This is so hard to cast that its terrible. Obviously nobodys casting this in the same deck as Rampant growth. I'd love to see this get busted, but the standard environment would tear decks with this to pieces.
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Not playing much these days... hope all is well in the MtG community
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
It's synergetic with that big goofy craterhoof thingy (the big mythic green monster), because you'll want to ramp with mana dorks so you'll have a bunch of creatures.
"OMG this is WAY TOO good, stupid mythics costing 40$"
Like really...wtf do you people want? Mythics are supposed to be over the top cards that aren't necessarily competitively playable. Once in a blue moon we get a really good one (Baneslayer, Vengevine, JTMS) but really, this is everything that a mythic is supposed to be.
Quit your whining already, it gets so freakin' annoying.
I thought it might work if all triggers are checked at the end of a spells resolution rather than in the middle.
Anyone have a comprehensive ruling about this?
During the resolution of the spell, the permanents are exiled and subsequently placed onto the battlefield and all triggers created by said permanents will be put onto the stack in the order they trigger and wait to resolve until the spell resolves. It works the same as warp world, except there is an order they have to resolve in instead of you getting to choose the order after warp world resolves.
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
This mythic is as bad as time reveresal, gensis wave is strictly better.
Strictly better?
They're different, as at the same cost, Genesis Wave only gives you a look at 7 cards. They're different, and if you were to run either one in a specific deck tailored to it, the two decks would not be the same. If Genesis Wave were strictly better, they two decks would be identical, and Genesis Wave would serve the purpose better.
Genesis wave is more forgiving and could be played in a deck with a greater number of non-permanents, this wouldn't tolerate that well.
But, in a deck with no other non-permanents than this card or Genesis Wave, this card will frequently get you more at the same cost. (not always, if you hit the second card, but in that case, you're still not concerned about the various CMCs of the cards, where with Genesis Wave you are.
This card is powerful. The point of this spell is you do not whiff. This is the only non permanent in the deck. you use grand abolisher, urabrask, blightsteel collosus, and maybe neurok invisomancer in standard. now you kill them the turn you play it and they cant do anything once it resolves. this is what a mythic should be.
if your running all permanents of a deck with this, then you would not have multiple copies of this?
Finally, someone gets it. You can't realistically have 59 permanents and this one card and expect to win the game. If you have even a small number of spells in your deck, you risk spending ten mana for NOTHING!
I definitely don't like that this can whiff. obviously if you're playing it, you'd build your deck in a way to minimize this, but even then you probably have 2 Green Sun Zenith to fetch titans etc and will still miss some of the time. Seems like a worse Genesis wave for that amount of mana (7GGG hits everything you would be playing).
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
Need to either have a few non permanent cards, or Urabrask, the Hidden or you lose when you cast this. "I play Surge. I deck myself. Pass turn."
There is definitely a "may" in the card text that will prevent you from loosing the game regardless of weather or not you have any other non permanents in your deck.
There is definitely a "may" in the card text that will prevent you from loosing the game regardless of weather or not you have any other non permanents in your deck.
Also, when you pass your turn after resolving this card, you've built your deck wrong.
This probably not terrible. It's very easy to make it an instant win when this resolves. In fact, it's very easy to make 4 different instant wins when this resolves that cover every out any deck might have. And ramping to ten is not hard, even if you limit yourself to Standard legal cards. The only thing will be that this thing will get everyone thinking that Magical Christmasland is one 10-mana spell away, and people will build a ton of terrible decks around it that are full of crap that's only useful after this is cast.
But even aside from combo, any permanent-heavy ramp deck would be thrilled to cast this. You don't have to guarantee a 20-for-1 before this is a dang impressive play; I'd usually be pretty happy with a 4-for-1. Cruel Ultimatum saw play and it was far harder to cast, and had far less average upside.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
Similar in feel to other all-in big mana spells, I played Warp World when it was last in Standard, and I played Genesis Wave last year, and Belcher in Vintage. They all can blow the game open, and they all can fizzle horribly. My immediate impression is that this one seems more prone to fizzling than the others. Even if you build 'optimally' for Standard with 3 or 4 of these as your only non-permanent cards, you can still hit one of your duplicates fairly soon in the process and basically adding a couple mana dorks to the board for 10 mana. For older formats with more library manipulation, tutoring, card draw, and simply better creatures it could be slightly better but still the same problem.
