There's lots of design room for Champion. I'd like to see non-creature cards with the mechanic.
Yes, there's a lot of design room for something like that, but think of the flavor. How do you explain an elf becoming so powerful he turns into a land? I suppose in the extreme, I could see that for treefolk; but I feel that is too far stretched for us to expect in a 2-set block. Being able to champion Militia's Pride is a big enough stretch because it's a "Kithkin" so it can leak through, I don't expect "champion a glove" (equipment) to show up.
I know that Husk is good. However the Husk does the following: Attack with creatures and sac creatures to make it bigger and if they don't block you swing ftw, but if they do you get a 1 for 1. Now this doesn't work very well with Auratog since you swing with him if they don't block you win if they do then you get 2 for 1'ed since most enchantments you have are on the other guys creatures and so you free up a creature and lose an enchantment. So like Azbander said " Enchantments work best when in play."
Some enchantments, like Griffin Guide, give you a 0 for 1, giving you a 2/2 flyer while killing their creature (possibly your griffin guided creature was Utopia Vowed, just for irony). Others, like Spirit Loop or Aspect of Mongoose give you added benefits on the opponents turn, and allow you to pay 2 to give Auratog +2/+2 UEOT. No, it isn't the be all and end all, but there's more to it than that.
I didn't mean that you would only play Temporal Isolation on your own creatures, rather just the opposite of that or that you only play it on your opponents creatures; that you be aware of the options that this opens up for you, because it can work both ways.
Right now your deck doesn't seem to have many ways to kill. You have the 4 yav enchantresses, and 2 sacred mesas, but I don't feel that these are powerful enough to consistently kill for you. Anything with a terror effect to kill yav, or sweeper effects and even just decent sized burn, and you get left with just 2 sacred mesas. Auratog helps threat diversity, and gives you some benefit if your opponent is playing Familiar's Ruse, or Stonecloaker and ilk, as they 1-for-2 or 0-for-1 you, respectively.
Really, if you don't want to include Auratog, we aren't going to make you, but in this hypothetical dream where you do test it out, I'd also switch Sacred Mesa to Mobilization, so you can sink more mana into Spirit Loop/Aspect of the Mongoose without having to keep the global enchantment alive.
And I like Temporal Isolation on their creatures, thank you very much.
You put Temporal on the enchantress, meaning she has shadow. After blockers have been declared (probably none for her, she has shadow) you sac it to the 'tog so that the damage isn't prevented. You can enchant 'tog too, but then you only get the one-time burst that requires saccing your enchantments.
While I understand your "focus" isn't to just attack for lethal, traditional tog decks are content attacking for 1 every turn for quite some time as well. And same as temp isolation on your creatures, you can wait for them to declare no blockers from pacifism/bound in silence, sac the enchantments, and kill them then. It also lets you convert those enchantments into extra damage if you expect a Wrath coming. Tog seems like an awesome pick for this deck; if it works well with the deck, why not include it?
Alright, maybe I was unclear on if you use the last champion trigger to remove the champion still in play.
Champion A is RFG, and Champion A is asking you to champion something. If you remove Champion B, B triggers and returns A to play. A comes into play, asking you to champion something again. If you champion a third card (supposedly a clear board, shouldn't be an option), it gets removed and the chain stops. If you don't champion, you have to sacrifice it. The championed creature from the previous trigger will stay RFG because it was removed by a previous object*.
I'm still not sure this will be clear, but that's my best attempt after about 4 revisions of explaining it.
When it changes zones, the creature becomes a new object; this is why it gets removed from combat if you blink after attacks/blocks are declared. When the trigger refers to "the removed card" it can only check for the current object. Because of this, it won't return champion creatures from earlier triggers because they may have been created by the same CARD, but not the same OBJECT.
You have a champion creature, and you have a second champion creature removed from the game (championed by the first).
1) Momentary Blink the champion. It both leaves play and comes into play, meaning you get both triggers.
2) You return the removed creature first (you want to champion it, supposedly).
