So I didn't see this anywhere else so I started one. I think that the new planeswalker is cute. Her giving a creature double strike could be good with set up. I Don't think her second ability does much unless your opponent is vechiles. Now her last ability is where it's at. She can replace herself and get anoughter walker or allow you to put into play two walkers you realistically couldn't cast in the same turn. In commander her first and last ability shine and she is just to high of a cost to do anything in non rotating formats.
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I'm alittle demon short and stout, this is my pitchfork, this is my mouth When I get all steamed up here me shout Bite your head off suck your soul out
In modern maybe in some doubling season deck. Ult to get Emrakul and either Arlin Kord or Sarkhan Vol for haste. But I think it's a corner case at best.
Imo this is definately the worst Gruul-Planeswalker.
& i highly doubt shes played, as long superior Arlinn is around.
+1 just a Doublestrike
Acceptable to get through, or threaten additional damage.
But its just so little & easy to stop. Yea, one can say Gideon can be blocked with ease too, but he doesnt run danger, gettin killed in the process & he will provide a supply of creatures himself to benefit from his other creature-enhancing ability.
Whereas Samut fails. Shes completely reliant on other cards than herself. Her 2nd ability unfortunately doesnt change that either.
-2 a Forked Bolt. Thats supposed to be deffensive, sure there are ocasionally dream-cases, where you burn 2 creatures, however 1/1s shouldnt threat a4 Mana-Walker anyway 2 fringe.
It doesnt even have any synergy with the first ability, unlike many others do, what qualified them in the first place.
-7 The only good ability imo. But with a + that is only good from ahead & has no defensive applications, i rarely see it ever happen.
So yeah . . . Worst Walker, since Ral Zarek ??
Also no card-advantage, unless you kill multiple things by her -2
In modern maybe in some doubling season deck. Ult to get Emrakul and either Arlin Kord or Sarkhan Vol for haste. But I think it's a corner case at best.
Why not just search for herself and something... then herself and something... then herself and somethings... then 2 things. Then you have 5 free bombs and a 1 loyalty Samet.
I really don't think this card is anything more than a combo piece for superfriends. Anything more powerful on her other abilities is likely to much, I think it's safe to say that she was printed solely for a superfriends deck and that's all.
Or if you have something cute like Wheel of Sun and Moon in play then you just play out your whole deck in a Samut spree of craziness.
EDIT: After some more thought, this should sorcery speed win you the game. Chain 2 Ugin, the Spirit Dragon and 2 Ral Zarek to dump your whole deck into play (minus spells), gain infinite life, tap their whole board, do infinite damage, and have infinite turns. Literally do anything as long as you include 2 of the walker who's ability you want to keep using in a loop (and Doubling Season gets them up to their final skill).
I wouldn't say "never", but if the ultimate is the best thing going for it, yeah don't judge them on their ultimate.
Well, yeah, there are obviously exceptions to everything.
But the more loyalty a planeswalker ability costs, the less you'll be able to use it, and therefore the less it factors in to how useful it is. Having a good plus is more important than having a good minus, and both are more important than having a good ult. A planeswalker with a crappy plus needs to have a great minus and ultimate to compensate, whereas a crappy minus or ultimate is more easily overlooked.
Samut has a mediocre plus, and an abysmal minus. Her ult would have to win you the next two games to be worth it.
Imo this is definately the worst Gruul-Planeswalker.
& i highly doubt shes played, as long superior Arlinn is around.
+1 just a Doublestrike
Acceptable to get through, or threaten additional damage.
But its just so little & easy to stop. Yea, one can say Gideon can be blocked with ease too, but he doesnt run danger, gettin killed in the process & he will provide a supply of creatures himself to benefit from his other creature-enhancing ability.
Whereas Samut fails. Shes completely reliant on other cards than herself. Her 2nd ability unfortunately doesnt change that either.
-2 a Forked Bolt. Thats supposed to be deffensive, sure there are ocasionally dream-cases, where you burn 2 creatures, however 1/1s shouldnt threat a4 Mana-Walker anyway 2 fringe.
It doesnt even have any synergy with the first ability, unlike many others do, what qualified them in the first place.
-7 The only good ability imo. But with a + that is only good from ahead & has no defensive applications, i rarely see it ever happen.
So yeah . . . Worst Walker, since Ral Zarek ??
Also no card-advantage, unless you kill multiple things by her -2
E
I wouldn't say she's the worst , but she is definitely lacking.
The +1 should either give trample (gruul sort of thing) or untap the creature prior (maybe to support exert mechanic).
The -2 I feel should have dealt more like maybe 4? (not too much I think) so it's actually impactful. At the CMC of 4 it compares to Sarkhan Vol and Xenagos for abilities, which IMO where actually worth their price tags when they initially came out. I'd love to have seen a second compact step ability as like a -4 but that may be too good for a PW ability?! (I'm not really a standard player). It would also help the exert mechanic, probably too much though lol.
