Indeed sir lol! Where've you been? I like the idea of naming rewind, playing rewind, untapping 4 lands and playing resto angel, naming another card in your hand, or one of theirs.
What about a tokens list? Name lingering souls, or collective blessing? Hardcasting miracles looks good too, with goblin electromance, a 4-5 mana temporal mastery looks shmexy. American miracles might be a bigger thing now
I guess I never came across it
The only competitive I play is limited and I didn't draft M13 that much
I'm surprised no one else has mentioned populating the **** out of this with cackling counterpart or seance...
Kind of sad that this thread is identifying all the fun little synergies I had in my Grixis cackling counterpart deck (pre GTC standard before I sold all my cards). Cackling counterpart as a card advantage engine w/value creatures, in combination with goblin electromancer to make flashback/overload/X-spells affordable could steamroll anything once it got going. Laugh all you like dr_death, but cackling counterpart + electromancer + value creatures/flashback spells provides a robust endgame, all at instant speed.
Not going to go into too much detail because I've been wanting to rebuild the deck (w/improvements from GTC and DGM) and start johnnying people out of the 2-mans again, but I will say:
The most fun, powerful synergy in that deck which has already been mentioned w/this card (and essentially my initial reason to build it) was that rewind + electromancer ramped your mana, allowing you to counter your opponent's threat/removal and then cast *insert 7+ mana instant-speed haymaker* w/only 5 lands (or 4 lands and two mancers). I still think electromancer is the better option for these kinds of interactions though. It came out on turn 2 and a 2/2 was a reasonable card against the aggro decks as is. Turn 4 you do not want to be tapping out if you have rewind in your deck.
I really like the rewind idea. Its genius, giving you a two mana hard counter that untaps lands...
Already standard-legal and you can use a 2-drop instead. While it may only reduce the cost of rewind by 1 and give you +1 mana instead of +2, it also reduces the cost of any other spells you play after rewinding so the end result is still +2 mana. See my post above.
This guy is spell ramp that doubles as meddling mage. He shines in mirrors, but he's flexible. He's like a mix between oracle of mul daya and meddling mage.
I could not agree more with this. I'm absolutely baffled, seeing everywhere people claiming Azorius' mythic is "sideboard tech" at best.
My "in general" assessment of this guy:
At Council's very "worst", say against 30+ creature zerg hyper aggro (where you realistically would have nothing to name of theirs, but that's not the point) - you simply name Sphinx's Revelation or even Cyclonic Rift. I'm happy with a T4 Council, likely/possibly profitably blocking an aggro critter, followed by a T5 Sphinx's Revelation for 4 when it would've otherwise been 2. That's not taking into account if you're Bant and T3 this guy off of a Farseek.
The Cyclonic Rift ramp effect alone could actually even encourage a more creature-based Azorius midrange approach instead of 4x Supreme Verdict/durdle and sweep and life gain "pure control" route. Instead it's early countermagic/interaction, solid blockers, screwing with the opponent's tempo, gaining life+drawing cards to pull ahead, and then a complete tempo blowout for a clean finish.
I would not be surprised (months from now when naysayers actually try it) at all if Council sees play main as a staple for the Sphinx's ramp effect alone.
If that's the case, then this is some of the most elegant design I've seen from wizards - this card does not immediately scream play me to Spikes, or have an absurd ETB value effect (we've been spoiled by Thragtusk), but rather he's so good because he's flexible.
Worst case scenario, your Sphinx's Revelations/best format defining card is stronger than it usually is.
Yo dawg Frites Player, we herd you liked getting 1 for 3'd by Angel of Serenity, so we put some Angels in your Angel (Avacyn) so you can get chained while you get exiled. ANGELCEPTION.
People need to stop comparing this to meddling mage and being dissapointed because it cant name creatures.
MM could name critters yes, but it was all useless if it got removed, which with a 2/2 body, wasnt that hard to do. This guy on the other hand, once it enters the field he already screwed up your opponent, even if he gets removed.
Better yet, a restoration angel can abuse his ETB trigger for a second card, something mage couldnt do.
Is it better than Meddling mage? i dunno yet, but it definitly isnt as bad as many people are making it to be.
I seriously doubt it. A 2/4 for 4 with a conditional upside just doesn't seem powerful enough.
