So what does everyone think about this card? I personally live it, but i am a but bummed that his ability is also granted for your opponent. Although he belongs in more of a ramp-style deck, i want to test him out in my RUG aggro deck.
What are your opinions? Casual fun card or a finisher/powerhouse for RG/x decks?
True, your opponent gets the ramp too, but if you play spells with X in their mana costs you might come out ahead. Clan Defiance comes to mind, plus Nimbus Swimmer in a RUG deck. On top of that, this creature has a fantastic 7/5 body for just five mana! I didn't think Wizards would print a creature that big for such a mana cost, but here we are.
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EDH/Commander
UBR Sedris RG Omnath, Locus of Rage UB The Scarab God RUG Maelstrom Wanderer WU Dragonlord Ojutai
no way I want to let my opponent untap after playing this guy, that kills any chance of him seeing play. They will outright kill you if they have a mana sink of any sort. just play thragtusk or thundermaw turn 5, much better plays.
I actually like this cards interaction with Yeva, Nature's Herald. Turn 4 or 5 flash in This card end of your opponents turn so they cannot take full advantage of there mana. Then you drop Kessig Wolf run the following turn, and you got your self a 4/4 and a 7/5 that can attack for close to 16 damage with a full Wolf Run.
The real big issue I see though is letting your opponent untap with access to a crap ton of mana. So The ancient might just be better off only when you are sure you are going to finish off your opponent
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Seems like a really fun card, but I just can't see it being competitive, especially for aggressive decks (which in turn unfortunately makes the 7/5 body not so useful). Consider:
Play ancient, opponent untaps, then:
sphinx's revelation for 7, from the UWx decks
Rakdos Return/Kessig Wolf Run from Jund
Craterhoof Behemoth/Angel of Serenity from Junk
Everyone has mana sinks at the moment, which I think makes this unplayable.
The body for this guy is huge but like mentioned above you have to be sure they can't blow you out. Rakdos's Return could be good here both leading up to the Ancient and after it.
You need to be able to attack the hand in order to make sure you don't get blown out by him.
He's not really a ramp card. Rather a combo piece.
I think I'd first try to make the deck with Crypt Ghast before this dude. His effect is obviously powerful, but he needs what are essentially broken enablers that I doubt they'll print.
The card is good. It gets worse that they can get a huge effect, but honestly you are most likely be able to untap and get to use it. Sphinx will not blow you out. Don't play this against wolf run. And no other heavily played effect will just be game over. Not enought x mana bombs. I guess you allow them to cast gristle but it's the risk you take. Use it and have a few bombs, KWRs, and x spells to make this guy broken.
Need to clarify. Sphinx will not blow you out itself, but it doed give them a huge advantage. You probably will lose if they cast that.
Ideally you want to put this into play with 4 lands open and then cast a Temporal Mastery. Or you want to miracle a Mastery and then cast this. Then you untap and combo off.
And somehow you want to deal with the probably 1-2 spot removal spells in their hand. Depending on the deck, they might not be able to actually kill this without leaving all of their mana open. Mostly it requires black removal or 2 burn spells combined, or the new white Edict. Countermagic is a similar problem, but with similar solutions.
EDIT: Another option is to EoT cast this off an Alchemist's Refuge and then start comboing.
I kind of what to try him in a jund heartless summoning...
I want to play him with Heartless Summoning and Crypt Ghast, and a bunch of nonbasic swamps. If it's possible, I would be the greediest dude alive and make it 4 colors for Evil Twin, Clone, and Temporal Mastery. It might be...Farseek does solve some problems. I just like how much redundancy would be in that deck, if the manabase is possible.
I rather like the synergy with it and Skarrg Guildmage, making a lot of your lands 4/4s and trampling them. Of course you will have to survive your opponents turn with them having access to the ability...
Anyway, im a bit confused with the ability. Why doesn't it read "add another mana of that color to your mana pool" why does it talk about types and whatever? Does it mean if you tap a Overgrown Tomb for green, you can add black?
