Seems kind of nuts, but perhaps that is just me. I like toys that can add to some Fastbond, Crucible of Worlds, Channel decks. I think I might try this guy out at 450-540.
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LEGACY|UWStonebladeCOMMANDER|UBGThe Mimeoplsm Ooze & Aghhs!MODERN|UWAzorius Control THE JUICE[BOX]³ CUBE
This is kinda wonky. The damage potential is definitely there, but I'm not sure that I want to count on playing a 7th land in red. It feels like it cares about both going wide and ramping at the same time, which is a difficult spot for me to do for this expensive of a red finisher.
A pass for me since it's a 6 drop that doesn't do much otherwise as it hits the board.
It doesn’t need to attack prior, which I think can be pretty impactful. Not only does it work with the cards in the OP in a GR ramp deck, but it also caters to decks like Eureka and Sneak Attack pretty well. Even Dragonlord Atarka sees play still, and I think this card lends to a bit of degeneracy now and then while still having solid playability In more traditional ramping situations.
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LEGACY|UWStonebladeCOMMANDER|UBGThe Mimeoplsm Ooze & Aghhs!MODERN|UWAzorius Control THE JUICE[BOX]³ CUBE
A pass for me since it's a 6 drop that doesn't do much otherwise as it hits the board.
It doesn’t need to attack prior, which I think can be pretty impactful. Not only does it work with the cards in the OP in a GR ramp deck, but it also caters to decks like Eureka and Sneak Attack pretty well. Even Dragonlord Atarka sees play still, and I think this card lends to a bit of degeneracy now and then while still having solid playability In more traditional ramping situations.
It has a timmy feel about i tand people will over rate it, but as a combo card (with things like sneak attack as you mention and prime time) this card has potential. I am sad it doesn't have trample/menace/haste but at the very least it is an anthem for your dudes.
For me, the actual "fail state" of this card is throwing it down in main phase 2, retaining priority to play a land and guarantee the trigger, and getting a Relentless Assault effect that hopefully gives your attackers +2/+0. A pretty decent pseudo-ETB effect for a 7-mana 6/6.
If this ability stacks with itself(?), the possibility of playing a fetchland as land 7 and getting both a second and third combat step seems like a potentially back-breaking card... though it requires having 2+ other creatures on the board to function still kind of limits it.
For me, the actual "fail state" of this card is throwing it down in main phase 2, retaining priority to play a land and guarantee the trigger, and getting a Relentless Assault effect that hopefully gives your attackers +2/+0. A pretty decent pseudo-ETB effect for a 7-mana 6/6.
Your failstate case is having 6 mana + land in hand with an attacking board?
my failstates for this card:
You don't draw any of the sneak attack cards, so it rots in your hand.
You sneak attack it in, but the enemy removes it, you don't have any other creatures out.
The landfall must happen at main phase 2, after combat, if you want to untap your creatures, so if the opponent trades with this guys or removes him during the first combat, you get nothing.
You don't have a board, and you cast this guy naked. He is removed on the opponent's turn.
You hardcast this dude, and you have a board. However your attacks results in trades, the +1 to attack didn't really make a difference and none of your creatures live to attack again.
I think that this creature is horrible outside of a sneak attack deck that can sneak it in with haste. But so are some of the other sneak attack targets, and this may be quite more castable in those decks when you don't
When sneaked in, this guy deals 6+1+6+2=15, and having just a single 1/1 beside it will result in 20 damage if both get to attack two times during the turn.
I have very little experience with sneak attack decks, so I don't know how the deck values its fatties. But this one seems like an ultra glass cannon that crumbles to both removal and blockers. It has no protection or guaranteed value, and I believe other common sneak attack targets have at least one of these things.
This question might be more appropriate elsewhere, but can anyone comment on whether Moraug would produce an additional main phase? It doesn't specify that it does, so I'm thinking it doesn't.
