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!
Even with one each, it's essentially six mana to put 5 +1/+1 counters on all your creatures. Seems a bit overpowered to me. I guess abrade keeps it in check.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Even with one each, it's essentially six mana to put 5 +1/+1 counters on all your creatures. Seems a bit overpowered to me. I guess abrade keeps it in check.
If you're putting 5 counters on your creatures and letting this die you're doing it wrong. You put 4 counters on all your creatures on your turn. Then another 4 on your opponent's turn. Then another 4 your next turn...
Actually, it looks playable in WG counters. I'd probably focus the curve more around 4-6 instead of 3-5 for the build, but it is a passable top end given the synergy it has. Verdurous Gearhulk still beats it by a lot, though.
Private Mod Note
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Rollback Post to RevisionRollBack
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!
Enrage is going to beautifully with my 3 differentStuffy Doll decks. I'll be able to redirect damage (or deal it myself) to the dinosaurs with enrage. Also, the damage redirecting En-kor will play nicely w/ enrage.
Enrage is going to beautifully with my 3 differentStuffy Doll decks. I'll be able to redirect damage (or deal it myself) to the dinosaurs with enrage. Also, the damage redirecting En-kor will play nicely w/ enrage.
That reminds me. All of the hilarity from a non-donate centered Sorrow's Path deck filled with en-kor, mogg maniacs, tamanoa, rite of passage, etc. could really benefit from all of the enrage triggers.
Even with one each, it's essentially six mana to put 5 +1/+1 counters on all your creatures. Seems a bit overpowered to me. I guess abrade keeps it in check.
If you're putting 5 counters on your creatures and letting this die you're doing it wrong. You put 4 counters on all your creatures on your turn. Then another 4 on your opponent's turn. Then another 4 your next turn...
I completely missed that. It's even better than I thought.
Ummm..... Two Ballistas with at least two counters and this. GG.
This still actually needs to be dealt damage to trigger enrage, which means it still has to be on the battlefield when a Ballista attempts to deal damage to it, which it tends not to be after taking the fifth point of damage in a turn. You need to add something like Destined // Lead, Heroic Intervention, Renegade's Getaway, Rush of Vitality, Without Weakness...
I mean, you'll still be doing very, very well with the original combo, even capping your growth at 4 hits per turn (your turns and your opponents'!). But it's not an instawin combo. Now, one ballista and two of these... and you've got two enormous dinos.
here it is
5W
Creature - dinosaur 3/5
Enrage whenever this is delt damage put a +1/+1 counter on each other creature you control.
First thing that comes to mind walking ballista
By the way, here's the specific source on Weibo: http://www.weibo.com/p/1006062643025570/photos?from=page_100606&mod=TAB#place
You can also use Doubling Season or Hardened Scales in that combo, for all your EDH needs. I've actually tried doing it with Hornet Nest and Cathars' Crusade before, but then you're talking very Rube Goldberg combos.
But my first thought was Pestilence.dec
On phasing:
Thanks updated the post
Oh and as for that yep.
And to do it in edh easily for dinosaur tribal just use Mirror of the Forebears or mirage mirror
Even with one each, it's essentially six mana to put 5 +1/+1 counters on all your creatures. Seems a bit overpowered to me. I guess abrade keeps it in check.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Actually a fun card, too, if a bit expensive. Woulda preferred 5cmc 2/5
If you're putting 5 counters on your creatures and letting this die you're doing it wrong. You put 4 counters on all your creatures on your turn. Then another 4 on your opponent's turn. Then another 4 your next turn...
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!
That reminds me. All of the hilarity from a non-donate centered Sorrow's Path deck filled with en-kor, mogg maniacs, tamanoa, rite of passage, etc. could really benefit from all of the enrage triggers.
I completely missed that. It's even better than I thought.
This still actually needs to be dealt damage to trigger enrage, which means it still has to be on the battlefield when a Ballista attempts to deal damage to it, which it tends not to be after taking the fifth point of damage in a turn. You need to add something like Destined // Lead, Heroic Intervention, Renegade's Getaway, Rush of Vitality, Without Weakness...
I mean, you'll still be doing very, very well with the original combo, even capping your growth at 4 hits per turn (your turns and your opponents'!). But it's not an instawin combo. Now, one ballista and two of these... and you've got two enormous dinos.