It's awkward that this is a pseudo board wipe that your opponent will start playing around if you reveal it too early. But it IS one-sided and comes with a 6/6. Also you can just kill stuff you put counters on in the mean time. I like that the 1-mana activation might slot in easily during your turns.
It can also just be a 7-mana 6/6 that ETBs to kill a thing. It doesn't even add to the flicker shenanigan deck, but does push you towards wanting a Cabal Coffers and an Urborg.
Humm... the dinosaur is very interesting design-wise. I can't recall any cards with similar abilities. That said, I can't see it seeing play anywhere. Maybe in a God-Pharaoh's Gift deck? Where you can mark the creatures and ressurect the dino? No clue.
Immortal sun, on the other hand, feels sort of a garbage mythic. That said, seeing how standard slowed down, maybe it can see play in a control deck as sideboard option? Feels really clunky though.
What I know is that these cards are not what standard is needing, but let's wait and see.
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Honestly, The Immortal Sun is so "win-more". Maybe i'm misunderstanding the "win-more" term, but this card's text is just a bunch of random semi-powerful abilities - except for planeswalker hate, of course.
well this is still going to be a new edh staple
any deck with 0-2 planeswalkers will put it in by default
my O-kagachi spirit tribal has 0 so it could go in that for my cast.
I really don't see why that thing should come anywhere near any of my serious decks. It locks down PW's, big whoop. At 6 mana, I expect something more. It'll be a casual favorite for sure but any higher powered table will not really see much use in this thing. It's just too expensive for that.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Immortal Sun....bit ofa letdown. it's not a terrible card, I have an EDH deck that wants it, but.....meh? it's fine, but it doesn't feel like the centerpiece of an entire block. it feels like PW hate with some stuff tacked on. There is no ability that screams 'don't let Bolas get this!'. More importantly, it doesn't feel like something that could destroy a world if left unchecked. What part of it exactly feels like it could wipe out everything, or grant enormous power?
If I had to provide an answer to this, it's the abilities that aren't the walker hose ability that collectively make this as desirable as it is.
It lets you get more action at any given time with its one-sided Howling Mine, it lets you cast more of those spells at any given time with its cost reduction, and if those resources happen to be creatures, it makes them bigger.
As I said, my issue isn't with the playability. It's fine, maybe even powerful. But do you remember Planar Bridge? THAT was what they should have been aiming for. the hype in the story was justified. It wasn't even amazing in a deck, but the ability was STUPIDLY awesome and powerful. The stories have hyped this as something that will destroy Ixalan and all inhabitants if it is used recklessly. As I said, i want at least one copy, but it doesn't match what has been in the stories. I was imagining something in the family of Lux Cannon . a worse card, but a better Immortal Sun.
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Project Booster Fun makes it less fun to open a booster.
Tetzimoc, Death Incarnated - 4BB
Legendary Creature - Elder Dinosaur
Deathtouch
B, Reveal ~ from your hand: Put a prey counter on target creature. Only activate this ability during your turn. When ~ enters the battlefield destroy all creatures with a prey counter on it.
6/6
Translations might not be 100% correct as of yet.
Quick correction here on the bold part (I'm brazilian so I know what i'm reading):
The correct one is: When ~ Enters the battlefield, Destroy each creature your opponents control with a prey counter on it.
The Name is Primal Death and rest is right on point.
Tetzimoc, Death Incarnated - 4BB
Legendary Creature - Elder Dinosaur
Deathtouch
B, Reveal ~ from your hand: Put a prey counter on target creature. Only activate this ability during your turn. When ~ enters the battlefield destroy all creatures with a prey counter on it.
6/6
Translations might not be 100% correct as of yet.
Quick correction here on the bold part (I'm brazilian so I know what i'm reading):
The correct one is: When ~ Enters the battlefield, Destroy each creature your opponents control with a prey counter on it.
The Name is Primal Death and rest is right on point.
