Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
This is so simple but I love it. It's basically a repeating sorcery speed burn spell that you get to cast again for free every combat phase. Which makes it an unstoppable clock that says "If you don't waste removal on me you die." to your opponent.
Basically what I'm saying is, pretty much an all-star in pirates but I'm putting this baby in UR burn.
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"Pop in, find a dragon, roast a dragon."
-Chandra Nalaar
Running on the water is always great for a speedster. I did that back in the early 90s, playing GURPS--gave the character the Walks on Water advantage with the limitation "Only When Running".
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
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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.
Its fine. I guess I'm jaded, but in a world full of 3 power critters for 3cmc, or less, my eyes kinda glaze over when I see 2 power. Its not that I hate it, I legit enjoy the card 'cause cool cards are cool. But, like, how much does unblockable matter when opponents with creatures to block with are probably inclined to just race with you anyway? Sure, sure...boardstalls happen, etc, etc...but its hard for me to get behind any 2 power/3cmc card that has no impact outside of combat.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
If your opponent is willing to waste their Fatal Pushes on a 2/2 creature, let them. A deck can play plenty of offensive options. A deck with 20 lands and 40 threats will always beat a deck of 20 lands and 40 answers.
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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.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
If your opponent is willing to waste their Fatal Pushes on a 2/2 creature, let them. A deck can play plenty of offensive options. A deck with 20 lands and 40 threats will always beat a deck of 20 lands and 40 answers.
Ok, this is straight nonsense at this point. Yeah, I will Fatal Push this all day if it means your raid creatures end up just being vanilla creatures. Too bad nobody constructs decks that way, then you might be on to something.
Really though, do you even believe what you said? In regards to this card, do you even stand behind your claim? So “wasting” a 1-cmc answer on a 3-cmc creature? And apparently it’s an “enabler”, therefore it has importance to the functionality of your deck, that is what an enabler is after all.
It’s a solid card, but not for the raid mechanic in any constructed environment.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
If your opponent is willing to waste their Fatal Pushes on a 2/2 creature, let them. A deck can play plenty of offensive options. A deck with 20 lands and 40 threats will always beat a deck of 20 lands and 40 answers.
Ok, this is straight nonsense at this point. Yeah, I will Fatal Push this all day if it means your raid creatures end up just being vanilla creatures. Too bad nobody constructs decks that way, then you might be on to something.
Really though, do you even believe what you said? In regards to this card, do you even stand behind your claim? So “wasting” a 1-cmc answer on a 3-cmc creature? And apparently it’s an “enabler”, therefore it has importance to the functionality of your deck, that is what an enabler is after all.
It’s a solid card, but not for the raid mechanic in any constructed environment.
The issue I see is the same one I see all over this site (and why this site has zero credibility): everyone evaluates every card with the mindset of "I'll only see it if I have flawless mana and perfect removal for it in every possible situation". Better known by its slang term: DIES TO REMOVAL.
I try to evaluate cards based on what they do, not what scenario my opponent might be holding.
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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.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
If your opponent is willing to waste their Fatal Pushes on a 2/2 creature, let them. A deck can play plenty of offensive options. A deck with 20 lands and 40 threats will always beat a deck of 20 lands and 40 answers.
Ok, this is straight nonsense at this point. Yeah, I will Fatal Push this all day if it means your raid creatures end up just being vanilla creatures. Too bad nobody constructs decks that way, then you might be on to something.
Really though, do you even believe what you said? In regards to this card, do you even stand behind your claim? So “wasting” a 1-cmc answer on a 3-cmc creature? And apparently it’s an “enabler”, therefore it has importance to the functionality of your deck, that is what an enabler is after all.
It’s a solid card, but not for the raid mechanic in any constructed environment.
The issue I see is the same one I see all over this site (and why this site has zero credibility): everyone evaluates every card with the mindset of "I'll only see it if I have flawless mana and perfect removal for it in every possible situation". Better known by its slang term: DIES TO REMOVAL.
I try to evaluate cards based on what they do, not what scenario my opponent might be holding.
Why even respond to my initial post, not even quoting you?
