Turn 1: Play Forest, pay 1 and return Forest to hand and play Veinfire Borderpost
Turn 2: Replay Forest, pay 1G for Bloom Tender
Turn 3: Play Ancient Ziggurat, tap the Ziggurat and Forest for 1B/G for Woodlurker Mimic, Tap Bloom Tender for RBG and the Borderpost for Madrush Cyclops, trigger Woodlurker to become a 4/5 with wither, swing for 7 (13)
Turn 4: Tap the 2 lands, the borderpost and Bloom Tender for 3BRG, play Broodmate Dragon, trigger Broodmate for his clone, trigger Woodlurker, swing for 15 (-2)
You also have Shriekmaw and Goblin Assassin as 2 for 1 as akin to FTK.
With green splash viable for this card in a deck, THIS is tremendous. think about it, a deck with these kinds of cards:
Noble Hierarch - Madrush Cyclops - Creakwood Liege - Broodmate Dragon (potentially a 10dmg to the face, being a 6/6 FLYING HASTE + 4/4 FLYING HASTE)...if the opponent didnt die from that, Banefire to the face.
This is good, because 4th turn is just too long, but with accelerators on 1st turn, its kinda good.
I just don't understand why this is rare. Most haste granting creatures and effects aren't.
What he said.
Should have been at least 4/4 for that cc. Not worth it, since your other creatures benefit from the haste boost on turns 5+. Aggressive decks do not need 3 power 4cc creatures. Ok for limited, but so is almost every other rare
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I feel like this card could go very, very well in dark bant for standard. Imagine this. First turn ziggurat, BoP. Second turn Ziggurat, tap BoP, Doran. Third turn, play any land, tap BoP play cyclops, swing for 9. I also see this being splashed into naya with all the new awesomeness naya has been getting. The final two decks I see this in is some type of Jund aggro deck which would be very cool considering sprouting thrinax tokens would have haste, or a jund tokens deck. Giving bitterblossom tokens haste????? I drool at the idea!!!
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Now there is ONE exception to all of that. Fires of Yavimaya (uncommon)
So let's combine Fire's with Emblem, change the R in Emblem to B. Give it a decent p/t and then up it by +2/+2 from Fires.
This card makes perfect sense, I don't think it would stay a 3/4 if printed at RBG, it'd probably be a 2/3 to compensate then everyone would be complaining about it being too weak...
This guy is great in Ramp; It is reasonably costed, can hold down the fort, live through Firespout and Volcanic Fallout, and make all the awesome fatties connect sooner.
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Now Playing:
Standard
RogueDeckWins (mono-B aggro)
AngelDusk G/W/U control)
Land of Confusion (B/R/u Blightning Beatdown
Shore/Bind (G/U aggro w/ mistbind clique)
Casual
Hostile Takeover (U/B Tutor)
Stompy (Mono-G super aggro)
I've longed to see Fires back for so long, and this is an adequate replacement. Mostly I want to play this so I can drop a Broodmate into play and swing with 2 4/4 flyers on turn 5 or 6. That being said, I could have done that with Sarkhan Vol and that strategy hasn't really gone anywhere.
So let's combine Fire's with Emblem, change the R in Emblem to B. Give it a decent p/t and then up it by +2/+2 from Fires.
This card makes perfect sense, I don't think it would stay a 3/4 if printed at RBG, it'd probably be a 2/3 to compensate then everyone would be complaining about it being too weak...
That is correct, but with one exception.
Fires decks concentrated on putting fires out turn 2 with 8 first turn accelerators. After that, they would beat you senseless with flametoungue/burst/kavu titan and what not. Even as such, they were often one shot guns and if disrupted would fall apart. Only through their impossibly good starts and potential overwhelming damage and 4 turn kills did they dominate the field back in the day.
This troll can't get out on turn 2. It requires 3 different colors to cast, which is always bad, no matter how good your mana base is. Also, fires was hard to remove, while any deck can remove a creature.
The troll is not crap, but it's also far from being the new Fires.
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That is correct, but with one exception.
Fires decks concentrated on putting fires out turn 2 with 8 first turn accelerators. After that, they would beat you senseless with flametoungue/burst/kavu titan and what not. Even as such, they were often one shot guns and if disrupted would fall apart. Only through their impossibly good starts and potential overwhelming damage and 4 turn kills did they dominate the field back in the day.
