This could be used with a Life from the Loam loop, but, TBH, there are better things you can do with that.
Dat templating. (Clue: Cycling is discarding, either to draw something or to tutor something like a basic land or a forest or a sliver.) Yeah, I know, it's probably for new players, but still...
Yeah, can someone please give me a explanation as to why these cards say "if you cycle or discard"? Other than making it a little bit clearer for newer players, it could have just said "whenever you discard a card" and just leave out the cycling part, right? The cycling part is totally pointless unless someone can please enlighten me.
They explained it in an article on their website. It is indeed partly to make it easier for newer players, and players who aren't as enfranchised, so as to avoid confusion as whether cycling counts as discarding. Originally, these cards only got the bonus from cycling as they were intended to be cycling enablers, but they were juiced a bit by letting them trigger off any discard to make them less parasitic (They now work with looting and allowed them to create a discard as cost sub theme in the set). They left the reference to cycling both to lessen confusion for new players (as they can look at the card and understand how it works even if they don't understand that cycling counts as discarding), as well as to be a signal during draft that these are cycling support cards and that cycling is a major theme that a deck that can be built around rather than just a "flow" mechanic like a cantrip. Its part of MARO's philosophy that nonfunctional text that makes things more clear is often a good thing. This is borne from the problem in Masques Block where there were a number of new mechanics with no official name, and many players thought that there were no new mechanics because there weren't keywords. Ability words are the biggest change brought about by this (ability words don't have any rules meaning, they are basically flavor text that signals a theme), but other smaller changes were also made, this being one of them.
Which creates a whole other issue, since I had no trouble seeing spellshaper, rebel/mercenary, and monger as mechanics. Especially, since, you know, creature type gives them a name, and spellshaper was particularly tight until Prophecy.
Maybe it's just me, that I thought creature types and card names would be a place to be resonant as well, e.g. everyone knows that if I say "I torment you." I mean "You can pay 3 life, discard a card, or sacrifice a permanent, Sophie."
I guess it might matter if you discard a card with madness (and pay the madness cost, which actually means you exile it and then cast it for the madness cost because madness is pretty wonky rules-wise, as intuitive as it is).
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Every time I see WotC do something that feels silly, like the "Cycle or Discard" text, I remind myself of my first few weeks playing Magic. I was 11, being taught by a 12 year old, in a time before internet access was readily available. Among our most classic blunders:
- Congregate initially couldn't target yourself, as you were not "A Player". It was obviously designed for team games, it's in the name!
- Once we cleared that nonsense up, we then decided that that meant that Hunted Wumpus put cards from its owner's hand onto the battlefield too for...raesons. That was clearly overpowered and hard to beat, but hey, our only Hunted Wumpus was foil so maybe it was meant to be so much more powerful than every other card ever printed?
- Counterspell couldn't counter creatures, artifacts, or enchantments - it was basically Negate to us.
It's easy to forgot as a highly enfranchised adult player that this game is also played by kids, newbies, and folks of all stripes.
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Sufferer of EDHD
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
This one goes out to all those players who keep harping about how bad the art is nowadays and who think old-age art can do no wrong.
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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.
This is a surprisingly powerful effect despite the weird wording. Great in thief decks. Requires some care and timing, but it can be used to "borrow" removal, steal targeted draw, or just mess up their main phase plans.
This one goes out to all those players who keep harping about how bad the art is nowadays and who think old-age art can do no wrong.
I managed to find one and play it in my Toshiro Umezawa deck. It's less effective than you'd think because of timing, priority and how players spend their mana. It's cute and fun, but it often just sits unused in hand.
The art isn't as terrible as it seems at first glance. It looks like just eyes on black at first, but on closer inspection you notice how he worked white wisps into the art to create a fog effect, not just flat black, and he uses those wisps to create the faint outline of a face. It's a subtle touch. The perspective is from the person being "commanded", the blackness and fog is the fugue caused by the spell, and the face is the caster, mostly obscured in shadow with only the eyes, which are often connected to such spells in fantasy (think Dracula saying "look into my eyes"), being clear. The eyes contrast the rest of the piece, bright where the rest is dark, clear, even sharp, where the rest is obscured. It's high concept, a bit abstract, and risky, which is clearly the opposite of the modern mode of detailed, straightforward, safe, and anodyne. I get why the modern style prevails, it helps with worldbuilding and does wonders to maintain immersion in the setting, but its often boring. The best art of the modern era is breathtaking, but there are still plenty of awful pieces that don't even have the excuse of being done in a unique style or taking a risk, just being shoddy, and the vast middle is generic. Modern magic art is mostly a collection of stills from a game or cartoon, old art ranged from comic panels to spell book illustrations. Personally, I'd like them to stick with the new style for story sets but to take more risks for core sets and some supplemental sets, let them be more freewheeling and less concentrated on one style.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
With the news about Silver Border cards being legal for a month and then some, I figured let's put in one myself in here so you all know what you can look forward to.
