I'm by no means a novice to edh. Do you play Outpost Siege in EDH? It's not that great, as a draw engine this is worse because it can't play lands which means roughly 40% of the time the card won't generate value, it also doesn't generate value on reactionary spells like Counterspell so in a spell sling deck, roughly half the time it won't provide card advantage even after investing 4 mana into it. It's a pretty mediocre draw engine.
If you wanna jump through hoops for Ghostfire on a land good for you. I'm not saying it's a bad card, but it certainly won't be an EDH staple and optimized spellsling lists will have trouble making room for a card like this.
This card is a better version of Outpost Siege. It was rare to use Siege for its other mode, this card is a significant improvement. The only real downside in the comparison is the fact that you could have multiple sieges on board, while you can't with this one. This will be playable in standard in multiple decks, from aggressive to control decks. The land side also does double duty, working in both control decks and aggressive ones. This cycle of lands is excellent, all cards have constructed potential and all are great in EDH.
Best cycle I've seen in a long long time.
It is a decent cycle. The green enchant is broken and will probably end up in modern elves. The white, red and blue enchants are good value and will impact a game. The black one is the only unplayable card from the cycle, unfortunately.
This card is a better version of Outpost Siege. It was rare to use Siege for its other mode, this card is a significant improvement. The only real downside in the comparison is the fact that you could have multiple sieges on board, while you can't with this one. This will be playable in standard in multiple decks, from aggressive to control decks. The land side also does double duty, working in both control decks and aggressive ones. This cycle of lands is excellent, all cards have constructed potential and all are great in EDH.
Best cycle I've seen in a long long time.
Sorry Ashiok but you are wrong.
Siege could exile a land that you coul play. This can only cast spells.
Right, I didn't notice that important difference. However, I stand by my assessment. The flipside of this card is enough upside that I still think it is better than Outpost Siege. What I would change from such assessment is that any control deck playing this will probably want to play a higher density of action spells and not just counterspells. This was also true for siege, but the fact that this one doesn't get lands means you will not want to have this whiff most of the time by flipping both counters and lands.
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Yeah its not a better outpost siege on its enchantment side alone, but boy it is a spicy meatball
I appreciate that the fact its a 4 mana cost curve topper means that having a hand of 1-2 cost cards left over to activate it is tough sell, and even then its rather slow- magical christmasland is to cast it turn 4, land your 2/3 chance of even getting a nonland on turn 5 and still have 2 other 1-2 cmc spells to plow through, then you just get a land which you can't activate until turn 6. Its not nearly as dangerous as it could seem when a lot of the time you're just getting a caustic tar style card out of its flip if its theres no juicy creatures to blow up, and the fact that its its a high cost card that produces card advantage on its front side makes it less attractive to have a high cost activated ability land on its flip side- if you've restocked your hands with cards, you should have better things to do with your mana then cast lightning javelin sans scry. Still, even all that considered, even if it doesn't slot into a sligh or RDW comfortably when they'd want to empty their hands and end the game with a 4-drop, it does slot well into the existing midrange archetypes that are pooping CA with chandra and couriers and gorgers.
One thing though: How the heck do you get a draw-spell enchantment out of "Vance's Blasting Cannons" with a picture of a fusillade? How is that name/art not a burn spell or rod of megaruin?
One thing though: How the heck do you get a draw-spell enchantment out of "Vance's Blasting Cannons" with a picture of a fusillade? How is that name/art not a burn spell or rod of megaruin?
Yeah, it's like the flavor should be the other way around: a foothold building out its foundations and uncovering volatile materials (exile the material, maybe use / cast it if you can while it's still hot, so to speak), then a defensive perimeter around the completed structure (blasting cannons!).
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4 cmc is probably a stretch I guess. Oh and its 3rd spell to transform as well. Looks like Burn would have little interest.
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Every card in the cycle is very strong when flipped. This actually could be the strongest. The biggest problem is in getting this thing flipped. Three spells in a turn is a lot to ask, especially in a deck that empties its hand as quickly as Red usually does. I don't think Ramunap Red wants this, but if a R/X variant with cantrips comes into being, maybe it would.
Every card in the cycle is very strong when flipped. This actually could be the strongest. The biggest problem is in getting this thing flipped. Three spells in a turn is a lot to ask, especially in a deck that empties its hand as quickly as Red usually does. I don't think Ramunap Red wants this, but if a R/X variant with cantrips comes into being, maybe it would.
It will probably be best as a u/r support card, at or around turn 5-6. The green enchant is sorta busted and the best, I think. The green enchant is selling for 20 at star city games and the r/w/u are selling for around 5 each. The black enchant is selling for 3 right now, which isn't surprising since it's a negative card advantage engine...
