Deal 4 damage to a player at instant speed for 3 with jumpstart would probably be playable. Punisher cards are almost uniformly bad, but this one might be playable in standard.
I think this is very good. Instant speed makes it, OG browbeat was mainly lack luster due to not being able to profit immediately if they chose to let you have the cards.
I like the idea of casting this during combat. Swing with an amount of damage the opponent decides they feel comfortable taking, then cast this to really pressure them into letting you draw.
Anyway, it looks like they're really going in on the counter-burn strategy for Izzet.
Instant and Jump-start makes the card very hard to evaluate...
my thoughts exactly. basically ensuring 2 casts of this card really puts the screws to your opponent unlike browbeat could. the first cast is probably going to be take 4 more often than not, because 3 cards likely represents as much if not more damage. the second cast though means 1 card is doing a full 8 to the dome. all at instant speed no less.
sweet card, im definitely picking up what their putting down.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
a punisher or 'opponent chooses' effect can be evaluated as worse than the least of the two options on their own, made worse by how wide the options the opponent is giving between the two modes are, and made better by your ability to manipulate that choice. In this case, there is essentially no ability to manipulate the choice, so that doesn't factor in. So even at instant speed, before we consider the jump-start this is a much worse Flames of the Blood Hand or flame javelin (color intensity besides) or so on. Its worse than a card that simply read "deals 4 damage to target opponent", because your opponent will only let you draw cards if that would be worse for you than dealing the damage. Then in the question of how different the two effects are- if the opponent was being given the choice between "deals 4 damage" and "loses 4 life", its no real choice at all, so the effect would be identical. Fanatic of Xenagos for example had two very similar sides. But the more versatile the two options, the more ability your opponent has to exploit the difference to minimize the impact. For this browbeat effect, if you're running a deck that can convert card draw into dealing damage like burn, it makes the difference smaller- either you're dealing 4 damage this turn or 'more' damage the next turn. But in many cases, that difference is pretty sizeable, and being able to throw a delay into a deck trying to go over your top means there are realistic situations where your opponent lets you draw cards to win the game.
So suffice to say that without the jump-start, this card is underwhelming. But with the jump-start, it adds a real element of reach to a red deck wins or burn deck. What is particular about this is that both sides of the choice will help push a deck over the top when curving out on an empty hand after deploying 1-2 mana cost threats in a sligh curve. Because either you're forcing through that last points of damage or you're reloading on threats, both things you'd want, and because it can be done another time it means you no longer have dead topdecks for the next turn either, and notably it allows you to recur itself off the cards it drew or just recur itself to force through the red zone damage. The only real mark against this cards inevitability is that unlike ramunap ruins, its not repeatable each turn- jump start only works twice, and you'd have to load a deck pretty heavy with this unreliable 3cmc card to have a good chance to draw into your 2nd copy after two casts.
I guess what might be tricky to evaluate about this card being good or bad is that it can threaten an opponent in the red zone at 8 or less life. Because at that point, they're going to be forced to take the card draw side, either on the first case or when you recur it, and that card draw can close out the game. Providing the kind of reach that wins games at 8 life from a 3 cmc burn spell is kind of interesting, but I don't think it looks good overall
I like it. Don't know if it will make any impact in the Eternal formats, but glad its there.
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The fact you can cast it twice might mean it's good enough
I always want to like these cards, but never do.
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Anyway, it looks like they're really going in on the counter-burn strategy for Izzet.
my thoughts exactly. basically ensuring 2 casts of this card really puts the screws to your opponent unlike browbeat could. the first cast is probably going to be take 4 more often than not, because 3 cards likely represents as much if not more damage. the second cast though means 1 card is doing a full 8 to the dome. all at instant speed no less.
sweet card, im definitely picking up what their putting down.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Pushed jump start card.
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Probably Mono Red Sligh
Modern
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So suffice to say that without the jump-start, this card is underwhelming. But with the jump-start, it adds a real element of reach to a red deck wins or burn deck. What is particular about this is that both sides of the choice will help push a deck over the top when curving out on an empty hand after deploying 1-2 mana cost threats in a sligh curve. Because either you're forcing through that last points of damage or you're reloading on threats, both things you'd want, and because it can be done another time it means you no longer have dead topdecks for the next turn either, and notably it allows you to recur itself off the cards it drew or just recur itself to force through the red zone damage. The only real mark against this cards inevitability is that unlike ramunap ruins, its not repeatable each turn- jump start only works twice, and you'd have to load a deck pretty heavy with this unreliable 3cmc card to have a good chance to draw into your 2nd copy after two casts.
I guess what might be tricky to evaluate about this card being good or bad is that it can threaten an opponent in the red zone at 8 or less life. Because at that point, they're going to be forced to take the card draw side, either on the first case or when you recur it, and that card draw can close out the game. Providing the kind of reach that wins games at 8 life from a 3 cmc burn spell is kind of interesting, but I don't think it looks good overall
I like it. Don't know if it will make any impact in the Eternal formats, but glad its there.
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Casting it 2 times is at least "something" , but its still pretty bad, unless you REALLY want a direct burn in your deck in the first place.
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