I still have no idea how to evaluate this card. I'm assuming it's just a Sedge Scorpion most of the time, but since you effectively give them a Sedge Scorpion when it dies, this seems worse than that.
I still have no idea how to evaluate this card. I'm assuming it's just a Sedge Scorpion most of the time, but since you effectively give them a Sedge Scorpion when it dies, this seems worse than that.
The problem with the card is that green is the color of big ground creatures which are a huge non-bo with Permeating Mass. I think it's worse unless you have a lot of flying creatures.
I don't understand the deck this is trying to go in... Gx fliers?
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My Decks: EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn Modern: Polytokes IRL: Progenitus Polymorph , Goblins
Be GW, draft this, a bunch of white fliers, 5 lunarch mantle, 5 Prey Upon. T1 this, T2 mantle, T3 prey upon their 2 dudes to make them 1/3s, profit? that's the magical christmasland scenario that I can see this guy working out in, but it seems pretty loose. I'm guessing this becomes more of a sideboard card for GU or GW fliers where your opponent beats you on the ground, and you need more Sedge Scorpion. If you think about it, this isn't that much different from Defang, and that card wasn't terrible...
I don't like Permeating Mass much at all, except maybe in a flyers deck (which is very difficult to do in a deck with plenty of green mana to be able to cast this turn 1).
It will be interesting to see how games play out when this is in play.
Definitely one of the better auras weve had in recent history, but still suffers from the "you get 2 for 1ed and probably lose the game if this is answered" syndrome that most auras have. This seems great in any deck trying to be aggressive (as this generates value by forcing through damage even if it is removed), and mediocre in decks that are trying to stabilize. Probably a 2.5 P1P1 as I dont think I would take this over the best common creatures or good removal, but would take it over filler.
Definitely one of the better auras weve had in recent history, but still suffers from the "you get 2 for 1ed and probably lose the game if this is answered" syndrome that most auras have. This seems great in any deck trying to be aggressive (as this generates value by forcing through damage even if it is removed), and mediocre in decks that are trying to stabilize. Probably a 2.5 P1P1 as I dont think I would take this over the best common creatures or good removal, but would take it over filler.
I feel like the "probably lose" part of your analysis is an overstatement, one I've heard a lot. Since when did being on the wrong side of a single 2-for-1 swing the game that hard?
Definitely one of the better auras weve had in recent history, but still suffers from the "you get 2 for 1ed and probably lose the game if this is answered" syndrome that most auras have. This seems great in any deck trying to be aggressive (as this generates value by forcing through damage even if it is removed), and mediocre in decks that are trying to stabilize. Probably a 2.5 P1P1 as I dont think I would take this over the best common creatures or good removal, but would take it over filler.
I feel like the "probably lose" part of your analysis is an overstatement, one I've heard a lot. Since when did being on the wrong side of a single 2-for-1 swing the game that hard?
"Oh man, you played a Divination??? I'm doomed!"
I assume you are being facetious with the Divination example, but will explain the difference between Divination and auras anyways since it's an important point. Divination is your opponent spending 3 mana to 2 for 1 you in terms of cards drawn. Playing an aura and getting your thing removed is your opponent 2 for 1ing you in terms of cards traded and mana traded, so you not only lose card advantage but generally also tempo advantage on the board. The combination of both tends to lead towards losing more games than you would otherwise so that's where I'm coming from, but your point is noted!
This is the type of card that is close to unplayable in 99% of decks, but I have hope that there is that one deck that would want it. The main issue here is that it's completely unreliable as ramp and fixing since your opponent will need to attack into it to get value, and they can just deny you the mana until turn 4-6 where it just isn't important anymore. Not to mention that sometimes it just doesn't do anything if your opponent isn't trying to attack through the ground.
The one deck I've thought up that could use this is the emerge deck that somehow has managed to get ~5-6 emerge creatures. In that deck, you can sac this card to emerge something out, and then use the additional mana effectively to hardcast more of your emerge creatures. This unicorn deck could probably also support 3 colors assuming you had enough of these, and it should be fairly easy to get these late since no one else in their right mind would be playing this card in the mainboard unless they were desperate.
Gone are the days of Viridian Emissary, who would provide beatdown + ramp. Here this thing is a poor build-around that doesn't trade or provide any pressure.
This is the type of card that is close to unplayable in 99% of decks, but I have hope that there is that one deck that would want it. The main issue here is that it's completely unreliable as ramp and fixing since your opponent will need to attack into it to get value, and they can just deny you the mana until turn 4-6 where it just isn't important anymore. Not to mention that sometimes it just doesn't do anything if your opponent isn't trying to attack through the ground.
The one deck I've thought up that could use this is the emerge deck that somehow has managed to get ~5-6 emerge creatures. In that deck, you can sac this card to emerge something out, and then use the additional mana effectively to hardcast more of your emerge creatures. This unicorn deck could probably also support 3 colors assuming you had enough of these, and it should be fairly easy to get these late since no one else in their right mind would be playing this card in the mainboard unless they were desperate.
I think this is overstating how bad it is, although generally I'd agree it is sub-par. But I think it is playable in far more than 1% of green decks, as most GU and GB decks tend to lean on the slow side and would be ok with this as 2-drop filler, even if they aren't excited about it. There are plenty of times where you just need 2's, and this is fine filling that role. Better than the random bear for the controlling player in a more extreme control vs aggro matchup.
Ideally I'd be starting this in the sideboard of most decks, but I wouldn't mind playing it in a more controlling GU deck, especially one with emerge. Or in GBx delirium (often find these decks splash a third color), where both the body and fixing can be useful.
