It's like a different take on Staff of Nin, a card I never really loved but some cube runs so they may be interested and maybe this is better. Spell reduction is nice, and the anthem can be relevant along with the planeswalker clause, but that part also kinda sucks since Staff of Nin decks are sometimes superfriends builds. 6 mana will probably be the killer for this.
The planeswalker clause is too double-sided, and my decks that would play this tend to be pretty planeswalker heavy. I’d consider this if it had another line over the planeswalker clause, or a Mirrari’s Wake effect over the cost reduction.
Kind of a bummer since The Immortal Sun has been so hyped up in the story, really wanted it to be a slam dunk for cube.
Is this better than Staff of Nin if the cube doesn't run planeswalkers and can ignore that ability all together? I'm thinking it's better in an environment like that.
Is this better than Staff of Nin if the cube doesn't run planeswalkers and can ignore that ability all together? I'm thinking it's better in an environment like that.
I’d say so, the anthem effect and cost reduction outweigh ping for 1 to me.
I agree that most decks in the market for a 6 mana artifact will often run a fair number of planeswalkers. HOWEVER, if you find yourself in a slower deck that is planeswalker light, then the planeswalker counter clause is a very powerful effect to have.
It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.
In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target
Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.
Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.
The effect is certainly powerful, and I could see it being good in certain builds. The issue is that it's both expensive and kinda narrow, and those two effects generally don't help with a card's playability in cube.
I'm into it. I run very low planeswalker density, so if you get this card at a reasonable time, you'll know not to prioritize them as much. I run Staff of Nin with great success, and this looks to be on a similar level.
I agree that most decks in the market for a 6 mana artifact will often run a fair number of planeswalkers. HOWEVER, if you find yourself in a slower deck that is planeswalker light, then the planeswalker counter clause is a very powerful effect to have.
It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.
In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target
Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.
Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.
I think this fits more into UR(B) artifact ramp shells than it does green based ramp. The UR(B) shells tend to be very planeswalker heavy with Chandra, ToD / Chandra, Flamecaller / Jace, the Mind Sculptor / Ral Zarek / U Tezz / UB Tezz / R Daretti / RB Daretti / God-Pharaoh / etc.
I don’t like this as a planeswalker hate card. While some strategies benefit from running very few creatures, there isn’t really any reason to not include planeswalkers in any strategy that they fit. This card reminds me a lot of Hour of Devestation where breaking the symmetry of the card is too tall of an order for most decks that would want that card.
I agree that most decks in the market for a 6 mana artifact will often run a fair number of planeswalkers. HOWEVER, if you find yourself in a slower deck that is planeswalker light, then the planeswalker counter clause is a very powerful effect to have.
It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.
In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target
Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.
Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.
I think this fits more into UR(B) artifact ramp shells than it does green based ramp. The UR(B) shells tend to be very planeswalker heavy with Chandra, ToD / Chandra, Flamecaller / Ral Zarek / U Tezz / UB Tezz / R Daretti / RB Daretti / God-Pharaoh / etc.
Doesn't seem like I want the card that turns off my planeswalker in a heavy-planeswalker deck. Seems way better in green ramp, it's a bridge from the 6 to 6+ mana costs like Ulamog or mana sinks, and then it turns all your random plants and squirrels into beefier stuff, all the while drawing you cards. It forces you to eschew all your Garruks, but there's plenty of similar stuff to those that it isn't too big of a problem. Staff of Nin was at its best there too since it broke stalemates with board cards and reach/removal, something green can lack.
I think geeen ramp wants this less than the artifact deck, and green has a good amount of planeswalkers too. My green ramp decks usually don’t play artifact ramp anyways besides Lotus / Moxen. I usually won’t play 2-cmc rocks not named Mind Stone / Grim Monolith in my heavy green decks unless I really have to. Green has better options at 5-6cmc like Nissa, Worldwaker, Primeval Titan, Mirari’s Wake, and Regal Behemoth (arguably).
