Sumo Spirit - As long as it's your turn, each creature assigns combat damage equal to its toughness rather than its power.
Hundred Hand Slap - Whenever ~ attacks, up to one hundred creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
0/7
Ryu, World Warrior - 2W
Legendary Creature - Human Warrior
Training
Hadoken - 4R, Untap, Discard a card: ~ deals damage equal to his power to any target. If excess damage was dealt to a creature this way, draw a card.
2/4
Ken, Burning Brawler - 1RR
Legendary Creature - Human Warrior
Prowess
R/W: Ken gains first strike until end of turn.
Shoryuken - Whenever ~ deals combat damage, you may cast a sorcery spell from your hand with mana value less then or equal to that damage without paying its mana cost.
4/2
Blanka, Ferocious Friend - 3RG
Legendary Creature - Human Beast Warrior
Haste
Rolling Attack - ~ has trample as long as you've cast three or more spells this turn.
Electric Thunder - Whenever ~ becomes the target of a spell, he gets +2/+2 until end of turn and deals 2 damage to each opponent.
5/5
Chun-Li, Countless Kicks - 1WU
Legendary Creature - Human Soldier
Multikicker W/U
When ~ enters the battlefield, exile up to X target instant cards from your graveyard, where X is the number of times ~ was kicked. Put a kick counter on each of them.
Lightning Kick - Whenever ~ attacks copy each exiled card you own with a kick counter on it. You may cast the copies.
3/3
Dhalsim, Pliable Pacifist - 2GW
Legendary Creature - Human Monk
Reach
Teleport - ~ has hexproof unless he's attacking.
Whenever a creature you control with reach attacks, untap it and it can't be blocked by creatures with greater power this combat.
Fierce Punch - Whenever one or more creatures you control deal combat damage to a player, draw a card.
1/3
]
Guile, Sonic Soldier - 1URW
Legendary Creature - Human Soldier
Whenever ~ enters the battlefield or attacks, put a charge counter on him or remove one from him. When you remove a counter this way, choose one -
Sonic Boom - ~ deals ??? damage to any target.
insert ability here - ~ gains ?? and indestructible until end of turn.
4/4
Zangief, the Red Cyclone - 2BRG
Legendary Creature - Human Warrior
~ must be blocked if able
Iron Muscle - As long as it's your turn, ~ has indestructible.
Spinning Piledriver - Whenever ~ deals damage to a creature, if that creature was dealt excess damage this turn, that creature's controller sacrifices a noncreature, nonland permanent.
7/?
first off these are just on point and might be the first UB product I’m interested in
second I’m 90% sure the secret card will be M. Bison or Akuma
now Zangrief is a interesting build for me I’m basicly looking at Neyith of the Dire Hunt decks but you get B added so she’s gonna be demoted by Zangrief (and its MTG universe version)
E-Honda: A fairly terrible commander as we have similar effects in multiple colors that actually let you block... but not terrible in the 99 where it can act as a group buff for that sort of deck. Still not excellent there, but not terrible. Big butt tribal and favoring the number 100 is very flavorful, though.
Ryu: Untap symbol to mimic the hadoken movement is inspired, as I've seen elsewhere. The ability to cast Ryu turn 3, cast a stronger creature to train it on turn 4, and launch the hakoden on turn 5 is well-designed. A very fair commander
Ken: Significantly less fair than Ryu. The encouragement to throw down sorceries between first strike and normal damage has interesting implications and I cannot wait to see how this is built.
Blanka: A fascinating card that loves cards like crown of flames. Am interested to see how this compares to Ruric Thar. While Blanka has specific synergy cards that go well with it, is a bit cheaper, hits a bit harder, has haste, and isn't forced into bad attacks... Ruric Thar just hoses so many decks (especially at higher power levels).
Chun-Li: You do need to pay for the spells you are copying but this still seems like an absolutely absurd commander as you keep the kicked instants for re-use later on. It actually feels a bit like a more fair version of Mairsil in some ways. Also note that there are no ways to take infinite turns unless a manifested nexus of fate dies.
Dhalsim: Random and fun reach lord. A general hodge-podge of good abilities (evasion, card draw, untapping, hexproof) with a slice of goofball pie. I have to say that I like it.
