Honestly, with flash it isn't that bad and there a number of ways to grant it. Taking a turn off to reset everyone else's board is generally how a board wipe works and this one leaves you a body behind.
Evacuation costs U less and doesn't make you skip a turn. And it's an instant naturally. There are actually a lot of versions of this effect, and none of the others have you skip a turn.
I mean, skipping a turn isn't as bad as opponents taking extra turns, since those extra turns tend to loop, but it's still a huge deal if you aren't doing it for a reason (and usually "for a reason" means "Eon Hub does it better"). It means every player gets to untap their lands, do whatever upkeep triggers are left, draw a card, and play a land, one more time before you do. If Rule of Law or Arcane Laboratory is out, add casting a spell to the list.
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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!
Hard to believe the kicker was ever worth it. It's not like you could alpha strike so you can't get much value the turn you play it, and you give them a full turn to reload, take a chunk out of your face, and then play anything else they had left. They'd have to have an incredible CMC worth of creatures before it would take them more than 2 turns to replay them all. Maybe if their board is nothing but tokens, though, idk.
3/4 flyer for 5 is still a playable limited card, but I'd be very sad to see it in my rare slot.
The original The Rock (and his minions) was a real deck, so screwing a field of tokens was a real possibility. I could also see blue control being able to hold up a counterspell and daring you to recast your best spell. Still sucks though.
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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!
The perfect counter to all those smug Rishkar's Expertise everyone keeps resolving - oh, want to draw a billion cards in your Ghalta deck and hold them with Reliquary Tower, eh? Well, two can play that game!
Real talk this would be run absolutely nowhere ever unless literally all your opponents were Gx decks slamming fatties and Rishkar's Expertise. In the average meta on turn three this is very likely to be draw 3-4, but the fail rate of it being "draw nothing" if there are no green mages or everyone is in topdeck mode is unacceptable.
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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
I'd say that this is the sort of thing that you'd stick in a Burning Wish Wishboard if you allowed them, except there's no reason not to use far more disgusting color hosers instead.
This might be worth it if you can get 3+ cards with it reliably, but if you don't have at least 1 person who always plays mono-G this is a hard pass.
These sort of hosers that benefit you rather than singling out one player are nice meta calls. It's a dbag move to bust out flashfires because you have a friend that always plays mono white, but busting this out because Ezuri or Omnath 1.0 is always at the table is cool. Shutting down aomeones deck outside of cEDH is excessive meta gaming, but adding cards that benefit from other peoples decks lets you meta game without singling anyone out. Compost is another good one, though much better imo because its green and it is likely to draw you more cards. Rather than need an opponent to have a full grip and be mono colored to work reliably, it benefits Dr multicolored decks that happen to run black, and you can benefit from multiple players running some black rather than putting all your eggs in one basket.
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!
Of all the cards that behave differently with 3 opponents instead of 1, this is probably the most extreme. From a staple in vintage to a cute card with Phelddagrif.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Hunted Troll is another one you can use with this: "You get any creature in your deck, you get any creature in your deck, I get any creature in my deck, and you get...four 1/1 faeries."
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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!
Off the top of my head, I imagine one could make a deck that uses this to mill your entirely creatureless library then combo off (probably using Memory's Journey to get back something important). Would be somewhat of a one trick pony, and rather fragile but I can see it being pretty effective.
I play this card. I love this card. But I've always felt like the entwine cost should be negative mana. Either half individually is stronger than the Time Reversal mode.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I want to like Temporal Cascade, but in practice you're almost always better off running a cheaper way to empty hands like Mindslicer or Sire of Insanity, or cheaper draw spells. Of course, if you really want this effect without black, this is one way to get it, with the added upside of resetting graveyards and the flexibility of also being draw a spell if needed.
Kind of like a blue Cabal Conditioning that also hits yourself? With two other modes that you probably don't want to cast in most games. The design of the card is super cool as a deconstructed version of a wheel effect with an entwine to put it back together. It's got some confusing abstract Puddnhead art to go with it too.
I play this card. I love this card. But I've always felt like the entwine cost should be negative mana. Either half individually is stronger than the Time Reversal mode.
It’s a very nice card for Jeleva, since you get to empty opponent’s hand while she is capable of casting spells she exiled. Shuffling stuff back also means she could hit those spells again.
