I don't actually think Alesha works with tarmogoyf, since tarmogoy's power and toughness is checked the graveyard. So if he has 3+ power it wont bring him back
I don't actually think Alesha works with tarmogoyf, since tarmogoy's power and toughness is checked the graveyard. So if he has 3+ power it wont bring him back
Really? His power in the GY is not 0? Interesting...
I don't actually think Alesha works with tarmogoyf, since tarmogoy's power and toughness is checked the graveyard. So if he has 3+ power it wont bring him back
Really? His power in the GY is not 0? Interesting...
Another reason why I don't need to get goyf lol.
*'s are checked in all zones at all times. It is a property of the card.
Static abilities on the card itself (i.e. KotR getting +1/+1 per land in the GY) are not, unless otherwise stated...
huh... So thats what the gruul charm should have looked like...
Alright... Ive never had to actually evaulate a good aggro command so I need a second to wrap my head around this... Lets go over this.
From an aggro scale:
Nacatl/bolt 10/10
Flinthoof Boar/Rancor 5/10
Elite Vanguard/Seal of fire- 2/10
GR
The mana is cheap as hell! Thats charm mana. It makes sence, as g/r would want cheap stuff. at anyrate, 2 cmc alone could make the card playable.
Instant
Thank god, One of the reasons why cryptic is played is instant speed. It gives the command flexablity it needs. with commands the more options the better.
Choose two:
I'm already liking this. But if theres no go combos to this card, theres no reason to use it. Its why cryptic is awesome, but the other commands suck.
Opponents can't gain life this turn.
This is good, but because I so rarely get to evaluate good aggro cards, lets go into the cons as well. Its not skull crack, and this isnt a card that rdw is probably going to use anyways. No this (based on the other abilities well get into later) is shaping up to be a creature deck card. That puts it firmly in gruul, zoo, verious gr midranges or a titan deck.
Again, no skull crack, not as good, but good enough that a aggro deck worried about someone siding in timly or casts a wurm can use it. In fact, it can use it during attacks against a life linker to finish someone off. If sphinxes revelation ever becomes a card (read, if narset makes control a thing) then it has uses. Worth noting, no damage prevention clause, meaning you cant kill a kor firewalker with this, or a etched champion. That is tech aggro players in the know would do.
If I was going to rate this ability on a 2 cmc instant card, I'd be unlikely to use it due to how narrow it is. maybe 3 out of 10.
3 damage to each opponent.
Hey, the way its worded its great in multi player! (I dont care) and is a non targeted burn spell (ok I do care.) so we got ourself a 2 cmc incinerate that can only hit player. Its not the best, I should say its 2 cmc lava spike that doesnt target and instant speed. this ones very easy to evaluate. Its a burn spell for an aggro, so naturally it will be higher valued than normal.
Again, the fact that it can be at worst, a 3 cmc burn spell, Id give it 4/10. Instant cant be prevented burn. Not bad, but not modern good.
You can put a land into play from hand.
Woah. This has NEVER been a thing before. Instant speed ramp. I think there is really a couple ways to use this. If you're running a midranger deck, you can use it at end of turn, turn 2, letting you have 4-5 mana on turn 3 (dorks) OR you can use it aggressively, turn 1 steppe lynx, into fetch, command for fetch, nacatl, swing turn 2 for 8 damage... spicy.
The land comes into play untapped and it aint gotta be a basic. this is one of the most powerful on here. I mean were talkin' main deckable in a knight of the reliquary deck, midrange deck, titan deck, rampy deck.
6/10
Critters get 1/1+ and reach.
Actually not that bad. Its your average limited combat trick. But with reach, it can be used defensively as well as offensively. It's mostly going to be an until end of turn honor effect, but you can use it to null out burn like pyroclasm, even anger sometimes. it can make souls beat things, or your critters beat souls. Reach isnt the best, but it gives aggro some outs it doesnt normally have defensively.
The truth is, 1/1 across the board isnt the worst in thing in the world. It can be more damage than you'd expect, and it can mean that 4/4 nacatls can kill 3/4 goyfs, or at least live against a 4/5 one. Because its got that flexablity, for 2 cmc instant speed Id rate this 3/10
Cool we looked at how I view each of these abilites on their own, and truth is, none of them make me wanna play the card as a charm, with the exception of the land drop one. BUT its not a charm, its a command. Cryptic isnt too grate as a charm either. 4 cmc counter is bad if you wont even play 3 cmc ones, bounce is 1 cmc generally, draw a card is 1 cmc, and tap is probably the only one worth 4 cmc, and even then its probably 3 cmc. But what makes it good is that you can combine stuff to make your own awesome for the current situation card.
