Tempt with Discovery is better and Scapeshift more powerful. Guttersnipe is just more threatening than the red enchantment.
Imminent Doom and the zenith cycle are actually pretty handy. Like
Turn 3: Imminent Doom
Turn 4: Green Sun's Zenith into a Dryad Arbor, then zap a creature or player/planeswalker for 1, then shuffle your zenith back into your deck. If you got another zenith in hand, you can zap for two more, etc.
That's jumping through a lot of hoops for such mediocre advantage. Waste of a card slot, especially in a non singleton format that has access to cards like Green Sun's Zenith.
Imminent Doom and the zenith cycle are actually pretty handy. Like
Turn 3: Imminent Doom
Turn 4: Green Sun's Zenith into a Dryad Arbor, then zap a creature or player/planeswalker for 1, then shuffle your zenith back into your deck. If you got another zenith in hand, you can zap for two more, etc.
That's jumping through a lot of hoops for such mediocre advantage. Waste of a card slot, especially in a non singleton format that has access to cards like Green Sun's Zenith.
And yes, I'm being sincere with that reaction because I honestly can't take that statement seriously. But sure I will be the half-full to your half-empty. As what is that old phrase? Ah yes. "One man's trash is another man's treasure." Why? Because for me, every new set is like breaking open a treasure trove as I get new tools to brew with, by the way I'm a Spike/Johnny. But hey, if you wish to stew over there, be my most honored guest.
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Agreed, several of my decks will be ditching Explosive Vegetation for this!
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
The red enchantment unfortunatley is just bad. It has the potential to take over the game, but I just don't see it ever being better than dynavolt tower. It's slow/awkward, constrains deck building, and the payoff is not game breaking. I guess we can check the weirdly bad red enchantment off of the list.
Isnt this a static triggered ability that check both when it goes on the stack and when it resolves? If so the ability should fail on resolution as the number of counters is no longer equsl to the cc of the spell.
Cool points for you if when you ever have to read the rules of this card to someone, every time you say "doom" go "DOOOOOOOOOOM" in a booming voice.
Yeah it's much worse than I originally thought, I'm glad you said something because I thought it was like a new Sphinx's Bone Wand. This is actually really bad imo.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
If it had been worded "Whenever you cast a spell, if its CMC is equal to the number of doom counters on [cardname], do [effect], then put a doom counter on [cardname]", then it would work like how you are suggesting, because performing the action is tied to the triggering condition still being true as the triggered ability resolves.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Ah, that makws sense.
I mean a red/blue God releases Insects to devour the Hekma.......so we get a Green card that searches for lands and gives you Zombies???
Weird
It's "supposed" to get you deserts and signify that Bolas is turning everything to dust and people would die so... zombies.
Turn 3: Imminent Doom
Turn 4: Green Sun's Zenith into a Dryad Arbor, then zap a creature or player/planeswalker for 1, then shuffle your zenith back into your deck. If you got another zenith in hand, you can zap for two more, etc.
I guess. Card is the (result) of said Hour. Not the (action) of said Hour. Ok.
I am surprised still. It is a land combo enabler no doubt.
I hope we get info that it was from Battle for Zendikar and one of the developers thought it to be too good in that block. That would be good there
Got excited for Standard.
Realized annoyance that even Rampant Growth gets me more excited about Standard.
Opened thread.
Not even Rampant Growth.
Maybe I'll think about playing Standard again in another couple years.
Why this story point is green: They needed a green colored card in the "Hours" Story Spotlight cycle.
What is going on here that a green sorcery creates black zombie tokens: The Hekma has been destroyed, and deserts are spreading into Naktamun. And with deserts come zombies.
The flavor of the card is that if enough deserts have spread, zombies are just going to pop up as a natural consequence (because of Amonkhet's curse of wandering that causes things to automatically reanimate into zombies when they die. Kind of like a Walking Dead plane without shotguns).
Shards of awful never
Monogreen. Color words don't affect color identity.
That's jumping through a lot of hoops for such mediocre advantage. Waste of a card slot, especially in a non singleton format that has access to cards like Green Sun's Zenith.
This is also like last pick in limited.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
And yes, I'm being sincere with that reaction because I honestly can't take that statement seriously. But sure I will be the half-full to your half-empty. As what is that old phrase? Ah yes. "One man's trash is another man's treasure." Why? Because for me, every new set is like breaking open a treasure trove as I get new tools to brew with, by the way I'm a Spike/Johnny. But hey, if you wish to stew over there, be my most honored guest.