Shu Yun, the Silent Tempest 2U
Legendary Creature - Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, you may pay [R/W][R/W]. If you do, target creature gains double strike until end of turn.
{3/2}
Quite powerful lil fella. Could easily see play in Jeskai as a 2-of.
I think it has potential in U/W Heroic, but Monastery Mentor really steals its thunder in the 3-slot for both Heroic, Tokens, and Aggro builds of U/W and Jeskai. I can't imagine dropping Seekers for it, but maybe they'll still find room?
He's an awesome commander or Tiny-mander, though :).
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
First thought was 'wow, this guy is big and cheap, looks like a Geist variant and might even be faster'
Second thought was 'competes with the far, far, FAR superior Monastery Mentor'.
Just as when Tarmogoyf was Standard legal it rendered other creatures at the same mana cost or above unplayable unless they matched up well against the Goyf, Mentor will have the same effect, and this card does not match up well against Mentor, who can just chump block it then swing back for the win.
This card will, however, be a force to be reckoned with in Commander.
Just wanted to point out that he has some Temur potential due to becoming ferocious. With SK, Satyr and Shu Yun, plus the top of your curve, ferocious should be online almost constantly.
If you can pay for the double-strike and your opponent is tapped out, spells like Roar of Challenge, Barrage of Boulders, Icy Blast and Savage Punch are brutal.
I think this guy and the mentor are a good couple cards to compare. Some have said the Mentor is far superior. I'm not so sure. Everything is of course dependent on the decks the cards are in but as I see it, both Mentor and Shu are able to escape Lightning bolt at the same pace. Now, after escaping the bolt, assuming they tried to kill it on your turn, likely during your attack or just before, which of these legends is going to kill your opponent first? I mean sure Shu needs help getting through but so does Mentor. Mentor generates an army but cannot attack with it the turn he makes them. Shu generates a crap ton of damage, all you need to do is protect him and get him through. Shu also only costs a single U mana whereas Mentor requires WW to play. Of course your gonna need UR or a combo of the two to activate the double strike but by turns 4, 5 and 6 this is well within the realm of possibility. Any critters going through from Mentor are gonna have a lag turn, meaning your opponent has one more turn to Drown in Sorrow or the like the board. WOTC did a good job making guys good but not over the top. One thing Mentor does have going for it is for some reason its not legendary. I do think though, that Shu could pair with cards like Young Pyromancer, Delver and Swiftspear better, if for no other reasons than A) the mana cost B) how quickly its damage will get through and C) that it can give its double strike to another critter, like say a hasty pumped Swiftspear or an evasive delver. Just my thoughts.
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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
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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.
It's more that Mentor leaves a mark behind if he is killed quickly, whereas all Shu Yun does is put an Assault Strobe into your hand for that turn.
Let's assume the opponent has a Flame Sash or Doom Blade effect - Shu Yun is going to die to it 90%/100% of the time, whereas Mentor will also die but leave behind two surprisingly dangerous friends.
In most decks that play Shu Yun, I believe the correct call would be to instead splash white and play MM. There will be exceptions, but MM is just a similar but better card and I don't see any decks wanting 5 or more of the effect.
I do believe that if MM wasn't in FRF, then Shu Yun would be one of the best cards in the set - much as Tinker into Darksteel Colossus was a popular play until Tinker-BSC outclassed it, leaving the original card to forever live in another card's shadow.
Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
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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.
@Sirgog: Ain't it a problem that you just spunked two noncreature spells to spawn those two 1/1s? I reckon there's a fairly large risk that you wont have anything to fuel them with on your coming turn - making those two into 1/1 tokens.
Granted it's better than leaving nothing behind but I wouldn't be so hasty to call them two dangerous tokens.
Shu has these added benefits in creature combat:
- Straight out kills Sylvan Caryatid
- Requires 1 proc of Prowess to kill and survive Courser of Kruphix
This card will, however, be a force to be reckoned with in Commander.
Luckily, he disqualifies himself from being used as a Commander. So no 21 damage player KO by him.
Huh? Unless the rules were recently tightened again, color identity includes the color of the card and all mana symbols on it, so no commanders disqualify themselves.
@Sirgog: Ain't it a problem that you just spunked two noncreature spells to spawn those two 1/1s? I reckon there's a fairly large risk that you wont have anything to fuel them with on your coming turn - making those two into 1/1 tokens.
