In Pack 1 (I think?), we talked about what we would do if we saw a Valakut and then it showed up. Now in Pack 3, we talked about Strength of the Tajuru and here it is.
It seems to be the obvious pick here. It's a late game combat blowout, or even a finisher.
I disagree with the comparisons to Overrun. If you have four creatures on the board, Strength would cost 6GG to give them all +3/+3 and no Trample.
But Strength is also an Instant meaning it's useful in more situations (namely defense, but also in response to other spells or during combat). And the bonus is permanent.
I disagree with the comparisons to Overrun. If you have four creatures on the board, Strength would cost 6GG to give them all +3/+3 and no Trample.
But Strength is also an Instant meaning it's useful in more situations (namely defense, but also in response to other spells or during combat). And the bonus is permanent.
It's not the most mana-efficient spell, but there are very few times where you have one in your hand and can't win. You might need to really slow-roll it, but you'll get there. I guess eldrazi monument is a better comparison, or a late game Glorious Anthem.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
It's not the most mana-efficient spell, but there are very few times where you have one in your hand and can't win. You might need to really slow-roll it, but you'll get there. I guess eldrazi monument is a better comparison, or a late game Glorious Anthem.
It's not overrun, overrun is more efficient.
It's going to take a LOT of mana to make this card worth it, and if you plan on playing it defensively, that means you aren't casting many spells on your turn.
In my experience slow, defensive cards have always just clogged up my hand (card reminds me a lot of bold defense).
I think I like the battlegrowth comparison.. I think it's a decent trick that can become a game changer, but I wouldn't call it a bomb and I'd be interested to see what others say if this was a stronger pack.
It's going to take a LOT of mana to make this card worth it, and if you plan on playing it defensively, that means you aren't casting many spells on your turn.
In my experience slow, defensive cards have always just clogged up my hand (card reminds me a lot of bold defense).
I think I like the battlegrowth comparison.. I think it's a decent trick that can become a game changer, but I wouldn't call it a bomb and I'd be interested to see what others say if this was a stronger pack.
It's not defensive, though?
I guess instantly turning two 3/3's into 6/6's can be defensive, but then you get to attack with them on your next turn.
This isn't a card where you can do all the math and go "oh that's not good value at any mana cost." You can do that for your constructed decks, but in limited, this is very much a bomb.
ZZW probably doesn't have an overrun, and that's probably good, considering how absurd overrun is in limited.
Sometimes all SotT does is turn an apex hawk or aether figment into a 6/6, or your two most evasive guys into 5/5's. I can understand that it seems clunky or overcosted, but it's better than searing blaze, if that's what you're asking.
You really just have to play with it. I've never beaten it across the table from it. I haven't played with it a ton, but I haven't lost when I've cast it. It is the game winner of worldwake, and in a different pack with other cards, I would still take it over quite a lot.
I would assume the default setting for Strength of Tajuru is something like:
3GG -- Put two +1/+1 counters on each of two target creatures.
In other words, kind of like an Instant speed Incremental Growth, which is really good!
That is pretty common, but I also enjoy just dumping it on a flier if I'm ahead.
If I'm flooded and know that I have land in my hand, I'll usually wait for 5GG "put three +1/+1 counters on three target creatures."
I know people talk about this format being fast, but... let's be real. We've all have seven land before, and still been in it. Cards that cost 7, I will never run, but if I'm mana-screwed, I will happily use it for 5.
Strength of the Tajuru is friggin' fantastic even at 5 mana, and the blowout potential increases rapidly at 6 or 7. Beyond that point it's just outrageously good.
It's a fantastic topdeck lategame. In your opening hand, it's a card you plan your victory around. Easy windmill slam here.
If Strength warrants any comparisons, it's to Swell of Courage, which was nutty in LLM. This is even better as it can be split amongst multiple creatures (well, ok, Strength can be countered and you can use Swell as an instant speed Righteous Charge, but I usually used it for the X ability.) So good. Windmill slam.
Thing is, it doesn't win you the game the very moment you play it, but it will usually wreck the opponent's board, which is good enough.
It can be an instant game win. Adding 6 power between your two unblocked creatures might be an instant win, for example.
But you're right, it's more likely to wreck your opponent's board, allowing you to win over the next couple of turns. The fact that the +X/+X comes in the form of counters is what it's all about. His creatures die, yours survive, and they're that much more dangerous on the next turn.
Thing is, it doesn't win you the game the very moment you play it, but it will usually wreck the opponent's board, which is good enough. You have to put in a good amount of mana for it to really work, but you usually want to play your Giant Growth-type combat tricks later in the game anyway, so you can catch bigger creatures. The bonus being permanent is also nice.
"I have an unblocked creature or two? Oops, I win?"-moments will happen more often than not with this card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Always accepting ideas for a new title! PM me with your ideas.
I can't believe how strong our late-game is. It's unfortunate that competent decks in this format can have you dead by turn five. I predict alot of Torch Slingers being played as Grey Ogres in the near future.
