Pulse of Spring1G Sorcery
If any player controls five lands or more, counter Pulse of Spring. Otherwise, Pulse of Spring can't be countered.
During your next turn, whenever you tap a land for mana, you may add an additional mana of that type to your mana pool. Life was in the air. Life was all around me. But most importantly, once again I could feel that life was inside me.
I was more concerned about how well would this do against [24 copies of removal].
Is this viable? It certainly has the elements to contrast against [24 removal], in that it's not removable, but what you play with it possibly is. It provides the volume to give [24 removal] a struggle of power. And if you get into playing evasive creatures with it, now you're getting into an interesting concept that this serves to force [24 removal] into an uphill battle, and force it to adapt and evolve to compete. That's really where it wants to be. However, it is still open to being discarded, so that's not entirely the case.
With the spring mist breathing hard over here, I wanted to do a cooler, tactical version of Heartbeat of Spring. I love this an inbetween of Early Harvest and green Time Walk. There's alpha potential in utilizing this next to the BalanceSuite. Strategically speaking, you can get 10 mana if you play another land on your next turn. But you'd probably be better off staying at 4 lands, and banking off 8 mana, so you can knock your opponent down a land on their next drop and cast another Pulse of Spring.
It does bother me that the hopeful scenario seems like it could be unfun, but there certainly is an element of challenge in building around those power plays.
This card is... okay. The "can't be countered" is un-necessary, and non-interactive gameplay is unfun and countering is such a small slice of interaction anyway (your opponent is better off letting this resolve and countering whatever you cast off it anyway, effectively negating two cards instead of one.)
This card is... okay. The "can't be countered" is un-necessary, and non-interactive gameplay is unfun and countering is such a small slice of interaction anyway (your opponent is better off letting this resolve and countering whatever you cast off it anyway, effectively negating two cards instead of one.)
It's funny you should say that since not restricting removal against this card makes for non-interactivity.
Limiting counterspells creates an aspect of challenge so that removal players will have to reach for other forms and can't rely on simply anything.
This card is... okay. The "can't be countered" is un-necessary, and non-interactive gameplay is unfun and countering is such a small slice of interaction anyway (your opponent is better off letting this resolve and countering whatever you cast off it anyway, effectively negating two cards instead of one.)
It's funny you should say that since not restricting removal against this card makes for non-interactivity.
So you are saying that, by making counterspells not interact with it you are making it more interactive?
You keep using that word. I don't think it means what you think it means.
This would be much better without the whole counter / can't be countered clause.
Just a Heartbeat of Spring for the next turn that's one cheaper. That's fine.
I'm lost on how y'all can say this is fine. Turn 2 play this. Turn 3 you have 6 Mana. It's like storms wet dream.
What is the fantasy storm play you're imagining?
We're one turn behind Heartbeat of Spring—and whatever you play with your 6 mana faces fresh removal.
How can you say this is not fair?
...Let's try from another angle.
Seething song is considered strong enough to be banned in modern. This is a ban that not too many people disagree with. Seething song adds a net of +2 mana and locks you into only having red mana. This card adds a net of +3 mana (or up to +5 if played later) and does not restrict your mana colors. The fact that this card could not be played in a "late-game" scenario is a non-issue in this comparison because the storm decks that would benefit from this effect are trying to win before then.
Again, if you played the game, you would understand the game.
Once again, do you want to explain the dream [Storm] play that you're visioning?
Storm is not about a single line. Demanding a single line shows that you don't understand storm. Storm is about creating a conglomeration of cards with extremely similar functions that allows for a vast multitude of sequences. While each sequence is individually highly unlikely, the odds of drawing into at least one of them is high (EX: It doesn't matter if your sequence involves a sleight of hand or opt at most steps, desperate ritual and pyretic ritual serve identical purposes.
The Problem isn't that this card specifically that you unlocked a specific dream. The problem is that you mana a delayed ritual that exceeds the net mana yield of Dark Ritual.
The idea of most storm decks is to lay down one of their 6-7 cost reducing 2-drop creatures, and then to chain together their 12ish mana ramps and their 12-16ish cantrips, eventually drawing into past in flames (which lets players use their previous rituals to generate more mana and their previous cantrips to each draw another card, effectively generating positive card advantage instead of merely breaking event) or a Gifts Ungiven, which will pull out 4 instants and/or sorceries that you are guaranteed to have access to no matter what choice your opponent makes because one of them will be a past in flames (which you can cast whether your opponent puts it into your hand or graveyard, allowing you to cast the rest of the cards whether they are put into your hand or graveyard), a ritual or cantrip, a grapeshot to finish out the game, and (often) a remand to avoid interaction. The fact that there is so much redundancy within the deck and that there are a solid 8ish cards that instantly propel you to the end game with so much of the rest of the deck dedicated to drawing cards makes the deck far more consistent than any specific line. Your specific card allows the deck to start turn 3 or 4 with more mana available than it otherwise would, increasing its effectiveness.