Guile: ...this is just a bad card, right? Even if the first option dealt 10 damage to a creature and the second granted double-strike and indestructible, only getting one trigger every 2 turns is a pretty bitter pill to swallow for a creature without evasion or protection. Such a payout would barely make enablers like extra combat phases or proliferators seem worthwhile, IMO.
Zangief: On the opposite end of things, this might just be my favorite. I thought the first line forced zangief to attack before I reread it and realized that your opponent has to block... typically causing them to lose two cards and you to lose none. Not having blockers is always an option, I guess, but 3 attacks from a 7 power commander is a pretty big risk.
So Chun Li is a Mairsil the Pretender for Instants but more broken? DAAAAAM
You can only exile from your graveyard and not from your hand.
You can't get the exile unless you cast the card (no blinking).
This card has a much harder time protecting itself outside of your turn (only phasing effects like teferi's protection would protect Chun Li from sorcery speed kill... though those same effects would make it difficult for Chun-li to deal damage).
This card needs to live long enough to attack without protecting itself to get any benefits.
You have to pay the full mana cost of each copy that you wish to cast each time you cast it.
Chun-li looks fairly fun but Mairsil is far more unfair.
Despite not being a huge fan of how Ken was handled individually, they NAILED Ryu and Ken together. While Ken is usually stronger in a vacuum showing how he's a natural, Ryu grows out of Ken via Training and will eventually overcome him through hard work. However, Ken will always rise to the occasion due to Prowess, always giving Ryu a fair fight and a chance to become even stronger. Meanwhile, Ryu also works as a looting engine, providing his friend Ken with his expertise and wisdom (aka. sorceries) so he can also keep fighting at max capacity.
It mirrors their relationship extremely well, and that's not easy to do with the constraints they had here. I'm usually not the kind to ask for cards to be better, but I would love if they toned Ken down a bit and made them both Partners so we could appreciate the layers of flavor-through-card-mechanics being employed here.
So Chun Li is a Mairsil the Pretender for Instants but more broken? DAAAAAM
You can only exile from your graveyard and not from your hand.
You can't get the exile unless you cast the card (no blinking).
This card has a much harder time protecting itself outside of your turn (only phasing effects like teferi's protection would protect Chun Li from sorcery speed kill... though those same effects would make it difficult for Chun-li to deal damage).
This card needs to live long enough to attack without protecting itself to get any benefits.
You have to pay the full mana cost of each copy that you wish to cast each time you cast it.
Chun-li looks fairly fun but Mairsil is far more unfair.
True but this has no limitations and instant combos are easy to make, the play pattern with this is removing individual pieces until you have the 1 attack I combo game
So Chun Li is a Mairsil the Pretender for Instants but more broken? DAAAAAM
You can only exile from your graveyard and not from your hand.
You can't get the exile unless you cast the card (no blinking).
This card has a much harder time protecting itself outside of your turn (only phasing effects like teferi's protection would protect Chun Li from sorcery speed kill... though those same effects would make it difficult for Chun-li to deal damage).
This card needs to live long enough to attack without protecting itself to get any benefits.
You have to pay the full mana cost of each copy that you wish to cast each time you cast it.
Chun-li looks fairly fun but Mairsil is far more unfair.
True but this has no limitations and instant combos are easy to make, the play pattern with this is removing individual pieces until you have the 1 attack I combo game
I hate to say this but Chun-Li doesn’t really look like much of a combo commander. To be a serious combo commander, there would need to be a way to keep the combo going until you win. Chin-Li doesn’t really facilitate that ImO.
Chun-Li can’t keep the combo going by taking extra combat steps (a la Najeela) because there are no instants in azorius colors that do that.
Chun-Li can’t keep a combo going by taking extra turns as the only blue instant that takes extra turns (NoF) refuses to enter your graveyard.
Without a way for Chun-Li to attack several times in a row (on one turn or multiple turns) and keep a combo going, the only “combos” you cast are “I cast two specific instant spells that work well together and that I have already put into my graveyard- likely by casting them already- together!”
Seems more like a toolbox commander than a combo one in my opinion, though you may be able to point out the combos that I’m not seeing.
