[QUOTE=Stoogeslap;/comments/11726380]Funny how one of the black enchantments picked for the "You Make the Card" contest is very similar to this. This is a small theme that is coming around Magic: the trigger for everything effect... aka the "Deathrite Effect" as I'm dubbing. QUOTE]
As soon I saw this, I realized that Wizards already had the Black enchanment design in mind without us. What a load of **** to think we had any input on the card design and choice. They just did that "you make the card" to get more hype/involvment.
The enchantment does not win games. It just assists in winning or surviving to stabilization. This enchantment is really great (i will use it) for Commander. For standard, it is slow, very specific in creature effect, and lacks the top deck win effect. Whatever enchantment of the 5 colors gets to draw is the big winner.
You know, every time I think WotC has completely forgotten what a mythic is suppose to be, they surprise my by printing exactly what a mythic is suppose to be. Which leads me to believe that the whole mythic rarity is nothing more than a ruse to sell more packs.(I figured this out a whole ago so just a bit more evidence, I guess)
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Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
If you could reliably have this in hand when you hit six mana, I'd want to build a deck around it. Elvish Visionaries just loves it, and played with cantrips, you have a very nice engine. Combos well with ramp spells, too, making late game farseeks also become permanent giant growths.
As it is, if you build your deck around this card, you'll lose every time you don't draw it. If there's enough cheap digging in blue, you might be able to pull it off, but I don't think it'll pan out.
Ramp decks are bad right now in Standard. This card is going to be bad in Standard because there are much better 6 drops right now, Sire, Aurelia, Deadbridge Chant all come to mind.
Ramp decks are bad right now in Standard. This card is going to be bad in Standard because there are much better 6 drops right now, Sire, Aurelia, Deadbridge Chant all come to mind.
once innistrad rotates t2 will be more slow. soo why not?
Primeval Bounty gives you bonus for every card you play . soo why not?
I'm not certain about its value one way or the other just yet. I'm always leery about 6 drops and in particular when they don't even affect the board the turn they come into play. This one reminds me of Thragtusk in a lot of ways, but with the huge difference of not coming into effect the turn you play it.
Maybe the card most comparable to it is Assemble the Legion where if it is allowed to sit for 4 turns you basically win and that card sees very little play right now.
Will never see standard play. In standard, you want your six drops to clinch the game for you. The similarly named Primeval Titan is the most triumphant example of face-ripping 6 drops.
I certainly don't want to play a six cost enchantment and then have to do 2-3 other things to really get my mana/turn's worth out of it. I want to play my six cost enchantment and /win with it./
what about Bant Ramp Control? i mean, if Birds of Paradise gets reprinted, you can run 12 mana dorks, counter spells, ramp spells, and this. I think it would be good imo. Hmmmm....brew time i think...
I think this card is a lot better than people think. In a ramp deck this can come down turn 4 pretty easy. All of the mana dorks you would usually topdeck and feel bad about bring a 3/3, and any ramp spells like Farseek you draw will buff those dorks and gain you 3 life. It gives value to the cards that lose value late game. If ramp becomes a thing, expect to see this card.
Seems ok in EDH, not bonkers or anything. If it triggered on creatures EtB, it would be awesome, but on cast it isn't very abusable. Would rather have Primordial Sage every time, and that card doesn't make it into most green decks.
The pump is cute but often going to be a blank. The life is barely useful.
Probably the 2nd best green card in M14 after ooze. Playtest this in a b/g/x control build and you will be suprised. For example lets say you play this turn 6 with nothing but augur of bolas in hand and next turn you draw a land. You then cast augur getting a 3/3 token and revealing a think twice. At the end of your opponents turn you cast think twice to draw a card, making your token a 6/6. You flashback think twice to make augur a 4/6 and draw card. You now have amazing board position set up for future turns with just an augur. You can do similiar things with draws such as snapcaster mage. This card turns mediocre topdecks into game winning threats. In a world without primeval titan, this can be made a tier 1 standard card.
i have one in my Gb elves deck...it's silly...play 3 elves, get 3 beasts. and with into the wilds 2 lands per turn, 6 lives...awesome
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I have played this in standard and its advantage is staggering. You don't need to run a ton of copies of it or cast it and miss an opportunity to answer a threat. As soon as you land it though, it makes all of your draws relevant and can take the game away.
