I really hope this is from Theros. The artwork is awesome, as is the flavor. Sure, it's not a "Must-have-put-in-every-deck!" autoinclude card mechanically, but thematically spot on.
I really hope this is from Theros. The artwork is awesome, as is the flavor. Sure, it's not a "Must-have-put-in-every-deck!" autoinclude card mechanically, but thematically spot on.
It's in M14
Definitely feels like a precursor to Theros though!
I'm a RDW player and this card really got my attention. A playset would probably be too much, but 1 or 2 of these cards might have a really nice place in RDW.
Although, land destruction is definitely not something a RDW player wants and once your mountain is a creature, it'll totally be very prone to removal.
That being said, I still really like this card, especially since it has haste.
For what it's worth, the opposite of evergreen is "deciduous" so I suggest we start using that from now on to refer to shroud, banding, islandhome, etc.
The card is a five mana 7/7 with haste and no evasion... I don't think this will see play immediately, since Thundermaw Hellkite feels stronger imo. Once Theros rotates in, if RDW still needs to go big to win, I could see this being played.
Definitely drips cool, though its probably too risky to actually play (a little worse than most auras because of being a land and not Genju-ing). Maybe with Scapeshift and others in older formats.
The art really does remind of the Theros preview art...and RTR has a bunch of enchant lands. Maybe this is a thing.
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that's not what happened at all. kamahl stabbed phage, akroma, and some old lady and they became korona. then korona got stabbed by her "prophets" and kamahl got drunk with a mutant centaur
this 4cc card fits perfectly into the curve of the Sledgehammer Red build and will see some play there. The purpose of sledgehammer is to make every creature cast a threat. If you've still got removal to deal with a 7/7 mountain on turn 5 then you're probably doomed by my earlier threats. That's why this card will see play. A 7/7 just HAS to be dealt with at that stage in the game.
"dies to removal" is moot because every other 4cc red will be running also 'dies to removal'
this 4cc card fits perfectly into the curve of the Sledgehammer Red build and will see some play there. The purpose of sledgehammer is to make every creature cast a threat. If you've still got removal to deal with a 7/7 mountain on turn 5 then you're probably doomed by my earlier threats. That's why this card will see play. A 7/7 just HAS to be dealt with at that stage in the game.
"dies to removal" is moot because every other 4cc red will be running also 'dies to removal'
Does it cost you a land when you lose a creature? NOPE.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
+2/+2 vs Flying is an interesting discussion to have, especially since 7 is an unbeatable threshold (Eats everything but Boros Reckoner and select 7 drops)
It's also interesting because we don't ever want to get 2-for-1n'd at any point of the game, but the idea of lands being more paltable to get "thrown away," especially since not every deck can take advantage of land drops after a certain point, so losing two cards might not be so bad.
7 damage for 5 mana is also something powerful to deploy against tap-out control decks and there are are a good deal of support spells and creatures that help it out. It's interesting for sure.
Cards like Azorious Charm are more powerful against it than traditional hasters though.
This card's casting cost really reads 1RRRR. That makes it unplayable for constructed. No way is 3+ color decks going away and needing quad red by turn 5 for a creature with no evasion is asking a lot.
This card's casting cost really reads 1RRRR. That makes it unplayable for constructed. No way is 3+ color decks going away and needing quad red by turn 5 for a creature with no evasion is asking a lot.
ummmmm........monored is an actual thing, and this is powerful enough to see play. Not every deck needs to be 3+ colours.
this card is exactly why red as a color sucks. this card is aweful and will not see play in any competitive format. I bet it will next see play outside of a giant theme deck or some land themed deck.
red gets such lame abilities because r and d is so afraid of making good red cards. this card needs trample not haste and should be either 2rr or rrr cast.
thanks wizards for another lame weak sauce red card. can't wait for the set mechanic red enchantment that is so over costed you can't play it in limited
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Wow.
https://www.facebook.com/photo.php?fbid=474063529343182&l=cbbebc8021
Club Flamingo Wins: 1!
It's in M14
Definitely feels like a precursor to Theros though!
Although, land destruction is definitely not something a RDW player wants and once your mountain is a creature, it'll totally be very prone to removal.
That being said, I still really like this card, especially since it has haste.
Quotes:
Maybe now people will start packing Ghost Quarters
GR
Use it on a Stomping Ground
Use Arbor elf
Problem solved
The art really does remind of the Theros preview art...and RTR has a bunch of enchant lands. Maybe this is a thing.
"dies to removal" is moot because every other 4cc red will be running also 'dies to removal'
Does it cost you a land when you lose a creature? NOPE.
http://www.youtube.com/watch?v=SY8h2vp5Xis
True. Although I see this in an RDW-type build that can survive on a low(er) land count
TBD...
It's a bit unnecessary but it prevents confusion or misplays by newer players
It's not the cleanest way to do it but it works
~B~Mono-Black Mage for Life~B~
Legacy;
UB Reanimator U/
EDH:
Ob Nixilis, the Fallen B
It's also interesting because we don't ever want to get 2-for-1n'd at any point of the game, but the idea of lands being more paltable to get "thrown away," especially since not every deck can take advantage of land drops after a certain point, so losing two cards might not be so bad.
7 damage for 5 mana is also something powerful to deploy against tap-out control decks and there are are a good deal of support spells and creatures that help it out. It's interesting for sure.
Cards like Azorious Charm are more powerful against it than traditional hasters though.
ummmmm........monored is an actual thing, and this is powerful enough to see play. Not every deck needs to be 3+ colours.
red gets such lame abilities because r and d is so afraid of making good red cards. this card needs trample not haste and should be either 2rr or rrr cast.
thanks wizards for another lame weak sauce red card. can't wait for the set mechanic red enchantment that is so over costed you can't play it in limited
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