So how often do we think we're actually exerting with this? Seems like it carries a fair amount of risk for such a fragile creature, and the first ability already does a solid job of controlling the board. Is it a last resort, or something we can expect to be the norm, like with Glorybringer?
I think that's a key component of this card. Removing Ulamog for 2W with my creature is worth the exertion, and there are a lot of creature you put in that spot. Maybe not all the time, but it's a real application of this card I'm looking forward to.
So how often do we think we're actually exerting with this? Seems like it carries a fair amount of risk for such a fragile creature, and the first ability already does a solid job of controlling the board. Is it a last resort, or something we can expect to be the norm, like with Glorybringer?
It's gonna be pretty matchup dependent. Am I playing against Rakdos? Then I'm probably not exerting that often, and just using the blink effect to remove attackers or blockers, or get value on my guys.
Am I playing against UG? Then the attack then exile exert starts looking a lot better.
This is really the first card in the set to get my notice. I'm not sold that it is better than Gisela and that is the most likely spot. The blink for value it has is pretty durdly. Gisela being able to block(and gain life) makes that such a better card against aggro it is not even funny. A zoo deck or dimir tempo deck look at this think and laugh.
That said it is way more interesting, and can certainly take over the game.
Probably still a pass for me but I am looking to hear how it turns out.
Wow, this is bananas. The only thing keeping it from being overpowered for my cube is its weakness to removal. This is a fabulous card, and one that I will prioritize acquiring. There's just so much mischief to get into, and Eldrazi Displacer always seemed really out of place as the one C card in my cube.
So how often do we think we're actually exerting with this? Seems like it carries a fair amount of risk for such a fragile creature, and the first ability already does a solid job of controlling the board. Is it a last resort, or something we can expect to be the norm, like with Glorybringer?
Probably only if you need to...
Decks that play a card like this will not have inevitability in a lot of matchups, and clocking your opponent will be important.
Blink cards are cool, and this will definitely run away with creature matchups if left unchecked (as well as some cool utility).
I'm always a harsh critic of cards that are so vulnerable to removal, but this card is super cool.
Worth mentioning: you can exile a creature at your opponent's end step and the exile another creature on after you declare attackers to effectively get rid of two blockers in a single combat step if you need to.
Don't think you can play a 4 drop without crazy stats that doesn't have a CITP or death trigger.
Those are crazy stats. Evasion and stonewalling two attackers per turn while setting a clock. That's without factoring in the flexibility of an extra Journey to Nowhere when you need it.
My own personal cutoff is 5 mana for automatic value. Four mana is a good place to put game-swinging answer-or-die creatures that don't guarantee value, because balance-wise I think your value should come from the higher end
Because of vigilance, the blink ability might as well not require tap (though limited to once a turn), and the Journey ability might as well not have exert.
This is a a good card that supports the blink archetype, and probably the best mono color one with repeatable effects. I only have Hero of Bladehold and Restoration Angel as 4 drops. I might change one of my three drops to test this card.
Don't think you can play a 4 drop without crazy stats that doesn't have a CITP or death trigger.
Those are crazy stats. Evasion and stonewalling two attackers per turn while setting a clock. That's without factoring in the flexibility of an extra Journey to Nowhere when you need it.
My own personal cutoff is 5 mana for automatic value. Four mana is a good place to put game-swinging answer-or-die creatures that don't guarantee value, because balance-wise I think your value should come from the higher end
3/3 Flying vigilance for 4 is not "crazy" stats. That's well below rate for Cube, especially considering the bolt test.
Don't think you can play a 4 drop without crazy stats that doesn't have a CITP or death trigger.
Those are crazy stats. Evasion and stonewalling two attackers per turn while setting a clock. That's without factoring in the flexibility of an extra Journey to Nowhere when you need it.
My own personal cutoff is 5 mana for automatic value. Four mana is a good place to put game-swinging answer-or-die creatures that don't guarantee value, because balance-wise I think your value should come from the higher end
3/3 Flying vigilance for 4 is not "crazy" stats. That's well below rate for Cube, especially considering the bolt test.
I think there may be a misunderstanding here. Stats wasn't referring to pure P/T, but the logistical effect on the game, which I'm not sure if you noticed in my post? A seven-turn clock that completely derails your opponent's clock and has a night job as one-off removal is "crazy" stats. But you're right, from a pure p/t perspective it's not great lol
It should also be pointed out that, while this does fail a 'bolt' test, that test isn't super important when evaluating 4-drops. This had a great showing for us in its first test run and I look forward seeing all the other fun interactions it'll have.
It should also be pointed out that, while this does fail a 'bolt' test, that test isn't super important when evaluating 4-drops. This had a great showing for us in its first test run and I look forward seeing all the other fun interactions it'll have.