I played a deck running 8 mana dorks and 4 farseek and I would easily land it after turn 4 and all my plays afterwards trumped my opponents.
I'm really excited for this post rotation as it will be an enchantment block and hopefully a little bit slower format so when you play things like this they aren't for naught.
This card I can see in sideboards in midrange decks. Running against control? This card helps you regain board state after a wipe. This can be used in the midrange mirror matchup making your creatures bigger or simply build an army to trample past theirs. Oh and those pesky top decking lands when you already hav 6+ are now lands that give you three life when they ETB.
You guys are forgetting the most kitchen table-y awesomeness combo with this card (I almost don't want to say it, but do this and make your friends at the kitchen table ban this card):
I think it has great potential. Getting yet another new iteration of Llanowar Elf means ramp actually could be a think.
Just a TON of mana dorks, and maybe blue draw, then make you're bigger stuff four of these and four Craterhoof. Probably wont make it to the top tables, but Magic is about fun and this card does just that very well.
Another poster said it best, dork-rampy's greatest weakness is that topping a Birds with 8-10 mana already available and no other capitalization kinda sucks.
Here's how I can read the effects:
Make every creature spell a better Huntmaster.
Turn weenies into threats with your draw/kill/counter/pws.
Negate whole attacks by dropping lands.
As soon I saw this, I realized that Wizards already had the Black enchanment design in mind without us. What a load of **** to think we had any input on the card design and choice. They just did that "you make the card" to get more hype/involvment.
The enchantment does not win games. It just assists in winning or surviving to stabilization. This enchantment is really great (i will use it) for Commander. For standard, it is slow, very specific in creature effect, and lacks the top deck win effect. Whatever enchantment of the 5 colors gets to draw is the big winner.
Multiplayer Decks- Memnarch - Animar, Soul of Elements - Zur, the Enchanter - Atraxa, Praetors' Voice - Food Chain Tazri - Teysa Karlov
Modern BUMill and Bant Spirits.
Thank you Xenphire for the signature!
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
As it is, if you build your deck around this card, you'll lose every time you don't draw it. If there's enough cheap digging in blue, you might be able to pull it off, but I don't think it'll pan out.
Great for EDH though, of course.
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
Ramp decks are bad right now in Standard. This card is going to be bad in Standard because there are much better 6 drops right now, Sire, Aurelia, Deadbridge Chant all come to mind.
once innistrad rotates t2 will be more slow. soo why not?
Primeval Bounty gives you bonus for every card you play . soo why not?
Maybe the card most comparable to it is Assemble the Legion where if it is allowed to sit for 4 turns you basically win and that card sees very little play right now.
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I certainly don't want to play a six cost enchantment and then have to do 2-3 other things to really get my mana/turn's worth out of it. I want to play my six cost enchantment and /win with it./
Loam Pox
Standard:
Boros Burn
As for Standard? I doubt it unless ramp becomes a thing. Wizards uses the 6 mana pricetag as a way of marking a card as "made for EDH".
Current Abrupt Decay count: 18
My decks:
EDH
UWR Numot, the Devastator
UB Mirko Vosk, Mind Drinker
BRG Prossh, Skyraider of Kher
WU Hanna, Ship's Navigator
BBB King Macar, the Gold-Cursed
Standard
I've sworn it off. Non-rotating formats are where it's at.
Edit : n/m what i posted earlier was wrong, lol
The pump is cute but often going to be a blank. The life is barely useful.
Definitely not going to see any standard play.
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BRG Prossh, Skyraider of Kher
WUB Sharuum, the Hegemon
UGEdric, Spymaster of Trest
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
H/W - Website
I played a deck running 8 mana dorks and 4 farseek and I would easily land it after turn 4 and all my plays afterwards trumped my opponents.
http://forums.mtgsalvation.com/showthread.php?p=10650708#post10650708
Grinning Ignus
R: Put a 3/3 into play.
Just a TON of mana dorks, and maybe blue draw, then make you're bigger stuff four of these and four Craterhoof. Probably wont make it to the top tables, but Magic is about fun and this card does just that very well.
Another poster said it best, dork-rampy's greatest weakness is that topping a Birds with 8-10 mana already available and no other capitalization kinda sucks.
Here's how I can read the effects:
Make every creature spell a better Huntmaster.
Turn weenies into threats with your draw/kill/counter/pws.
Negate whole attacks by dropping lands.
Before.