Anyway, im a bit confused with the ability. Why doesn't it read "add another mana of that color to your mana pool" why does it talk about types and whatever? Does it mean if you tap a Overgrown Tomb for green, you can add black?
Anyway, im a bit confused with the ability. Why doesn't it read "add another mana of that color to your mana pool" why does it talk about types and whatever? Does it mean if you tap a Overgrown Tomb for green, you can add black?
Because Karoos exist. If you tap a Dimir Aqueduct for mana normally, it produce UB. With this effect in play, it will produce UB+U or UB+B. With 2 of them in play, you can produce UB+UB, UB+UU, or UB+BB. And so on, and so forth.
So if you tap an Overgrown Tomb for Green, you get double green. If you tap it for black, you get double black. If you tap a Golgari Rot Farm for GB, then you get to choose either green or black.
I could see this card working well with cards like bonfire, clan defiance, and kessig wolf run, but if your opponent has access to these cards as well, then it can be very bad for you.
also, playing this against a deck like junk reanimator would just be terrible
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I could see this card working well with cards like bonfire, clan defiance, and kessig wolf run, but if your opponent has access to these cards as well, then it can be very bad for you.
also, playing this against a deck like junk reanimator would just be terrible
If you use this to cast a bunch of big junky spells, then sure, you'll get wrecked by the symmetry when facing other junk decks.
But if you play this like it's supposed to be played, as a combo engine, then suddenly that Junk Reanimator deck looks really stupid because it doesn't interact well with a solitaire combo deck.
If you use this to cast a bunch of big junky spells, then sure, you'll get wrecked by the symmetry when facing other junk decks.
But if you play this like it's supposed to be played, as a combo engine, then suddenly that Junk Reanimator deck looks really stupid because it doesn't interact well with a solitaire combo deck.
But like... what's going to end up happening is it'll be turn 3 they have maybe a mana dork and 2 spirit tokens from Lingering Souls... you play the Ancient turn 4 and pass the turn, then they play Craterhoof Behemoth and win the game that turn. And most decks in the format have this sort of counter play that ends up losing you the game.
So perhaps if this is used in conjunction with Alchemist Refuge we're good. Might see play in Omniscience decks to let you dump everything during your opponents turn, untap and then kill them off with an X spell.
Can't believe no one has mentioned Seance yet.... Seems pretty good with it if you ask me. It is an alright card, but with Seance, becomes darn near one sided.
Granted, Seance needs more than that to be a competitive deck.
But like... what's going to end up happening is it'll be turn 3 they have maybe a mana dork and 2 spirit tokens from Lingering Souls... you play the Ancient turn 4 and pass the turn, then they play Craterhoof Behemoth and win the game that turn. And most decks in the format have this sort of counter play that ends up losing you the game.
So...don't do that. Don't tap out for it on turn 3 on the draw against that board position. Play it and then combo off, as you would with Heartbeat of Spring. Or play the black one on turn 3 instead, and leave a Watery Grave open for Negate for their removal spell.
So perhaps if this is used in conjunction with Alchemist Refuge we're good. Might see play in Omniscience decks to let you dump everything during your opponents turn, untap and then kill them off with an X spell.
It's more likely it will replace Omniscience, since it costs half the mana to cast it and you can't counter this when it's played from a Cavern of Souls. And Omniscience doesn't work with X spells, whereas this thrives with them.
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So what does everyone think about this card? I personally live it, but i am a but bummed that his ability is also granted for your opponent. Although he belongs in more of a ramp-style deck, i want to test him out in my RUG aggro deck.
What are your opinions? Casual fun card or a finisher/powerhouse for RG/x decks?