Obrigado, it will be fixed.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I really don't see why that thing should come anywhere near any of my serious decks. It locks down PW's, big whoop. At 6 mana, I expect something more. It'll be a casual favorite for sure but any higher powered table will not really see much use in this thing. It's just too expensive for that.
It's like another Alhammarret's Archive-
this one is better for most decks, but the extra 1 isn't insignificant.
Decks with a low curve won't want it, but other than that, it's Valuetown.
My least favorite part of it (PW hate) is almost an afterthought and not really a reason to run this card.
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
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I wish the Immortal Sun had Hexproof. That would have been sick.
It seems a little underwhelming. I think I'd rather have Caged Sun out or something. Paradox Engine is more impactful. For such a major chase artifact, it should have been more unique IMO.
I wish the Immortal Sun had Hexproof. That would have been sick.
It seems a little underwhelming. I think I'd rather have Caged Sun out or something. Paradox Engine is more impactful. For such a major chase artifact, it should have been more unique IMO.
I wonder if they'll provide a justification for the abilities they gave it.
The planeswalker-related ability is expected, but the rest do in fact feel tacked on.
As I said, my issue isn't with the playability. It's fine, maybe even powerful. But do you remember Planar Bridge? THAT was what they should have been aiming for. the hype in the story was justified. It wasn't even amazing in a deck, but the ability was STUPIDLY awesome and powerful. The stories have hyped this as something that will destroy Ixalan and all inhabitants if it is used recklessly. As I said, i want at least one copy, but it doesn't match what has been in the stories. I was imagining something in the family of Lux Cannon . a worse card, but a better Immortal Sun.
I wasn't trying to advocate its gameplay usage. What I meant was that maybe they're trying to convey the fact that the benefits The Immortal Sun grant allow their users to do things like Star of Extinction, instead of it being directly responsible for those events. It's like the Mirari card in the sense that the Mirari just copies instants and sorceries, but despite not directly devastating anything, that ability allows for some pretty nasty stuff to go down.
In fact, now that I think about it, Mirari's Wake has one of The Immortal Sun's abilities.
Well. it's certainly not the Mirari. Although I don't even know what it is? A gold filigree the size of a window? Doesn't even look like an actual artifact someone could wield or steal.
IDK. I mean, it's rather good in EDH, although I personally find it disappointing. I expected a major blow-out effect like Paradox Engine for this. At least the abilities represent the three-fold nature of the Sun on Ixalan. I suppose.
And I hate The Immortal Sun. As if it isn't hard enough to run superfriends already.
Planeswalkers as a card type could do with having more answers to their shenanigans IMO.
Planeswalkers die to so many things that it's flabbergasting to hear anyone make this argument. Creatures can attack them, direct damage can burn them, counterspells can stop them from ever hitting the field. Pithing Needles can lock down a specific one. Arguing that it's about time that they printed a card that completely hoses an entire card type is like arguing that they should print a card that says "Creature spells cannot be cast" (or basically, an artifact version of Aether Storm without the "Pay 4 Life to destroy" ability).
Luckily, the card is a 6 mana big fat do-nothing that will be lucky to last until your next turn. Superfriends EDH decks that aren't already running non-PW answers to artifacts should get a wake up call with this card.
There is currently no card that blanks multiple planeswalkers. We have Stony Silence / null rod for artifacts, Blood Moon for Lands (and other similar answers), cursed totem/ Linvala, Keeper of Silence / humility for creatures, Damping Matrix, .. there are cards that stop people from playing spells during your turn. My point is that there are spells that can blank activated abilities of every permanent type (Enchantments don't usually have activated abilities, but they have Back to Nature to contend with). This card is super expensive at 6. You can bounce it or shatter it or counter it for 1 mana. The card is super flavorful and does a lot of things (personally, I think the Anthem is unnecessary).
You may not like this card, but it is about time they print something like this.