I don't think it really matters how you get there with the ramping. The point is green heavy decks often need to splash off color to get card draw and this offers that while also providing anthems for you token makers which there are a surprising amount of. Play this turn ~4, draw a bunch of cards which youll be able to play due to being green ramp and the reduction, seems alright and prob better than Nin if you are running that. The spell reduction is less relevant but not irrelevant if you're casting much bigger stuff and drawing extra cards, and turning off all PWers is relevant but the green ramp decks are def more creatures (anthem back at it) vs PWers. Not that they are irrelevant, but a green ramp deck with Nissa will happily play Deranged Hermit or Acidic Slime without feeling like you're making a massive concession.
If your grixis decks feature more planeswalkers, then how does the line of thought that this is better there apply? Plus, those decks tend to be less creatures than anything else, so the anthem will be *way* less relevant than in green.
Green doesn’t care about artifacts at all, but it does care about land and (green) creatures. Green’s best cards like Natural Order / Survival of the Fittest / Gaea’s Cradle / Rolfellos all heavily care about these things. Grixis cares about artifacts but it also really cares about planeswalkers.
Here’s my litmus test for this card’s playability outside planeswalkerless cubes. There are cards / decks that reward you for not playing a lot of creatures like Oath of Druids and Wildfire. Those payoffs are well worth it. Is forsaking planeswalkers worth The Immortal Sun? Absolutely not.
This card would’ve been at least worth testing if the planeswalker clause only affected opponents. As is it’s a safe pass.
I agree that most decks in the market for a 6 mana artifact will often run a fair number of planeswalkers. HOWEVER, if you find yourself in a slower deck that is planeswalker light, then the planeswalker counter clause is a very powerful effect to have.
It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.
In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target
Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.
Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.
I think this fits more into UR(B) artifact ramp shells than it does green based ramp. The UR(B) shells tend to be very planeswalker heavy with Chandra, ToD / Chandra, Flamecaller / Jace, the Mind Sculptor / Ral Zarek / U Tezz / UB Tezz / R Daretti / RB Daretti / God-Pharaoh / etc.
I don’t like this as a planeswalker hate card. While some strategies benefit from running very few creatures, there isn’t really any reason to not include planeswalkers in any strategy that they fit. This card reminds me a lot of Hour of Devestation where breaking the symmetry of the card is too tall of an order for most decks that would want that card.
While I disagree with the first part of what you are saying pretty strongly, the hour of devastation analogy is probably a good one.
I think what'll end up happening is that there are too many decks where this card will be "ok" in, since the planeswalker clause will backfire... And for the uncommon deck that have 0-1 planeswalkers where this shines, the upside won't be quite high enough to justify an expensive cube slot.
It's still a 6 mana permanant than be interacted with by Oring and some artifact destruction effects for no value.
Like in a green ramp deck, if I have 3 mana nissa, garruk wildspeaker and 5 mana nissa, these cards are too powerful to justify not playing in the main deck.
So it would have to be a deck where those cards aren't in the draft, or were drafted by another player.
I think the upside is worth testing, but i'm not hopeful.
This gives care to creatures with the anthem, seems still applicable, along with helping you jam more creatures as you draw more cards. There aren't the explicit strategies with the artifact card type, but the abilities make it so that when you do play + land this it's prob at its best in the green deck vs the grixis deck, even with the synergies since a number of the synergies in the grixis deck either do generally nothing (the anthem) or directly contrast with a main strength of the deck (the PWers). If the deck cares about Planeswalkers, then 'Players can't activate Loyalty abilities of Planeswalkers' seems unplayable in those decks, whereas if I have 1-3 PWers in green there are none that are so unique and necessary to the archetype that are unreplaceable with a similarly-costed creature or other piece of ramp/similar effect.
I'm not saying this is going to be a staple or generally playable or anything, I just don't agree that just because the grixis artifacts deck cares about artifacts that this would be better there vs green creature ramp decks.
