It's also good for late game RU Burn control when you're almost out/out of cards and can start refueling for the finish. The more I look at it, the more potential I see.....
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this is mtgs, where occam's razor is so blunt it can't cut jello any more.
Other than that, I wouldn't play this card without a way to sacrifice it. Like Perlious Research.
Also, this is the Minecraft card. Pretty cool.
It actually could be useful if a deck's already well over the top of its curve, obviously in a format with nothing pre-Modern where it just takes one Armageddon to **** you over.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
It would have been good without the "once a turn" clause. With that clause in it prevents combo decks and doesn't generate meaningful advantage. 4cc + sac a land for 2 cards reads to me like "Discard this card, tap all of your mana on t4, sac a land, draw 2 cards". It might be good if you curve out at 2 or are playing in a really long mana-flooded game, but either situation is sub-optimal.
With either of the 2 drawbacks removed this card would be a multiformat allstar that would be in ban discussions in Legacy and restricted discussions in Vintage. Those restrictions are necessary to keep this from being better than JTMS. Aggressive Mining treads a path blazed by the likes of Necropotence and Yawgmoth's Bargain. Your change pushes this card from "powerful card worth testing" to "Banned in Modern and redefining combo in Legacy and Vintage."
Other than that, I wouldn't play this card without a way to sacrifice it. Like Perlious Research.
Also, this is the Minecraft card. Pretty cool.
It actually could be useful if a deck's already well over the top of its curve, obviously in a format with nothing pre-Modern where it just takes one Armageddon to **** you over.
I actually think the card is pretty powerful, red card draw is always something to take note of. I guess I was mostly thinking of casual. But yeah, for some kind of burn deck, this could be pretty awesome.
With either of the 2 drawbacks removed this card would be a multiformat allstar that would be in ban discussions in Legacy and restricted discussions in Vintage. Those restrictions are necessary to keep this from being better than JTMS. Aggressive Mining treads a path blazed by the likes of Necropotence and Yawgmoth's Bargain. Your change pushes this card from "powerful card worth testing" to "Banned in Modern and redefining combo in Legacy and Vintage."
Perhaps. I'm not the most skilled card speculator/predictor of success, but my take is this is perhaps playable in Modern, and will see no presence in Legacy. Reaching 4cc in Legacy is hard and it demands something of the JTMS caliber, and this is nowhere close. With the "once a turn" clause removed I could see it in some weird land-based combo deck, but with it, I see it absolutely nowhere. Come back to me in 1-2 years and feel free to say "I told you so" if it starts getting played in the eternal formats.
Zedruu decks might like this. Not only is it something to donate, Venser, the Sojourner and Brago, King Eternal can set it aside for a moment and let you play your land.
-You can play ramp effects like Sakura-Tribe Elder and Rampant Growth that search up lands and put them into play.
-You can put them directly from your hand into play with Sakura-Tribe Scout and the like.
-You can get rid of it with any number of sacrifice effects, such as Crack the Earth and Perilous Research.
-You can use Flagstones of Trokair to get around the drawback almost entirely
-You can play a deck entirely played at instant speed and uses Braid of Fire
I don't see how this card is good. The combos required to break it seem out of reach. It's kind of... Idk boring? I was hoping Notch would give us something a little more interesting.
Unfortunately this card probably won't do anything. If you could activate it more than once a turn naturally it'd be combo-riffic goodies, but only once a turn means it's just some kind of anti-control sideboard thing, if even (when control answers your threats and you have extra lands laying around). It's too bad. I really like the idea of it. You should be able to do something as a cost to sacrifice it--which would be interesting in itself because there hasn't been a card yet where sacrificing was the payoff of the activation. Anyway, I'm going too deep here--it's too bad it won't be playable because it's kinda close and pretty cool...
I don't see how this card is good. The combos required to break it seem out of reach. It's kind of... Idk boring? I was hoping Notch would give us something a little more interesting.
While this is underpowered, I certainly would not call it boring. However, I would have preferred many other designs, such as
Ender Dragon 4BBB
Legendary Creature-Dragon
Flying, Trample
Whenever Ender Dragon deals combat damage to a player, destroy up to 2 target permanents that that player controls.
10/10
Being able to draw 6 extra cards by your next turn is really strong for Standard. In a deck that has a very low curve and just wants to draw burn to close out a game I could see that being worthwhile.
