This is probably one of the best formats for a Time Warp effect in a very long time. This is a very ground-centric format, and I don't anticipate Battle for Zendikar's beefy ground Eldrazi to change that. Barring Mantis Rider, the Dragonlords really have control of the skies in Standard. If they aren't immediately destroyed, they certainly won't get blocked by anything. What this means is that if you cast Part the Waterveil with a Dragon on board, you will regularly be able to end the game right there. Just think of playing Dragonlord Atarka, your opponent deciding that they can take one hit from her, and then dealing 16 damage by taking an extra turn. Or, potentially even better, playing Dragonlord Ojutai and then using him to chain together Part the Waterveil while protecting him with Silumgar's Scorn.
Beyond Dragons, Ulamog, the Ceaseless Hunger himself becomes much easier to win the game with in "one turn". And remember that everything I just said is just with it reading "4UU: Take an extra turn." The Awaken mode is no joke. 6 or 12 damage out of nowhere from what is essentially a free spell if your opponent is tapped out is amazing. I predict that this card will be used as at least a 2 or 3 of in Atarka or Eldrazi Ramp strategies, Bant Megamorph-ish decks, or aggressive Grixis/Jeskai Dragons decks. Remember, we haven't had a good Time Warp effect in Standard since Temporal Mastery rotated out.
Jace has like... no help to get him to flip. Chandra has her burn spells of different kinds, Liliana had Flesh bag Marauder, Nissa has land lamp, Gideon has his weenies and the rare token generator. Jace had nothing... except maybe Days Undoing... at mythic.
Anyways, Swift Retribution looks nice for a UW Control deck. Less color-intensive than Celestial Flare. Calculated Dismissal is also DEFINITELY going to get played.
Can somebody tell me what the point of Theros block was because it was NOT enchantment matters. THIS set is enchantment matters.
I'm like 99% sure the point of Theros block was to make a set based on Greek mythology.
I know, but they were also touting it up to be some kind of big enchantment-themed block. And all they could do with it was slap the word "enchantment" on creatures.
I remember that while they were touting it as an enchantment block, they almost always said after that it was "not in the traditional vein", and that it was first and foremost a Greek mythology block. "Not in the traditional vein" is very vague, though, and it was pretty lame regardless that until Journey came out, the only two Theros block enchantments being played in Standard were Courser of Kruphix and Chained to the Rocks.
Was hoping for a dragon that blinks things. That would've been awesome. As is, this will only see play in the most casual Commander groups. Nice art, though.
Has everybody missed Singing Bell Strike? It's the ONLY card in this entire format that removes something unconditionally for two mana. Yes, if it's very late game, they can pay a million mana to untap it, but you should either have won or don't care by that point. The only strike (heh) against it is that it doesn't stop Courser of Kruphix from playing lands off the top, or Goblin Rabblemaster from making Goblins. But just being able to make both those cards unable to attack or block is something NOTHING ELSE at 2 mana can do.
This accidentally happened when they released the Born of the Gods release notes on Friday, effectively leaving only 50-60 cards unspoiled, so they just spoiled the rest later that day. Pretty sure it's been done intentionally before, for Journey into Nyx and M15.
Butcher of the Horde definitely seems playable. Kinda cool that you can play a Goblin Rabblemaster and sac the token it makes on turn 4 to give this guy haste. Kheru Lich Lord, however, probably won't be worth anything. Even in Commander, most BUG generals wouldn't want him, even The Mimeoplasm. He seems a little too random and has too weak a body, not to mention that he takes away from the Plasm's power.
In my opinion, this was obviously put in as a tool for aggro to beat Courser of Kruphix decks. In my opinion, for an aggro player, they should be happier seeing this rather than Journey to Nowhere, even though the latter's a better card.
See the Unwritten seems very playable in Standard. Not sure if it's better or worse than Genesis Hydra (probably worse, and they also don't work well in the same deck), but it's at least worth testing out. A six-mana Hydra only looks at 4 cards.
Beyond Dragons, Ulamog, the Ceaseless Hunger himself becomes much easier to win the game with in "one turn". And remember that everything I just said is just with it reading "4UU: Take an extra turn." The Awaken mode is no joke. 6 or 12 damage out of nowhere from what is essentially a free spell if your opponent is tapped out is amazing. I predict that this card will be used as at least a 2 or 3 of in Atarka or Eldrazi Ramp strategies, Bant Megamorph-ish decks, or aggressive Grixis/Jeskai Dragons decks. Remember, we haven't had a good Time Warp effect in Standard since Temporal Mastery rotated out.
Naw, Jace has Dreadwaters!
Anyways, Swift Retribution looks nice for a UW Control deck. Less color-intensive than Celestial Flare. Calculated Dismissal is also DEFINITELY going to get played.
I remember that while they were touting it as an enchantment block, they almost always said after that it was "not in the traditional vein", and that it was first and foremost a Greek mythology block. "Not in the traditional vein" is very vague, though, and it was pretty lame regardless that until Journey came out, the only two Theros block enchantments being played in Standard were Courser of Kruphix and Chained to the Rocks.
Unless, you know, your Brimaz, King of Oreskos or Courser of Kruphix is about to die to a Mardu Charm. You'd never play Common Bond, but there are times when it's definitely playable.