The -7 is great, but for me, having a affinity for PW, a walker in a deck can't be just for one ability (this is just my belief on walkers), so it needs to have ways to get the the one ability you're after. Doubling Season-ing a planeswalker is sweet but unless that 9 assorted mana is going to Tamiyo it's probably not a great strategy.
Planeswalker Samut is bad. Let's compare to Arlinn, Xenagos, and Sarkhan (comparing to Domri is unfair, as Domri is only 3 CMC)
+1: Sarkhan is a mass-pump+Haste, which is only good if ahead but turns every draw into a threat thanks to Haste. Arlinn is +1 to give one target +2/+2 and haste; again this is good in topdeck mode and about equal. Arlinn also grants Vigilance, which is a big game in playing defense on a locked board. Arlinn has an additional advantage of being able to 0 to make a wolf and "Flip Out"; on the back her +1 is a team pump but you'd only use it if you had chosen to go wolf. Xenagos, like the rest, requires you to be ahead or have creatures but can do sick leaps of mana if you curve. Like Arlinn he backs his situational +1 with a "0" to make a 2/2 creature. Samut gives a single target double-strike, which can be situationally strong with Exert or big threats but generally feels like a bad use of a 4-mana sorcery. All R/G walkers require a creature to work, but Samut requires a creature that does not have summoning sickness which is significantly worse. Advantage: Xenagos or Arlinn.
Minus: Sarkhan is a Threaten which only helps if you are on the offensive or have sacrifice outlets. Arlinn only has a minus in wolf mode, but it is -1 to Lightning Bolt which is really, really good (but balanced by being unable to do it when she comes down and only able to do it every other turn). Samut is -2 to Forked Bolt - this is better than threaten but worse than Arlinn, because the times you get to kill two targets are greatly countered by the times Samut can't do anything because your opponent has a Winding Constrictor or Lord of the Accursed as their play. Advantage: Arlinn
Ult: Sarkhan is threatening lethal by putting 20 power into play. You will need three turns to get there, however, so it is a challenge. Arlinn gives you an Emblem of Fervor + Burning Anger to your team; this is strong but she takes at best 5 turns to charge up due to flip + plus requirements. Xenagos is four turns to charge and totally random - could be stronger than Sarkhan, could be worse. Not where you want to be. Like Xenagos, Samut needs 4 turns to ultimate without assistance but has a very strong play. All except Arlinn can ult instantly with Doubling Season. I'd say advantage Samut here, but with the caveat that all of these ultimates are "win more" without Doubling Season support. \\
Conclusion: Samut is playable in EDH as the first Gruul commander that is insane with Doubling Season, and a redundant piece in superfriends for creating infinite chains with the Season. In all other formats she is very bad - none of the other walkers have seen any meaningful play and are overall stronger and were better positioned.
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the problem I have with this walker is that she is really only useful against the color red itself; which seems to be following the recent trends of wizards making burn spells either super weak (so that if you decide to go to the creature instead of the face, you can only kill low toughness creatures), or you just get red removal spells which can't hit the face.
This walker's +1 against: red= easily pushes through damage as red more than likely has their creatures tapped out
green= can block your doublestriker and likely trade with it
black= instant speed removal your target of the +1
blue= has low power big butt chumps for this
white= will likely already have first strikers or doublestrikers to trade
This walker's -2 against: red= most likely color to kill two 1 toughness creatures
green= useless, wont kill anything
black= usually kills their first or second turn play, but can 2 for one them if they play aggro
blue= useless, wont even kill their smallest creature unless its an early turn flier
white= most likely useless as even early turn creatures will likely be buffed past 2 toughness
This walker's ultimate: best against red as red has no real card advantage to catch back up, and no burn to take down huge threats, and its good against green because green lacks removal. the other three colors can bounce, destroy, or exile the threats this ultimate brings with as low as 2cmc per threat.
this is my real problem with this card, its only good in a mirror type of match, and super weak to any strategy using any kind of control. Another partially red card that is only good against red.
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When I get all steamed up here me shout Bite your head off suck your soul out
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& i highly doubt shes played, as long superior Arlinn is around.
+1 just a Doublestrike
Acceptable to get through, or threaten additional damage.
But its just so little & easy to stop. Yea, one can say Gideon can be blocked with ease too, but he doesnt run danger, gettin killed in the process & he will provide a supply of creatures himself to benefit from his other creature-enhancing ability.
Whereas Samut fails. Shes completely reliant on other cards than herself. Her 2nd ability unfortunately doesnt change that either.
-2 a Forked Bolt. Thats supposed to be deffensive, sure there are ocasionally dream-cases, where you burn 2 creatures, however 1/1s shouldnt threat a4 Mana-Walker anyway 2 fringe.
It doesnt even have any synergy with the first ability, unlike many others do, what qualified them in the first place.
-7 The only good ability imo. But with a + that is only good from ahead & has no defensive applications, i rarely see it ever happen.
So yeah . . . Worst Walker, since Ral Zarek ??
Also no card-advantage, unless you kill multiple things by her -2
E
I really don't think this card is anything more than a combo piece for superfriends. Anything more powerful on her other abilities is likely to much, I think it's safe to say that she was printed solely for a superfriends deck and that's all.