Spike isn't just "Playwiththemostpowerfulcardsprinted". Spike also loves skill-tester cards. Fact or Fiction is a typical Spike card because it's both a skill-tester and powerful.
EDH: Toshiro Umezawa Muzzio, Visionary Architect Maelstrom Wanderer Kruphix, God of Horizons Xenagos, God of Revels Keranos, God of Storms Lazav, Dimir Mastermind Brago, King Eternal Selvala, Explorer Returned
Are the rules officially released for this card yet?
Whatever card is named your opponent still can't cast if Council of the Absolute leaves the battlefield? Can this be confirmed?
I was going to say it works just like Meddling mage. But reading the different rules between meddling mage and this on gatherer, they function somewhat differently (meddling mage lets you name both sides of a split card, while council of absolute does not), which is strange.
I was going to say it works just like Meddling mage. But reading the different rules between meddling mage and this on gatherer, they function somewhat differently (meddling mage lets you name both sides of a split card, while council of absolute does not), which is strange.
5/1/2009: Once Meddling Mage leaves the battlefield, the named card can be cast again.
There is no such rule for Council of the Absolute.
Does this mean if Council of the Absolute leaves the battlefield, your opponent are still silenced from the named spell?
It's unusual that the rulings are different. However, Council's ability that prevents the casting of the spell is a static ability. It will not be in effect unless Council is on the battlefield. If it leaves play, the spell can be cast again.
I was going to say it works just like Meddling mage. But reading the different rules between meddling mage and this on gatherer, they function somewhat differently (meddling mage lets you name both sides of a split card, while council of absolute does not), which is strange.
It appears that they are changing the rules about split cards. They should both function the same way.
By the same token, they makes any other cards two fewer to cast. Of course, some cards are more playable than others or likely to be played (but, hey, there are rogue deckers!).
You name both halves' titles, as that's the card title.
If you play the card, the reduction applies to either half or the fused spell but only once. For example, for a Fire // Ice with Fuse, you'd name Fire // Ice, as opposed to either half, and the reduction would reduce Fire to R, Ice to U, and a fused Fire // Ice to RU.
Nope. You cannot name Fire // Ice. Only Fire or Ice is the name of a card. This is a (not recent) rules change. See the DGM FAQ for a convenient rundown of the split rules and fuse.
The thing everyone needs to realize is this card is specifically meant to counter cards like Sphinx's Revelation, Unburial Rites, Blasphemous Act, etc. To me, it's a solid sidedeck option but that's it. While it's good in every match up, it's just not worthy of a main deck slot.
However, I have been having a ton of fun comboing this with Deputy of Acquittals so I can bounce him and name multiple spells that I know my opponents are running against me, that could really hurt my deck. Last game I played, I lost first game to a lucky Toil//Trouble and Debt to the Deathless, but the next two games I just threw him down, named debt to the deathless, bounced him back to my hand with deputy, then replayed him and named Toil//Trouble. It's a wonderful card that does quite a lot for the four mana you play for him. He honestly can make or break a game for you on his own if you play him smartly. Sidedeck him for sure.
Are the rules officially released for this card yet?
Whatever card is named your opponent still can't cast if Council of the Absolute leaves the battlefield? Can this be confirmed?
This is true. Once his effect has resolved, it's permanent for the entire match. It does not matter if he leaves the field in any way after that. As long as his initial cast resolves, they will not be able to play the card you named.
Nope. You cannot name Fire // Ice. Only Fire or Ice is the name of a card. This is a (not recent) rules change. See the DGM FAQ for a convenient rundown of the split rules and fuse.
Thing is, if you name fire, then they can no longer player fire and by extension, they can no longer play ice because ice requires you to play fire first to play it.
The thing everyone needs to realize is this card is specifically meant to counter cards like Sphinx's Revelation, Unburial Rites, Blasphemous Act, etc. To me, it's a solid sidedeck option but that's it. While it's good in every match up, it's just not worthy of a main deck slot.
However, I have been having a ton of fun comboing this with Deputy of Acquittals so I can bounce him and name multiple spells that I know my opponents are running against me, that could really hurt my deck. Last game I played, I lost first game to a lucky Toil//Trouble and Debt to the Deathless, but the next two games I just threw him down, named debt to the deathless, bounced him back to my hand with deputy, then replayed him and named Toil//Trouble. It's a wonderful card that does quite a lot for the four mana you play for him. He honestly can make or break a game for you on his own if you play him smartly. Sidedeck him for sure.
