Path of MettleRW Legendary Enchantment (Rare)
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Metzali, Tower of Triumph Legendary Land (Rare) T: Add one mana of any color to your mana pool. 1R, T: Metzali, Tower of Triumph deals 2 damage to each opponent. 2W, T: Choose a creature at random that attacked this turn. Destroy that creature.
I,... that is some weird exceptions. I mean, I get it that those are keywords that RW are primary in, thus it's a build-around-me-and-make-me-one-sided kind of thing, but it just reads really poorly, IMO. It could also be hell to keep track of.
Well it definitely deals with combat in some way, which was obvious it would be, but the way it does is something that I never would have expected. At least it's something new, although I can't imagine being able to pull off flipping this effectively.
I don't think it'll be all that hard since it's "and/or" so as long as the two creatures have any one of those words, even if they don't have the same keyword, it should work. Right?
The front side wouldn't be too bad in a R/W or Naya enrage dino deck. Would be a way of triggering all your enrage abilities.
I love the abilities on the flip side. Since this rewards you for having first strike creatures, you could quite easily block your opponents small creatures with your first strikers to kill them. Then before damage when they might only have the one big attacker left, us the last ability to "randomly" kill it."
I really want to make a RW aggressive midrange deck with this card in.....
Something involving many of the Ramunap red pieces, but with mainboard white removal (binding/cast out), curving out at glorybringer/Huatli and using Vances blasting cannons as card draw. It feels quite close to being a thing,
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard decks:
Wr Midrange
Mono white aggro
WR aggro
The front side is... ******* weird. Like I get it that they're the RW combat abilities and from a flavor standpoint they all represent features of an individual that would be useful in getting through a heavily trapped hallway but man it just doesn't come off well in rules text. Back side is solid though. The shock to everyone is a nice way to spend extra mana in commander and the second ability could be surprisingly good since unlike many white effects like this it doesn't need the creature to have dealt damage. Great way to hose Voltron strats.
Edit: something of odd note that I've noticed here. This is the fourth dfc we've gotten and today is the last day before full spoiler. All of them so far are enemy colored. Are we only getting five or has the full ten been confirmed somewhere?
Edit: something of odd note that I've noticed here. This is the fourth dfc we've gotten and today is the last day before full spoiler. All of them so far are enemy colored. Are we only getting five or has the full ten been confirmed somewhere?
There isn't a name and number crunch thread for Rivals, so it's really difficult to say offhand. I was expecting only five enemy-colored flip lands this time around, but then they spoiled that one artifact 4/4-pooping flip land, so I don't know if that's just the "colorless" part of the cycle or whether there are a full five colorless flippers like last time.
Oh, there is a name and number crunch thread! Looks like it is entirely possible for a full five artifact flip lands, too, especially if there are only one or less non-basic lands besides Evolving Wilds in the set.
Back on topic, I initially had a hard time evaluating the two tap abilities on the land (because they are so different from one another), but they're actually both very good. Repeatable Shock is really good, as Hazoret has proven (and you don't even need to pitch a card for this one!). And that white activated ability is deceptively strong. It will kill any creature that attacks alone, and will still kill a random creature before damage.
Speaking of "random", Wizards (well, MaRo, anyway) has been so adamant that "dice-rolling is not in black-border!", but how does anyone else choose a "random" creature if not by rolling a dice?
Speaking of "random", Wizards (well, MaRo, anyway) has been so adamant that "dice-rolling is not in black-border!", but how does anyone else choose a "random" creature if not by rolling a dice?
I always use a die for all random effects, so... yeah. While it doesn't appear on the cards, dice rolling is still part of the Standard environment - that's the same rationale as MaRo uses when he prints white cards that 'counter target spell targetting a permanent you control' - had a whole article where he was justifying it in a mock-courtroom setting. The same argument applies to dice rolling - we still do it in Standard, so why not allow them on the cards?
Die rolling is also the prefered method of determining who goes first in a match (although players at my LGS likes to use 'poker dice' where we roll 5 dice and evaluate it like a poker hand - usually looking for pairs)
Private Mod Note
():
Rollback Post to RevisionRollBack
Rose tint my world, keep me safe from my trouble and pain.
Bad card. Requires you to jump through a ton of hoops for an effect that isn't even that good. Honestly i love the IDEA behind these flip cards, but the execution mostly sucks.
If there are Slivers in Dominaria, and they become a thing in standard, than Metzali, Tower Of Triumph might have a place right next to Unclaimed Territory to access all five colors..
Modern Burn already runs a bunch of haste, probably not enough to justify this, but that's where I'd start testing it. 1R for 2 repeatable damage isn't bad if you're top decking. It also enters and kills some chump blockers. Still think I'd pass if I was a burn player, but that's what leaps to mind.
