Phyrexian Scriptures
2BB
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.
I'm sure a lot of people will read "Damnation on suspend, that can be removed? pass", while that is true to a large degree, think this card has very high upside in particular builds. Pairs really well with decks that want to run a card like The abyss.
There are UB control decks that will have like 6-7 creatures that can work really well with this. IE Kalitas, True-name nemesis.
The third ability is low impact, but it's not irrelevant.
Also, some mild synergies with effects like into the roil, if you want to return it to your hand and wrath again. Though it is very poor AGAINST into the roil.
I'm going to guess it's a pass in all cubes, but think it's a powerful and interesting card that has archetype value.
Might be okay in multiplayer/commander cubes but the possibility of disenchant effects or everyone just trying to take you out before level 2 goes off seems pretty high. Prolly not great.
A turn 5 Damnation is worse than a turn 4 Damnation. The first counter won't do anything if you have no creature. This can be Disenchanted. Cute card, but it does not make the cut for me.
I like this a decent amount in a midrange shell where you can theoretically have a creature that survives due to the counter, and a creature that you play as a follow up to the Damnation-effect against your opponent's freshly cleared board. The criticisms stated here have merit for sure, but I'm optimistic for now.
Isn't Damnation with suspend 1 better in some cases compared to a regular one? If I'm playing a deck with creatures and wrath effects, I want to be the first one to get creatures back on board after the wrath. Also, if your opponent doesn't have enchantment removal, they essentially cannot play creatures on their next turn.
Being a permanent also has some upside, since you yourself can flicker the enchantment. Playing flickerwisp the turn after playing this is pretty crushing.
Isn't Damnation with suspend 1 better in some cases compared to a regular one? If I'm playing a deck with creatures and wrath effects, I want to be the first one to get creatures back on board after the wrath. Also, if your opponent doesn't have enchantment removal, they essentially cannot play creatures on their next turn.
Being a permanent also has some upside, since you yourself can flicker the enchantment. Playing flickerwisp the turn after playing this is pretty crushing.
The question is, how many cases? There are a lot of boards you can't really allow your opponent to untap with, and putting the siren out can be dangerous.
Cool card but black has better options. Wrathing on your upkeep is interesting because you now get your turn 5 to play creatures and even a possible attack with your pumped artifact creature. But I've learned things never go perfectly in a cube match and giving your opponent time to deal with this makes it worse then options that already exist. I can see budget cubes running this if damnation/toxic deluge aren't your thing.
It’s very Neverinyal’s Disk-ish. Signaled Wraths lose a lot of value but being able to build around this is nice. Definitely a good budget option if Damnation / The Abyss are out of your price range, although I’d personally play Yahenni’s Expertise before this.
Given how wonky these card frames are, I'm probably going to jam a Saga into the cube for "history of Magic" reasons. Given that I'm currently jamming Dread Return and am always looking for a replacement for it, I'll try jamming this in over that.
I'm a bit confused when it comes to sagas - does the 'I' effect happen the turn you play it, or the turn after?
Because if the II happens the turn after you play it and not two turns later, I could see this being very popular just because it leaves (your) artifact dudes alive.
I'm a bit confused when it comes to sagas - does the 'I' effect happen the turn you play it, or the turn after?
Because if the II happens the turn after you play it and not two turns later, I could see this being very popular just because it leaves (your) artifact dudes alive.
I'm a bit confused when it comes to sagas - does the 'I' effect happen the turn you play it, or the turn after?
Because if the II happens the turn after you play it and not two turns later, I could see this being very popular just because it leaves (your) artifact dudes alive.
As Salmo said, you get I immediately upon entering, and then the wrath will happen the turn after, so if your opponent doesn't have artifact dudes, your dude(s) will (theoretically) be able to swing in on an open board.
I like this, but I hold no delusions that it's as good as other black wraths. Waiting a turn to compleat your creature is rough, and flushing the graveyard is not that big a deal. Still, there's plenty to like about this card. I always thought Scourglass was a bit underrated.
2BB
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.
I'm sure a lot of people will read "Damnation on suspend, that can be removed? pass", while that is true to a large degree, think this card has very high upside in particular builds. Pairs really well with decks that want to run a card like The abyss.
There are UB control decks that will have like 6-7 creatures that can work really well with this. IE Kalitas, True-name nemesis.
The third ability is low impact, but it's not irrelevant.
Also, some mild synergies with effects like into the roil, if you want to return it to your hand and wrath again. Though it is very poor AGAINST into the roil.
I'm going to guess it's a pass in all cubes, but think it's a powerful and interesting card that has archetype value.
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Being a permanent also has some upside, since you yourself can flicker the enchantment. Playing flickerwisp the turn after playing this is pretty crushing.
The question is, how many cases? There are a lot of boards you can't really allow your opponent to untap with, and putting the siren out can be dangerous.
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Because if the II happens the turn after you play it and not two turns later, I could see this being very popular just because it leaves (your) artifact dudes alive.
- Rabid Wombat
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