Repeatable mass removal. It deserves to be seen more often than I see it, but I'm glad that I don't have to deal with this too often. I like my little dudes.
I run Pyrohemia in two different decks, and the Teysa player in my meta very nearly scoops when it hits the table, since almost every creature he runs is X/2 or smaller.
This card was a little scarier when mana burn was a thing. Now it is what it says on the tin, rather than something scary to pair with Citadel of Pain. Granted, mana sinks have always been a good counter.
Riku of Two Reflections - Copy, then copy again | Shattergang Brothers - Token Sac&Recur | Gahiji, Honored One - Multiple attack steps | Karametra, God of Harvests - Landfall, Creaturefall, Shroud | Ruhan of the Fomori - Stop hitting yourself | Zurgo Helmsmasher - Equipment&Wraths | Crosis, the Purger - Dragon Tribal Reanimator | Derevi, Empyrial Tactician - No stax, just tap and untap fun | Anafenza, the Foremost - Enduring Ideal Enchantress | Sharuum, the Hegemon - Sphinx Tribal Control | Noyan Dar - Spellslinger | The Mimeoplasm - Counterpalooza
Lists can be found here.
Still convinced the guy on Beseech the Queen is wearing a Mitra-type hat. Wake up sheeple!
This looks like it could be used in an aggro deck, but most likely it'll just help combo moar unless combo's whole plan is "untap all your lands repeatedly to gain infinite mana and Exsanguinate/Comet Storm". And don't even think about Earthquake or Hurricane.
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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!
Useful in 'bear hug' style decks that give out both resources and punishments. Manabarbs is obviously better at dealing damage, as it doesn't give any added benefits to your opponents, but this is the sort of card that can tempt people to overextend into punishment. Fits in Jund or Gahiji bear hug. As with any mass mana doubler, make sure not to include mass draw alongside it because you don't want to give them too much to spend all that mana on, rather you want to make it easier for them to overextend, and make sure that you have ways to benefit more from the effect, like good mana sinks.
Additionally, this has combo potential, its one of the cheapest mana doublers so if you have a way to repeatedly untap your lands it starts you off sooner. Additionally, with damping sphere coming out next set, you can now combo the two cards to make every land tap for a single colorless mana (as damping sphere makes lands that tap to add more than one mana add a single colorless instead. It's basically a combo yhat creates a super blood moon that hits basics, shuts down all colors, and deals damage, although unlike bloodmoon it doesn't shut off non mana abilities. Break the synergy by relying more on rocks and dudes for mana. Or just make it a mostly colorless deck.
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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!
In my mind, this is one of the big baddies of the format. 9 mana is a lot, but there are multiple commanders you can target with this and either take over or win the game, even through the legend rule.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
In my mind, this is one of the big baddies of the format. 9 mana is a lot, but there are multiple commanders you can target with this and either take over or win the game, even through the legend rule.
Rite + the right creature = Wincon, pretty much. Vela the Night-Clad is one such example.
Certainly in the list of cards i'm bored seeing. Not even annoyed, just bored. Since i love seeing unique and odd card choices, good stuff bombs like this one are plain and simple unentertaining.
best play with a ror I looped a chancellor of the spires with it and made an arbitrary large amount of creatures. people think twice about playing it if I'm on blue now.
Certainly in the list of cards i'm bored seeing. Not even annoyed, just bored. Since i love seeing unique and odd card choices, good stuff bombs like this one are plain and simple unentertaining.
One thing that sets it apart from most goodstuff cards is how what it does depends on what it targets. It can range from gg to very silly. It can be a 9 mana part of a 2 card combo, or it can be a value engine, or it can create memorable moments.
It's really one of the poster cards for the format. Big, splashy, flexible, powerful, and Timmy as hell.
Private Mod Note
():
Rollback Post to RevisionRollBack
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!
Additionally, this has combo potential, its one of the cheapest mana doublers so if you have a way to repeatedly untap your lands it starts you off sooner. Additionally, with damping sphere coming out next set, you can now combo the two cards to make every land tap for a single colorless mana (as damping sphere makes lands that tap to add more than one mana add a single colorless instead. It's basically a combo yhat creates a super blood moon that hits basics, shuts down all colors, and deals damage, although unlike bloodmoon it doesn't shut off non mana abilities. Break the synergy by relying more on rocks and dudes for mana. Or just make it a mostly colorless deck.
The problem with this is that the enchantment adds the mana, not the land. Therefore, the new damping sphere won't affect it at all.
Been playing it in my Reyhan, last of the abzan. It is usually game over. Targeting Reyhan without any effects out (Doubling Season, etc) puts 90 +1/+1 counters into play. The dream is to copy Clever Impersonator (which is not copying anything, but not dead due to something like Master Biomancer) to make 10 doubling seasons.