This gives care to creatures with the anthem, seems still applicable, along with helping you jam more creatures as you draw more cards. There aren't the explicit strategies with the artifact card type, but the abilities make it so that when you do play + land this it's prob at its best in the green deck vs the grixis deck, even with the synergies since a number of the synergies either do generally nothing (the anthem) or directly contrast with a main strength of the deck (the PWers). If the deck cares about Planeswalkers, then 'Players can't activate Loyalty abilities of Planeswalkers' seems unplayable in those decks.
I'm not saying this is going to be a staple or generally playable or anything, I just don't agree that just because the grixis artifacts deck cares about artifacts that this would be better there vs green creature ramp decks.
Many synergies vs no synergies. Not saying this is my first choice for Tinker (although I can see that possibly working in a storm deck with a bunch of artifacts?). Grixis plays sweepers where green decks do not. I can Wildfire and leave both our planeswalkers useless, but I will recover faster with one-sided Howling Mine / Helm of Awakening effects.
Green can utilize the anthem more, but like Mirari’s Wake, that’s not the reason you’re playing the card.
...and when the green deck gets swept, it will have more gas it can play for cheaper, and it can get over the top and fight through the now-not-active planeswalkers that would've lived through that wrath, and all the while its creatures are bigger and able to apply pressure faster so the player that just wrathed has less time. Doesn't seem like a negative, seems way better.
We're going to have to agree to disagree here, the artifact-type synergies are the only thing this really does exclusively better in grixis than green ramp, everything else seems even or in green's favor i.e. they synergize with green's general gameplan i.e. definitely not 'no synergies', maybe we have different definitions of that word but I'm surprised this card isn't a green enchantment or something with how well it synergizes with green ramp decks outside of the PWer clause which is def not great but not that awful in green ramp.
A card draw, anthem, spell reduction engine--the sum of those parts, not the individual pieces--is much more desirable in green than grixis. I think you're valuing the synergistic aspects of artifacts way too high in this comparison and ignoring how literal all aspects of this card are either wanted by green (spell reduction for its large stuff, anthems for its creatures, extra cards since it has no extra cards) or can be more easily ignored. (i.e. superfriends is way more different with creatures in those spots and a lot more vulnerable, green ramp decks are different but still functional generally the same.)
Also, a part of Mirari's Wake application comes with it being great when you can either pump out a ton of creatures or play the big ones that make more of their own, I don't think I'd consider Mirari's Wake as much without the anthem It's already hard enough as is to justify it in the selesnya guild, w/o anthem there's no chance.
It seems good but I really wanted a more Tinker friendly non-creature. It's not that it's bad to tinker out, it's just not the game-ender I hoped for, it does generate a boat load of value though.
It seems pretty aggressively costed if you have to hardcast it; Anthem (2 mana), cost reduction (3 mana), One sided howling mine (3 mana), shutting down all walkers (1-2 mana?). It feel like something green decks are most interested in but any bigmana decks would be happy with.
It's pretty bad to tinker this out. In some match ups you might be able to out-grind them, but usually Im looking for resiliency and not folding to disenchant. EDIT: It actually might be alright to tinker out, it's pretty narrow in that regard but also but the deck wants if you have the hand to go off with, and if you have Crow Storm or Empty the Warrens it'll make that easier to be lethal on a lower storm count. It's still probably a subpar plan due to disenchant, but if you had this in your SB that works.
...and when the green deck gets swept, it will have more gas it can play for cheaper, and it can get over the top and fight through the now-not-active planeswalkers that would've lived through that wrath, and all the while its creatures are bigger and able to apply pressure faster so the player that just wrathed has less time. Doesn't seem like a negative, seems way better.
We're going to have to agree to disagree here, the artifact-type synergies are the only thing this really does exclusively better in grixis than green ramp, everything else seems even or in green's favor i.e. they synergize with green's general gameplan i.e. definitely not 'no synergies', maybe we have different definitions of that word but I'm surprised this card isn't a green enchantment or something with how well it synergizes with green ramp decks outside of the PWer clause which is def not great but not that awful in green ramp.