Huh, this is a card I had forgotten existed that actually seems pretty great! In "Wheel" decks it's another draw 7 and while it's amongst the worst of them it's still playable. But what's real unique is a monoblue card that makes all players lose their hand.
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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
That awkward moment when you realize Mirrodin was nearly 15 years ago now. Man I got old at some point.
On topic, it's an adorable attempt at literally reinventing the wheel (*rimshot*), but suffers from being immediately compared to Tooth and Nail. I agree that this would have been perfect if they figured out how to make this cost less mana when entwined.
And I will say that I enjoyed Puddnhead's art. Doesn't fit with the modern Magic style, but that's not entirely a bad thing, especially on spells like this one.
Too bad this doesn't cost about 6 mana. It might actually be a viable and fair replacement for Timetwister. Time Spiral for comparison. Although I do get that entwine adds extra options.
As a fixed Timetwister, this is broken in the other direction. As a symmetric draw 7, this is not an effect I'd be madly keen on in general, and certainly not for this amount of mana. So that just leaves shuffling away everyone's hands and 'yards. Which is actually quite a strong effect to have if you're playing the kind of deck that can achieve a dominating board position and want something to help see out wins without too much interaction. But again, I'm not sure if I'd want to spend 7 mana doing that.
I find it powerful in decks that already draw tons of cards. It's a way to recycle your graveyard too prevent decking yourself while disrupting every graveyard and nuking everyone's hand. Yours will regrow fast enough that you don't care. Also OK in forced draw decks. It does things that Timetwister doesn't do, and that's its strength.
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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!
3/5 Not the best wheel, but I'm sure it has places.
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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!
This is one of those cards like Wall of Roots or Garruk Wildspeaker that start paying you back the turn you cast them. "Each of you main phases" is a nice phrase. I'm sure fight mode is alright, but I've never done it.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
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Evacuation costs U less and doesn't make you skip a turn. And it's an instant naturally. There are actually a lot of versions of this effect, and none of the others have you skip a turn.
I mean, skipping a turn isn't as bad as opponents taking extra turns, since those extra turns tend to loop, but it's still a huge deal if you aren't doing it for a reason (and usually "for a reason" means "Eon Hub does it better"). It means every player gets to untap their lands, do whatever upkeep triggers are left, draw a card, and play a land, one more time before you do. If Rule of Law or Arcane Laboratory is out, add casting a spell to the list.
On phasing:
#freepaintersservant
The original The Rock (and his minions) was a real deck, so screwing a field of tokens was a real possibility. I could also see blue control being able to hold up a counterspell and daring you to recast your best spell. Still sucks though.
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!
The perfect counter to all those smug Rishkar's Expertise everyone keeps resolving - oh, want to draw a billion cards in your Ghalta deck and hold them with Reliquary Tower, eh? Well, two can play that game!
Real talk this would be run absolutely nowhere ever unless literally all your opponents were Gx decks slamming fatties and Rishkar's Expertise. In the average meta on turn three this is very likely to be draw 3-4, but the fail rate of it being "draw nothing" if there are no green mages or everyone is in topdeck mode is unacceptable.
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 might be worth it if you can get 3+ cards with it reliably, but if you don't have at least 1 person who always plays mono-G this is a hard pass.
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!
Of all the cards that behave differently with 3 opponents instead of 1, this is probably the most extreme. From a staple in vintage to a cute card with Phelddagrif.
On phasing:
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
I play this card. I love this card. But I've always felt like the entwine cost should be negative mana. Either half individually is stronger than the Time Reversal mode.
Couldn't have said it better.
It’s a very nice card for Jeleva, since you get to empty opponent’s hand while she is capable of casting spells she exiled. Shuffling stuff back also means she could hit those spells again.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
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
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
On topic, it's an adorable attempt at literally reinventing the wheel (*rimshot*), but suffers from being immediately compared to Tooth and Nail. I agree that this would have been perfect if they figured out how to make this cost less mana when entwined.
And I will say that I enjoyed Puddnhead's art. Doesn't fit with the modern Magic style, but that's not entirely a bad thing, especially on spells like this one.
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!
3/5 Not the best wheel, but I'm sure it has places.
On phasing:
This is one of those cards like Wall of Roots or Garruk Wildspeaker that start paying you back the turn you cast them. "Each of you main phases" is a nice phrase. I'm sure fight mode is alright, but I've never done it.