Timmy is not on the RC's list of "Stuff to watch out for" unlike his brother Johnny, mostly because his colour doesn't allow him to be AS broken as him. Worth noting that it's also not a cast trigger so while you can cheat out big Eldrazi, the effect is probably better on your Worldspine Wurms and stuff like that. There's plenty of fat in Green that appreciates being Quicksilver Amulet'd in...and with Seedborn Muse and Patron of the Orochi, things can get nutty real fast.
Side note; one of the guys in my LGS plays an illegal Timmy deck, even by the standards of Un-sets. He plays all colours and only "Giant overcosted cool fatties", but runs it from only forests and Chromatic Lantern, in order to cheat out things like Leviathan. It's hilarious, and folds tremendously if you can keep Timmy out of the game, but he doesn't play it often (in fact, pretty rarely) so it doesn't get stale.
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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.
At BB, it's broken, and really only controlled by "How do you know when is the right time to use it?"
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
With the news about Silver Border cards being legal for a month and then some, I figured let's put in one myself in here so you all know what you can look forward to.
Timmy is not on the RC's list of "Stuff to watch out for" unlike his brother Johnny, mostly because his colour doesn't allow him to be AS broken as him. Worth noting that it's also not a cast trigger so while you can cheat out big Eldrazi, the effect is probably better on your Worldspine Wurms and stuff like that. There's plenty of fat in Green that appreciates being Quicksilver Amulet'd in...and with Seedborn Muse and Patron of the Orochi, things can get nutty real fast.
Side note; one of the guys in my LGS plays an illegal Timmy deck, even by the standards of Un-sets. He plays all colours and only "Giant overcosted cool fatties", but runs it from only forests and Chromatic Lantern, in order to cheat out things like Leviathan. It's hilarious, and folds tremendously if you can keep Timmy out of the game, but he doesn't play it often (in fact, pretty rarely) so it doesn't get stale.
Glad you are doing this!
This guy is ultimately underwhelming as a legal commander. We have stuff like Selvala, Heart of the Wilds and Azusa, Lost but Seeking legal now for all our ramping needs, and they aren't nearly as reliant on creatures. They come down faster, are slightly more resilient, and have less of a maintenance cost. While Timmy, Power Gamer may have the more reliable and explosive turn 5 Worldspine Wurm (or other 10+ mana fattie), I'd take the other two almost every time. This goes triple now that so many of green's best fat monsters have "X" in their cost, and so many colorless ones have "Cast" triggers that Timmy can't activate.
For flashing stuff in, I'd generally prefer Yeva, Nature's Herald but it's a closer fight. Yeva's better if you are running small value creatures or want your Commander to be able to pick up a sword and win via commander damage, while Timmy is better at cheating out large monsters and avoiding countermagic. As a legal commander Timmy is mostly only unfit for blackborder because of his name and art - they could print this today and it'd be fine but not exceptional.
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Sufferer of EDHD
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
Cheating stuff into play from your hand (rather than the library or graveyard) always feels kind of lame. In the 99, Timmy is basically an Elvish Piper with the upside that you can activate him the turn you cast him and the downside that doing so probably costs almost as much as whatever you're cheating out anyway.
He does go infinite with Palinchron and a couple of bouncelands, but so does a ham sandwich.
Elvish Piper costs less, but doesn't have the t restriction.
Anyway, I like how these each have an ability that circumvents one of the restrictions of the game. Timmy and mana, Johnny and game variance, Spike and deck construction. (Admittedly, Johnny should be the one to circumvent deck construction and Spike should be the one to circumvent game variance, but whatever.)
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Unlike most Green removal, this doesn't put up one of your own creatures to risk, you just need to have more creatures. This can be handy if you want to get rid of, say, a Peacekeeper or if you want to attack opponent A while making sure opponent B cannot launch a counterattack spearheaded by some random fatty. Green go-wide decks tend to be more about just using brute force though so I've never seen this card.
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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.