3) You now have two triggers on the stack asking you to champion. First resolves, you remove champion A using champion B's trigger.
4) Champion A's remove trigger is still on the stack, and now it's left play asking you to return something.
5) Champion A returns the removed card (no card chosen yet, nothing returned)
6) Champion A asks you to champion something. If you champion something, that card is RFG permanently; if you don't, nothing happens and you basically used Momentary Blink to change which champion creature was out. (Neat in it's own right thought.)
Yes, because then your Saproling creatures are now also lands, per Life and Limb. So long as your creature, changeling or not, also has the land type, it can have Consecrate Land on it, as it has "Enchant Land" in it's abilities.
Because of this, we can't tell you for sure because we don't know what you mean. I assume you mean that you are casting Oblivion Ring in which case Krello is correct.
But the way you phrased it you may have been declaring the trigger at Jace, in which case he can't even cast Cryptic Command to counter target spell in the first place, as that is a triggered ability, not a spell.
And you know you're in trouble when you need to play Paperfin Rascals. :/
Alright, the only Lorwynn I've done so far is one thing of sealed, but wth? I must have completely forgotten the set to think that blue getting a 2/2 or possibly a 3/3 for only THREE was a bad card. It clashes, smoothing out your draws to get you to your powerful late cards quicker, with the chance of being green-worthy for p/t, and not shabby if you lose the clash.
I can think of some unplayable blue cards in Lorwynn, but Paperfin Rascals certainly isn't one of them.
@Nemada/tournies: I didn't do anything for when Xth came out, and I missed the Lorwynn pre-re, but I did make it to the Lorwynn release, which is ultimately why I'm back. I went 6-0 at the release tourny, getting myself a T-Shirt, life counter, deck box, 4 boosters, an mtg pen and a scorepad (well, the last two were just for showing up).
As things stand, I'm organizing a draft(s) for sunday the 4th that Mucky is coming too, and probably about a dozen other people.
Yes, there's a lot of design room for something like that, but think of the flavor. How do you explain an elf becoming so powerful he turns into a land? I suppose in the extreme, I could see that for treefolk; but I feel that is too far stretched for us to expect in a 2-set block. Being able to champion Militia's Pride is a big enough stretch because it's a "Kithkin" so it can leak through, I don't expect "champion a glove" (equipment) to show up.
Extendo
Right, right. Still a 0-for-1 since you aren't using it if the creature is pacified anyway.
Also, the triple o-ring doesn't work; the enchantments are coming into play, not being played.
Extendo
Some enchantments, like Griffin Guide, give you a 0 for 1, giving you a 2/2 flyer while killing their creature (possibly your griffin guided creature was Utopia Vowed, just for irony). Others, like Spirit Loop or Aspect of Mongoose give you added benefits on the opponents turn, and allow you to pay 2 to give Auratog +2/+2 UEOT. No, it isn't the be all and end all, but there's more to it than that.
I didn't mean that you would only play Temporal Isolation on your own creatures, rather just the opposite of that or that you only play it on your opponents creatures; that you be aware of the options that this opens up for you, because it can work both ways.
Right now your deck doesn't seem to have many ways to kill. You have the 4 yav enchantresses, and 2 sacred mesas, but I don't feel that these are powerful enough to consistently kill for you. Anything with a terror effect to kill yav, or sweeper effects and even just decent sized burn, and you get left with just 2 sacred mesas. Auratog helps threat diversity, and gives you some benefit if your opponent is playing Familiar's Ruse, or Stonecloaker and ilk, as they 1-for-2 or 0-for-1 you, respectively.
Really, if you don't want to include Auratog, we aren't going to make you, but in this hypothetical dream where you do test it out, I'd also switch Sacred Mesa to Mobilization, so you can sink more mana into Spirit Loop/Aspect of the Mongoose without having to keep the global enchantment alive.
