So is it just me or is this potentially the best card of the set? I mean just looking at the card it seems pretty good but sort of dependent, however I think when you consider that the duel lands that were just spoiled are all pain lands and that the new set will probably have fetch lands this effect will really shine vs 2-3 color decks. Combined with damage you are already doing from attacking this could easily result in 1-2 +1/+1 counters being added to your creatures before each of your combat steps. In modern fetches, shocks, and bob will all trigger it as well. Of course it is sort of a punisher mechanic when it comes to non-basics so it's no bloodmoon and prone to over hyping. Feel free to tell me I'm crazy, etc. I just want to see more discussion of this card.
EDIT: Disregard everything I had to say about this card. It's garbage. I was reading the spoiler page where it says "each" instead of "target". Thanks for catching that LouCypher.
It feels a bit 'winmore' to me. You need to have board presence (Which isn't a given when there's fetches being cracked), and then you only get ONE +1+1 counter to distribute. Honestly, I'm not seeing it.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I guess this will be good in limited but for contructed no, unless it under special deck building restrictions...
Maybe do a variant were there is a necromancer (player) and towns (players)
and do something like: every player has 2 First Response and controls 2 towns ( each with maybe 15 life) while the necromancer have 1 feast on the fallen for each other player(town's player) say the necromancer start with 40 life.
Every town's player make a deck with only vanila soldiers/humans and each deck should have 30 cards ( they draw a card for each city they control)(and each town has its own 'hand')(so each town's player have 2 hands each tied to a city)
the Necromancer's deck would need 80 cards ( and the necromancer's player draws a card for each city controled by each towns player)
it could function like horde magic ( you draw you can play without playing the mana cost).
the necromancer player starts
each town starts the game without any creatures
each town player asigns a city to be in front of his's lands
the necromancer starts attacking the city in front of the town players' lands
when a town's life becomes 0 or less the necromancer takes control over the town and the towns life becomes 4. ( and soo the necromancer can attack the other player's town)
So is it just me or is this potentially the best card of the set? I mean just looking at the card it seems pretty good but sort of dependent, however I think when you consider that the duel lands that were just spoiled are all pain lands and that the new set will probably have fetch lands this effect will really shine vs 2-3 color decks. Combined with damage you are already doing from attacking this could easily result in 1-2 +1/+1 counters being added to your creatures before each of your combat steps. In modern fetches, shocks, and bob will all trigger it as well. Of course it is sort of a punisher mechanic when it comes to non-basics so it's no bloodmoon and prone to over hyping. Feel free to tell me I'm crazy, etc. I just want to see more discussion of this card.EDIT: Disregard everything I had to say about this card. It's garbage. I was reading the spoiler page where it says "each" instead of "target". Thanks for catching that LouCypher.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Maybe do a variant were there is a necromancer (player) and towns (players)
and do something like: every player has 2 First Response and controls 2 towns ( each with maybe 15 life) while the necromancer have 1 feast on the fallen for each other player(town's player) say the necromancer start with 40 life.
Every town's player make a deck with only vanila soldiers/humans and each deck should have 30 cards ( they draw a card for each city they control)(and each town has its own 'hand')(so each town's player have 2 hands each tied to a city)
the Necromancer's deck would need 80 cards ( and the necromancer's player draws a card for each city controled by each towns player)
it could function like horde magic ( you draw you can play without playing the mana cost).
the necromancer player starts
each town starts the game without any creatures
each town player asigns a city to be in front of his's lands
the necromancer starts attacking the city in front of the town players' lands
when a town's life becomes 0 or less the necromancer takes control over the town and the towns life becomes 4. ( and soo the necromancer can attack the other player's town)
and soo on
I like to play these casual formarts
Mindwarper
Oona's Blackguard
Ordeal of Erebos
Any creature with Persist mechanic to remove the -1/-1 counter.