I'm officially psyched for this card. Ludicrous Snapcaster utility and a very very solid removal spell as well. I'd spend 5 mana on it easy to get a Thragtusk out of the way with no punishment, or if you get saucy you can pull it in combat and wreck all sorts of faces. It can also go to the dome which is pretty insane. Definitely my favorite card spoiled just on how many awesome things it can do.
Turn // Burn
:2mana::symu: // :1mana::symr: Instant // Instant
Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.
//
Burn deals 2 damage to target creature or player.
Fuse.
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"If you are flammable and have legs, you are never blocking a fire exit."
"A severed foot is the ultimate stocking stuffer."
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- Mitch Hedburg (1968-2005)
We love you too Mitch, we love you too.
"Girls are like Voltron: the more you stick together, the better it gets." SE
Yeah sick, sick Snapcaster synergy in the very late game.
Opponent attacks with Thundermaw and Burning-Tree Emissary into your (tapped due to Thundermaw) Resto Angel.
Flash in a Snapcaster, Turn Thundermaw, Burn Emissary. Snapcaster blocks the dragon. Their board wiped, you lose nothing. And this is out of a play they thought would win the game for them.
Edit: Appears I may well have the rules wrong here. Ignore this post (but Turn still does interact well with Snapcaster, just not quite as well)
loving the turn part of this card. I mean a red weird. comon thats awesome. regardless i think the cards kinda nice, i like how all fuse cards can be used together in a way, but i dont see the value of casting fuse cards for one effect... im not sure maybe im a value hunter. 5 mana to kill off a reckoner or a thragtusk profitably (as they suggested) is for me pushing it a bit.
loving the turn part of this card. I mean a red weird. comon thats awesome. regardless i think the cards kinda nice, i like how all fuse cards can be used together in a way, but i dont see the value of casting fuse cards for one effect... im not sure maybe im a value hunter. 5 mana to kill off a reckoner or a thragtusk profitably (as they suggested) is for me pushing it a bit.
If your board isn't empty, it's 3 mana to kill an attacking Reckoner, and Kicker 1R: Do 2 damage to something else.
Clearly a good card but it feels too costly for my liking, even if it's reasonably costed given the flexibility. There's not much to say other than that, given that it's Turn to Frog / Ovinize, Shock, and the ability to play both in one spell.
I like the interesting synergy going on with these splits (and this one may have up to two different targets!) but some of the names, as doublets, aren't familiar to me.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
If I'm not an idiot (which I am), Turn and Burn comes from Texas Hold'em Poker. Before you deal a card to the table you "Burn" one. Also, the three times cards are dealt to the table are called the Flop, the Turn, and the River.
Maybe there's something else, but that's the only time Turn and Burn are used in the same context that I'm aware of.
Epic World! Because seriously! It's the awesome!
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If I'm not an idiot (which I am), Turn and Burn comes from Texas Hold'em Poker. Before you deal a card to the table you "Burn" one. Also, the three times cards are dealt to the table are called the Flop, the Turn, and the River.
Maybe there's something else, but that's the only time Turn and Burn are used in the same context that I'm aware of.
Note, however, that in the case of things like Ulamog, the Infinite Gyre, things can work slightly differently.
Quote from Comprehensive Rules »
603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren't limited to, "When [this object] leaves the battlefield, . . ." or "Whenever [something] is put into a graveyard from the battlefield, . . . ." An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone "from anywhere" is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.
A 40 dollar mythic rare would constitute a must have 4 of that goes in many decks.
Stats About Mythics
-Mythics are on average 40% rarer than pre-mythic rares
(old blocks about 200 rares, Mythic blocks 35+ mythics)
-They are printing more new cards a year not less
(about 665 now vs. 630 in most pre-mythic block)
-To drop the value of a rare by $1 a mythic must go up $2
-In a 3 year time span deck prices doubled. I am petitioning for the removal of mythic rarity. Sig this to join the cause.
Am i missing something, or is this a truly unconditional removal spell for 3UR
It still doesn't hit stuff with protection from red or blue, and as far as I can figure out, Varolz can still regenerate through it (in response to Turn and Burn, sac something else and put a regeneration shield on him--he turns into a 0/1 but survives Burn).
Oh yeah, stuff with at least 2 +1/+1 counters on them will survive Turn//Burn (post-Turn, they're 0/1's with the counters on them).
-thragtusk
-angel of serenity
-boros reckoner
-fiend hunter
and of course it is just high value in its nature, unconditional removal or potential combat blowouts. then, throw the utility of being able to cast either side.
high impact, high value, high utility. how will this not see play?
If I'm not an idiot (which I am), Turn and Burn comes from Texas Hold'em Poker. Before you deal a card to the table you "Burn" one. Also, the three times cards are dealt to the table are called the Flop, the Turn, and the River.
Maybe there's something else, but that's the only time Turn and Burn are used in the same context that I'm aware of.
Being at one time the worlds leading online dogfighting ace, I can tell you definitively that Turn and Burn is a style of aerial dogfighting in which the pilot puts his plane into a tight turn where he burns lots of energy - dogfighting is all about energy.
The classic matchup in WW1 and WW2 aerial dogfights was the Turn and Burn vs the Boom and Zoom. This was exemplified in the Battle of Britain where the British Spitfire, one of the best Turn and Burn planes of the war, faced off against the German Messerschmidt, the penultimate Boom and Zoom dogfighter.