Also, heartbeat of spring could only be printed as is because it is SYMMETRICAL (your opponent benefits and they likely gain the benefits before you do if you tap out). Did you think that removing symmetry from effects somehow weakens them? Can I skip my opponent's next untap step for a single because Stasis prevents all untap steps for ? Removing symmetry from a card balanced by symmetry does not allow you to reduce the price and call it balanced.
You're trying to say that in a single yield, a deck strategy, which vies off multiple spells be cast in a single turn, is going to thrive replacing multis of shorter mana ramp spells, for a single (despite bigger) mana ramp.
Turn 1-3: Set up mana, play cantrips to draw, maybe Thoughtsieze to see if they have counter magic in hand
Turn 4: Play 4th land, cast Pulse and Pulse
Turn 5: Play 5th land, generate 15 mana, play Manamorphoses and/or effects that can untap lands so you can tap them for three mana again, Past In Flames, Re-cast all the Manamorphoses and cantrips, Grapeshot
Pretty similar to most modern storm decks, except it splashed green so it can go off faster with the right draw.
But please, explain to us more about decks you haven't researched in a game you don't play with rules you don't understand.
Stop wasting your time, because you prove your lack of knowledge and self-awareness even further with each post you make. We always get a chuckle seeing what absurdity you try assert as your "expertise" next.
If your first spell gets countered; you're out an entire spell; Grapeshot gets 1 damage, Tendrils of Agony gets 1 copy.
You do know that Storm doesn't care if the spell gets countered, right? I mean, you don't know many other widely known rules, so I guess I shouldn't be surprised.
If your first spell gets countered; you're out an entire spell; Grapeshot gets 1 damage, Tendrils of Agony gets 1 copy.
You do know that Storm doesn't care if the spell gets countered, right? I mean, you don't know many other widely known rules, so I guess I shouldn't be surprised.
To lay things out about storm:
1."Storm count" still goes up if you cast a spell and that card is countered.
2. When you cast a storm spell like grapeshot, the copies are made even if the original grapeshot is countered.
If your first spell gets countered; you're out an entire spell; Grapeshot gets 1 damage, Tendrils of Agony gets 1 copy.
You do know that Storm doesn't care if the spell gets countered, right? I mean, you don't know many other widely known rules, so I guess I shouldn't be surprised.
To lay things out about storm:
1."Storm count" still goes up if you cast a spell and that card is countered.
2. When you cast a storm spell like grapeshot, the copies are made even if the original grapeshot is countered.
That is an odd ruling, but I imagine it was to offset another rule passed over till now that makes the argument even worse.
The storm copies are put directly onto the stack—they aren't cast. That means the copies don't generate storm copies themselves, and they aren't counted by other storm spells cast later during the turn.
Still, Pulse of Spring offers traditional Storm decks little to nothing. For any spots that you would be able to include it, you're better off running a Rebound card instead. In regards to that, Pulse of Spring might open up new venues for non-traditional Storm cards; such as Dragonstorm; or extrasensory Enchantments Eye of the Storm, Omniscience.
Or you could just play Burn and kill your opponent by turn 4 with Lightning Bolt, Rift Bolt, Lava Spike, etc. rather than waiting til turn 5 to just cast Sway. You should try playing Magic to know what you're talking about.
Or you could just play Burn and kill your opponent by turn 4 with Lightning Bolt, Rift Bolt, Lava Spike, etc. rather than waiting til turn 5 to just cast Sway. You should try playing Magic to know what you're talking about.
Probably not. It's not as securable either. Simian Spirit Guide would probably also be in there.
Its hilarious to me how much of your decks you waste trying to make stuff uncounterable when that will be relevant is such a small percentage of your games. Most decks in Legacy (since you're using cards like Overmaster or Shared Triumph) will have won by turn 4 if they're moving slowly, and Modern will pretty consistently win on turn 4 too, which is before you've even gotten any mana off Pulse to begin with.
Which you'd know if you weren't basing your choices on Magic circa 2009.