Honestly, The Immortal Sun is so "win-more". Maybe i'm misunderstanding the "win-more" term, but this card's text is just a bunch of random semi-powerful abilities - except for planeswalker hate, of course.
well this is still going to be a new edh staple
any deck with 0-2 planeswalkers will put it in by default
my O-kagachi spirit tribal has 0 so it could go in that for my cast.
I really don't see why that thing should come anywhere near any of my serious decks. It locks down PW's, big whoop. At 6 mana, I expect something more. It'll be a casual favorite for sure but any higher powered table will not really see much use in this thing. It's just too expensive for that.
I do not see this being played much in EDH, aside from metas with a lot of planeswalkers. The abilities are good, but I feel like the spell costing 6 is way too much. Planeswalkers die so easily in multiplayer...
And I hate The Immortal Sun. As if it isn't hard enough to run superfriends already.
Planeswalkers as a card type could do with having more answers to their shenanigans IMO.
Planeswalkers die to so many things that it's flabbergasting to hear anyone make this argument. Creatures can attack them, direct damage can burn them, counterspells can stop them from ever hitting the field. Pithing Needles can lock down a specific one. Arguing that it's about time that they printed a card that completely hoses an entire card type is like arguing that they should print a card that says "Creature spells cannot be cast" (or basically, an artifact version of Aether Storm without the "Pay 4 Life to destroy" ability).
Luckily, the card is a 6 mana big fat do-nothing that will be lucky to last until your next turn. Superfriends EDH decks that aren't already running non-PW answers to artifacts should get a wake up call with this card.
There is currently no card that blanks multiple planeswalkers. We have Stony Silence / null rod for artifacts, Blood Moon for Lands (and other similar answers), cursed totem/ Linvala, Keeper of Silence / humility for creatures, Damping Matrix, .. there are cards that stop people from playing spells during your turn. My point is that there are spells that can blank activated abilities of every permanent type (Enchantments don't usually have activated abilities, but they have Back to Nature to contend with). This card is super expensive at 6. You can bounce it or shatter it or counter it for 1 mana. The card is super flavorful and does a lot of things (personally, I think the Anthem is unnecessary).
You may not like this card, but it is about time they print something like this.
That's a flawed comparison. Stony Silence / Null Rod - only stops activated ability artifacts, does nothing against stuff with passive abilities like Akroma's Memorial Cursed Totem/ Linvala, Keeper of Silence - again, only care about activated abilities. You can still swing for lethal, swing for triggered abilities, and use passive/triggered abilities like Ramunap Excavator Humility - this may be your closest comparable, but even it doesn't 100% nerf creatures (maybe 98%) - you can still swarm with them and use other things to pump. Damping Matrix - again, you're comparing apples to oranges - cards that shut down activated abilities for artifacts and creatures are only 50% effective because they can do other things. Shutting down loyalty abilities is 100% effective, because that's all planeswalkers do.
To make a comparable card for any other card type, it would have to read "Artifacts (or creatures or land, etc.) do not exist and cannot affect the game in any way." There is no such card - only cards that shut down a certain portion of a selected card type.
And I hate The Immortal Sun. As if it isn't hard enough to run superfriends already.
Planeswalkers as a card type could do with having more answers to their shenanigans IMO.
Planeswalkers die to so many things that it's flabbergasting to hear anyone make this argument. Creatures can attack them, direct damage can burn them, counterspells can stop them from ever hitting the field. Pithing Needles can lock down a specific one. Arguing that it's about time that they printed a card that completely hoses an entire card type is like arguing that they should print a card that says "Creature spells cannot be cast" (or basically, an artifact version of Aether Storm without the "Pay 4 Life to destroy" ability).
Luckily, the card is a 6 mana big fat do-nothing that will be lucky to last until your next turn. Superfriends EDH decks that aren't already running non-PW answers to artifacts should get a wake up call with this card.
I agree. I'd actually rather this card only had the other three abilities and not the planeswalker hate. If anything, I'd like to have more ways to prevent my planeswalkers from immediately getting mushed the turn after I get them out.