The other thing I don't like about it compared to Warp World is that it does nothing to the opponent's board. A big advantage of WW was that you could go from 8 to 15 permanents while your opponent went from 5 to 2 and be totally crippled even if you didn't have a total blowout. Here, you're not hindering your opponent while ramping, probably, and when you do finally cast it, you still might not be in a position to win.
But I think it could bear further examination. Dumping 10+ cards on the board is always fun. With the new Beastmana Ascension card plus the usual Birds/Elves it could get there pretty fast.
I feel like a ten mana spell should just win the game, not put lands into play or whiff.
Run it in an all creature ramp deck......with maybe like 3 spells so you don't deck yourself. Oh yee of little creativity, disregarding cards because you lack imagination.
Slivers is going to love this card. Rarely do those decks run anything but Slivers and land, and they usually drop an early Gemhide to make this 8 mana nothing. Combine with Heart Sliver and this will win.
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Well, it looks like every color has 3 mythics, and only 2 have been spoiled in green, so that last one might be the mythic miracle for green.
They all ETB at the same time.
You are either misreading the card or deliberately trolling.
Standard: W/R Aggro
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
Black does not have miracles.
"Cost too much, crap"
"OMG this is WAY TOO good, stupid mythics costing 40$"
Like really...wtf do you people want? Mythics are supposed to be over the top cards that aren't necessarily competitively playable. Once in a blue moon we get a really good one (Baneslayer, Vengevine, JTMS) but really, this is everything that a mythic is supposed to be.
Quit your whining already, it gets so freakin' annoying.
I like Turtles
During the resolution of the spell, the permanents are exiled and subsequently placed onto the battlefield and all triggers created by said permanents will be put onto the stack in the order they trigger and wait to resolve until the spell resolves. It works the same as warp world, except there is an order they have to resolve in instead of you getting to choose the order after warp world resolves.
My decks
Top 4 (4th) SCG IQ 11/4/12
Strictly better?
They're different, as at the same cost, Genesis Wave only gives you a look at 7 cards. They're different, and if you were to run either one in a specific deck tailored to it, the two decks would not be the same. If Genesis Wave were strictly better, they two decks would be identical, and Genesis Wave would serve the purpose better.
Genesis wave is more forgiving and could be played in a deck with a greater number of non-permanents, this wouldn't tolerate that well.
But, in a deck with no other non-permanents than this card or Genesis Wave, this card will frequently get you more at the same cost. (not always, if you hit the second card, but in that case, you're still not concerned about the various CMCs of the cards, where with Genesis Wave you are.
I'll give a hint. Indians invented it.
Remember, I don't know *****. ...Oh chungus I forgot that the PG-13 rules are enforced.
But seems like it could be a lot of (casual) fun with Goblin Recruiter.
"Serious question, why are the people in the mtgsal thread so ****ing stupid?"
What Magic Color are You, MORON ?
Finally, someone gets it. You can't realistically have 59 permanents and this one card and expect to win the game. If you have even a small number of spells in your deck, you risk spending ten mana for NOTHING!
Exactly my thoughts too. Not that I'm complaining however.
S
My Trade Binder...come take a look!
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
There is definitely a "may" in the card text that will prevent you from loosing the game regardless of weather or not you have any other non permanents in your deck.
Also, when you pass your turn after resolving this card, you've built your deck wrong.
But even aside from combo, any permanent-heavy ramp deck would be thrilled to cast this. You don't have to guarantee a 20-for-1 before this is a dang impressive play; I'd usually be pretty happy with a 4-for-1. Cruel Ultimatum saw play and it was far harder to cast, and had far less average upside.
The other thing I don't like about it compared to Warp World is that it does nothing to the opponent's board. A big advantage of WW was that you could go from 8 to 15 permanents while your opponent went from 5 to 2 and be totally crippled even if you didn't have a total blowout. Here, you're not hindering your opponent while ramping, probably, and when you do finally cast it, you still might not be in a position to win.
But I think it could bear further examination. Dumping 10+ cards on the board is always fun. With the new Beastmana Ascension card plus the usual Birds/Elves it could get there pretty fast.
Run it in an all creature ramp deck......with maybe like 3 spells so you don't deck yourself. Oh yee of little creativity, disregarding cards because you lack imagination.
Not every Magic player plays Standard. This is a card made for Casual players. You know the people who WotC actually makes money off of.