This troll can't get out on turn 2. It requires 3 different colors to cast, which is always bad, no matter how good your mana base is. Also, fires was hard to remove, while any deck can remove a creature.
The troll is not crap, but it's also far from being the new Fires.
And I know this, but there is one big difference, the enviroment has changed a hell of a lot. I did take that into consideration. Trust me, if we still had a "fires" enviroment in standard, I'd be calling this card drap in every post I made in this thread.
And I know this, but there is one big difference, the enviroment has changed a hell of a lot. I did take that into consideration. Trust me, if we still had a "fires" enviroment in standard, I'd be calling this card drap in every post I made in this thread.
theres too much removal in the environment today to make it viable its a neat concept, but this was the wrong set to print it in. theres a multitude of ways for any competent deck, even in limited, to deal with this thing. what makes it even worse is that at minimum its coming out on turn 3. that gives ample opportunity for just about any deck to set up a way to keep it from staying in play long enough to be beneficial.
fires worked because it was so fast and the card was an enchantment which is considerably harder to get rid of when compared to a creature. this thing is just too slow and too easily dealt with. i want to like it, i use to play a fires deck, but i just can't see it being worth it.
theres too much removal in the environment today to make it viable its a neat concept, but this was the wrong set to print it in. theres a multitude of ways for any competent deck, even in limited, to deal with this thing. what makes it even worse is that at minimum its coming out on turn 3. that gives ample opportunity for just about any deck to set up a way to keep it from staying in play long enough to be beneficial.
fires worked because it was so fast and the card was an enchantment which is considerably harder to get rid of when compared to a creature. this thing is just too slow and too easily dealt with. i want to like it, i use to play a fires deck, but i just can't see it being worth it.
yes, yes, yes. Current T2 meta has more removal then most doctors do organs. It's been statre over, and over again, and while I do admit this card has no place in T2 right now it's not due to the massive amounts of removal. See sig for why removal is a pointless argument.
And I know this, but there is one big difference, the enviroment has changed a hell of a lot. I did take that into consideration. Trust me, if we still had a "fires" enviroment in standard, I'd be calling this card drap in every post I made in this thread.
I know. I read enough of your posts not to mistake you for a thoughtless poster.
Still, one could rely and build a deck around Fires. This is not possible around the troll, no matter what the environment.
Thus, the troll is either a win more card or a threat on its own. A 3 power creature for 4 mana fails short of that too.
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Turn 1: Play Forest, pay 1 and return Forest to hand and play Veinfire Borderpost
Turn 2: Replay Forest, pay 1G for Bloom Tender
Turn 3: Play Ancient Ziggurat, tap the Ziggurat and Forest for 1B/G for Woodlurker Mimic, Tap Bloom Tender for RBG and the Borderpost for Madrush Cyclops, trigger Woodlurker to become a 4/5 with wither, swing for 7 (13)
Turn 4: Tap the 2 lands, the borderpost and Bloom Tender for 3BRG, play Broodmate Dragon, trigger Broodmate for his clone, trigger Woodlurker, swing for 15 (-2)
You also have Shriekmaw and Goblin Assassin as 2 for 1 as akin to FTK.
Looks like Fires is on
You may be on to something here.
Stick 4 Terminates, 4 Incinerate and 2 Banefire in there and we'll have ourselves a potential decklist for Fires 2.0.
It's funny how someone mentioned Bloodbraid Elf over this. I was thinking how good this would be with cascade, ensuring the cascaded spell matters this turn.
I bet they tried this at 3 CMC but it broke with Bloodbraid Elf.
At 3/2 and BRG he might have had more constructed applications. You don't really want to wait until 5th turn before getting haste creatures. But I do like the card overall. I've actually designed something almost identical, myself, except it was mono-red (as this card probably would be, in any other set).
official rules advisor. it gets me there.