A card draw, anthem, spell reduction engine--the sum of those parts, not the individual pieces--is much more desirable in green than grixis. I think you're valuing the synergistic aspects of artifacts way too high in this comparison and ignoring how literal all aspects of this card are either wanted by green (spell reduction for its large stuff, anthems for its creatures, extra cards since it has no extra cards) or can be more easily ignored. (i.e. superfriends is way more different with creatures in those spots and a lot more vulnerable, green ramp decks are different but still functional generally the same.)
6-cmc spells these days need to impact the board in green ramp decks, period. They can't afford a 6-mana do nothing for a turn like a more controlling Grixis shell can. Green spells in general can't shape the board like Grixis can. If the green deck untaps with The Immortal Sun, the worst it can do on curve is Terrastodon or Upheaval (anything other sweeper a green ramp deck could play tends to have a good amount of collateral damage to the deck). Grixis untaps with The Immortal Sun and it can immediately turn the world upside down, or it can just play the draw-go game better than the Green ramp deck.
I don't think I'd consider Mirari's Wake as much without the anthem It's already hard enough as is to justify it in the selesnya guild, w/o anthem there's no chance.
I think the Anthem is a pretty important part of Wake, FWIW.
The anthem effect is important, but I'm slotting Wake into decks because I need a Mana Reflection effect, not an anthem. I'd still rock Mirari's Wake without the anthem effect. I really, really want a 5-cmc mono green Mana Reflection : /
Anyways, today's online cube tournament was dominated by 5-Color Superfriends. I got rocked round 2 playing UW Balance Control because Balance / Wrath of God / Control Magic / Bribery were pretty worthless in that matchup. I think this is God's way of punishing me for talking smack about The Immortal Sun, really could've used it that match!
...and when the green deck gets swept, it will have more gas it can play for cheaper, and it can get over the top and fight through the now-not-active planeswalkers that would've lived through that wrath, and all the while its creatures are bigger and able to apply pressure faster so the player that just wrathed has less time. Doesn't seem like a negative, seems way better.
We're going to have to agree to disagree here, the artifact-type synergies are the only thing this really does exclusively better in grixis than green ramp, everything else seems even or in green's favor i.e. they synergize with green's general gameplan i.e. definitely not 'no synergies', maybe we have different definitions of that word but I'm surprised this card isn't a green enchantment or something with how well it synergizes with green ramp decks outside of the PWer clause which is def not great but not that awful in green ramp.
A card draw, anthem, spell reduction engine--the sum of those parts, not the individual pieces--is much more desirable in green than grixis. I think you're valuing the synergistic aspects of artifacts way too high in this comparison and ignoring how literal all aspects of this card are either wanted by green (spell reduction for its large stuff, anthems for its creatures, extra cards since it has no extra cards) or can be more easily ignored. (i.e. superfriends is way more different with creatures in those spots and a lot more vulnerable, green ramp decks are different but still functional generally the same.)
6-cmc spells these days need to impact the board in green ramp decks, period. They can't afford a 6-mana do nothing for a turn like a more controlling Grixis shell can. Green spells in general can't shape the board like Grixis can. If the green deck untaps with The Immortal Sun, the worst it can do on curve is Terrastodon or Upheaval (anything other sweeper a green ramp deck could play tends to have a good amount of collateral damage to the deck). Grixis untaps with The Immortal Sun and it can immediately turn the world upside down, or it can just play the draw-go game better than the Green ramp deck.
I'd consider shutting down ALL planeswalkers on the board, and giving all your creatures +1/+1 a considerable immediate board prescence in a color that tends to have a lot of creatures. It's definitely less impactful than any other 6 drop, but it's FAR from "do nothing" like a phyrexian arena. I can recall multiple games where I've been on a near empty board vs two+ planeswalkers thinking "how the hell am I going to possibly win this game?".
It's true that green decks cant control the board the way a grixis deck can, and drawing a card every turn is an effect id prefer to have in a grixis deck.
However, I would argue that it's much harder to break the planeswalker symmetry in a grixis deck, the anthem effect is often much worse.. Whereas a card a turn is SLIGHTLY better in a grixis deck.