Never unhappy to have this, but I rather have a better card in the deck. Being a strong card in Magic is a little cutthroat, but it you cannot take heat, stay out of the kitchen.t
Not impressed by this upon spoiling, actually considering it the least attractive.
Impressed after seeing it work in an UB deck yesterday, with lots of recursion. As you say - "not the worst emerge card".
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I am not a fan of Abundant Maw unless I have at least a few other creatures which are asking to be sacrificed in which case it is okay. The 4 toughness makes it a bit too easy to kill in combat for such a high cost creature in my view, unless part of the cost is paid for by a creature who wants to be sacrificed.
vs Horrid Swarm - 6 power vs 4 power isn't really that important in this format, as most of the 5 toughness creatures in the format are in SoI and are generally not very good. The 2 1/1s will generally be much more useful than the life drain as well, as the 1/1s will fight for the board and typically trade for a bear or blank your opponent's 2/1s, which is pretty nice to have.
vs Mockery - The 5th point of toughness makes it more durable, and is somewhat important against the random 4 power creatures in the format. Mockery's effect ranges from amazing to worthless, as destroying their Sleep Paralysis is way better than a 3 point life drain most of the time, but doing nothing is obviously worse than the 3 point life drain.
One other thing to keep in mind with the Maw is that black generally does not have as many expendable creatures to sacrifice than blue (and green to a lesser extent). Emerge cards get better the worse/expendable your creatures are, and black's common 3 drops (Skirsdag Supplicant, Thraben Foulbloods) both have relevant abilities that make you not want to sacrifice them as often. This logic seems strange, but I think makes sense as emerge creatures get better the more expendible your early creatures are in general.
I still put the Maw at a 1.5, despite me thinking it's the worst emerge creature. During play they've proven to be very flexible, and if you need a finisher (which black probably needs as none of its commons finish too well), then you need a finisher.
This is a great annoying creature.
The problem with the card is that green is the color of big ground creatures which are a huge non-bo with Permeating Mass. I think it's worse unless you have a lot of flying creatures.
Just give it +2/+2 somehow, and he'll be the king of the hill.
My Decks:
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Grimgrin, Corpseborn
Modern: Polytokes
IRL: Progenitus Polymorph , Goblins
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It will be interesting to see how games play out when this is in play.
My faith in this card remains solid.
I feel like the "probably lose" part of your analysis is an overstatement, one I've heard a lot. Since when did being on the wrong side of a single 2-for-1 swing the game that hard?
"Oh man, you played a Divination??? I'm doomed!"
I assume you are being facetious with the Divination example, but will explain the difference between Divination and auras anyways since it's an important point. Divination is your opponent spending 3 mana to 2 for 1 you in terms of cards drawn. Playing an aura and getting your thing removed is your opponent 2 for 1ing you in terms of cards traded and mana traded, so you not only lose card advantage but generally also tempo advantage on the board. The combination of both tends to lead towards losing more games than you would otherwise so that's where I'm coming from, but your point is noted!
There is something that connections to me on a primal level with ramp in general.
The one deck I've thought up that could use this is the emerge deck that somehow has managed to get ~5-6 emerge creatures. In that deck, you can sac this card to emerge something out, and then use the additional mana effectively to hardcast more of your emerge creatures. This unicorn deck could probably also support 3 colors assuming you had enough of these, and it should be fairly easy to get these late since no one else in their right mind would be playing this card in the mainboard unless they were desperate.
If it were blue or white, it would be fine, but green doesn't want to be so passive and defensive with their 2 drops.
I think this is overstating how bad it is, although generally I'd agree it is sub-par. But I think it is playable in far more than 1% of green decks, as most GU and GB decks tend to lean on the slow side and would be ok with this as 2-drop filler, even if they aren't excited about it. There are plenty of times where you just need 2's, and this is fine filling that role. Better than the random bear for the controlling player in a more extreme control vs aggro matchup.
Ideally I'd be starting this in the sideboard of most decks, but I wouldn't mind playing it in a more controlling GU deck, especially one with emerge. Or in GBx delirium (often find these decks splash a third color), where both the body and fixing can be useful.
Never unhappy to have this, but I rather have a better card in the deck. Being a strong card in Magic is a little cutthroat, but it you cannot take heat, stay out of the kitchen.t
This has gone up a lot in my opinion after seeing it in the emerge deck.
Not the worse emerge card.
Impressed after seeing it work in an UB deck yesterday, with lots of recursion. As you say - "not the worst emerge card".
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vs Horrid Swarm - 6 power vs 4 power isn't really that important in this format, as most of the 5 toughness creatures in the format are in SoI and are generally not very good. The 2 1/1s will generally be much more useful than the life drain as well, as the 1/1s will fight for the board and typically trade for a bear or blank your opponent's 2/1s, which is pretty nice to have.
vs Mockery - The 5th point of toughness makes it more durable, and is somewhat important against the random 4 power creatures in the format. Mockery's effect ranges from amazing to worthless, as destroying their Sleep Paralysis is way better than a 3 point life drain most of the time, but doing nothing is obviously worse than the 3 point life drain.
One other thing to keep in mind with the Maw is that black generally does not have as many expendable creatures to sacrifice than blue (and green to a lesser extent). Emerge cards get better the worse/expendable your creatures are, and black's common 3 drops (Skirsdag Supplicant, Thraben Foulbloods) both have relevant abilities that make you not want to sacrifice them as often. This logic seems strange, but I think makes sense as emerge creatures get better the more expendible your early creatures are in general.
I still put the Maw at a 1.5, despite me thinking it's the worst emerge creature. During play they've proven to be very flexible, and if you need a finisher (which black probably needs as none of its commons finish too well), then you need a finisher.
Well, hello decent removal spell