Cards seem fun, but I was never interested in Street Fighter and don't particularly like the character designs in it. I think I'll hold out for the in-universe versions but these look exciting for anyone into the series
Despite not being a huge fan of how Ken was handled individually, they NAILED Ryu and Ken together. While Ken is usually stronger in a vacuum showing how he's a natural, Ryu grows out of Ken via Training and will eventually overcome him through hard work. However, Ken will always rise to the occasion due to Prowess, always giving Ryu a fair fight and a chance to become even stronger. Meanwhile, Ryu also works as a looting engine, providing his friend Ken with his expertise and wisdom (aka. sorceries) so he can also keep fighting at max capacity.
It mirrors their relationship extremely well, and that's not easy to do with the constraints they had here. I'm usually not the kind to ask for cards to be better, but I would love if they toned Ken down a bit and made them both Partners so we could appreciate the layers of flavor-through-card-mechanics being employed here.
Also fun between Ryu and Ken:
Both have mana values of 3
Both are monocoloured (Ryu is white, while Ken is red) but have Boros colour identities
Ryu has one white mana in his mana cost, while Ken has two red - those are complementary
I really don't get Secret Lairs at the best of times, but this one I have zero idea why this particular IP in general needed to in Magic.
Cards are fine. Chun-Li looks like it can get silly and I'm really liking Dhalsim as it gives reach a lord, which I'm amazed had yet to happen until this. That's the kind of stuff I like the most.
With that said, I'm not buying this and supporting this awful IP train that Magic has taken on. Secret Lairs can't end fast enough.
I love this secret lair.
If it's a huge success it makes me wonder if Capcom will lend more IP to Magic, such as Megaman or Resident Evil.
Monster Hunter would be a no brainer.
Also I love the flavor that Ken would beat Ryu the first time they fight (given you use his first strike), and if they are on the same team then Ryu would win in a fight after training with Ken for one combat.
I love this secret lair.
If it's a huge success it makes me wonder if Capcom will lend more IP to Magic, such as Megaman or Resident Evil.
Monster Hunter would be a no brainer.
Also I love the flavor that Ken would beat Ryu the first time they fight (given you use his first strike), and if they are on the same team then Ryu would win in a fight after training with Ken for one combat.
The flavor was great, it would had been chef's kiss if it had partners
I really wished Ryu and Ken had partners.
Yup, I wouldn't mind another version of Ryu, Ken and Chunli(like GodZilla) in a Capcom All Star Crossover with RE, DMC, MH, DS(VampireSaviors) and Megaman.
Along with StriderHiryu, Captain Commando and Jin(Blodia Mech)
Cyber Akuma or Zero-G-Gouki would be great because we had Mecha Godzilla as a card thought
the fact that the spells stay in exile and that you can still copy them after recasting chun li is crazy.
will those secret lair cards be commander legends 2 cards ?
i don't know, i'm not sold. at first glance she seems incredibly busted...
but you still have to pay costs associated with those spells - they're not free. honestly the colors aren't really loaded with busted instants. there's mystical tutor into nexus of fate loop sure, but like voltron stuff? both colors have really weak offerings that aren't about closing out a game. neither color really has big splashy instants that close anything out either. you could load her up with blinks, but uw has better commanders for that. she'll also only trigger on attack so now you have to protect her pretty heavily too. you could jam some equipment to supplement your gameplan, but you can do that with any commander so... meh
i see her mostly as repeatable card draw/removal on a stick and that works fine - but its kind of what uw does at this point - draws a ton, removes some threats, and has no endgame outside of completely independent combos that can be run anywhere regardless of commander or whittling someone down with tiny amounts of commander damage.
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this is the text for those trouble reading
E. Honda, Sumo Champion - 4WW
Legendary Creature - Human Warrior
Sumo Spirit - As long as it's your turn, each creature assigns combat damage equal to its toughness rather than its power.
Hundred Hand Slap - Whenever ~ attacks, up to one hundred creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
0/7
Ryu, World Warrior - 2W
Legendary Creature - Human Warrior
Training
Hadoken - 4R, Untap, Discard a card: ~ deals damage equal to his power to any target. If excess damage was dealt to a creature this way, draw a card.