As for Primal Death, murderous black thing is murderous. What else can I say?
Honestly, The Immortal Sun is so "win-more". Maybe i'm misunderstanding the "win-more" term, but this card's text is just a bunch of random semi-powerful abilities - except for planeswalker hate, of course.
well this is still going to be a new edh staple
any deck with 0-2 planeswalkers will put it in by default
my O-kagachi spirit tribal has 0 so it could go in that for my cast.
I really don't see why that thing should come anywhere near any of my serious decks. It locks down PW's, big whoop. At 6 mana, I expect something more. It'll be a casual favorite for sure but any higher powered table will not really see much use in this thing. It's just too expensive for that.
Well, 99.9% of all cards in all sets won't see play in "Competitive" tables either. It doesn't say "counter target spell" "draw a million cards" or "win the game", so it doesn't fit the bill against Turn 4 Hermit Druid or Turn 4 Ad Nauseum storm. Doesn't make it bad in EDH. Just makes it bad in "Competitive" EDH.
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Level 1 Judge
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Am I the only one bugged by the fact that a dinosaur based visually on a ceratopsid is flavored as a carnivore hunting its prey?
I thought the same thing. "Shouldn't a "Primal Death dino be a T-Rex or something?"
Also, it seems like a hybrid between an ankylosaurid and a ceratopsid.
Well to me it makes me more unnatural and ****ed-up that Tetzimoc has the bodyform of a herbivore.
I think it being a herbivore makes sense other than the use of the word prey. Carnivores kill to eat but some herbivores like hippos just kill cause they have bad attitudes and love to wreck other animals.
I will give Immortal Sun some proxy play testing in place of Karn in my Modern EldraziTron deck.
At first glance Karn looks to have it in spades over this.
But... the mana reduction on ALL spells you cast is nice. The +1/+1 buff works well with Walking Ballista keeping it alive when drained of counters. Free card draw is always welcome in EldraziTron as well. A turn 3 play off natural Tron could be this, then it discounts 2 mana spells like Ballista, Contortion, Warping Wail, Mind Stone or Chalice set on one played that same turn. I am interested for sure, but its this or Karn and Karn is Karn.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
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Immortal sun will be unplayable most anywhere but Commander,
where I will hate it with a fiery passion.
I like how the Dino kinda has Forecast.
I wonder if it would fit into shops in Vintage as a 1 of or something.
6 mana is the sweet spot for a workshop/black lotus start and dropping this on turn 1 would be bonkers.
The deck has moved towards a more creature heavy version so the anthem is relevant (especially with thopter tokens). Everything is colourless so the reduction is relevant. The deck lacks card draw so the personal howling mine is relevant. Lastly the planewalker ability is the best, being able to shut off jace/dack completely rather than a revoker that can get killed seems huge.
And I hate The Immortal Sun. As if it isn't hard enough to run superfriends already.
Planeswalkers as a card type could do with having more answers to their shenanigans IMO.
Planeswalkers die to so many things that it's flabbergasting to hear anyone make this argument. Creatures can attack them, direct damage can burn them, counterspells can stop them from ever hitting the field. Pithing Needles can lock down a specific one. Arguing that it's about time that they printed a card that completely hoses an entire card type is like arguing that they should print a card that says "Creature spells cannot be cast" (or basically, an artifact version of Aether Storm without the "Pay 4 Life to destroy" ability).
Luckily, the card is a 6 mana big fat do-nothing that will be lucky to last until your next turn. Superfriends EDH decks that aren't already running non-PW answers to artifacts should get a wake up call with this card.
I agree. I'd actually rather this card only had the other three abilities and not the planeswalker hate. If anything, I'd like to have more ways to prevent my planeswalkers from immediately getting mushed the turn after I get them out.
As for Primal Death, murderous black thing is murderous. What else can I say?