Vote: Strength of the Tajuru
Private Mod Note
():
Rollback Post to RevisionRollBack
We are the middle children of history. No purpose or place. We have no Great War. No Great Depression. Our Great War is a spiritual war... our Great Depression is our lives. We've all been raised on television to believe that one day we'd all be millionaires, and movie gods, and rock stars. But we won't. And we're slowly learning that fact. And we're very, very pissed off.
I think Strength is way too expensive for what it does -- instant speed is nice, but the bonuses are going to be tiny unless you pump more mana into it than we will ever, ever see. I guess it's still the pick, but I think it's pretty janky.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Over the next month, us in the Limited forum will draft a deck and discuss picks and strategy about the new format, ZZW.
Doubled up on the heat pick 2.
Current Decklist
3 Torch Slinger
1 Shatterskull Giant
1 Goblin Bushwhacker
1 Molten Ravager
1 Oran-Rief Recluse (FOIL)
1 Territorial Baloth
2 Highland Berserker
1 Tajuru Archer
1 Relic Crush
1 Carnage Altar
2 Tanglesap
1 Beast Hunt
1 Mold Shambler
1 Plated Geopede
1 Vines of Vastwood
1 Slaughter Cry
1 Zendikar Farguide
1 Spire Barrage
1 Murasa Pyromancer
1 Ruinous Minotaur
Pick 31
You all have 24 hours to vote.
The next pick should be up around the same time every day unless specified otherwise.
Have fun!
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
In Pack 1 (I think?), we talked about what we would do if we saw a Valakut and then it showed up. Now in Pack 3, we talked about Strength of the Tajuru and here it is.
It seems to be the obvious pick here. It's a late game combat blowout, or even a finisher.
Also, nyah to anyone who argued against going green in pack 1!
I love Deathforge SHaman....
Tezz Infect
EDH
:symb::symg::symw: Doran, the Exporan :symw::symg::symb:
Jhoira of the Storm
Ob Noxious, the Fallen
i!Huge thanks to Nakamura and the team at Heroes of the Planes Studios!i
It's a more flexible, permanent overrun. I rate it close to (but under) eldrazi monument in ZZW draft.
I was almost like "what, where's our third searing blaze?" Buuut I'll take SoT.
I nominate that we name pack 3 "Christmas".
But Strength is also an Instant meaning it's useful in more situations (namely defense, but also in response to other spells or during combat). And the bonus is permanent.
Strength is more like Battlegrowth on steroids.
It's not the most mana-efficient spell, but there are very few times where you have one in your hand and can't win. You might need to really slow-roll it, but you'll get there. I guess eldrazi monument is a better comparison, or a late game Glorious Anthem.
It's not overrun, overrun is more efficient.
It's going to take a LOT of mana to make this card worth it, and if you plan on playing it defensively, that means you aren't casting many spells on your turn.
In my experience slow, defensive cards have always just clogged up my hand (card reminds me a lot of bold defense).
I think I like the battlegrowth comparison.. I think it's a decent trick that can become a game changer, but I wouldn't call it a bomb and I'd be interested to see what others say if this was a stronger pack.
3GG -- Put two +1/+1 counters on each of two target creatures.
In other words, kind of like an Instant speed Incremental Growth, which is really good!
It's not defensive, though?
I guess instantly turning two 3/3's into 6/6's can be defensive, but then you get to attack with them on your next turn.
This isn't a card where you can do all the math and go "oh that's not good value at any mana cost." You can do that for your constructed decks, but in limited, this is very much a bomb.
ZZW probably doesn't have an overrun, and that's probably good, considering how absurd overrun is in limited.
Sometimes all SotT does is turn an apex hawk or aether figment into a 6/6, or your two most evasive guys into 5/5's. I can understand that it seems clunky or overcosted, but it's better than searing blaze, if that's what you're asking.
You really just have to play with it. I've never beaten it across the table from it. I haven't played with it a ton, but I haven't lost when I've cast it. It is the game winner of worldwake, and in a different pack with other cards, I would still take it over quite a lot.
That is pretty common, but I also enjoy just dumping it on a flier if I'm ahead.
If I'm flooded and know that I have land in my hand, I'll usually wait for 5GG "put three +1/+1 counters on three target creatures."
I know people talk about this format being fast, but... let's be real. We've all have seven land before, and still been in it. Cards that cost 7, I will never run, but if I'm mana-screwed, I will happily use it for 5.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
It's a fantastic topdeck lategame. In your opening hand, it's a card you plan your victory around. Easy windmill slam here.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
It can be an instant game win. Adding 6 power between your two unblocked creatures might be an instant win, for example.
But you're right, it's more likely to wreck your opponent's board, allowing you to win over the next couple of turns. The fact that the +X/+X comes in the form of counters is what it's all about. His creatures die, yours survive, and they're that much more dangerous on the next turn.
"I have an unblocked creature or two? Oops, I win?"-moments will happen more often than not with this card.
Vote: Strength of the Tajuru