Also, I would prefer this in a green ramp deck that's in between a midrange and a ramp deck.. not an all in mono green super ramp deck without any removal. Something where I could utilize the extra cards a bit better. You don't need to be casting 8+ drops with this to win the game. Spamming giant sized courser of kruphixs and thrunns each turn with the mana discount + extra cards + anthem, should win the game quite nicely and quickly.
Yeah I agree with lucid here way more, like if I'm playing this and the anthem isn't affecting things at min then either I just got wrathed or something went wrong, but I don't think it really matters whether this card we prob aren't going to play is better in grixis or if it's better in green ramp, right? Agree to disagree.
Wildfire tech that could save my x/4 creatures? Yes please. I hate when I WF or BoX and an active walker takes the board. I'd rather have two dead pw in my hand and draw 2 a turn, than lose to someone else's pw.
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The Immortal Sun 6
Legendary Artifact
Mythic
Players can't activate Loyalty abilities of Planeswalkers.
At the beginning of your draw step, draw an additional card.
Spells you cast cost 1 less to cast.
Creatures you control get +1/+1.
---
This is a very powerful set of effects, but six mana means it'll probably miss smaller cubes.
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Kind of a bummer since The Immortal Sun has been so hyped up in the story, really wanted it to be a slam dunk for cube.
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I’d say so, the anthem effect and cost reduction outweigh ping for 1 to me.
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It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.
In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target
Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.
Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.
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I think this fits more into UR(B) artifact ramp shells than it does green based ramp. The UR(B) shells tend to be very planeswalker heavy with Chandra, ToD / Chandra, Flamecaller / Jace, the Mind Sculptor / Ral Zarek / U Tezz / UB Tezz / R Daretti / RB Daretti / God-Pharaoh / etc.
I don’t like this as a planeswalker hate card. While some strategies benefit from running very few creatures, there isn’t really any reason to not include planeswalkers in any strategy that they fit. This card reminds me a lot of Hour of Devestation where breaking the symmetry of the card is too tall of an order for most decks that would want that card.
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Doesn't seem like I want the card that turns off my planeswalker in a heavy-planeswalker deck. Seems way better in green ramp, it's a bridge from the 6 to 6+ mana costs like Ulamog or mana sinks, and then it turns all your random plants and squirrels into beefier stuff, all the while drawing you cards. It forces you to eschew all your Garruks, but there's plenty of similar stuff to those that it isn't too big of a problem. Staff of Nin was at its best there too since it broke stalemates with board cards and reach/removal, something green can lack.
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If your grixis decks feature more planeswalkers, then how does the line of thought that this is better there apply? Plus, those decks tend to be less creatures than anything else, so the anthem will be *way* less relevant than in green.
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Here’s my litmus test for this card’s playability outside planeswalkerless cubes. There are cards / decks that reward you for not playing a lot of creatures like Oath of Druids and Wildfire. Those payoffs are well worth it. Is forsaking planeswalkers worth The Immortal Sun? Absolutely not.
This card would’ve been at least worth testing if the planeswalker clause only affected opponents. As is it’s a safe pass.
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While I disagree with the first part of what you are saying pretty strongly, the hour of devastation analogy is probably a good one.
I think what'll end up happening is that there are too many decks where this card will be "ok" in, since the planeswalker clause will backfire... And for the uncommon deck that have 0-1 planeswalkers where this shines, the upside won't be quite high enough to justify an expensive cube slot.
It's still a 6 mana permanant than be interacted with by Oring and some artifact destruction effects for no value.
Like in a green ramp deck, if I have 3 mana nissa, garruk wildspeaker and 5 mana nissa, these cards are too powerful to justify not playing in the main deck.
So it would have to be a deck where those cards aren't in the draft, or were drafted by another player.
I think the upside is worth testing, but i'm not hopeful.
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I'm not saying this is going to be a staple or generally playable or anything, I just don't agree that just because the grixis artifacts deck cares about artifacts that this would be better there vs green creature ramp decks.