Unlike most Green removal, this doesn't put up one of your own creatures to risk, you just need to have more creatures. This can be handy if you want to get rid of, say, a Peacekeeper or if you want to attack opponent A while making sure opponent B cannot launch a counterattack spearheaded by some random fatty. Green go-wide decks tend to be more about just using brute force though so I've never seen this card.
It sucked in draft. Its sucked in crap draft. So often just a dead card. Of course, in constructed, and especially in EDH, you can ensure that you have enough dudes for this to be like Skred. Of course, with that many dudes, there aren't many situations where this would be that useful.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Since those decks have access to white, you have two stellar options for single target removal instead...that exile at a cheaper cost and instant speed.
Since those decks have access to white, you have two stellar options for single target removal instead...that exile at a cheaper cost and instant speed.
Repercussion shenanigans? It’s not a good card.
I didn't say there weren't better options. If for some reason you don't have Path or Swords(of note I don't have either in my Trostani deck but I still wouldn't play this.)
For some reason, I can't see the card image on my computer or any mobile device.
Anyway, here's my analysis of removal. You should have at least one of these things to even be considered.
Is it an instant?/Does it have flash? This is important because of combo. No. Does it offer card advantage? This is especially important in multiplayer. Hex offers card advantage. Annihilate offers card advantage. Comet Storm offers card advantage. Viridian Corrupter offers card advantage. Again, no. Is it a boardwipe? Boardwipes are potential card advantage, or card disadvantage to get rid of something like It That Betrays. Again, no. (And I'd have to have 12 creatures to get rid of It That Betrays with this.) Does it destroy multiple card types? This is very important, first as land destruction is typically sorcery speed (and lands gotta blow up sometimes). Secondly, because not every deck includes artifacts, enchantments, or planeswalkers (though the number of decks that don't include artifacts and enchantments is very small in Commander), but practically every deck includes creatures and lands (every deck in Commander). But most creature removal only hits a subset of creatures, so even though creatures are ubiquitous, hitting multiple card types is still beneficial. Again, no. Does it have any sort of synergy with my strategy at all? I can't see what strategy would favor this. Even monogreen tokens has better options, most of the time. If I have damage doublers, it can become huge fast, but that also means I'm in red and have access to Lightning Bolt, Galvanic Blast, Fireblast, Comet Storm, Valakut, the Molten Pinnacle, Seismic Strike, Ben-Ben, Akki Hermit...At best, token decks turn this into a worse Murder. And if your token deck is white, you have Swords to Plowshares and Path to Exile first.
tl;dr: You might play this in monogreen. But I'd probably just run Desert Twister first. Sure, it costs 4 more, but it also can hit anything. Of course, Beast Within appears before that. You also have Scour from Existence (which exiles at instant speed, so, lol) and the reusable (with help) Spine of Ish Sah.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
For some reason, I can't see the card image on my computer or any mobile device.
Anyway, here's my analysis of removal. You should have at least one of these things to even be considered.
Is it an instant?/Does it have flash? This is important because of combo. No. Does it offer card advantage? This is especially important in multiplayer. Hex offers card advantage. Annihilate offers card advantage. Comet Storm offers card advantage. Viridian Corrupter offers card advantage. Again, no. Is it a boardwipe? Boardwipes are potential card advantage, or card disadvantage to get rid of something like It That Betrays. Again, no. (And I'd have to have 12 creatures to get rid of It That Betrays with this.) Does it destroy multiple card types? This is very important, first as land destruction is typically sorcery speed (and lands gotta blow up sometimes). Secondly, because not every deck includes artifacts, enchantments, or planeswalkers (though the number of decks that don't include artifacts and enchantments is very small in Commander), but practically every deck includes creatures and lands (every deck in Commander). But most creature removal only hits a subset of creatures, so even though creatures are ubiquitous, hitting multiple card types is still beneficial. Again, no. Does it have any sort of synergy with my strategy at all? I can't see what strategy would favor this. Even monogreen tokens has better options, most of the time. If I have damage doublers, it can become huge fast, but that also means I'm in red and have access to Lightning Bolt, Galvanic Blast, Fireblast, Comet Storm, Valakut, the Molten Pinnacle, Seismic Strike, Ben-Ben, Akki Hermit...At best, token decks turn this into a worse Murder. And if your token deck is white, you have Swords to Plowshares and Path to Exile first.
tl;dr: You might play this in monogreen. But I'd probably just run Desert Twister first. Sure, it costs 4 more, but it also can hit anything. Of course, Beast Within appears before that. You also have Scour from Existence (which exiles at instant speed, so, lol) and the reusable (with help) Spine of Ish Sah.