Granted it's better than leaving nothing behind but I wouldn't be so hasty to call them two dangerous tokens.
Shu has these added benefits in creature combat:
- Straight out kills Sylvan Caryatid
- Requires 1 proc of Prowess to kill and survive Courser of Kruphix
Different goals, different needs.
This is kinda what I was trying to get at in a roundabout way. Sure MM will fill your board with critters but what happens when you run out of gas? Shu is kinda like having all your eggs in one basket yes but it is easier to fuel and defend that one basket. Ultimately they are different creatures and they both fill different needs as Tzefick stated. Both seem to be fun cards, though I'm not sure I agree with having MM at mythic. Its way to good of a card to be there and the price is reflecting that.
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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
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Goblins
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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.
This card will, however, be a force to be reckoned with in Commander.
Luckily, he disqualifies himself from being used as a Commander. So no 21 damage player KO by him.
Huh? Unless the rules were recently tightened again, color identity includes the color of the card and all mana symbols on it, so no commanders disqualify themselves.
Yeah, unless something has changed Shu's color ID is URW. He should be a fun commander.
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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.
He is good but will have a hard time finding a home. W/U Heroic favors Fabled Hero; Jeskai Token/Tempo have rabblemaster, monastery mentor and mantis rider; Temur have Knockleblade (although it may benefit from 6 three drops).
The power level is just crazy high with all those great creatures running around.
He would have been really good if he wasn't outclassed by another card in the same set in most situations. However, U is not the same as WW, so it could definitely still see play. It is also a bit more explosive in a deck focused on a single-turn burst of damage, so there is that
The mention of Knuckleblade is actually a good point, he gives RUG another low drop to let it try to play a tempo-ish game with. Main problem is that Knuckleblade and Rabble master already do a solid job there. He is quite dangerous with Rabblemaster though.
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Legendary Creature - Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, you may pay [R/W][R/W]. If you do, target creature gains double strike until end of turn.
{3/2}
Quite powerful lil fella. Could easily see play in Jeskai as a 2-of.
He's an awesome commander or Tiny-mander, though :).
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
If you are going to go outside of Standard
Vines of Vastwood + Distortion Strike + Shu Yun, the Silent Tempest + 2 mana for double striking = 20.
You could run Mutagenic Growth if you didn't want to splash for green. Basically an Infect shell.
Second thought was 'competes with the far, far, FAR superior Monastery Mentor'.
Just as when Tarmogoyf was Standard legal it rendered other creatures at the same mana cost or above unplayable unless they matched up well against the Goyf, Mentor will have the same effect, and this card does not match up well against Mentor, who can just chump block it then swing back for the win.
This card will, however, be a force to be reckoned with in Commander.
If you can pay for the double-strike and your opponent is tapped out, spells like Roar of Challenge, Barrage of Boulders, Icy Blast and Savage Punch are brutal.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
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.
Let's assume the opponent has a Flame Sash or Doom Blade effect - Shu Yun is going to die to it 90%/100% of the time, whereas Mentor will also die but leave behind two surprisingly dangerous friends.
In most decks that play Shu Yun, I believe the correct call would be to instead splash white and play MM. There will be exceptions, but MM is just a similar but better card and I don't see any decks wanting 5 or more of the effect.
I do believe that if MM wasn't in FRF, then Shu Yun would be one of the best cards in the set - much as Tinker into Darksteel Colossus was a popular play until Tinker-BSC outclassed it, leaving the original card to forever live in another card's shadow.
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.
Granted it's better than leaving nothing behind but I wouldn't be so hasty to call them two dangerous tokens.
Shu has these added benefits in creature combat:
- Straight out kills Sylvan Caryatid
- Requires 1 proc of Prowess to kill and survive Courser of Kruphix
Different goals, different needs.
Huh? Unless the rules were recently tightened again, color identity includes the color of the card and all mana symbols on it, so no commanders disqualify themselves.
This is kinda what I was trying to get at in a roundabout way. Sure MM will fill your board with critters but what happens when you run out of gas? Shu is kinda like having all your eggs in one basket yes but it is easier to fuel and defend that one basket. Ultimately they are different creatures and they both fill different needs as Tzefick stated. Both seem to be fun cards, though I'm not sure I agree with having MM at mythic. Its way to good of a card to be there and the price is reflecting that.
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.
Yeah, unless something has changed Shu's color ID is URW. He should be a fun commander.
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.
The power level is just crazy high with all those great creatures running around.
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