Considering the lore, the Sun was going to do something to walkers. The plethora of artifact hate that exists in the game + the 6 CMC should in theory balance the Sun's ability to just completely hose walkers.
I'll retract what I said, but only to a point. It's true that walkers have nothing beyond their loyalty abilities, and that they're inherently fragile. However, if we're talking about Standard at least, they need to ensure that there isn't a repeat of the Gideon saga, where the walkers are strong but there aren't many ways of effectively dealing with them.
Also, noncreature artifact decks can't shrug off Stony Silence without getting rid of it, as those decks need their activated abilities.
"I'm also going to kill that too."
"And that."
It's awkward that this is a pseudo board wipe that your opponent will start playing around if you reveal it too early. But it IS one-sided and comes with a 6/6. Also you can just kill stuff you put counters on in the mean time. I like that the 1-mana activation might slot in easily during your turns.
It can also just be a 7-mana 6/6 that ETBs to kill a thing. It doesn't even add to the flicker shenanigan deck, but does push you towards wanting a Cabal Coffers and an Urborg.
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Immortal sun, on the other hand, feels sort of a garbage mythic. That said, seeing how standard slowed down, maybe it can see play in a control deck as sideboard option? Feels really clunky though.
What I know is that these cards are not what standard is needing, but let's wait and see.
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(Turn 5)
- Lost Legacy for Primal Death?
- Damn you Wizards!
I really don't see why that thing should come anywhere near any of my serious decks. It locks down PW's, big whoop. At 6 mana, I expect something more. It'll be a casual favorite for sure but any higher powered table will not really see much use in this thing. It's just too expensive for that.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
As I said, my issue isn't with the playability. It's fine, maybe even powerful. But do you remember Planar Bridge? THAT was what they should have been aiming for. the hype in the story was justified. It wasn't even amazing in a deck, but the ability was STUPIDLY awesome and powerful. The stories have hyped this as something that will destroy Ixalan and all inhabitants if it is used recklessly. As I said, i want at least one copy, but it doesn't match what has been in the stories. I was imagining something in the family of Lux Cannon . a worse card, but a better Immortal Sun.
Quick correction here on the bold part (I'm brazilian so I know what i'm reading):
The correct one is: When ~ Enters the battlefield, Destroy each creature your opponents control with a prey counter on it.
The Name is Primal Death and rest is right on point.
Obrigado, it will be fixed.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
It's like another Alhammarret's Archive-
this one is better for most decks, but the extra 1 isn't insignificant.
Decks with a low curve won't want it, but other than that, it's Valuetown.
My least favorite part of it (PW hate) is almost an afterthought and not really a reason to run this card.
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
It seems a little underwhelming. I think I'd rather have Caged Sun out or something. Paradox Engine is more impactful. For such a major chase artifact, it should have been more unique IMO.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
I wonder if they'll provide a justification for the abilities they gave it.
The planeswalker-related ability is expected, but the rest do in fact feel tacked on.
I wasn't trying to advocate its gameplay usage. What I meant was that maybe they're trying to convey the fact that the benefits The Immortal Sun grant allow their users to do things like Star of Extinction, instead of it being directly responsible for those events. It's like the Mirari card in the sense that the Mirari just copies instants and sorceries, but despite not directly devastating anything, that ability allows for some pretty nasty stuff to go down.
In fact, now that I think about it, Mirari's Wake has one of The Immortal Sun's abilities.
IDK. I mean, it's rather good in EDH, although I personally find it disappointing. I expected a major blow-out effect like Paradox Engine for this. At least the abilities represent the three-fold nature of the Sun on Ixalan. I suppose.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
There is currently no card that blanks multiple planeswalkers. We have Stony Silence / null rod for artifacts, Blood Moon for Lands (and other similar answers), cursed totem/ Linvala, Keeper of Silence / humility for creatures, Damping Matrix, .. there are cards that stop people from playing spells during your turn. My point is that there are spells that can blank activated abilities of every permanent type (Enchantments don't usually have activated abilities, but they have Back to Nature to contend with). This card is super expensive at 6. You can bounce it or shatter it or counter it for 1 mana. The card is super flavorful and does a lot of things (personally, I think the Anthem is unnecessary).
