Why should it be? Master of cruelties have to attack alone and if you have only him, you can't kill anyone.
This thing set you at 10 even if it eats a removal, then other creatures you control can finish the opponent, or you can kill someone in 2 turns with the 5/5 evasive body.
This without counting all the artiact shenaningans
Well, you can cheatMaster of Cruelties into play and kill an opponent much quicker, and more reliably, than with Magister Sphinx.
I’ve only witnessed Magister Sphinx in Sphinx tribal, MoC though? I see that in almost every Alesha/Kaalia list I’ve played with or against.
Magister Sphinx is useful if you're playing WUB, WUBR, GWUB, or five-color. That BBB on Sorin is pretty heavy.
While we're here, Torgaar, Famine Incarnate is totally fine in Aristocrats and token decks, and Master of Cruelties is a trap, since you need to attack a player who controls no creatures. In the meantime, you'll be hit with removal spells or trade with a 4/x with first strike (or die to one with pro-red, pro-black, pro-creatures, or pro-demons, to name a few options), which is arguably a case for Baneslayer Angel. But MOC has an advantage against Aegis of the Gods and Witchbane Orb over all these previous examples.
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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!
MoC, for me anyway, isn't as problematic as Sorin and Sphinx for a few reasons.
First, MoC needs support to not be terrible, while Sorin and Sphinx do their thing immediately and can just be slotted into any midrange or goodstuff deck. MoC is better in the deck it works in though.
Much better, I'd say, because of my second reason: it functions better as an actual win con when supported rather than just a card that randomly wrecks one person. It's usually going to get a kill in those decks, and at least in Alesha (the only place I really see it) its easy to re-use and becomes a viable win con. In Kaalia, the only other deck where I'd consider it really good, he's typically going to just pick off one guy, but Kaalia is the sort of deck where that isn't just picking on that guy as you are attacking everyone else with flying fatties and they'll be dead from combat damage soon enough. I'd assume some unblockable shenanigan decks, like something with Volrath's dad or something trying to combo this with Dwarven Warriors et al would make this guy viable as well, but again, he ends up like a regular win con there, being able to take out the table, albiet one player per turn, like a more vulnerable RiP Helm.
Third, its much easier to interact with MoC than Sphinx or Sorin. For the latter two, you need counters, ways to prevent yourself from being targeted, or ways to quickly regain your life (possibly at instant speed). With MoC, removal does the trick. So does finding a way to block it, but I assume that he isn't attacking if you have a way to block him. Making him unable to attack you is another option. Being easier to interact with makes it a bit less lame, subjectively of course, especially since you should be running spot removal.
The total effect is a card that I think is less groan worthy in most cases, and is less likely to be played in a groan worthy manner. Playing it with synergies, it acts like a combo meant to win the game, just one that's easy to interact with, and if you are putting that in your deck you either know that's fine in your playgroup, or if it isn't the problem isn't with the card but your choice to include a near combo when your playgroup doesn't like combos. If you play him straight, he's a problem to be solved, a telegraphed threat that you have to work towards, like a voltron commander. Sorin and Magister Sphinx, otoh, just come down and do their thing, once, to one person, with little to no warning, and are unlikely to end the game (unless that one person is your final opponent). Its much easier just to play them without much though, simply because you don't have any other moves that turn, and just create a feel bad moment for one player without actually helping yourself win. MoC wins can still be pretty lame, but not as lame as getting knocked out by Sorin followed by some chip damage and then the game continuing for an hour and a half.
Still, like I said, as much as I hate these cards, I recognize that they serve a real function in the format to police certain decks. I rarely see them anymore (they used to be much more common when they first came out), so the damage they do is minimal, while I like knowing that if someone builds Oloro that someone else can undo their work with Sorin and let the aggro player finish them off.
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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!
I always wanted to make a Yidris deck in which that is the only 0 cost spell in which you just had to hit an opponent and cast a cantrip to get off a good time.
Obvious win condition with Yidris, Maelstrom Wielder. Actually, the only thing you lose going that way is probably Mana Crypt, the baubles, and the other uncastable (through conventional means) suspend/pact cards. There are other spells that are playable, but those are the only ones I could see playing in Yidris because (three mana, delayed cantrip) for nothing is universally good. I wouldn't want the pacts in Yidris, and actually the only two other uncastable suspend cards I would want are Lotus Bloom and Ancestral Vision. Well, I still have my Gitaxian Probe, at least. (And it can get me this or the other two.)
I like how suspend is one of the easiest mechanics to explain, but one of the hardest to put in rules terms.
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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!
Well, your opponents hypergenesis resolves first, so they start putting things into play, not you.
Please read the card again before you attempt to correct me on how it works
well, i meant hive mind plus hypergenesis.
1. you cast hypergenesis via Yidris
2. put the hive mind trigger on the stack
3. your opponent's copy of hypergenesis resolves first, so they get to choose a permanent to put directly into play first.
yea, sorry if i wasn't super clear with what i meant.
That doesn't actually change anything however (outside of a couple very corner case situations) because of how Hyper and regular Genesis works nothing happens with the cards put into play until they all are in play.
This card brings up the fact that there is far too few cards or efficient ones of interacting with triggered abilities. At the moment there is only 11 cards in the entire game that counter triggered abilities. Three of them (Humility, Hushwing Griffin & Torpor Orb) are the only ones with a recurring effect. That is abysmal considering the rampant use of instant value EtB triggers on creatures like Craterhoof Behemoth etc. that have ridiculously overpowered dumb do it all for you just because your creature entered play anti creative schlock that can be recurred repeatly throughout the game, with no real way of repeatedly stopping it.