Imagine the non-Standard game where you cast this, then three Lotus Petals, immediately transforming Cannons into the Bastion, then popping the Petals to pay for the first trigger. Or using Lost Vale to pay for the mana cost. Come to think of it, Ornithopter would be a perfect choice for Dowsing Dagger as it just flies right over the Plant tokens.
It'll be fun seeing someone try to play all ten of the DFCs in one deck.
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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.
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I know many people immediately thought of putting this card in some sort of burn-style deck like Ramunap Red but this card is too slow for that. Yes, Ramunap can cast three spells in one turn on turn 5 *if* they have enough cards in hand but Hazoret is the more desirable choice for 4-drop there. I see this card as being part of blue/red control with Ornithopter and inexpensive spells--Ornithopter + Unsummon = 3 spells (at least when you cast the thopter for the second time). Even countering one of your own spells becomes a valid option if your goal is to transform the enchantment into the land.
Well u probably want to ramp mana, cast this second, and then cast that bolt. Jank at its finest. Just remember that on its own, you're seeing an extra card every upkeep.
Why would storm want to play this when they want to pop off on turn 3 or 4 anyway?
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Exactly I know "deal 3 damage" stuff is really significant in edh since some really dangerous stuff can be this toughness.
There's nothing tribal in the requirement for the white one (Legion's Landing). Its requirement is attacking with three or more creatures.
Sure, it creates Vampires. But Vampires aren't a requirement in any way. This is tribal like Westvale Abbey was Human Cleric tribal.
Aha, I misread, thanks for the correction.
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I'm by no means a novice to edh. Do you play Outpost Siege in EDH? It's not that great, as a draw engine this is worse because it can't play lands which means roughly 40% of the time the card won't generate value, it also doesn't generate value on reactionary spells like Counterspell so in a spell sling deck, roughly half the time it won't provide card advantage even after investing 4 mana into it. It's a pretty mediocre draw engine.
If you wanna jump through hoops for Ghostfire on a land good for you. I'm not saying it's a bad card, but it certainly won't be an EDH staple and optimized spellsling lists will have trouble making room for a card like this.
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It is a decent cycle. The green enchant is broken and will probably end up in modern elves. The white, red and blue enchants are good value and will impact a game. The black one is the only unplayable card from the cycle, unfortunately.
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This looks fun on decks based on cascate
I appreciate that the fact its a 4 mana cost curve topper means that having a hand of 1-2 cost cards left over to activate it is tough sell, and even then its rather slow- magical christmasland is to cast it turn 4, land your 2/3 chance of even getting a nonland on turn 5 and still have 2 other 1-2 cmc spells to plow through, then you just get a land which you can't activate until turn 6. Its not nearly as dangerous as it could seem when a lot of the time you're just getting a caustic tar style card out of its flip if its theres no juicy creatures to blow up, and the fact that its its a high cost card that produces card advantage on its front side makes it less attractive to have a high cost activated ability land on its flip side- if you've restocked your hands with cards, you should have better things to do with your mana then cast lightning javelin sans scry. Still, even all that considered, even if it doesn't slot into a sligh or RDW comfortably when they'd want to empty their hands and end the game with a 4-drop, it does slot well into the existing midrange archetypes that are pooping CA with chandra and couriers and gorgers.
One thing though: How the heck do you get a draw-spell enchantment out of "Vance's Blasting Cannons" with a picture of a fusillade? How is that name/art not a burn spell or rod of megaruin?
LL is a thing of beauty. The rest of these, notsomuch. This one may be my least favorite.
"Not an artifact"
Umm...what?
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Shivan Gorge, Barbarian Ring, Stensia Bloodhall, and Keldon Necropolis all blow compared to this!
It makes me a little sad the back side of this was never printed as a "normal" land
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Control needs more love.
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Momir Vig, Simic Visionary
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Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
4 cmc is probably a stretch I guess. Oh and its 3rd spell to transform as well. Looks like Burn would have little interest.
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It literally makes no sense to not be outside of them trying to make this part of a cycle.
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It will probably be best as a u/r support card, at or around turn 5-6. The green enchant is sorta busted and the best, I think. The green enchant is selling for 20 at star city games and the r/w/u are selling for around 5 each. The black enchant is selling for 3 right now, which isn't surprising since it's a negative card advantage engine...
Imagine the non-Standard game where you cast this, then three Lotus Petals, immediately transforming Cannons into the Bastion, then popping the Petals to pay for the first trigger. Or using Lost Vale to pay for the mana cost. Come to think of it, Ornithopter would be a perfect choice for Dowsing Dagger as it just flies right over the Plant tokens.
It'll be fun seeing someone try to play all ten of the DFCs in one deck.
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.
I just wished the card cost 2 mana so I could use it in my burn decks...
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Why would storm want to play this when they want to pop off on turn 3 or 4 anyway?