2/4
Ken, Burning Brawler - 1RR
Legendary Creature - Human Warrior
Prowess
R/W: Ken gains first strike until end of turn.
Shoryuken - Whenever ~ deals combat damage, you may cast a sorcery spell from your hand with mana value less then or equal to that damage without paying its mana cost.
4/2
Blanka, Ferocious Friend - 3RG
Legendary Creature - Human Beast Warrior
Haste
Rolling Attack - ~ has trample as long as you've cast three or more spells this turn.
Electric Thunder - Whenever ~ becomes the target of a spell, he gets +2/+2 until end of turn and deals 2 damage to each opponent.
5/5
Chun-Li, Countless Kicks - 1WU
Legendary Creature - Human Soldier
Multikicker W/U
When ~ enters the battlefield, exile up to X target instant cards from your graveyard, where X is the number of times ~ was kicked. Put a kick counter on each of them.
Lightning Kick - Whenever ~ attacks copy each exiled card you own with a kick counter on it. You may cast the copies.
3/3
Dhalsim, Pliable Pacifist - 2GW
Legendary Creature - Human Monk
Reach
Teleport - ~ has hexproof unless he's attacking.
Whenever a creature you control with reach attacks, untap it and it can't be blocked by creatures with greater power this combat.
Fierce Punch - Whenever one or more creatures you control deal combat damage to a player, draw a card.
1/3
Guile, Sonic Soldier - 1URW
Legendary Creature - Human Soldier
Whenever ~ enters the battlefield or attacks, put a charge counter on him or remove one from him. When you remove a counter this way, choose one -
Sonic Boom - ~ deals ??? damage to any target.
insert ability here - ~ gains ?? and indestructible until end of turn.
4/4
Zangief, the Red Cyclone - 2BRG
Legendary Creature - Human Warrior
~ must be blocked if able
Iron Muscle - As long as it's your turn, ~ has indestructible.
Spinning Piledriver - Whenever ~ deals damage to a creature, if that creature was dealt excess damage this turn, that creature's controller sacrifices a noncreature, nonland permanent.
7/?
first off these are just on point and might be the first UB product I’m interested in
second I’m 90% sure the secret card will be M. Bison or Akuma
now Zangrief is a interesting build for me I’m basicly looking at Neyith of the Dire Hunt decks but you get B added so she’s gonna be demoted by Zangrief (and its MTG universe version)
I wonder if the ability words will remain on the Magic-IP versions?
E-Honda: A fairly terrible commander as we have similar effects in multiple colors that actually let you block... but not terrible in the 99 where it can act as a group buff for that sort of deck. Still not excellent there, but not terrible. Big butt tribal and favoring the number 100 is very flavorful, though.
Ryu: Untap symbol to mimic the hadoken movement is inspired, as I've seen elsewhere. The ability to cast Ryu turn 3, cast a stronger creature to train it on turn 4, and launch the hakoden on turn 5 is well-designed. A very fair commander
Ken: Significantly less fair than Ryu. The encouragement to throw down sorceries between first strike and normal damage has interesting implications and I cannot wait to see how this is built.
Blanka: A fascinating card that loves cards like crown of flames. Am interested to see how this compares to Ruric Thar. While Blanka has specific synergy cards that go well with it, is a bit cheaper, hits a bit harder, has haste, and isn't forced into bad attacks... Ruric Thar just hoses so many decks (especially at higher power levels).
Chun-Li: You do need to pay for the spells you are copying but this still seems like an absolutely absurd commander as you keep the kicked instants for re-use later on. It actually feels a bit like a more fair version of Mairsil in some ways. Also note that there are no ways to take infinite turns unless a manifested nexus of fate dies.
Dhalsim: Random and fun reach lord. A general hodge-podge of good abilities (evasion, card draw, untapping, hexproof) with a slice of goofball pie. I have to say that I like it.
Guile: ...this is just a bad card, right? Even if the first option dealt 10 damage to a creature and the second granted double-strike and indestructible, only getting one trigger every 2 turns is a pretty bitter pill to swallow for a creature without evasion or protection. Such a payout would barely make enablers like extra combat phases or proliferators seem worthwhile, IMO.