I wish we could get a Dissallow on a stick at some point, maybe a 5cmc spellshaper blue creature or something.
In EDH, flexible removal is fair game with a little added mana cost, I wouldn't play this over Counterspell, but it ranks higher than most cmc 3 counters.
I've never been unhappy playing Desert Twister, and this works a little similar in a blue deck.
This is a good balance between flexibility and cost, as paying more than 3 for flexibility is often not worth it.
That depends, I think this is in a great place for what it does, it is effectively a charm that has a counter for all modes, Commands usually are hugely flexible cards and can cost more than 4..but having several modes that you can pick 2 of is powerful.
This is probably either the best or second 3 mana counterspell (with Forbid being the other). Generally such spells are pretty poor, but the flexibility you get here is worth it as there are few things this can't answer.
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(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'
Well, you can cheat Master of Cruelties into play and kill an opponent much quicker, and more reliably, than with Magister Sphinx.
I’ve only witnessed Magister Sphinx in Sphinx tribal, MoC though? I see that in almost every Alesha/Kaalia list I’ve played with or against.
While we're here, Torgaar, Famine Incarnate is totally fine in Aristocrats and token decks, and Master of Cruelties is a trap, since you need to attack a player who controls no creatures. In the meantime, you'll be hit with removal spells or trade with a 4/x with first strike (or die to one with pro-red, pro-black, pro-creatures, or pro-demons, to name a few options), which is arguably a case for Baneslayer Angel. But MOC has an advantage against Aegis of the Gods and Witchbane Orb over all these previous examples.
On phasing:
First, MoC needs support to not be terrible, while Sorin and Sphinx do their thing immediately and can just be slotted into any midrange or goodstuff deck. MoC is better in the deck it works in though.
Much better, I'd say, because of my second reason: it functions better as an actual win con when supported rather than just a card that randomly wrecks one person. It's usually going to get a kill in those decks, and at least in Alesha (the only place I really see it) its easy to re-use and becomes a viable win con. In Kaalia, the only other deck where I'd consider it really good, he's typically going to just pick off one guy, but Kaalia is the sort of deck where that isn't just picking on that guy as you are attacking everyone else with flying fatties and they'll be dead from combat damage soon enough. I'd assume some unblockable shenanigan decks, like something with Volrath's dad or something trying to combo this with Dwarven Warriors et al would make this guy viable as well, but again, he ends up like a regular win con there, being able to take out the table, albiet one player per turn, like a more vulnerable RiP Helm.
Third, its much easier to interact with MoC than Sphinx or Sorin. For the latter two, you need counters, ways to prevent yourself from being targeted, or ways to quickly regain your life (possibly at instant speed). With MoC, removal does the trick. So does finding a way to block it, but I assume that he isn't attacking if you have a way to block him. Making him unable to attack you is another option. Being easier to interact with makes it a bit less lame, subjectively of course, especially since you should be running spot removal.
The total effect is a card that I think is less groan worthy in most cases, and is less likely to be played in a groan worthy manner. Playing it with synergies, it acts like a combo meant to win the game, just one that's easy to interact with, and if you are putting that in your deck you either know that's fine in your playgroup, or if it isn't the problem isn't with the card but your choice to include a near combo when your playgroup doesn't like combos. If you play him straight, he's a problem to be solved, a telegraphed threat that you have to work towards, like a voltron commander. Sorin and Magister Sphinx, otoh, just come down and do their thing, once, to one person, with little to no warning, and are unlikely to end the game (unless that one person is your final opponent). Its much easier just to play them without much though, simply because you don't have any other moves that turn, and just create a feel bad moment for one player without actually helping yourself win. MoC wins can still be pretty lame, but not as lame as getting knocked out by Sorin followed by some chip damage and then the game continuing for an hour and a half.
Still, like I said, as much as I hate these cards, I recognize that they serve a real function in the format to police certain decks. I rarely see them anymore (they used to be much more common when they first came out), so the damage they do is minimal, while I like knowing that if someone builds Oloro that someone else can undo their work with Sorin and let the aggro player finish them off.
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!
To my fellow Jodah junkies, he can cast this from hand for less than 500 dollars.
Well, your opponents hypergenesis resolves first, so they start putting things into play, not you.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Please read the card again before you attempt to correct me on how it works
I like how suspend is one of the easiest mechanics to explain, but one of the hardest to put in rules terms.
On phasing:
well, i meant hive mind plus hypergenesis.
1. you cast hypergenesis via Yidris
2. put the hive mind trigger on the stack
3. your opponent's copy of hypergenesis resolves first, so they get to choose a permanent to put directly into play first.
yea, sorry if i wasn't super clear with what i meant.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
It does if one of the things you put into play is Grozoth.
A solid Cancel.
I wish we could get a Dissallow on a stick at some point, maybe a 5cmc spellshaper blue creature or something.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
I've never been unhappy playing Desert Twister, and this works a little similar in a blue deck.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
(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'
That depends, I think this is in a great place for what it does, it is effectively a charm that has a counter for all modes, Commands usually are hugely flexible cards and can cost more than 4..but having several modes that you can pick 2 of is powerful.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
This is usually the right answer.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6