I rather like the option of dropping the platemail the turn before you wrath. That seems to be a fairly solid play in limited but in constructed I think there are better things to do on turns 4 and 5
This sounds really dorky I know but Bond Beetle Is a silly good 1 drop in Animar.
Now, I play a highly focused draw-explode sort of list so my experience may be different but I do really enjoy T3 Animar into T4 Bond Beetle, and then stuff.... lots of stuff. I've seen some very silly turns. Also, Sage of Epityr can do similarly useful 1st counter things.
I see that it was mentioned before but I honestly think you are undervaluing Champion of Lambholt It's a Creature that says "You may not block my army"... instead of a non-creature and with Yeva it feels like Creatures are key.
Also, any turn that you do go infinite on opponent's end step, Champion kills off one guy while the smaller (now unblocked) guys kill of the others.
I also wonder about Craterhoof Behomoth Granted I mostly play him in my Animar where he is cheap but still, being able to flash him in at end of turn right before your turn seems really good as I understand it. (As the end step has already started the bonus should last through your combat phase).
Another card that I have grown to LOVE in Animar and I think may have a home here is Wild Pair It does require carefully tuning a thing or two in terms of making sure you have ways of finding the creatures you want but it can be awesome.
Mold Shambler May be worth considering as a response to Planeswalkers.
Finally Druid's Repository Should be a source of more mana than you know what to do with... attack during your turn to load it up and then store it until the last possible moment.
The deck does look like so much fun though, I'd recently gotten out of the game but this may just draw me back in.
Though, I'm fairly sure that my version will also run Serrow, Wildebeest, Deadwood Treefolk, Roaring Primadox, Cartographer, Tilling Treefolk and Life From the Loam along with as many crackable lands as possible to tighten up the draws. But I think at that point we are getting into play style variations more than anything else.
Your comments regarding Defy Death sound like you think white shouldn't have reanimation spells that don't have black mana costs involved. Like Wizards has ignored the color pie or something . . . but white has always been the second most popular color for creature reanimation in the history of the game. There are half a dozen white reanimate spells printed before this set, and almost all of them are better than defy death.
Ah, okay, it's the lack of a second target that's important. If it were templated "destroy target land. Target player does something" Then would that work as there would be a second target?
Mwonvuli Acid-Moss... Must the target land be in play when it resolves for the second half to work? My thinking is that as it's 2 separate sentences it's two abilities, or does that require two lines to work?
It's very safe and smart at common. It's usefulness in Limited won't be near that of most black removal, especially with the impact Werewolves should have in draft/sealed.
That's valid, I was thinking of non-limited applications though and that this dilutes the value of GFTT a bit.
Thank you, I couldn't remember the name of that card so I wasn't able to find the CC to make an actual comparison. It does seem to suffer side by side.
Victim of Night seems really strong for a common, even at BB. I'm not sure how I feel about a watered down culling the weak. I'm pretty sure it's better as I don't think that extra C really adds anythign and RG has access to huge token production.
I do 2 things with MTG, play casual games, and collect them in binders for the art and flavor texts.
And the Art and Flavor texts on this have really impressed me so far.
@Linforth: I know it is, but it's hard to control, I'm always unsure of my self, and I lack self confidence.
As a friendly piece of advice, perhaps this is something that you may want to work on outside of the scope of magic cards. I think it's a struggle most of us face, and quite possibly part of what drives the fury of posts on here. If you can find some opportunities to fight this within yourself, you'll find that most other things just become easier.
i think the thing we all seem to miss is that this is the first "hard" instant speed discard spell ever.(the black shrine was the first soft one)
Apologies, but that's completely untrue. Funeral Charm is pretty darn hard. and Nezumi Shortfang says hi as well. I assume "the enchantment one" is Words of Waste and it's also quite a hard discard.
Further, apologies, you said Shrine vs. Enchantment so you didn't mean Words of Waste
Now, I play a highly focused draw-explode sort of list so my experience may be different but I do really enjoy T3 Animar into T4 Bond Beetle, and then stuff.... lots of stuff. I've seen some very silly turns. Also, Sage of Epityr can do similarly useful 1st counter things.
Doing some goldfish testing in Cockatrice. Will provide some updates and my tentative list when I have more to share.
For now, Behemoth out, and I'll find something to put into that spot.
Also, any turn that you do go infinite on opponent's end step, Champion kills off one guy while the smaller (now unblocked) guys kill of the others.
I also wonder about Craterhoof Behomoth Granted I mostly play him in my Animar where he is cheap but still, being able to flash him in at end of turn right before your turn seems really good as I understand it. (As the end step has already started the bonus should last through your combat phase).
Another card that I have grown to LOVE in Animar and I think may have a home here is Wild Pair It does require carefully tuning a thing or two in terms of making sure you have ways of finding the creatures you want but it can be awesome.
Mold Shambler May be worth considering as a response to Planeswalkers.
Finally Druid's Repository Should be a source of more mana than you know what to do with... attack during your turn to load it up and then store it until the last possible moment.
The deck does look like so much fun though, I'd recently gotten out of the game but this may just draw me back in.
Though, I'm fairly sure that my version will also run Serrow, Wildebeest, Deadwood Treefolk, Roaring Primadox, Cartographer, Tilling Treefolk and Life From the Loam along with as many crackable lands as possible to tighten up the draws. But I think at that point we are getting into play style variations more than anything else.
One Last Thought: Thawing Glaciers and or Scrying Sheets with Snow Lands?
Here's some examples:
1 Karmic Guide
1 Miraculous Recovery
1 Breath of Life
1 Death or Glory
1 False Defeat
1 Loyal Retainers
1 Marshal's Anthem
1 Resurection
1 Reya Dawnsbringer
And there are others beyond that.
True, but there are no goblins on this plane.
Thank you Affe, that's exactly the rule I was misunderstanding. Cheers.
Also, I'm wondering, given how many actual creatures you are running if a blue splash for the WU spirit making land wouldn't be a good thought.
also, Doomed Traveller gives you a solid 1 drop and a lovely token if he dies. With Mentor of the Meek in play he's also Draw 2 for 2W
That's valid, I was thinking of non-limited applications though and that this dilutes the value of GFTT a bit.
Thank you, I couldn't remember the name of that card so I wasn't able to find the CC to make an actual comparison. It does seem to suffer side by side.
As a friendly piece of advice, perhaps this is something that you may want to work on outside of the scope of magic cards. I think it's a struggle most of us face, and quite possibly part of what drives the fury of posts on here. If you can find some opportunities to fight this within yourself, you'll find that most other things just become easier.
Apologies, but that's completely untrue. Funeral Charm is pretty darn hard. and Nezumi Shortfang says hi as well. I assume "the enchantment one" is Words of Waste and it's also quite a hard discard.
Further, apologies, you said Shrine vs. Enchantment so you didn't mean Words of Waste