I feel like a broken record , but I strongly disagree.
Failing bolt test Is very important when evaluating 4 drops. It's not EVERYTHING, but it's a very big deal.
I've argued it ad nasuem in other threads so won't flesh it out here.
Glad initial tests are positive because it looks like a fun card.
Seems like it's a slam dunk in larger cubes with lower than normal removal densitiy.
3 mana and exert just to act as a fiend hunter. Eventually can get more value, but it's just so damn slow. Slow cards like this need more durability, IMO. I can justify other x/3s for the cost because they either offer me burst damage or lifegain or something else immediately. This is just not where I wanna be.
3 mana and exert just to act as a fiend hunter. Eventually can get more value, but it's just so damn slow. Slow cards like this need more durability, IMO. I can justify other x/3s for the cost because they either offer me burst damage or lifegain or something else immediately. This is just not where I wanna be.
I feel that the exert-to-exile ability isn't very good and will only be used in desperate situations. Personally, I'll test the card to see if attacking in the air for 3 while flickering creatures at instant speed is good enough.
I know it's a 3 drop for a 4 drop, but I think Thalia, Heretic's Cathar will be my cut for this.
Has anyone had exceptionally good gameplay with Thalia 2?
Yes, with her splashable cost, broad applications and high power level I think she is exceptional. She is a great card in aggressive strategies to ensure you face blockers a turn later (think Wurmcoil Engine or Hornet Queen, they suddenly beome basically unplayable if you face Thalia and some pressure) and she can attack into most things and tell the tale. Many planeswalkers rely on creating their own defenses and have no chance to survive while she is in play. She is great against aggressive strategies as well as she is a great blocker and minimizes damage from haste creatures (double hit there, Bloodbraid Elf). She hoses Sneak Attack. Oh, she is good against fetches too. I underestimated her.
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It's gonna be pretty matchup dependent. Am I playing against Rakdos? Then I'm probably not exerting that often, and just using the blink effect to remove attackers or blockers, or get value on my guys.
Am I playing against UG? Then the attack then exile exert starts looking a lot better.
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That said it is way more interesting, and can certainly take over the game.
Probably still a pass for me but I am looking to hear how it turns out.
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Probably only if you need to...
Decks that play a card like this will not have inevitability in a lot of matchups, and clocking your opponent will be important.
Blink cards are cool, and this will definitely run away with creature matchups if left unchecked (as well as some cool utility).
I'm always a harsh critic of cards that are so vulnerable to removal, but this card is super cool.
I'll test but my hopes are low.
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Despite the card perhaps being weaker than Gisela, I think the card will make decision trees during matches more complex, so it's a shoe in in my 360.
Those are crazy stats. Evasion and stonewalling two attackers per turn while setting a clock. That's without factoring in the flexibility of an extra Journey to Nowhere when you need it.
My own personal cutoff is 5 mana for automatic value. Four mana is a good place to put game-swinging answer-or-die creatures that don't guarantee value, because balance-wise I think your value should come from the higher end
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This is a a good card that supports the blink archetype, and probably the best mono color one with repeatable effects. I only have Hero of Bladehold and Restoration Angel as 4 drops. I might change one of my three drops to test this card.
This card does A LOT.
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3/3 Flying vigilance for 4 is not "crazy" stats. That's well below rate for Cube, especially considering the bolt test.
I think there may be a misunderstanding here. Stats wasn't referring to pure P/T, but the logistical effect on the game, which I'm not sure if you noticed in my post? A seven-turn clock that completely derails your opponent's clock and has a night job as one-off removal is "crazy" stats. But you're right, from a pure p/t perspective it's not great lol
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I feel like a broken record , but I strongly disagree.
Failing bolt test Is very important when evaluating 4 drops. It's not EVERYTHING, but it's a very big deal.
I've argued it ad nasuem in other threads so won't flesh it out here.
Glad initial tests are positive because it looks like a fun card.
Seems like it's a slam dunk in larger cubes with lower than normal removal densitiy.
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Has anyone had exceptionally good gameplay with Thalia 2?
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*
Thalia 2.0 is amazing and I would not recommend cutting her for Angel of Condemnation.
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Yes, with her splashable cost, broad applications and high power level I think she is exceptional. She is a great card in aggressive strategies to ensure you face blockers a turn later (think Wurmcoil Engine or Hornet Queen, they suddenly beome basically unplayable if you face Thalia and some pressure) and she can attack into most things and tell the tale. Many planeswalkers rely on creating their own defenses and have no chance to survive while she is in play. She is great against aggressive strategies as well as she is a great blocker and minimizes damage from haste creatures (double hit there, Bloodbraid Elf). She hoses Sneak Attack. Oh, she is good against fetches too. I underestimated her.
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