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Many synergies vs no synergies. Not saying this is my first choice for Tinker (although I can see that possibly working in a storm deck with a bunch of artifacts?). Grixis plays sweepers where green decks do not. I can Wildfire and leave both our planeswalkers useless, but I will recover faster with one-sided Howling Mine / Helm of Awakening effects.
Green can utilize the anthem more, but like Mirari’s Wake, that’s not the reason you’re playing the card.
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We're going to have to agree to disagree here, the artifact-type synergies are the only thing this really does exclusively better in grixis than green ramp, everything else seems even or in green's favor i.e. they synergize with green's general gameplan i.e. definitely not 'no synergies', maybe we have different definitions of that word but I'm surprised this card isn't a green enchantment or something with how well it synergizes with green ramp decks outside of the PWer clause which is def not great but not that awful in green ramp.
A card draw, anthem, spell reduction engine--the sum of those parts, not the individual pieces--is much more desirable in green than grixis. I think you're valuing the synergistic aspects of artifacts way too high in this comparison and ignoring how literal all aspects of this card are either wanted by green (spell reduction for its large stuff, anthems for its creatures, extra cards since it has no extra cards) or can be more easily ignored. (i.e. superfriends is way more different with creatures in those spots and a lot more vulnerable, green ramp decks are different but still functional generally the same.)
Also, a part of Mirari's Wake application comes with it being great when you can either pump out a ton of creatures or play the big ones that make more of their own, I don't think I'd consider Mirari's Wake as much without the anthem It's already hard enough as is to justify it in the selesnya guild, w/o anthem there's no chance.
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It seems pretty aggressively costed if you have to hardcast it; Anthem (2 mana), cost reduction (3 mana), One sided howling mine (3 mana), shutting down all walkers (1-2 mana?). It feel like something green decks are most interested in but any bigmana decks would be happy with.
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6-cmc spells these days need to impact the board in green ramp decks, period. They can't afford a 6-mana do nothing for a turn like a more controlling Grixis shell can. Green spells in general can't shape the board like Grixis can. If the green deck untaps with The Immortal Sun, the worst it can do on curve is Terrastodon or Upheaval (anything other sweeper a green ramp deck could play tends to have a good amount of collateral damage to the deck). Grixis untaps with The Immortal Sun and it can immediately turn the world upside down, or it can just play the draw-go game better than the Green ramp deck.
The anthem effect is important, but I'm slotting Wake into decks because I need a Mana Reflection effect, not an anthem. I'd still rock Mirari's Wake without the anthem effect. I really, really want a 5-cmc mono green Mana Reflection : /
Anyways, today's online cube tournament was dominated by 5-Color Superfriends. I got rocked round 2 playing UW Balance Control because Balance / Wrath of God / Control Magic / Bribery were pretty worthless in that matchup. I think this is God's way of punishing me for talking smack about The Immortal Sun, really could've used it that match!
My High Octane Unpowered Cube on CubeCobra
I'd consider shutting down ALL planeswalkers on the board, and giving all your creatures +1/+1 a considerable immediate board prescence in a color that tends to have a lot of creatures. It's definitely less impactful than any other 6 drop, but it's FAR from "do nothing" like a phyrexian arena. I can recall multiple games where I've been on a near empty board vs two+ planeswalkers thinking "how the hell am I going to possibly win this game?".
It's true that green decks cant control the board the way a grixis deck can, and drawing a card every turn is an effect id prefer to have in a grixis deck.
However, I would argue that it's much harder to break the planeswalker symmetry in a grixis deck, the anthem effect is often much worse.. Whereas a card a turn is SLIGHTLY better in a grixis deck.
Also, I would prefer this in a green ramp deck that's in between a midrange and a ramp deck.. not an all in mono green super ramp deck without any removal. Something where I could utilize the extra cards a bit better. You don't need to be casting 8+ drops with this to win the game. Spamming giant sized courser of kruphixs and thrunns each turn with the mana discount + extra cards + anthem, should win the game quite nicely and quickly.
Last Updated 02/07/24
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