Is it too expensive for duel? In multiplayer, I could see it as a way to take out the pillowfort player after you kill everyone else with goblins. WHERE'S YOUR GHOSTLY PRISON NOW?
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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!
Yeah, at best, it's a meta call. Good against pillowfort, but that's about 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!
It pulls a lot of weight in my Krenko-deck. You kill one player by eating goblins, then you kill another by smashing in with a huge dragon with haste (it's krenko, plenty of haste enablers). Krenko can really be shut down unless you give him some reach and this along with purphy, goblin bombardment et al does just that.
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I personally prefer Pyreseizer Dragon, simply because its effect isn't tribe-specific. However, Voracious Dragon is awesome in decks that puke out tokens, or abuses the GY for goblins like Rakdos-Wort.
Oh man, I really don't like the art. It looks halfmelted and gross.
I have never played with or against this card but I can't imagine it being too good. I just think there's other dragons I would rather cast (Balefire Dragon, Moonveil Dragon etc.)
I've never used this but it seems like the power level is there in a goblin token deck for this to not even be considered a social/casual inclusion. Having 15 to 20 goblins is not all that uncommon and, while it's a good position to be in, it's not a win condition on its own. Even if they just have 5 blockers and no pillowfort defenses, fifteen goblins can only get in for fifteen total damage (ten the first turn, five the second, none the third).
With this, suddenly that goblin swarm is an instant win condition. And you're left with a creature that's a pretty serious threat against surviving players.
I would rather have Preyseizer Dragon or Predator Dragon for a similar effect most of the time, working on the assumption that any red deck running one of these with goblins to devour is also going to have haste sources for Preyseizer. The one mana discount doesn't make up for the narrower options for devouring for full effect.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
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!
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's a really neat concept, but I can't help but feel it falls just a little short. It should either not cost mana for the triggers (because the effect requires you to choose a color and is nowhere near as powerful as preventing the damage entirely) or drain for 2 rather than one.
It was fantastic in limited though, where you often had mana to spare.
Having to choose a single color kills its effectiveness in this format. A card that likely to be completely worthless against one or more of your opponents not for situational reasons, but because of the actual wording of the card, is rarely going to justify a slot in a Commander deck.
It works rather well with Pestilence, taking away the damage to yourself essentially. Just not enough of an impact for 1 life per mana, I'm afraid. You can do better.
I'm rather glad they didn't go full ham on this reference and make Circle of Affliction: *Color* (for each color)
It works rather well with Pestilence, taking away the damage to yourself essentially. Just not enough of an impact for 1 life per mana, I'm afraid. You can do better.
I'm rather glad they didn't go full ham on this reference and make Circle of Affliction: *Color* (for each color)
Man, drafting older white sets could be miserable with a cycle of circles taking up five uncommon slots (or common slots!)
Yeah, this is useful only for its cute little combo with Pestilence effects. Though as far as cute pestilence combos go, I'd prefer Pestilence Demon with lifelink (and maybe pro black)
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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!
Having to choose a single color kills its effectiveness in this format. A card that likely to be completely worthless against one or more of your opponents not for situational reasons, but because of the actual wording of the card, is rarely going to justify a slot in a Commander deck.
This is significantly worse, though. Story Circle can be a cute way to screw over Voltron decks and check your weaknesses. This? I'm not sure. I want to say it'd fit in Oloro or Nekusar, maybe? Probably not.
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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!
I remember WOTC somewhat trying to hype up the Ordeals.
None were any good.
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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.
I always thought this was best of the cycle for the format (and probably still is, considering its the only one I still remember) - as long as you have a creature that already had +1/+1 counters on it (Ghave, Hydras...), this was effectively 1G for "Put a +1/+1 counter on that creature then ramp 2 lands". There's usually someone to attack so that requirement was mostly moot to me.
Turned out in practice it wasn't as good as it it seemed on paper (at least in the typical deck), but I still suppose in a deck completely dedicated to +1/+1 counters this would work out better than the typical ramp choices (too bad I decided that theme was of several in Animar for me and I didn't want much non-creatures in there so this didn't make it through the very narrow space constraint I had.)
I think it's interesting that you can still get the effect even if you sac them by other means. Ertai, the Corrupted could use black and blue ordeals. The green ordeal doesn't even look bad. Explosive Vegetation is a real magic card and Green ordeal is 2 mana cheaper.
First of all, these cards were hyped for limited, and they were great there, even the white one which was the worst (and it gained you 10 life!). Remember, triple Theros was chock full of heroic creatures, and the ordeals triggered those while serving, fairly reliably, as undercosted spells AND giving them additional counters. Green/White heroic creatures mostly got +1/+1 counters when targeted, and green usually got multiple counters at once, so these could usually get sacrificed after one attack, especially this one. They were perhaps the best enablers in the set for the best limited mechanic in the set.