Its hilarious to me how much of your decks you waste trying to make stuff uncounterable when that will be relevant is such a small percentage of your games. Most decks in Legacy (since you're using cards like Overmaster or Shared Triumph) will have won by turn 4 if they're moving slowly, and Modern will pretty consistently win on turn 4 too, which is before you've even gotten any mana off Pulse to begin with.
Which you'd know if you weren't basing your choices on Magic circa 2009.
Should I have mentioned the Sideboard?
Of course if we played the game we would know this.
Show me the decks that do this—and not like turn 6 and 7.
First off, if you are worried about counter-spells, Cavern of Souls is the problem solver, as everyone who plays Magic knows. You use it to cast your threats and when they tap out to answer those threats you can cast your other spells without worry. Its basic Magic the gathering strategy and doesn't event fill up sideboard slots.
Modern Burn decks runs 16-20 spells that deal 3 damage for R, plus cards like Goblin Guide and Monastery Swiftspear. Typical win is turn 4. Legacy has Fireblast and can finish off on 3.
First off, if you are worried about counter-spells, Cavern of Souls is the problem solver, as everyone who plays Magic knows. You use it to cast your threats and when they tap out to answer those threats you can cast your other spells without worry. Its basic Magic the gathering strategy and doesn't event fill up sideboard slots.
Modern Burn decks runs 16-20 spells that deal 3 damage for R, plus cards like Goblin Guide and Monastery Swiftspear. Typical win is turn 4. Legacy has Firebolt and can finish off on 3.
I haven't had the opportunity to read all of this but Reap said this offers storm little to nothing. I argue just the exact opposite. It literally gives storm everything it could want.
I'll explain that while also answering his question on what storm is trying to do. Reap storm typically tries to win turn 4. They want to either turn 3 cast a Boral or Goglin Electromancer and to be able to protect it. Typically with Remand. The can do it right now on turn 3 but requires a very specific hand. What this card does is basically cast Timewalk. Turn 2 you cast it. Going into turn 3 you can cast your Boral or Electromancer and still have the 4 Mana up to go off. The typical way they go off is to cast ritual into ritual into as Mana manamorphose as possible. This gains them Mana. Then they play gifts ungiving. The ideal gift package is ritual ritual manamorphose and Past In Flames. This allows them to build a super high storm count and win with typically Grapeshot or whatever. So you see how your card is completely broken in that deck. It's literally Timewalk.
Edit: It's not literally Timewalk. It's actually better as it allows then to hold the cost reduction guy in hand to protect it better from removal.
Oh, your right, that's a typo. Should have been Fireblast. Fixed in the post now.
Anyhoo, you've been proven wrong multiple times by people who actually know how the game works and explaining how the decks work, and you're response has been, "Duuuuh, I don't think so." I don't know why you bother, because you're putting your lack of competence on display in every reply you make.
Is this actually better than Baral or Electromancer? Its probably as good due to different play lines but I don't think modern storm would actually twist to want this.
The place this would really shine is that janky twiddle deck. Assuming you drop that whole counter if/can't be countered because its disruptive nonsense this feels far more reasonable than the naysayers are giving credit.
On a related note. Is High Tide still a legacy deck or has it been pushed out? If so I can't imagine this would be too good for legacy.
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Sorcery
If any player controls five lands or more, counter Pulse of Spring. Otherwise, Pulse of Spring can't be countered.
During your next turn, whenever you tap a land for mana, you may add an additional mana of that type to your mana pool.
Life was in the air. Life was all around me. But most importantly, once again I could feel that life was inside me.
Is this viable? It certainly has the elements to contrast against [24 removal], in that it's not removable, but what you play with it possibly is. It provides the volume to give [24 removal] a struggle of power. And if you get into playing evasive creatures with it, now you're getting into an interesting concept that this serves to force [24 removal] into an uphill battle, and force it to adapt and evolve to compete. That's really where it wants to be. However, it is still open to being discarded, so that's not entirely the case.
With the spring mist breathing hard over here, I wanted to do a cooler, tactical version of Heartbeat of Spring. I love this an inbetween of Early Harvest and green Time Walk. There's alpha potential in utilizing this next to the Balance Suite. Strategically speaking, you can get 10 mana if you play another land on your next turn. But you'd probably be better off staying at 4 lands, and banking off 8 mana, so you can knock your opponent down a land on their next drop and cast another Pulse of Spring.
It does bother me that the hopeful scenario seems like it could be unfun, but there certainly is an element of challenge in building around those power plays.
It's funny you should say that since not restricting removal against this card makes for non-interactivity.
Limiting counterspells creates an aspect of challenge so that removal players will have to reach for other forms and can't rely on simply anything.
So you are saying that, by making counterspells not interact with it you are making it more interactive?