The front side is... ******* weird. Like I get it that they're the RW combat abilities and from a flavor standpoint they all represent features of an individual that would be useful in getting through a heavily trapped hallway but man it just doesn't come off well in rules text. Back side is solid though. The shock to everyone is a nice way to spend extra mana in commander and the second ability could be surprisingly good since unlike many white effects like this it doesn't need the creature to have dealt damage. Great way to hose Voltron strats.
Edit: something of odd note that I've noticed here. This is the fourth dfc we've gotten and today is the last day before full spoiler. All of them so far are enemy colored. Are we only getting five or has the full ten been confirmed somewhere?
I don't think it is the RW combat abilities. If you look at the art it is focused on people Avoiding Traps and these 4 effects all can be attributed to skill or speed in some sense.
I don't think it is the RW combat abilities. If you look at the art it is focused on people Avoiding Traps and these 4 effects all can be attributed to skill or speed in some sense.
I don't think it is the RW combat abilities. If you look at the art it is focused on people Avoiding Traps and these 4 effects all can be attributed to skill or speed in some sense.
Yeah I...I said that.
Then what is the problem with the card Mechanics? If you got the skills to get through the trap you don't get pinged for 1, it is the same sort of thing as The Pyroclasm that doesn't hit pirates, honestly that is my main problem with the card 2 mana to deal 1 damage is a little watered down.
Then what is the problem with the card Mechanics? If you got the skills to get through the trap you don't get pinged for 1, it is the same sort of thing as The Pyroclasm that doesn't hit pirates, honestly that is my main problem with the card 2 mana to deal 1 damage is a little watered down.
I didn't say there was a problem with the mechanics. Its just worded in such a way that comes off as odd. Like I get that there isn't really a way to word it better, but that doesnt mean it doesn't come off as weird. Its just a idiosyncrasy of Magic.
Legendary Enchantment (Rare)
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Legendary Land (Rare)
T: Add one mana of any color to your mana pool.
1R, T: Metzali, Tower of Triumph deals 2 damage to each opponent.
2W, T: Choose a creature at random that attacked this turn. Destroy that creature.
Another day, another typo in the title.
I love the abilities on the flip side. Since this rewards you for having first strike creatures, you could quite easily block your opponents small creatures with your first strikers to kill them. Then before damage when they might only have the one big attacker left, us the last ability to "randomly" kill it."
Something involving many of the Ramunap red pieces, but with mainboard white removal (binding/cast out), curving out at glorybringer/Huatli and using Vances blasting cannons as card draw. It feels quite close to being a thing,
Wr Midrange
Mono white aggro
WR aggro
Modern decks:
Naya burn
Bushwhacker zoo
8 Whack
Legacy decks:
Burn
Edit: something of odd note that I've noticed here. This is the fourth dfc we've gotten and today is the last day before full spoiler. All of them so far are enemy colored. Are we only getting five or has the full ten been confirmed somewhere?
Repeat damage plus anti-racing tech. Ramunap red even has multiple hasty guys already.
There isn't a name and number crunch thread for Rivals, so it's really difficult to say offhand. I was expecting only five enemy-colored flip lands this time around, but then they spoiled that one artifact 4/4-pooping flip land, so I don't know if that's just the "colorless" part of the cycle or whether there are a full five colorless flippers like last time.
When i saw this I immediately thogit of the UR unblockable pirate. Maybe some kind of aggro jeskai will emerge.
Back on topic, I initially had a hard time evaluating the two tap abilities on the land (because they are so different from one another), but they're actually both very good. Repeatable Shock is really good, as Hazoret has proven (and you don't even need to pitch a card for this one!). And that white activated ability is deceptively strong. It will kill any creature that attacks alone, and will still kill a random creature before damage.
Speaking of "random", Wizards (well, MaRo, anyway) has been so adamant that "dice-rolling is not in black-border!", but how does anyone else choose a "random" creature if not by rolling a dice?
I always use a die for all random effects, so... yeah. While it doesn't appear on the cards, dice rolling is still part of the Standard environment - that's the same rationale as MaRo uses when he prints white cards that 'counter target spell targetting a permanent you control' - had a whole article where he was justifying it in a mock-courtroom setting. The same argument applies to dice rolling - we still do it in Standard, so why not allow them on the cards?
Die rolling is also the prefered method of determining who goes first in a match (although players at my LGS likes to use 'poker dice' where we roll 5 dice and evaluate it like a poker hand - usually looking for pairs)
"Reveal a Dragon"
I don't think it is the RW combat abilities. If you look at the art it is focused on people Avoiding Traps and these 4 effects all can be attributed to skill or speed in some sense.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
Yeah I...I said that.
Then what is the problem with the card Mechanics? If you got the skills to get through the trap you don't get pinged for 1, it is the same sort of thing as The Pyroclasm that doesn't hit pirates, honestly that is my main problem with the card 2 mana to deal 1 damage is a little watered down.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I didn't say there was a problem with the mechanics. Its just worded in such a way that comes off as odd. Like I get that there isn't really a way to word it better, but that doesnt mean it doesn't come off as weird. Its just a idiosyncrasy of Magic.