It seems like additional combat phases are a fairly uncommon mechanic (19 hits for the phrase on SF), and the existing examples all seem to work slightly differently in one way or another, making it hard to directly compare for precedence. One thing I did notice, however, is that cards that grant additional combat phases seem either to explicitly grant an additional main phase or be timed so that you will have a main phase by default before moving on to the end phase, though it doesn't look like that's universal and flashing some of those related spells can break the combat phase -> postcombat main phase -> end phase sequence. (Edit: it's this trend among related cards of preserving that sequence that gave me reason to think there might be something implicit here.)
I ask because if you get another postcombat main phase if you triggered his landfall ability during your postcombat main phase, you could hit the effect repeatedly with Walking Atlas and a couple bouncelands, or some other repeatable means of removing and placing lands, similar to, but potentially better than, looping Walking Atlas and Retreat to Coralhelm.
There isn’t an additional main phase after the additional combat phase, because the ability doesn’t specify that there is (unlike some others that do).
Your turn will be Beginning Phase -> Main Phase -> Combat 1 -> Main Phase -> Combat 2 (and maybe Combat 3+) -> End Phase.
Seems kind of nuts, but perhaps that is just me. I like toys that can add to some Fastbond, Crucible of Worlds, Channel decks. I think I might try this guy out at 450-540.
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It doesn’t need to attack prior, which I think can be pretty impactful. Not only does it work with the cards in the OP in a GR ramp deck, but it also caters to decks like Eureka and Sneak Attack pretty well. Even Dragonlord Atarka sees play still, and I think this card lends to a bit of degeneracy now and then while still having solid playability In more traditional ramping situations.
THE JUICE[BOX]³ CUBE
It has a timmy feel about i tand people will over rate it, but as a combo card (with things like sneak attack as you mention and prime time) this card has potential. I am sad it doesn't have trample/menace/haste but at the very least it is an anthem for your dudes.
If this ability stacks with itself(?), the possibility of playing a fetchland as land 7 and getting both a second and third combat step seems like a potentially back-breaking card... though it requires having 2+ other creatures on the board to function still kind of limits it.
If you pack Sneak Attack/Goryo's Vengeance/Shallow Grave/Corpse Dance... This seems like a pretty devastating creature to bring out. Not much other than Craterhoof Behemoth and Elrazi Titans in terms of being able to wreck opponents in a single hasty turn out of the hand/grave.
The triggers do stack, yes.
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Your failstate case is having 6 mana + land in hand with an attacking board?
my failstates for this card:
I think that this creature is horrible outside of a sneak attack deck that can sneak it in with haste. But so are some of the other sneak attack targets, and this may be quite more castable in those decks when you don't
When sneaked in, this guy deals 6+1+6+2=15, and having just a single 1/1 beside it will result in 20 damage if both get to attack two times during the turn.
I have very little experience with sneak attack decks, so I don't know how the deck values its fatties. But this one seems like an ultra glass cannon that crumbles to both removal and blockers. It has no protection or guaranteed value, and I believe other common sneak attack targets have at least one of these things.
It seems like additional combat phases are a fairly uncommon mechanic (19 hits for the phrase on SF), and the existing examples all seem to work slightly differently in one way or another, making it hard to directly compare for precedence. One thing I did notice, however, is that cards that grant additional combat phases seem either to explicitly grant an additional main phase or be timed so that you will have a main phase by default before moving on to the end phase, though it doesn't look like that's universal and flashing some of those related spells can break the combat phase -> postcombat main phase -> end phase sequence. (Edit: it's this trend among related cards of preserving that sequence that gave me reason to think there might be something implicit here.)
I ask because if you get another postcombat main phase if you triggered his landfall ability during your postcombat main phase, you could hit the effect repeatedly with Walking Atlas and a couple bouncelands, or some other repeatable means of removing and placing lands, similar to, but potentially better than, looping Walking Atlas and Retreat to Coralhelm.
Your turn will be Beginning Phase -> Main Phase -> Combat 1 -> Main Phase -> Combat 2 (and maybe Combat 3+) -> End Phase.
Draft my cube! (630 cards)