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UBR Sedris
RG Omnath, Locus of Rage
UB The Scarab God
RUG Maelstrom Wanderer
WU Dragonlord Ojutai
The real big issue I see though is letting your opponent untap with access to a crap ton of mana. So The ancient might just be better off only when you are sure you are going to finish off your opponent
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Play ancient, opponent untaps, then:
sphinx's revelation for 7, from the UWx decks
Rakdos Return/Kessig Wolf Run from Jund
Craterhoof Behemoth/Angel of Serenity from Junk
Everyone has mana sinks at the moment, which I think makes this unplayable.
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2010-2011:Bant Shaman, Naya Shaman, Naya allies + Scars, URG Turboforce
2009-2010:Naya allies, Mono-White Titan Control
You need to be able to attack the hand in order to make sure you don't get blown out by him.
He's not really a ramp card. Rather a combo piece.
if you can't its ****, except maybe against an opponent with no cards in hand and no x-to-cast spells they could top-deck
Niv-Mizzet Ramp 'n' Wheel
Godo: Strap him up and turn him sideways!
Even Crypt Ghast doesn't see play, and this is infinitely worse.
seriously?
where have you been... Crypt Ghast see's quite a bit of play. Just not on camera at SCG events where everyone plays blitz.
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Need to clarify. Sphinx will not blow you out itself, but it doed give them a huge advantage. You probably will lose if they cast that.
And somehow you want to deal with the probably 1-2 spot removal spells in their hand. Depending on the deck, they might not be able to actually kill this without leaving all of their mana open. Mostly it requires black removal or 2 burn spells combined, or the new white Edict. Countermagic is a similar problem, but with similar solutions.
EDIT: Another option is to EoT cast this off an Alchemist's Refuge and then start comboing.
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I want to play him with Heartless Summoning and Crypt Ghast, and a bunch of nonbasic swamps. If it's possible, I would be the greediest dude alive and make it 4 colors for Evil Twin, Clone, and Temporal Mastery. It might be...Farseek does solve some problems. I just like how much redundancy would be in that deck, if the manabase is possible.
Anyway, im a bit confused with the ability. Why doesn't it read "add another mana of that color to your mana pool" why does it talk about types and whatever? Does it mean if you tap a Overgrown Tomb for green, you can add black?
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Yes.
Makes it a bit more... versatile in standard.
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Because Karoos exist. If you tap a Dimir Aqueduct for mana normally, it produce UB. With this effect in play, it will produce UB+U or UB+B. With 2 of them in play, you can produce UB+UB, UB+UU, or UB+BB. And so on, and so forth.
So if you tap an Overgrown Tomb for Green, you get double green. If you tap it for black, you get double black. If you tap a Golgari Rot Farm for GB, then you get to choose either green or black.
If you read the oracle text for Heartbeat of Spring, it reads the same way.
also, playing this against a deck like junk reanimator would just be terrible
Modern:
Twinning End
Commander:
Mayael the Anema
If you use this to cast a bunch of big junky spells, then sure, you'll get wrecked by the symmetry when facing other junk decks.
But if you play this like it's supposed to be played, as a combo engine, then suddenly that Junk Reanimator deck looks really stupid because it doesn't interact well with a solitaire combo deck.
But like... what's going to end up happening is it'll be turn 3 they have maybe a mana dork and 2 spirit tokens from Lingering Souls... you play the Ancient turn 4 and pass the turn, then they play Craterhoof Behemoth and win the game that turn. And most decks in the format have this sort of counter play that ends up losing you the game.
So perhaps if this is used in conjunction with Alchemist Refuge we're good. Might see play in Omniscience decks to let you dump everything during your opponents turn, untap and then kill them off with an X spell.
Granted, Seance needs more than that to be a competitive deck.
MTGS egos at their finest.
Thoughts on proxies:
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
So...don't do that. Don't tap out for it on turn 3 on the draw against that board position. Play it and then combo off, as you would with Heartbeat of Spring. Or play the black one on turn 3 instead, and leave a Watery Grave open for Negate for their removal spell.
It's more likely it will replace Omniscience, since it costs half the mana to cast it and you can't counter this when it's played from a Cavern of Souls. And Omniscience doesn't work with X spells, whereas this thrives with them.