For some reason, I can't see the card image on my computer or any mobile device.
Anyway, here's my analysis of removal. You should have at least one of these things to even be considered.
Is it an instant?/Does it have flash? This is important because of combo. No. Does it offer card advantage? This is especially important in multiplayer. Hex offers card advantage. Annihilate offers card advantage. Comet Storm offers card advantage. Viridian Corrupter offers card advantage. Again, no. Is it a boardwipe? Boardwipes are potential card advantage, or card disadvantage to get rid of something like It That Betrays. Again, no. (And I'd have to have 12 creatures to get rid of It That Betrays with this.) Does it destroy multiple card types? This is very important, first as land destruction is typically sorcery speed (and lands gotta blow up sometimes). Secondly, because not every deck includes artifacts, enchantments, or planeswalkers (though the number of decks that don't include artifacts and enchantments is very small in Commander), but practically every deck includes creatures and lands (every deck in Commander). But most creature removal only hits a subset of creatures, so even though creatures are ubiquitous, hitting multiple card types is still beneficial. Again, no. Does it have any sort of synergy with my strategy at all? I can't see what strategy would favor this. Even monogreen tokens has better options, most of the time. If I have damage doublers, it can become huge fast, but that also means I'm in red and have access to Lightning Bolt, Galvanic Blast, Fireblast, Comet Storm, Valakut, the Molten Pinnacle, Seismic Strike, Ben-Ben, Akki Hermit...At best, token decks turn this into a worse Murder. And if your token deck is white, you have Swords to Plowshares and Path to Exile first.
tl;dr: You might play this in monogreen. But I'd probably just run Desert Twister first. Sure, it costs 4 more, but it also can hit anything. Of course, Beast Within appears before that. You also have Scour from Existence (which exiles at instant speed, so, lol) and the reusable (with help) Spine of Ish Sah.
Question for you in particular: Someone puts a gun to your head and makes you choose between this and plummet for your deck. Which do you choose?
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():
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
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Which creates a whole other issue, since I had no trouble seeing spellshaper, rebel/mercenary, and monger as mechanics. Especially, since, you know, creature type gives them a name, and spellshaper was particularly tight until Prophecy.
Maybe it's just me, that I thought creature types and card names would be a place to be resonant as well, e.g. everyone knows that if I say "I torment you." I mean "You can pay 3 life, discard a card, or sacrifice a permanent, Sophie."
I guess it might matter if you discard a card with madness (and pay the madness cost, which actually means you exile it and then cast it for the madness cost because madness is pretty wonky rules-wise, as intuitive as it is).
On phasing:
- Congregate initially couldn't target yourself, as you were not "A Player". It was obviously designed for team games, it's in the name!
- Once we cleared that nonsense up, we then decided that that meant that Hunted Wumpus put cards from its owner's hand onto the battlefield too for...raesons. That was clearly overpowered and hard to beat, but hey, our only Hunted Wumpus was foil so maybe it was meant to be so much more powerful than every other card ever printed?
- Counterspell couldn't counter creatures, artifacts, or enchantments - it was basically Negate to us.
It's easy to forgot as a highly enfranchised adult player that this game is also played by kids, newbies, and folks of all stripes.
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
This one goes out to all those players who keep harping about how bad the art is nowadays and who think old-age art can do no wrong.
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.
Being an instant opens it up to Isochron Scepter and Torrential Gearhulk abuse; there are stronger things to do but it is very very funny.
Also, you can ruin folk's lives if they are using Phyrexian Tower or Lake of the Dead or other sacrifice lands.
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
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I managed to find one and play it in my Toshiro Umezawa deck. It's less effective than you'd think because of timing, priority and how players spend their mana. It's cute and fun, but it often just sits unused in hand.
http://www.commandercast.com/category/articles/generally-speaking
Follow me on Twitter: @generalspeak
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
With the news about Silver Border cards being legal for a month and then some, I figured let's put in one myself in here so you all know what you can look forward to.
Timmy is not on the RC's list of "Stuff to watch out for" unlike his brother Johnny, mostly because his colour doesn't allow him to be AS broken as him. Worth noting that it's also not a cast trigger so while you can cheat out big Eldrazi, the effect is probably better on your Worldspine Wurms and stuff like that. There's plenty of fat in Green that appreciates being Quicksilver Amulet'd in...and with Seedborn Muse and Patron of the Orochi, things can get nutty real fast.