In constructed generally, and Commander specifically, they aren't very good. Again, this one is the best, because ramping two lands is the best effect out of the five in Commander and it is the easiest to abuse given green's penchant for +1/+1 counters. In a dedicated deck, this can easily be a 2 mana Ranger's Path that puts a counter on a creature. Even still, its going to be one of the most expendable cards in the deck. You really need to be in some sort of Enchantress and +1/+1 counter hybrid (or Voltron with an enchantment or counter, or both, theme) for it to be worthwhile.
The other 4 are fairly worthless. 3 damage from the red one is negligible in a format where Lightning Bolt is marginal, and certainly not worth the setup in a color that doesn't mess with counters. The blue one might be pretty good in Ezuri 2.0 (and so would today's card), as these cards are all but guaranteed to get cracked the turn you play them in that deck, and 2 cards or 2 lands for 2 mana plus a an extra counter. The black one is probably the worst in a multiplayer format. The white one is mildly interesting, because 2 mana for 10 life is a pretty good rate, but even getting a counter out of it (or more if you can't crack it immediately) isn't worth it on its own. If you had some way to reliably recur it though, that would be fairly funny. 10 life an a counter per turn is pretty good, and white is the color most able to recur enchantments. That's a lot of work for casual goofiness though. Oh well, limited stars burn bright and then fade away. At least the pain train will have a home in Depala for years.
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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!
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!
On phasing:
Did I write something useful? Leave a like.
Any new cool Daretti cards printed in the latest set? Tell me about it!
Rules Advisor
It's niche, but if you're in that niche it's worth considering.
I have never played with or against this card but I can't imagine it being too good. I just think there's other dragons I would rather cast (Balefire Dragon, Moonveil Dragon etc.)
BGGRock
Modern
BRGJund
BBGRock
With this, suddenly that goblin swarm is an instant win condition. And you're left with a creature that's a pretty serious threat against surviving players.
Yeah, but you also have Goblin Bombardment, Warstorm Surge/Pandemonium, and Purphoros, God of the Forge. The cool thing is, they can usually overpower Forcefield and Story Circle; Purph even trumps cards like Witchbane Orb that hate out targeted direct damage.
On phasing:
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 was fantastic in limited though, where you often had mana to spare.
- Rabid Wombat
I'm rather glad they didn't go full ham on this reference and make Circle of Affliction: *Color* (for each color)
Man, drafting older white sets could be miserable with a cycle of circles taking up five uncommon slots (or common slots!)
Yeah, this is useful only for its cute little combo with Pestilence effects. Though as far as cute pestilence combos go, I'd prefer Pestilence Demon with lifelink (and maybe pro black)
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!
Brion Stoutarm
Beating Face with Bane
Beatrice, the Golden Witch
I'm actually quite fond of Story Circle.
This is significantly worse, though. Story Circle can be a cute way to screw over Voltron decks and check your weaknesses. This? I'm not sure. I want to say it'd fit in Oloro or Nekusar, maybe? Probably not.
On phasing:
I remember WOTC somewhat trying to hype up the Ordeals.
None were any good.
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.
Turned out in practice it wasn't as good as it it seemed on paper (at least in the typical deck), but I still suppose in a deck completely dedicated to +1/+1 counters this would work out better than the typical ramp choices (too bad I decided that theme was of several in Animar for me and I didn't want much non-creatures in there so this didn't make it through the very narrow space constraint I had.)
Otherwise not sure how well this does in EDH.
In constructed generally, and Commander specifically, they aren't very good. Again, this one is the best, because ramping two lands is the best effect out of the five in Commander and it is the easiest to abuse given green's penchant for +1/+1 counters. In a dedicated deck, this can easily be a 2 mana Ranger's Path that puts a counter on a creature. Even still, its going to be one of the most expendable cards in the deck. You really need to be in some sort of Enchantress and +1/+1 counter hybrid (or Voltron with an enchantment or counter, or both, theme) for it to be worthwhile.
The other 4 are fairly worthless. 3 damage from the red one is negligible in a format where Lightning Bolt is marginal, and certainly not worth the setup in a color that doesn't mess with counters. The blue one might be pretty good in Ezuri 2.0 (and so would today's card), as these cards are all but guaranteed to get cracked the turn you play them in that deck, and 2 cards or 2 lands for 2 mana plus a an extra counter. The black one is probably the worst in a multiplayer format. The white one is mildly interesting, because 2 mana for 10 life is a pretty good rate, but even getting a counter out of it (or more if you can't crack it immediately) isn't worth it on its own. If you had some way to reliably recur it though, that would be fairly funny. 10 life an a counter per turn is pretty good, and white is the color most able to recur enchantments. That's a lot of work for casual goofiness though. Oh well, limited stars burn bright and then fade away. At least the pain train will have a home in Depala for years.
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!
"What!? No! Please! Have mercy!"
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
(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'