Extendo
Shh, don't tell people that counter-decks take planning and play by play evaluation, same as other decks. That'll ruin 3/4s of the whining on MTGO
Extendo
You put Temporal on the enchantress, meaning she has shadow. After blockers have been declared (probably none for her, she has shadow) you sac it to the 'tog so that the damage isn't prevented. You can enchant 'tog too, but then you only get the one-time burst that requires saccing your enchantments.
While I understand your "focus" isn't to just attack for lethal, traditional tog decks are content attacking for 1 every turn for quite some time as well. And same as temp isolation on your creatures, you can wait for them to declare no blockers from pacifism/bound in silence, sac the enchantments, and kill them then. It also lets you convert those enchantments into extra damage if you expect a Wrath coming. Tog seems like an awesome pick for this deck; if it works well with the deck, why not include it?
Extendo
Champion A is RFG, and Champion A is asking you to champion something. If you remove Champion B, B triggers and returns A to play. A comes into play, asking you to champion something again. If you champion a third card (supposedly a clear board, shouldn't be an option), it gets removed and the chain stops. If you don't champion, you have to sacrifice it. The championed creature from the previous trigger will stay RFG because it was removed by a previous object*.
I'm still not sure this will be clear, but that's my best attempt after about 4 revisions of explaining it.
Extendo
All of BweeBwee's posts were 3 cards + land, and including land the most he used was 6. Yours is 3 non-land + 4 land, putting you at 7 cards.
gg mate
Extendo
1) Momentary Blink the champion. It both leaves play and comes into play, meaning you get both triggers.
2) You return the removed creature first (you want to champion it, supposedly).
3) You now have two triggers on the stack asking you to champion. First resolves, you remove champion A using champion B's trigger.
4) Champion A's remove trigger is still on the stack, and now it's left play asking you to return something.
5) Champion A returns the removed card (no card chosen yet, nothing returned)
6) Champion A asks you to champion something. If you champion something, that card is RFG permanently; if you don't, nothing happens and you basically used Momentary Blink to change which champion creature was out. (Neat in it's own right thought.)
Extendo
Consecrate Land
Life and Limb
Yes, because then your Saproling creatures are now also lands, per Life and Limb. So long as your creature, changeling or not, also has the land type, it can have Consecrate Land on it, as it has "Enchant Land" in it's abilities.
Extendo
Because of this, we can't tell you for sure because we don't know what you mean. I assume you mean that you are casting Oblivion Ring in which case Krello is correct.
Extendo
You did.
Extendo
Alright, the only Lorwynn I've done so far is one thing of sealed, but wth? I must have completely forgotten the set to think that blue getting a 2/2 or possibly a 3/3 for only THREE was a bad card. It clashes, smoothing out your draws to get you to your powerful late cards quicker, with the chance of being green-worthy for p/t, and not shabby if you lose the clash.
I can think of some unplayable blue cards in Lorwynn, but Paperfin Rascals certainly isn't one of them.
Extendo
@Jaede, happy to hear your all better!
@Nemada/tournies: I didn't do anything for when Xth came out, and I missed the Lorwynn pre-re, but I did make it to the Lorwynn release, which is ultimately why I'm back. I went 6-0 at the release tourny, getting myself a T-Shirt, life counter, deck box, 4 boosters, an mtg pen and a scorepad (well, the last two were just for showing up).
As things stand, I'm organizing a draft(s) for sunday the 4th that Mucky is coming too, and probably about a dozen other people.
My MTGO league is currently quaking in fear of my current G/B deck, which has Gemhide Sliver, Evolution Charm, and Edge of Autumn all leading into 2x Mulvoni Acid-Moss (turn 3), and Jedit, Skittering Monstrosity, and Stronghold Overseer (turn 4). The deck isn't the best vs pacify effects, but the quick acceleration coupled with the redundant beef just randomly wins a lot more games than I would have expected.
Extendo
This calls for an emergency [T]'s meeting tomorrow to make a new thread. You know we need it
Extendo
FYI the October 24, 2007 answer for Ask Wizards. Because I know you care Even if you already knew, I know it's hard to kick the "prefect" habit.
Extendo