Or if you have something cute like Wheel of Sun and Moon in play then you just play out your whole deck in a Samut spree of craziness.
EDIT: After some more thought, this should sorcery speed win you the game. Chain 2 Ugin, the Spirit Dragon and 2 Ral Zarek to dump your whole deck into play (minus spells), gain infinite life, tap their whole board, do infinite damage, and have infinite turns. Literally do anything as long as you include 2 of the walker who's ability you want to keep using in a loop (and Doubling Season gets them up to their final skill).
"Reveal a Dragon"
But the more loyalty a planeswalker ability costs, the less you'll be able to use it, and therefore the less it factors in to how useful it is. Having a good plus is more important than having a good minus, and both are more important than having a good ult. A planeswalker with a crappy plus needs to have a great minus and ultimate to compensate, whereas a crappy minus or ultimate is more easily overlooked.
Samut has a mediocre plus, and an abysmal minus. Her ult would have to win you the next two games to be worth it.
The +1 should either give trample (gruul sort of thing) or untap the creature prior (maybe to support exert mechanic).
The -2 I feel should have dealt more like maybe 4? (not too much I think) so it's actually impactful. At the CMC of 4 it compares to Sarkhan Vol and Xenagos for abilities, which IMO where actually worth their price tags when they initially came out. I'd love to have seen a second compact step ability as like a -4 but that may be too good for a PW ability?! (I'm not really a standard player). It would also help the exert mechanic, probably too much though lol.
The -7 is great, but for me, having a affinity for PW, a walker in a deck can't be just for one ability (this is just my belief on walkers), so it needs to have ways to get the the one ability you're after. Doubling Season-ing a planeswalker is sweet but unless that 9 assorted mana is going to Tamiyo it's probably not a great strategy.
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+1: Sarkhan is a mass-pump+Haste, which is only good if ahead but turns every draw into a threat thanks to Haste. Arlinn is +1 to give one target +2/+2 and haste; again this is good in topdeck mode and about equal. Arlinn also grants Vigilance, which is a big game in playing defense on a locked board. Arlinn has an additional advantage of being able to 0 to make a wolf and "Flip Out"; on the back her +1 is a team pump but you'd only use it if you had chosen to go wolf. Xenagos, like the rest, requires you to be ahead or have creatures but can do sick leaps of mana if you curve. Like Arlinn he backs his situational +1 with a "0" to make a 2/2 creature. Samut gives a single target double-strike, which can be situationally strong with Exert or big threats but generally feels like a bad use of a 4-mana sorcery. All R/G walkers require a creature to work, but Samut requires a creature that does not have summoning sickness which is significantly worse. Advantage: Xenagos or Arlinn.
Minus: Sarkhan is a Threaten which only helps if you are on the offensive or have sacrifice outlets. Arlinn only has a minus in wolf mode, but it is -1 to Lightning Bolt which is really, really good (but balanced by being unable to do it when she comes down and only able to do it every other turn). Samut is -2 to Forked Bolt - this is better than threaten but worse than Arlinn, because the times you get to kill two targets are greatly countered by the times Samut can't do anything because your opponent has a Winding Constrictor or Lord of the Accursed as their play. Advantage: Arlinn
Ult: Sarkhan is threatening lethal by putting 20 power into play. You will need three turns to get there, however, so it is a challenge. Arlinn gives you an Emblem of Fervor + Burning Anger to your team; this is strong but she takes at best 5 turns to charge up due to flip + plus requirements. Xenagos is four turns to charge and totally random - could be stronger than Sarkhan, could be worse. Not where you want to be. Like Xenagos, Samut needs 4 turns to ultimate without assistance but has a very strong play. All except Arlinn can ult instantly with Doubling Season. I'd say advantage Samut here, but with the caveat that all of these ultimates are "win more" without Doubling Season support. \\
Conclusion: Samut is playable in EDH as the first Gruul commander that is insane with Doubling Season, and a redundant piece in superfriends for creating infinite chains with the Season. In all other formats she is very bad - none of the other walkers have seen any meaningful play and are overall stronger and were better positioned.
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This walker's +1 against: red= easily pushes through damage as red more than likely has their creatures tapped out
green= can block your doublestriker and likely trade with it
black= instant speed removal your target of the +1
blue= has low power big butt chumps for this
white= will likely already have first strikers or doublestrikers to trade
This walker's -2 against: red= most likely color to kill two 1 toughness creatures
green= useless, wont kill anything
black= usually kills their first or second turn play, but can 2 for one them if they play aggro
blue= useless, wont even kill their smallest creature unless its an early turn flier
white= most likely useless as even early turn creatures will likely be buffed past 2 toughness
This walker's ultimate: best against red as red has no real card advantage to catch back up, and no burn to take down huge threats, and its good against green because green lacks removal. the other three colors can bounce, destroy, or exile the threats this ultimate brings with as low as 2cmc per threat.
this is my real problem with this card, its only good in a mirror type of match, and super weak to any strategy using any kind of control. Another partially red card that is only good against red.