Being able to draw 6 extra cards by your next turn is really strong for Standard. In a deck that has a very low curve and just wants to draw burn to close out a game I could see that being worthwhile.
I think this is the way to play it, if it's playable at all. Maybe some kind of RW hyper aggro/burn.
Or some kind of ritual based combo, but I don't foresee that happening in standard...
The card is awesome. This might actually be what UWR Control needed to compete in Standard. It'll be great in RW Burn as well. The "you can't play lands" clause hurts, though, and because of that I don't think it'll see play as more than a 2-of.
It helps you dig for a wincon, answers, whatever, once you hit the late game. I said UWR because in the current Standard, it could be decent as a fifth Rev. Granted, it has a serious drawback that essentially prevents it from hitting the table until at least turn 7, but that ability is nothing to scoff at.
Unfortunately, lands are too important for a control deck no matter how many they already have. Aggressive mining would be the worst card possible in a control v. control mirror. And if you want to dig for a wincon, revelation already does that. I see little reason for american control to play this over assemble
this card is completely insane for burn, though. It's like I'm really playing fireblast!
IDK about Modern. I guess Affinity would be the most likely home though.
@Beep Beep I'm a Robot, I said it could be decent in UWR as a fifth Rev. And while it wouldn't be great in the control mirror, it's not bad enough to be unplayable or sideboard fodder because of it.
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This looks like a top down design, for mining, and mining gets you resources, not damage.
Well that just makes it even better. 3 cards a turn!
It actually could be useful if a deck's already well over the top of its curve, obviously in a format with nothing pre-Modern where it just takes one Armageddon to **** you over.
Or, well, Auratog.
On phasing:
With either of the 2 drawbacks removed this card would be a multiformat allstar that would be in ban discussions in Legacy and restricted discussions in Vintage. Those restrictions are necessary to keep this from being better than JTMS. Aggressive Mining treads a path blazed by the likes of Necropotence and Yawgmoth's Bargain. Your change pushes this card from "powerful card worth testing" to "Banned in Modern and redefining combo in Legacy and Vintage."
I actually think the card is pretty powerful, red card draw is always something to take note of. I guess I was mostly thinking of casual. But yeah, for some kind of burn deck, this could be pretty awesome.
Perhaps. I'm not the most skilled card speculator/predictor of success, but my take is this is perhaps playable in Modern, and will see no presence in Legacy. Reaching 4cc in Legacy is hard and it demands something of the JTMS caliber, and this is nowhere close. With the "once a turn" clause removed I could see it in some weird land-based combo deck, but with it, I see it absolutely nowhere. Come back to me in 1-2 years and feel free to say "I told you so" if it starts getting played in the eternal formats.
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Retired | Medomai the Ageless | Diaochan, Artful Beauty
-You can play ramp effects like Sakura-Tribe Elder and Rampant Growth that search up lands and put them into play.
-You can put them directly from your hand into play with Sakura-Tribe Scout and the like.
-You can get rid of it with any number of sacrifice effects, such as Crack the Earth and Perilous Research.
-You can use Flagstones of Trokair to get around the drawback almost entirely
-You can play a deck entirely played at instant speed and uses Braid of Fire
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Agreed. My main problem with this card is that you can't play lands with it. That's not how mining works in Minecraft, where the world is infinite.
While this is underpowered, I certainly would not call it boring. However, I would have preferred many other designs, such as
Ender Dragon 4BBB
Legendary Creature-Dragon
Flying, Trample
Whenever Ender Dragon deals combat damage to a player, destroy up to 2 target permanents that that player controls.
10/10
Storm Crow is strictly worse than Seacoast Drake.
edit: once per turn? card sux
I think this is the way to play it, if it's playable at all. Maybe some kind of RW hyper aggro/burn.
Or some kind of ritual based combo, but I don't foresee that happening in standard...
this card is completely insane for burn, though. It's like I'm really playing fireblast!
Boros burn just got pushed to tier 1. Play it as a 2-of to top off the curve.
Talk about late-game reach, Jesus Christ.
And it will probably find a home in Modern somewhere.
@Beep Beep I'm a Robot, I said it could be decent in UWR as a fifth Rev. And while it wouldn't be great in the control mirror, it's not bad enough to be unplayable or sideboard fodder because of it.