You may not like this card, but it is about time they print something like this.
I do not see this being played much in EDH, aside from metas with a lot of planeswalkers. The abilities are good, but I feel like the spell costing 6 is way too much. Planeswalkers die so easily in multiplayer...
Don't see this card being played anywhere really.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
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Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Well its basically anguirus from godzilla
BGGRock
Modern
BRGJund
BBGRock
Stony Silence / Null Rod - only stops activated ability artifacts, does nothing against stuff with passive abilities like Akroma's Memorial
Cursed Totem/ Linvala, Keeper of Silence - again, only care about activated abilities. You can still swing for lethal, swing for triggered abilities, and use passive/triggered abilities like Ramunap Excavator
Humility - this may be your closest comparable, but even it doesn't 100% nerf creatures (maybe 98%) - you can still swarm with them and use other things to pump.
Damping Matrix - again, you're comparing apples to oranges - cards that shut down activated abilities for artifacts and creatures are only 50% effective because they can do other things. Shutting down loyalty abilities is 100% effective, because that's all planeswalkers do.
To make a comparable card for any other card type, it would have to read "Artifacts (or creatures or land, etc.) do not exist and cannot affect the game in any way." There is no such card - only cards that shut down a certain portion of a selected card type.
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I agree. I'd actually rather this card only had the other three abilities and not the planeswalker hate. If anything, I'd like to have more ways to prevent my planeswalkers from immediately getting mushed the turn after I get them out.
As for Primal Death, murderous black thing is murderous. What else can I say?
It'a actually a Philosopher's Box... when you solve it Cenobites from the plane of Phyrexia tear your soul to pieces.
Well, 99.9% of all cards in all sets won't see play in "Competitive" tables either. It doesn't say "counter target spell" "draw a million cards" or "win the game", so it doesn't fit the bill against Turn 4 Hermit Druid or Turn 4 Ad Nauseum storm. Doesn't make it bad in EDH. Just makes it bad in "Competitive" EDH.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
I wonder what your EDH meta looks like that a spell reducing, card drawing anthem would see zero play.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
I understand that, I should have finished my thought. I meant he can be treated as having Multikicker if you top deck him.
At first glance Karn looks to have it in spades over this.
But... the mana reduction on ALL spells you cast is nice. The +1/+1 buff works well with Walking Ballista keeping it alive when drained of counters. Free card draw is always welcome in EldraziTron as well. A turn 3 play off natural Tron could be this, then it discounts 2 mana spells like Ballista, Contortion, Warping Wail, Mind Stone or Chalice set on one played that same turn. I am interested for sure, but its this or Karn and Karn is Karn.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I wonder if it would fit into shops in Vintage as a 1 of or something.
6 mana is the sweet spot for a workshop/black lotus start and dropping this on turn 1 would be bonkers.
The deck has moved towards a more creature heavy version so the anthem is relevant (especially with thopter tokens). Everything is colourless so the reduction is relevant. The deck lacks card draw so the personal howling mine is relevant. Lastly the planewalker ability is the best, being able to shut off jace/dack completely rather than a revoker that can get killed seems huge.
Considering the lore, the Sun was going to do something to walkers. The plethora of artifact hate that exists in the game + the 6 CMC should in theory balance the Sun's ability to just completely hose walkers.
I'll retract what I said, but only to a point. It's true that walkers have nothing beyond their loyalty abilities, and that they're inherently fragile. However, if we're talking about Standard at least, they need to ensure that there isn't a repeat of the Gideon saga, where the walkers are strong but there aren't many ways of effectively dealing with them.
Also, noncreature artifact decks can't shrug off Stony Silence without getting rid of it, as those decks need their activated abilities.