Zangief: On the opposite end of things, this might just be my favorite. I thought the first line forced zangief to attack before I reread it and realized that your opponent has to block... typically causing them to lose two cards and you to lose none. Not having blockers is always an option, I guess, but 3 attacks from a 7 power commander is a pretty big risk.
Ryu and Ken should have Partner
like Ryu had Partner with Ken and Ken had Partner with Ryu.
Like this two
a nod to the secret game mode named dramatic mode
I’m betting the second ability grants flying and indestructible.
Chun-li looks fairly fun but Mairsil is far more unfair.
It mirrors their relationship extremely well, and that's not easy to do with the constraints they had here. I'm usually not the kind to ask for cards to be better, but I would love if they toned Ken down a bit and made them both Partners so we could appreciate the layers of flavor-through-card-mechanics being employed here.
True but this has no limitations and instant combos are easy to make, the play pattern with this is removing individual pieces until you have the 1 attack I combo game
I hate to say this but Chun-Li doesn’t really look like much of a combo commander. To be a serious combo commander, there would need to be a way to keep the combo going until you win. Chin-Li doesn’t really facilitate that ImO.
Chun-Li can’t keep the combo going by taking extra combat steps (a la Najeela) because there are no instants in azorius colors that do that.
Chun-Li can’t keep a combo going by taking extra turns as the only blue instant that takes extra turns (NoF) refuses to enter your graveyard.
Without a way for Chun-Li to attack several times in a row (on one turn or multiple turns) and keep a combo going, the only “combos” you cast are “I cast two specific instant spells that work well together and that I have already put into my graveyard- likely by casting them already- together!”
Seems more like a toolbox commander than a combo one in my opinion, though you may be able to point out the combos that I’m not seeing.
Also fun between Ryu and Ken:
Cards are fine. Chun-Li looks like it can get silly and I'm really liking Dhalsim as it gives reach a lord, which I'm amazed had yet to happen until this. That's the kind of stuff I like the most.
With that said, I'm not buying this and supporting this awful IP train that Magic has taken on. Secret Lairs can't end fast enough.
can’t wait to see Ayane, Hayabusa cor or Heihachi.
If it's a huge success it makes me wonder if Capcom will lend more IP to Magic, such as Megaman or Resident Evil.
Monster Hunter would be a no brainer.
Also I love the flavor that Ken would beat Ryu the first time they fight (given you use his first strike), and if they are on the same team then Ryu would win in a fight after training with Ken for one combat.
The flavor was great, it would had been chef's kiss if it had partners
I really wished Ryu and Ken had partners.
Yup, I wouldn't mind another version of Ryu, Ken and Chunli(like GodZilla) in a Capcom All Star Crossover with RE, DMC, MH, DS(VampireSaviors) and Megaman.
Along with StriderHiryu, Captain Commando and Jin(Blodia Mech)
Cyber Akuma or Zero-G-Gouki would be great because we had Mecha Godzilla as a card thought
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
that said, i still absolutely loathe the universes beyond gimmick, and despise secret lairs... so no thanks.
i also feel like these will be immensely popular as commanders, and for me that's a very jarring experience that i just don't want to be a part of.
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
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
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
I'm hoping for M. Bison personally but it would be pretty amazing if they made dual-faced card, a la pathways, to pick your final boss on the fly.
the fact that the spells stay in exile and that you can still copy them after recasting chun li is crazy.
will those secret lair cards be commander legends 2 cards ?
i don't know, i'm not sold. at first glance she seems incredibly busted...
but you still have to pay costs associated with those spells - they're not free. honestly the colors aren't really loaded with busted instants. there's mystical tutor into nexus of fate loop sure, but like voltron stuff? both colors have really weak offerings that aren't about closing out a game. neither color really has big splashy instants that close anything out either. you could load her up with blinks, but uw has better commanders for that. she'll also only trigger on attack so now you have to protect her pretty heavily too. you could jam some equipment to supplement your gameplan, but you can do that with any commander so... meh
i see her mostly as repeatable card draw/removal on a stick and that works fine - but its kind of what uw does at this point - draws a ton, removes some threats, and has no endgame outside of completely independent combos that can be run anywhere regardless of commander or whittling someone down with tiny amounts of commander damage.