This is true. Once his effect has resolved, it's permanent for the entire match. It does not matter if he leaves the field in any way after that. As long as his initial cast resolves, they will not be able to play the card you named.
Thing is, if you name fire, then they can no longer player fire and by extension, they can no longer play ice because ice requires you to play fire first to play it.
It really depends on your meta.
Everyone and their moms playing the same, game-defining spells makes this guy viable in main deck imho. I know everyone around here runs either sphynx's revelation or rakdos's return, so it could work. Of course, finding space in a deck for it could be kinda troublesome, but testing and time will tell...
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I'm a Spike Vorthos - I love lore and flavor, but only if the cards are competition worthy.
This is true. Once his effect has resolved, it's permanent for the entire match. It does not matter if he leaves the field in any way after that. As long as his initial cast resolves, they will not be able to play the card you named.
Thing is, if you name fire, then they can no longer player fire and by extension, they can no longer play ice because ice requires you to play fire first to play it.
Well, first point:
Quote from RULINGS - 5/1/2009 »
Once Meddling Mage leaves the battlefield, the named card can be cast again.
And when it comes to Split Cards (Not Fused):
Quote from RULINGS - 4/15/2013 »
You can name either half of a split card, but not both. If you name half of a split card, your opponents can cast the other half. If that split card has fuse, your opponents canโt cast that card as a fused split card.
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I guess I never came across it
The only competitive I play is limited and I didn't draft M13 that much
Kind of sad that this thread is identifying all the fun little synergies I had in my Grixis cackling counterpart deck (pre GTC standard before I sold all my cards). Cackling counterpart as a card advantage engine w/value creatures, in combination with goblin electromancer to make flashback/overload/X-spells affordable could steamroll anything once it got going. Laugh all you like dr_death, but cackling counterpart + electromancer + value creatures/flashback spells provides a robust endgame, all at instant speed.
Not going to go into too much detail because I've been wanting to rebuild the deck (w/improvements from GTC and DGM) and start johnnying people out of the 2-mans again, but I will say:
The most fun, powerful synergy in that deck which has already been mentioned w/this card (and essentially my initial reason to build it) was that rewind + electromancer ramped your mana, allowing you to counter your opponent's threat/removal and then cast *insert 7+ mana instant-speed haymaker* w/only 5 lands (or 4 lands and two mancers). I still think electromancer is the better option for these kinds of interactions though. It came out on turn 2 and a 2/2 was a reasonable card against the aggro decks as is. Turn 4 you do not want to be tapping out if you have rewind in your deck.
Already standard-legal and you can use a 2-drop instead. While it may only reduce the cost of rewind by 1 and give you +1 mana instead of +2, it also reduces the cost of any other spells you play after rewinding so the end result is still +2 mana. See my post above.
I could not agree more with this. I'm absolutely baffled, seeing everywhere people claiming Azorius' mythic is "sideboard tech" at best.
My "in general" assessment of this guy:
At Council's very "worst", say against 30+ creature zerg hyper aggro (where you realistically would have nothing to name of theirs, but that's not the point) - you simply name Sphinx's Revelation or even Cyclonic Rift. I'm happy with a T4 Council, likely/possibly profitably blocking an aggro critter, followed by a T5 Sphinx's Revelation for 4 when it would've otherwise been 2. That's not taking into account if you're Bant and T3 this guy off of a Farseek.
The Cyclonic Rift ramp effect alone could actually even encourage a more creature-based Azorius midrange approach instead of 4x Supreme Verdict/durdle and sweep and life gain "pure control" route. Instead it's early countermagic/interaction, solid blockers, screwing with the opponent's tempo, gaining life+drawing cards to pull ahead, and then a complete tempo blowout for a clean finish.
I would not be surprised (months from now when naysayers actually try it) at all if Council sees play main as a staple for the Sphinx's ramp effect alone.
If that's the case, then this is some of the most elegant design I've seen from wizards - this card does not immediately scream play me to Spikes, or have an absurd ETB value effect (we've been spoiled by Thragtusk), but rather he's so good because he's flexible.