We are now on an entirely different subject, we aren’t even reading the same book any more. The dude who I replied to(who uses the “dies to removal” line, BtW) said this is a raid enabler, and it’s not. It enables raid just like Phantom Warrior is a raid enabler.
Just because it has haste and can’t be blocked doesn’t mean it “enables” raid. Like I said, the better enabler is a 1-drop with haste and upside, or a 2-drop, or a more impactful 3 drop... or anything, really. It’s too expensive to chain off of, and also too expensive to feel comfortable that it will survive to attack when you have available mana.
Now, where this can be good, is with the newly spoiled lord in a pirate-tribal build. It becomes a real threat there, as it will benefit from tribal synergy at a low cost.
If you are going to label something an “enabler” for a certain mechanic, then it should be a staple in a deck centered around said mechanic. This card, is not. In limited, yes.
Hmm, I think it could fare well in UR Pirate aggro. Wily Goblin is a good lead in to Sprinter as you then will likely have one mana open for Spell Pierce should you need it to protect the Sprinter. If you're playing UBR Pirates, then Dire Fleet Neckbreaker will allow you to start really breaking face.
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.
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But this is pretty sweet card. 2/2 haste for 3 that can't be blocked? Sign me up.
The card is nice tough and suprising that they gave it straight up unblockable without the need of paying to give it unblockable.
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
Also, water walking? ACTION JESUS!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Basically what I'm saying is, pretty much an all-star in pirates but I'm putting this baby in UR burn.
-Chandra Nalaar
Perfect target for the Dowsing Dagger, yes?
Raid all day long.
Considering raid doesn’t require you to survive, or connect, in combat, I can think of better enablers than a 3cmc 2/2. You know, like a 1/1 for 1 with haste that allows a follow up play the same turn.
Good with equipment, I suppose.
"A good decoy can lure the enemy away
A great decoy can live to do it again"
It's a raid enabler that can do it every turn, or force the opponent to use removal on it.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Sure, for limited. Constructed? With Shock, Abrade, Fatal Push etc.? Maybe after rotation, but all of the played removal in Standard trades up, sooooo... I mean, it’s in your signature. Didn’t say it’s a bad card, but this isn’t an “enabler” for raid it’s just a solid tool.
If your opponent is willing to waste their Fatal Pushes on a 2/2 creature, let them. A deck can play plenty of offensive options. A deck with 20 lands and 40 threats will always beat a deck of 20 lands and 40 answers.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Ok, this is straight nonsense at this point. Yeah, I will Fatal Push this all day if it means your raid creatures end up just being vanilla creatures. Too bad nobody constructs decks that way, then you might be on to something.
Really though, do you even believe what you said? In regards to this card, do you even stand behind your claim? So “wasting” a 1-cmc answer on a 3-cmc creature? And apparently it’s an “enabler”, therefore it has importance to the functionality of your deck, that is what an enabler is after all.
It’s a solid card, but not for the raid mechanic in any constructed environment.
The issue I see is the same one I see all over this site (and why this site has zero credibility): everyone evaluates every card with the mindset of "I'll only see it if I have flawless mana and perfect removal for it in every possible situation". Better known by its slang term: DIES TO REMOVAL.
I try to evaluate cards based on what they do, not what scenario my opponent might be holding.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Why even respond to my initial post, not even quoting you?
We are now on an entirely different subject, we aren’t even reading the same book any more. The dude who I replied to(who uses the “dies to removal” line, BtW) said this is a raid enabler, and it’s not. It enables raid just like Phantom Warrior is a raid enabler.
Just because it has haste and can’t be blocked doesn’t mean it “enables” raid. Like I said, the better enabler is a 1-drop with haste and upside, or a 2-drop, or a more impactful 3 drop... or anything, really. It’s too expensive to chain off of, and also too expensive to feel comfortable that it will survive to attack when you have available mana.
Now, where this can be good, is with the newly spoiled lord in a pirate-tribal build. It becomes a real threat there, as it will benefit from tribal synergy at a low cost.
If you are going to label something an “enabler” for a certain mechanic, then it should be a staple in a deck centered around said mechanic. This card, is not. In limited, yes.
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.