Been playing it in my Reyhan, last of the abzan. It is usually game over. Targeting Reyhan without any effects out (Doubling Season, etc) puts 90 +1/+1 counters into play. The dream is to copy Clever Impersonator (which is not copying anything, but not dead due to something like Master Biomancer) to make 10 doubling seasons.
Been playing it in my Reyhan, last of the abzan. It is usually game over. Targeting Reyhan without any effects out (Doubling Season, etc) puts 90 +1/+1 counters into play. The dream is to copy Clever Impersonator (which is not copying anything, but not dead due to something like Master Biomancer) to make 10 doubling seasons.
Been playing it in my Reyhan, last of the abzan. It is usually game over. Targeting Reyhan without any effects out (Doubling Season, etc) puts 90 +1/+1 counters into play. The dream is to copy Clever Impersonator (which is not copying anything, but not dead due to something like Master Biomancer) to make 10 doubling seasons.
How are you playing U in a BG deck?
Reyhan has partner..?
so I fail at reading, so which other commander do you go with?
Been playing it in my Reyhan, last of the abzan. It is usually game over. Targeting Reyhan without any effects out (Doubling Season, etc) puts 90 +1/+1 counters into play. The dream is to copy Clever Impersonator (which is not copying anything, but not dead due to something like Master Biomancer) to make 10 doubling seasons.
How are you playing U in a BG deck?
Reyhan has partner..?
so I fail at reading, so which other commander do you go with?
Ishai, Ojutai Dragonspeaker. I play it just for the colours, but sometimes I cast it to have something to sacrifice.
Additionally, this has combo potential, its one of the cheapest mana doublers so if you have a way to repeatedly untap your lands it starts you off sooner. Additionally, with damping sphere coming out next set, you can now combo the two cards to make every land tap for a single colorless mana (as damping sphere makes lands that tap to add more than one mana add a single colorless instead. It's basically a combo yhat creates a super blood moon that hits basics, shuts down all colors, and deals damage, although unlike bloodmoon it doesn't shut off non mana abilities. Break the synergy by relying more on rocks and dudes for mana. Or just make it a mostly colorless deck.
The problem with this is that the enchantment adds the mana, not the land. Therefore, the new damping sphere won't affect it at all.
Yeah, the only mana doubler that will cause lands to be affected by Damping Sphere is Mana Reflection.
On RoR: almost any target is a good target. Some are better than others, obviously, but I'm even happy kicking it on a Solemn Simulacrum.
I don't know, the planeswalker redirect change makes Pestilence much, much worse.
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
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Reason number 87 why Tamanoa should be legendary.
(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'
Tamanoa - Welcome to the Jungle
Lists can be found here.
On phasing:
Additionally, this has combo potential, its one of the cheapest mana doublers so if you have a way to repeatedly untap your lands it starts you off sooner. Additionally, with damping sphere coming out next set, you can now combo the two cards to make every land tap for a single colorless mana (as damping sphere makes lands that tap to add more than one mana add a single colorless instead. It's basically a combo yhat creates a super blood moon that hits basics, shuts down all colors, and deals damage, although unlike bloodmoon it doesn't shut off non mana abilities. Break the synergy by relying more on rocks and dudes for mana. Or just make it a mostly colorless deck.
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!
In my mind, this is one of the big baddies of the format. 9 mana is a lot, but there are multiple commanders you can target with this and either take over or win the game, even through the legend rule.
Rite + the right creature = Wincon, pretty much. Vela the Night-Clad is one such example.
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
Yeah, it can be a combo piece with said Vela the Night-Clad, Kokusho, the Evening Star, Gray Merchant of Asphodel, Omnath, Locus of Rage, Primordials, Gearhulks or what not, but more often than not i see it played as what's best described as "idk what else to do with it right now/the deck slot it occupies".
One thing that sets it apart from most goodstuff cards is how what it does depends on what it targets. It can range from gg to very silly. It can be a 9 mana part of a 2 card combo, or it can be a value engine, or it can create memorable moments.
It's really one of the poster cards for the format. Big, splashy, flexible, powerful, and Timmy as hell.
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 problem with this is that the enchantment adds the mana, not the land. Therefore, the new damping sphere won't affect it at all.
Credit to DolZero for this awesome sig!
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
How are you playing U in a BG deck?
Reyhan has partner..?
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
Purphoros, God of the Forge, Reaper King, Prime Speaker Zegana (LOL!), and Tishana, Voice of Thunder are pretty sweet.
so I fail at reading, so which other commander do you go with?
Reaper King is what I was coming into here to say. Its a fun way to blow up 25 things.
Ishai, Ojutai Dragonspeaker. I play it just for the colours, but sometimes I cast it to have something to sacrifice.
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
On RoR: almost any target is a good target. Some are better than others, obviously, but I'm even happy kicking it on a Solemn Simulacrum.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)