Opening hand:
Forest
Madrush Cyclops
Veinfire Borderpost
Bloom Tender
Ancient Ziggurat
Woodlurker Mimic
Broodmate Dragon
Turn 1: Play Forest, pay 1 and return Forest to hand and play Veinfire Borderpost
Turn 2: Replay Forest, pay 1G for Bloom Tender
Turn 3: Play Ancient Ziggurat, tap the Ziggurat and Forest for 1B/G for Woodlurker Mimic, Tap Bloom Tender for RBG and the Borderpost for Madrush Cyclops, trigger Woodlurker to become a 4/5 with wither, swing for 7 (13)
Turn 4: Tap the 2 lands, the borderpost and Bloom Tender for 3BRG, play Broodmate Dragon, trigger Broodmate for his clone, trigger Woodlurker, swing for 15 (-2)
You also have Shriekmaw and Goblin Assassin as 2 for 1 as akin to FTK.
Looks like Fires is on
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Noble Hierarch - Madrush Cyclops - Creakwood Liege - Broodmate Dragon (potentially a 10dmg to the face, being a 6/6 FLYING HASTE + 4/4 FLYING HASTE)...if the opponent didnt die from that, Banefire to the face.
This is good, because 4th turn is just too long, but with accelerators on 1st turn, its kinda good.
What he said.
Should have been at least 4/4 for that cc. Not worth it, since your other creatures benefit from the haste boost on turns 5+. Aggressive decks do not need 3 power 4cc creatures. Ok for limited, but so is almost every other rare
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[CENTER]Death, Destroyer of Worlds[/CENTER]
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Now there is ONE exception to all of that.
Fires of Yavimaya (uncommon)
So let's combine Fire's with Emblem, change the R in Emblem to B. Give it a decent p/t and then up it by +2/+2 from Fires.
This card makes perfect sense, I don't think it would stay a 3/4 if printed at RBG, it'd probably be a 2/3 to compensate then everyone would be complaining about it being too weak...
Standard
RogueDeckWins (mono-B aggro)
AngelDusk G/W/U control)
Land of Confusion (B/R/u Blightning Beatdown
Shore/Bind (G/U aggro w/ mistbind clique)
Casual
Hostile Takeover (U/B Tutor)
Stompy (Mono-G super aggro)
Ghost of Jimi Hendrix 4 president 2012!
Still a neat card.
That is correct, but with one exception.
Fires decks concentrated on putting fires out turn 2 with 8 first turn accelerators. After that, they would beat you senseless with flametoungue/burst/kavu titan and what not. Even as such, they were often one shot guns and if disrupted would fall apart. Only through their impossibly good starts and potential overwhelming damage and 4 turn kills did they dominate the field back in the day.
This troll can't get out on turn 2. It requires 3 different colors to cast, which is always bad, no matter how good your mana base is. Also, fires was hard to remove, while any deck can remove a creature.
The troll is not crap, but it's also far from being the new Fires.
Banner and avatar by the one and only Craven at Epic graphics. Check them out.
Offical High Priest of Reign of Blood
And I know this, but there is one big difference, the enviroment has changed a hell of a lot. I did take that into consideration. Trust me, if we still had a "fires" enviroment in standard, I'd be calling this card drap in every post I made in this thread.
theres too much removal in the environment today to make it viable its a neat concept, but this was the wrong set to print it in. theres a multitude of ways for any competent deck, even in limited, to deal with this thing. what makes it even worse is that at minimum its coming out on turn 3. that gives ample opportunity for just about any deck to set up a way to keep it from staying in play long enough to be beneficial.
fires worked because it was so fast and the card was an enchantment which is considerably harder to get rid of when compared to a creature. this thing is just too slow and too easily dealt with. i want to like it, i use to play a fires deck, but i just can't see it being worth it.
yes, yes, yes. Current T2 meta has more removal then most doctors do organs. It's been statre over, and over again, and while I do admit this card has no place in T2 right now it's not due to the massive amounts of removal. See sig for why removal is a pointless argument.
I know. I read enough of your posts not to mistake you for a thoughtless poster.
Still, one could rely and build a deck around Fires. This is not possible around the troll, no matter what the environment.
Thus, the troll is either a win more card or a threat on its own. A 3 power creature for 4 mana fails short of that too.
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Offical High Priest of Reign of Blood
Doesn't feet into the "Fires" curve.
Still, Jund Manaramp just became more aggro.
You may be on to something here.
Stick 4 Terminates, 4 Incinerate and 2 Banefire in there and we'll have ourselves a potential decklist for Fires 2.0.
I bet they tried this at 3 CMC but it broke with Bloodbraid Elf.
.