Sounds like a copout to me... anyway there's a B/R List update coming up. It felt strange that they didn't unban or unrestrict anything like the last few updates, maybe they're building up to this?
I don't want to be the one to say this, but the article says that "the game has evolved and these elder cards are once again in play". Doesn't that imply that these will be cards that were once banned or restricted (but no longer are)?
Moag was the plane Urza and Xantcha lived on for decades (or centuries?) in the Urza's Saga novel Planeswalker. It was described as a peaceful, boring pre-industrial world where the most exciting thing that could happen was Urza getting followed by Phyrexian Negators.
The only times Obelisks are acceleration is when you spit out three lands in a row, Obelisk and then a fourth land on turn 4. That won't happen very often with 17 lands and the rest of the time, you just spend 3 mana on turn 3 to end up with 4 mana on turn 4, the same way you would by playing a land on turn 4.
Then, you have mana screw on two lands or less. And then again, it will take you one more turn when you topdeck the Obelisk instead of a land to play that Slavedriver, Predator Dragon or Charnelhoard Wurm.
It happens more often than you think... most of the time actually, or Five-color would never have been built. Screw isn't supposed to be a problem with the prescribed 17 lands, and 18 in fact raises the chances of flood.
There is a place for the Obelisk since my build only has three three-drops in the two main colors, it's much better than skipping the turn or playing a two-drop. The topdeck scenario is incredibly unlikely, and hasn't stopped people from playing the trilands.
Obelisks are acceleration. They just can't replace lands, and we're still running 17. The point is to help with Obelisk of Alara and Apocalypse Hydra (especially with the drawback on Wild Leotau), and perhaps activate Dragonsoul Knight if needed. I'd rather run an Obelisk or Borders rather than an 18th land, since it doesn't wreck the mana base and helps play the heavy cards a turn earlier.
There is a devour theme which justifies the small stuff, but Thorn-Thrash Viashino is better than Hatchling. The single basic trick only works with Drag Down in this case with the Obelisk, Druid of the Anima and Rupture Spire, so I gave it up.
I agree about the Obelisk, since there is a spot for one more reliable three-drop. Predator Dragon is too good to exclude though, and there's enough fixing.
I don't see why a control deck would want to give the opponent cards. Gwafa is similar to Temporal Adept, his ability only gives you an advantage when you're already ahead since all you gain is time- time you can't spend on large control spells because he's setting you back :symw::symu: every time your opponent plays something.
With four of him it's much more likely that you will draw the second one, shutting his creatures down again. If he doesn't die then you're going to win.
1 Sighted-Caste Sorcerer
1 Aven Trailblazer
1 Guardians of Akrasa
1 Frontline Sage
1 Esperzoa
1 Brackwater Elemental
1 Parasitic Strix
2 Kathari Screecher
1 Rhox War Monk
1 Esper Cormorants
1 Outrider of Jhess
1 Faerie Mechanist
1 Cloudheath Drake
1 Aerie Mystics
1 Resounding Wave
1 Excommunicate
1 Lapse of Certainty
1 Oblivion Ring
1 Angelic Benediction
1 Gleam of Resistance
7 Plains
6 Island
3 Forest
1 Seaside Citadel
Sadly, the Bant build is stronger and more consistent than anything the bomb colors have to offer.
1 Viashino Slaughtermaster
1 Cylian Sunsinger
1 Sacellum Archers
1 Matca Rioters
1 Woolly Thoctar
1 Dragonsoul Knight
1 Canyon Minotaur
1 Algae Gharial
2 Beacon Behemoth
1 Rakeclaw Gargantuan
1 Meglonoth
1 Cavern Thoctar
1 Paleoloth
1 Magma Spray
1 Naturalize
1 Obelisk of Jund
1 Obelisk of Grixis
1 Asha's Favor
1 Drag Down
1 Fiery Fall
6 Forest
6 Mountain
3 Plains
1 Savage Lands
1 Rupture Spire
Still not sure about the Cylix, but there isn't enough fixing for White where the good stuff is.
Searching members' posts reveals no matches- the forums themselves might be gone.
Life Gain: Rhox Bodyguard, Sylvan Bounty
Haste: Thornling
Land Fetch: Basic Landcycling
Artifact and Enchantment Destruction: Filigree Fracture
Reach: Ember Weaver
Tokens: Spore Burst
Vigilance: Beacon Behemoth
It happens more often than you think... most of the time actually, or Five-color would never have been built. Screw isn't supposed to be a problem with the prescribed 17 lands, and 18 in fact raises the chances of flood.
There is a place for the Obelisk since my build only has three three-drops in the two main colors, it's much better than skipping the turn or playing a two-drop. The topdeck scenario is incredibly unlikely, and hasn't stopped people from playing the trilands.
There is a devour theme which justifies the small stuff, but Thorn-Thrash Viashino is better than Hatchling. The single basic trick only works with Drag Down in this case with the Obelisk, Druid of the Anima and Rupture Spire, so I gave it up.
1 Wild Nacatl
1 Druid of the Anima
1 Elvish Visionary
1 Nacatl Outlander
1 Sprouting Thrinax
1 Dragonsoul Knight
1 Ember Weaver
1 Topan Ascetic
1 Wild Leotau
1 Viscera Dragger
1 Canyon Minotaur
1 Thorn-Thrash Viashino
1 Scourge Devil
1 Predator Dragon
1 Apocalypse Hydra
1 Dragon Fodder
1 Drag Down
1 Obelisk of Bant
1 Branching Bolt
1 Exploding Borders
1 Obelisk of Alara
6 Forest
6 Mountain
3 Swamp
1 Crumbling Necropolis
1 Rupture Spire
2 Valeron Outlander
1 Aven Squire
1 Sighted-Caste Sorcerer
1 Knight of the White Orchid
1 Aven Trailblazer
1 Naya Battlemage
1 Ember Weaver
1 Sanctum Gargoyle
1 Rakeclaw Gargantuan
1 Bloodpyre Elemental
1 Nacatl Hunt-Pride
1 Branching Bolt
1 Naya Charm
1 Drag Down
1 Excommunicate
1 Lapse of Certainty
1 Angelic Benediction
1 Shard Convergence
1 Manaforce Mace
1 Obelisk of Alara
6 Plains
3 Mountain
1 Swamp
1 Rupture Spire
1 Darklit Gargoyle
1 Paragon of the Amesha
1 Frontline Sage
1 Dawnray Archer
1 Kathari Screecher
1 Esperzoa
1 Brackwater Elemental
1 Esper Cormorants
1 Welkin Guide
1 Aerie Mystics
1 Bloodpyre Elemental
1 Yoked Plowbeast
1 Mana Cylix
1 Kaleidostone
1 Agony Warp
1 Call to Heel
1 Resounding Wave
1 Lapse of Certainty
1 Gleam of Resistance
1 Scourglass
1 Minion Reflector
7 Plains
1 Swamp
1 Ancient Ziggurat
1 Unstable Frontier
With four of him it's much more likely that you will draw the second one, shutting his creatures down again. If he doesn't die then you're going to win.