Heres what we get:
2 cmc instant nontarget Spike= 4/10
non damage preventing skull crack= 3/10
glorious charge plus reach= 3
no cycle instant Explore=6/10
Again, assume this was a situation you needed these effects, need to ramp into a rhino or die, they opponent is in burn range, ect.
All of these points to the card being playable for creature decks. At least testing for it. I think scapeshift could use it too. Keep up mana for counters, nothing? ok, land drop.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Zurgo just seems like a red Isamaru, hound of Konda, which is just unplayable nowadays, even if you add the haste part, which is a bad mana sink and a mana constraint if anything. The legendary status doesn't help either. It just seems worse than a Goblin Guide, so i see no reason as to why not play that instead.
I'm very intrigued by that command and I really would love to test it. The only thing is my current zoo deck, which is currently a light variation of Stjepan Sucic's list, is already running smoothly in testing so I don't know what I'd want to cut for it.
What would be some suggestions for cutting here? Maybe adding another land, dropping the helixes to 2 and putting 3 in for the boros charms? If I'm trying to get greedy with lynx then I'd probably make lynx a 4-of.
This is the list I've been playing. It's very close to Kibler's latest list but I didn't like his sb as I feel that you are too soft to certain decks, which you need to shore your matchup %s against.
Kibler has too much sb against fair decks, which you have a good time against anyway. You definitely need canonists so you don't auto-lose to decks like Living End and Storm, while slowing down Infect, Bogles, and Burn. Choke is also just much better than Thrun as it's a better card in the Twin and Fish matchups, while being only slightly worse against control decks (which are not rampant in modern).
Im currently playing a Lynx list and Atarka's Command is going to be Nut-tay. T-1 Sacred Foundry > Steppe Lynx T-2 Fetch Land, Crack get Stomping Ground Cast Atarka's Command Choose do 3 dmg and play another land, play a Fecth, Crack get Sacred Foundry attack with an 8/9 Lynx, That is 11 dmg T-2 (14 if you by chance have a Lightning Bolt in hand). If you can wait till T-3 and pop a Ghor-Clan Rampager or a Boros Charm and just win. Right now Lynx is nice but not exactly super consistent this could change that and make my alt win-con more accessible, Scapeshift as being able to cast it T-3 could be huge.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Decks Standard : WB Orzhov Vampires BWGUB Sultai Constrictor BUG Brawl : GB Hapatra, Vizier of Poisons BG Modern : GB Golgari Elves BGGR Atarka Goblins RG Pauper : W Heroic WGB Delve BG
http://www.magicspoiler.com/mtg-spoiler/atarkas-command/
Really? His power in the GY is not 0? Interesting...
Another reason why I don't need to get goyf lol.
My deviantART; if you're interested in alters, PM me!
It was brought up not 2 posts above yours, while I agree it is exciting please check at least the most recent page before posting.
Thanks for the reply to this! I will try to reply soon with a more lengthy reply, I just haven't had the time to write one up yet.
Edited: Wanted to avoid a double post.
*'s are checked in all zones at all times. It is a property of the card.
Static abilities on the card itself (i.e. KotR getting +1/+1 per land in the GY) are not, unless otherwise stated...
Sig courtesy of DOLZero
[82/360] Custom Cube
Blog about the Custom Cube
Alright... Ive never had to actually evaulate a good aggro command so I need a second to wrap my head around this... Lets go over this.
From an aggro scale:
Nacatl/bolt 10/10
Flinthoof Boar/Rancor 5/10
Elite Vanguard/Seal of fire- 2/10
Again, no skull crack, not as good, but good enough that a aggro deck worried about someone siding in timly or casts a wurm can use it. In fact, it can use it during attacks against a life linker to finish someone off. If sphinxes revelation ever becomes a card (read, if narset makes control a thing) then it has uses. Worth noting, no damage prevention clause, meaning you cant kill a kor firewalker with this, or a etched champion. That is tech aggro players in the know would do.
If I was going to rate this ability on a 2 cmc instant card, I'd be unlikely to use it due to how narrow it is. maybe 3 out of 10.
Again, the fact that it can be at worst, a 3 cmc burn spell, Id give it 4/10. Instant cant be prevented burn. Not bad, but not modern good.
The land comes into play untapped and it aint gotta be a basic. this is one of the most powerful on here. I mean were talkin' main deckable in a knight of the reliquary deck, midrange deck, titan deck, rampy deck.
6/10
Critters get 1/1+ and reach.