Side note; one of the guys in my LGS plays an illegal Timmy deck, even by the standards of Un-sets. He plays all colours and only "Giant overcosted cool fatties", but runs it from only forests and Chromatic Lantern, in order to cheat out things like Leviathan. It's hilarious, and folds tremendously if you can keep Timmy out of the game, but he doesn't play it often (in fact, pretty rarely) so it doesn't get stale.
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.
At BB, it's broken, and really only controlled by "How do you know when is the right time to use it?"
On phasing:
Glad you are doing this!
This guy is ultimately underwhelming as a legal commander. We have stuff like Selvala, Heart of the Wilds and Azusa, Lost but Seeking legal now for all our ramping needs, and they aren't nearly as reliant on creatures. They come down faster, are slightly more resilient, and have less of a maintenance cost. While Timmy, Power Gamer may have the more reliable and explosive turn 5 Worldspine Wurm (or other 10+ mana fattie), I'd take the other two almost every time. This goes triple now that so many of green's best fat monsters have "X" in their cost, and so many colorless ones have "Cast" triggers that Timmy can't activate.
For flashing stuff in, I'd generally prefer Yeva, Nature's Herald but it's a closer fight. Yeva's better if you are running small value creatures or want your Commander to be able to pick up a sword and win via commander damage, while Timmy is better at cheating out large monsters and avoiding countermagic. As a legal commander Timmy is mostly only unfit for blackborder because of his name and art - they could print this today and it'd be fine but not exceptional.
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
He does go infinite with Palinchron and a couple of bouncelands, but so does a ham sandwich.
Only an Un-card because of flavor. Strictly better than Elvish Piper?
Elvish Piper costs less, but doesn't have the t restriction.
Anyway, I like how these each have an ability that circumvents one of the restrictions of the game. Timmy and mana, Johnny and game variance, Spike and deck construction. (Admittedly, Johnny should be the one to circumvent deck construction and Spike should be the one to circumvent game variance, but whatever.)
On phasing:
Unlike most Green removal, this doesn't put up one of your own creatures to risk, you just need to have more creatures. This can be handy if you want to get rid of, say, a Peacekeeper or if you want to attack opponent A while making sure opponent B cannot launch a counterattack spearheaded by some random fatty. Green go-wide decks tend to be more about just using brute force though so I've never seen this card.
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.
It sucked in draft. Its sucked in crap draft. So often just a dead card. Of course, in constructed, and especially in EDH, you can ensure that you have enough dudes for this to be like Skred. Of course, with that many dudes, there aren't many situations where this would be that useful.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Repercussion shenanigans? It’s not a good card.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I didn't say there weren't better options. If for some reason you don't have Path or Swords(of note I don't have either in my Trostani deck but I still wouldn't play this.)
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Anyway, here's my analysis of removal. You should have at least one of these things to even be considered.
Is it an instant?/Does it have flash? This is important because of combo. No.
Does it offer card advantage? This is especially important in multiplayer. Hex offers card advantage. Annihilate offers card advantage. Comet Storm offers card advantage. Viridian Corrupter offers card advantage. Again, no.
Is it a boardwipe? Boardwipes are potential card advantage, or card disadvantage to get rid of something like It That Betrays. Again, no. (And I'd have to have 12 creatures to get rid of It That Betrays with this.)
Does it destroy multiple card types? This is very important, first as land destruction is typically sorcery speed (and lands gotta blow up sometimes). Secondly, because not every deck includes artifacts, enchantments, or planeswalkers (though the number of decks that don't include artifacts and enchantments is very small in Commander), but practically every deck includes creatures and lands (every deck in Commander). But most creature removal only hits a subset of creatures, so even though creatures are ubiquitous, hitting multiple card types is still beneficial. Again, no.
Does it have any sort of synergy with my strategy at all? I can't see what strategy would favor this. Even monogreen tokens has better options, most of the time. If I have damage doublers, it can become huge fast, but that also means I'm in red and have access to Lightning Bolt, Galvanic Blast, Fireblast, Comet Storm, Valakut, the Molten Pinnacle, Seismic Strike, Ben-Ben, Akki Hermit...At best, token decks turn this into a worse Murder. And if your token deck is white, you have Swords to Plowshares and Path to Exile first.
tl;dr: You might play this in monogreen. But I'd probably just run Desert Twister first. Sure, it costs 4 more, but it also can hit anything. Of course, Beast Within appears before that. You also have Scour from Existence (which exiles at instant speed, so, lol) and the reusable (with help) Spine of Ish Sah.
On phasing:
Question for you in particular: Someone puts a gun to your head and makes you choose between this and plummet for your deck. Which do you choose?
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!