In modern times, Turn and Burn tactics are seldom employed. Todays extremely fast jet fighter planes are all armed with long range weapons and seldom engage in a close dogfight. Turn and burn, as was posted above, is sometimes used to refer to firing ones missiles and beating it out of there. However, I believe the original use of the phrase is more appropriate considering the use of this card. A boom and zoom fighter has all the energy advantages going into the fight. The turn and burn fighter is at an extreme disadvantage and must therefore turn tightly and burn energy. Given skill and patience, the Turn and Burner can prevail. When this card comes down, a large creature that has all the advantages is most likely attacking and the creature that cannot beat it now takes those advantages away from it and defeats the fattie.
That is the classic Turn and Burn victory over a Boom and Zoom opponent.
Type the words "turn and burn tactics" into google instead of just the words turn and burn and you will learn all about the tactics of pre jet fighter dogfighting.
There's more chance I get an answer here than in the older cards section I guess
Quote from AngrySquirrel »
I have a couple of questions about the new split cards in general:
1) I know that if you reveal them in a Duskmantle Seer they will deal damage equal to the cmc of both halves, but if you played Epic Experiment would the x need to be set to at least the total cost of both halves or of just one?
2) Would Goblin Electromancer reduce the cost of a fused card by 2? Or is it considered only one spell?
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Turn // Burn
:2mana::symu: // :1mana::symr: Instant // Instant
Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.
//
Burn deals 2 damage to target creature or player.
Fuse.
"A severed foot is the ultimate stocking stuffer."
"I love you guys, thanks for comin' to my special."
- Mitch Hedburg (1968-2005)
We love you too Mitch, we love you too.
"Girls are like Voltron: the more you stick together, the better it gets." SE
I mean when a card's absolute worst case is its an overcosted Shock or overcosted Ovinize that is worth looking at.
Feel free to bid on my cards here!
Opponent attacks with Thundermaw and Burning-Tree Emissary into your (tapped due to Thundermaw) Resto Angel.
Flash in a Snapcaster, Turn Thundermaw, Burn Emissary. Snapcaster blocks the dragon. Their board wiped, you lose nothing. And this is out of a play they thought would win the game for them.
Edit: Appears I may well have the rules wrong here. Ignore this post (but Turn still does interact well with Snapcaster, just not quite as well)
If your board isn't empty, it's 3 mana to kill an attacking Reckoner, and Kicker 1R: Do 2 damage to something else.
I like the interesting synergy going on with these splits (and this one may have up to two different targets!) but some of the names, as doublets, aren't familiar to me.
Yeah this card is just awesome.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Can you still only cast one side?
Maybe there's something else, but that's the only time Turn and Burn are used in the same context that I'm aware of.
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
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Fighter pilot slang, according to the internet.
Yes. The Fiend Hunter didn't have its death trigger when it died, so that ability never goes on the stack.
It works the same way as Blood Moon and Flagstones of Trokair.
| Ad Nauseam
| Infect
Big Johnny.
Note, however, that in the case of things like Ulamog, the Infinite Gyre, things can work slightly differently.
Or even better use in their angel of serenity that has their thragtusks under it.
Stats About Mythics
-Mythics are on average 40% rarer than pre-mythic rares
(old blocks about 200 rares, Mythic blocks 35+ mythics)
-They are printing more new cards a year not less
(about 665 now vs. 630 in most pre-mythic block)
-To drop the value of a rare by $1 a mythic must go up $2
-In a 3 year time span deck prices doubled.
I am petitioning for the removal of mythic rarity. Sig this to join the cause.
It stomps "leaves/dies from the battlefield" crap. I love it! Screw you Thragtusk and Angel of Serenity!
http://www.youtube.com/watch?v=SY8h2vp5Xis
It still doesn't hit stuff with protection from red or blue, and as far as I can figure out, Varolz can still regenerate through it (in response to Turn and Burn, sac something else and put a regeneration shield on him--he turns into a 0/1 but survives Burn).
Oh yeah, stuff with at least 2 +1/+1 counters on them will survive Turn//Burn (post-Turn, they're 0/1's with the counters on them).
-thragtusk
-angel of serenity
-boros reckoner
-fiend hunter
and of course it is just high value in its nature, unconditional removal or potential combat blowouts. then, throw the utility of being able to cast either side.
high impact, high value, high utility. how will this not see play?
Being at one time the worlds leading online dogfighting ace, I can tell you definitively that Turn and Burn is a style of aerial dogfighting in which the pilot puts his plane into a tight turn where he burns lots of energy - dogfighting is all about energy.
The classic matchup in WW1 and WW2 aerial dogfights was the Turn and Burn vs the Boom and Zoom. This was exemplified in the Battle of Britain where the British Spitfire, one of the best Turn and Burn planes of the war, faced off against the German Messerschmidt, the penultimate Boom and Zoom dogfighter.
In modern times, Turn and Burn tactics are seldom employed. Todays extremely fast jet fighter planes are all armed with long range weapons and seldom engage in a close dogfight. Turn and burn, as was posted above, is sometimes used to refer to firing ones missiles and beating it out of there. However, I believe the original use of the phrase is more appropriate considering the use of this card. A boom and zoom fighter has all the energy advantages going into the fight. The turn and burn fighter is at an extreme disadvantage and must therefore turn tightly and burn energy. Given skill and patience, the Turn and Burner can prevail. When this card comes down, a large creature that has all the advantages is most likely attacking and the creature that cannot beat it now takes those advantages away from it and defeats the fattie.
That is the classic Turn and Burn victory over a Boom and Zoom opponent.
Type the words "turn and burn tactics" into google instead of just the words turn and burn and you will learn all about the tactics of pre jet fighter dogfighting.
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