Actually not that bad. Its your average limited combat trick. But with reach, it can be used defensively as well as offensively. It's mostly going to be an until end of turn honor effect, but you can use it to null out burn like pyroclasm, even anger sometimes. it can make souls beat things, or your critters beat souls. Reach isnt the best, but it gives aggro some outs it doesnt normally have defensively.
The truth is, 1/1 across the board isnt the worst in thing in the world. It can be more damage than you'd expect, and it can mean that 4/4 nacatls can kill 3/4 goyfs, or at least live against a 4/5 one. Because its got that flexablity, for 2 cmc instant speed Id rate this 3/10
Cool we looked at how I view each of these abilites on their own, and truth is, none of them make me wanna play the card as a charm, with the exception of the land drop one. BUT its not a charm, its a command. Cryptic isnt too grate as a charm either. 4 cmc counter is bad if you wont even play 3 cmc ones, bounce is 1 cmc generally, draw a card is 1 cmc, and tap is probably the only one worth 4 cmc, and even then its probably 3 cmc. But what makes it good is that you can combine stuff to make your own awesome for the current situation card.
Heres what we get:
2 cmc instant nontarget Spike= 4/10
non damage preventing skull crack= 3/10
glorious charge plus reach= 3
no cycle instant Explore=6/10
Again, assume this was a situation you needed these effects, need to ramp into a rhino or die, they opponent is in burn range, ect.
Spike+landdrop= 10/10
Spike+kindacrack=7/10
spike+Glorious Charge=7/10
landdrop+Kindacrack=9/10
landrop+Charge=9/10
Charge+kindacrack=6/10
All of these points to the card being playable for creature decks. At least testing for it. I think scapeshift could use it too. Keep up mana for counters, nothing? ok, land drop.
My deviantART; if you're interested in alters, PM me!
Counter-Cat
Colorless Eldrazi Stompy
There's no haste on that fellow. I wouldn't like him in Zoo as there is better non-haste 1 drops.
Zurgo just seems like a red Isamaru, hound of Konda, which is just unplayable nowadays, even if you add the haste part, which is a bad mana sink and a mana constraint if anything. The legendary status doesn't help either. It just seems worse than a Goblin Guide, so i see no reason as to why not play that instead.
Hmm, getting greedy with swiftblade AND lynx sounds like it'd lead to some nuts blowouts... I'll have to test it.
2 Kird Ape
4 Goblin Guide
4 Wild Nacatl
3 Eidolon of the Great Revel
4 Boros Swiftblade
4 Ghor-Clan Rampager
2 Rancor
3 Mutagenic Growth
4 Lightning Bolt
2 Path to Exile
3 Lightning Helix
3 Boros Charm
4 Bloodstained Mire
4 Windswept Heath
4 Wooded Foothills
1 Plains
1 Forest
2 Temple Garden
1 Stomping Ground
2 Sacred Foundry
2 Destructive Revelry
2 Thalia, Guardian of Thraben
1 Path to Exile
2 Kor Firewalker
1 Stony Silence
2 Deflecting Palm
2 Pillar of Flame
1 Timely Reinforcemens
What would be some suggestions for cutting here? Maybe adding another land, dropping the helixes to 2 and putting 3 in for the boros charms? If I'm trying to get greedy with lynx then I'd probably make lynx a 4-of.
1 Birds of Paradise
4 Noble Hierarch
4 Wild Nacatl
2 Qasali Pridemage
2 Scavenging Ooze
4 Tarmogoyf
3 Loxodon Smiter
4 Knight of the Reliquary
2 Thundermaw Hellkite
Spells (11)
4 Lightning Bolt
4 Path to Exile
2 Domri Rade
1 Chandra, Pyromaster
1 Kessig Wolf Run
1 Mountain
1 Plains
1 Sacred Foundry
1 Temple Garden
2 Forest
2 Horizon Canopy
2 Stomping Ground
4 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
2 Bonfire of the Damned
2 Wear // Tear
2 Ethersworn Canonist
2 Feed the Clan
2 Stony Silence
2 Blood Moon
2 Choke
1 Ajani Vengeant
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
-1 Choke
-2 Ethersworn Canonist
+1 Blood Moon
+1 Stormbreath Dragon
+1 Thrun
Kibler has too much sb against fair decks, which you have a good time against anyway. You definitely need canonists so you don't auto-lose to decks like Living End and Storm, while slowing down Infect, Bogles, and Burn. Choke is also just much better than Thrun as it's a better card in the Twin and Fish matchups, while being only slightly worse against control decks (which are not rampant in modern).
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
Spirits