Worst case scenario, your Sphinx's Revelations/best format defining card is stronger than it usually is.
http://forums.mtgsalvation.com/showpost.php?p=9157664&postcount=1
South Carolina State Champion: 2012
Yo dawg Frites Player, we herd you liked getting 1 for 3'd by Angel of Serenity, so we put some Angels in your Angel (Avacyn) so you can get chained while you get exiled. ANGELCEPTION.
Not at all. Fusing makes it one spell, so it only costs 2 less, not 4.
You can name Sphinx's Revelation though.. .
MM could name critters yes, but it was all useless if it got removed, which with a 2/2 body, wasnt that hard to do. This guy on the other hand, once it enters the field he already screwed up your opponent, even if he gets removed.
Better yet, a restoration angel can abuse his ETB trigger for a second card, something mage couldnt do.
Is it better than Meddling mage? i dunno yet, but it definitly isnt as bad as many people are making it to be.
Spike isn't just "Playwiththemostpowerfulcardsprinted". Spike also loves skill-tester cards. Fact or Fiction is a typical Spike card because it's both a skill-tester and powerful.
Can't wait to play: Future Sight + Council of the Absolute(naming Sensei's Divining Top) + Sensei's Divining Top = PROFIT
Toshiro Umezawa
Muzzio, Visionary Architect
Maelstrom Wanderer
Kruphix, God of Horizons
Xenagos, God of Revels
Keranos, God of Storms
Lazav, Dimir Mastermind
Brago, King Eternal
Selvala, Explorer Returned
O ring for w
Divination for u
Freerunes and freelotus and freelantern
Jace for uu, Ral for ur
Syncopate turning into mana leak n dissipate for u
He'll definitely see SB play at least
I was looking through some Modern legal buyback cards and saw Mystic Speculation.
Basically becomes pay X, and Scry 3*X. (X must be blue).
Whatever card is named your opponent still can't cast if Council of the Absolute leaves the battlefield? Can this be confirmed?
5/1/2009: Once Meddling Mage leaves the battlefield, the named card can be cast again.
There is no such rule for Council of the Absolute.
Does this mean if Council of the Absolute leaves the battlefield, your opponent are still silenced from the named spell?
Karador EDH
Comments on decks welcome: http://tappedout.net/users/AradonTemplar/
Currently developing Set 1 of 3, 'Shadow': http://forums.mtgsalvation.com/showthread.php?t=436885
It appears that they are changing the rules about split cards. They should both function the same way.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Meddling Mage can't name lands, either.
Yes.
If you had this and named say Mystic Speculation, it's cost with buyback would become just U instead of 2U.
If you had two out and named the same card twice you could say cast Capsize for UU instead of 1UU or 4UU.
Nope. You cannot name Fire // Ice. Only Fire or Ice is the name of a card. This is a (not recent) rules change. See the DGM FAQ for a convenient rundown of the split rules and fuse.
I'd run that.
Awesome avatar provided by Krashbot @ [Epic Graphics].
However, I have been having a ton of fun comboing this with Deputy of Acquittals so I can bounce him and name multiple spells that I know my opponents are running against me, that could really hurt my deck. Last game I played, I lost first game to a lucky Toil//Trouble and Debt to the Deathless, but the next two games I just threw him down, named debt to the deathless, bounced him back to my hand with deputy, then replayed him and named Toil//Trouble. It's a wonderful card that does quite a lot for the four mana you play for him. He honestly can make or break a game for you on his own if you play him smartly. Sidedeck him for sure.
This is true. Once his effect has resolved, it's permanent for the entire match. It does not matter if he leaves the field in any way after that. As long as his initial cast resolves, they will not be able to play the card you named.
Thing is, if you name fire, then they can no longer player fire and by extension, they can no longer play ice because ice requires you to play fire first to play it.
It really depends on your meta.
Everyone and their moms playing the same, game-defining spells makes this guy viable in main deck imho. I know everyone around here runs either sphynx's revelation or rakdos's return, so it could work. Of course, finding space in a deck for it could be kinda troublesome, but testing and time will tell...
I'm a Spike Vorthos - I love lore and flavor, but only if the cards are competition worthy.
Well, first point:
And when it comes to Split Cards (Not Fused):