You keep using that word. I don't think it means what you think it means.
Just a Heartbeat of Spring for the next turn that's one cheaper. That's fine.
What is the fantasy storm play you're imagining?
We're one turn behind Heartbeat of Spring—and whatever you play with your 6 mana faces fresh removal.
How can you say this is not fair?
...Let's try from another angle.
Seething song is considered strong enough to be banned in modern. This is a ban that not too many people disagree with. Seething song adds a net of +2 mana and locks you into only having red mana. This card adds a net of +3 mana (or up to +5 if played later) and does not restrict your mana colors. The fact that this card could not be played in a "late-game" scenario is a non-issue in this comparison because the storm decks that would benefit from this effect are trying to win before then.
Again, if you played the game, you would understand the game.
Storm is not about a single line. Demanding a single line shows that you don't understand storm. Storm is about creating a conglomeration of cards with extremely similar functions that allows for a vast multitude of sequences. While each sequence is individually highly unlikely, the odds of drawing into at least one of them is high (EX: It doesn't matter if your sequence involves a sleight of hand or opt at most steps, desperate ritual and pyretic ritual serve identical purposes.
The Problem isn't that this card specifically that you unlocked a specific dream. The problem is that you mana a delayed ritual that exceeds the net mana yield of Dark Ritual.
The idea of most storm decks is to lay down one of their 6-7 cost reducing 2-drop creatures, and then to chain together their 12ish mana ramps and their 12-16ish cantrips, eventually drawing into past in flames (which lets players use their previous rituals to generate more mana and their previous cantrips to each draw another card, effectively generating positive card advantage instead of merely breaking event) or a Gifts Ungiven, which will pull out 4 instants and/or sorceries that you are guaranteed to have access to no matter what choice your opponent makes because one of them will be a past in flames (which you can cast whether your opponent puts it into your hand or graveyard, allowing you to cast the rest of the cards whether they are put into your hand or graveyard), a ritual or cantrip, a grapeshot to finish out the game, and (often) a remand to avoid interaction. The fact that there is so much redundancy within the deck and that there are a solid 8ish cards that instantly propel you to the end game with so much of the rest of the deck dedicated to drawing cards makes the deck far more consistent than any specific line. Your specific card allows the deck to start turn 3 or 4 with more mana available than it otherwise would, increasing its effectiveness.
Also, heartbeat of spring could only be printed as is because it is SYMMETRICAL (your opponent benefits and they likely gain the benefits before you do if you tap out). Did you think that removing symmetry from effects somehow weakens them? Can I skip my opponent's next untap step for a single because Stasis prevents all untap steps for ? Removing symmetry from a card balanced by symmetry does not allow you to reduce the price and call it balanced.
You're trying to say that in a single yield, a deck strategy, which vies off multiple spells be cast in a single turn, is going to thrive replacing multis of shorter mana ramp spells, for a single (despite bigger) mana ramp.
Truth is; you cast [spell 1], Grapeshot, Tendrils of Agony - You still don't OHK your opponent.
One mana - Two mana - Four mana (all six mana from three lands after Pulse of Spring—plus you have to fix a mana—unless spell one is Phyrexian [Gitaxian Probe, Surgical Extraction, Gut Shot, Noxious Revival].
If your first spell gets countered; you're out an entire spell; Grapeshot gets 1 damage, Tendrils of Agony gets 1 copy.
Now you're totally out. Pulse of Spring offers Storm decks little to nothing, especially in the fact that you can't cast it mid-late game.
Turn 4: Play 4th land, cast Pulse and Pulse
Turn 5: Play 5th land, generate 15 mana, play Manamorphoses and/or effects that can untap lands so you can tap them for three mana again, Past In Flames, Re-cast all the Manamorphoses and cantrips, Grapeshot
Pretty similar to most modern storm decks, except it splashed green so it can go off faster with the right draw.
But please, explain to us more about decks you haven't researched in a game you don't play with rules you don't understand.
Stop wasting your time, because you prove your lack of knowledge and self-awareness even further with each post you make. We always get a chuckle seeing what absurdity you try assert as your "expertise" next.
You do know that Storm doesn't care if the spell gets countered, right? I mean, you don't know many other widely known rules, so I guess I shouldn't be surprised.
To lay things out about storm:
1."Storm count" still goes up if you cast a spell and that card is countered.
2. When you cast a storm spell like grapeshot, the copies are made even if the original grapeshot is countered.
That is an odd ruling, but I imagine it was to offset another rule passed over till now that makes the argument even worse.
Still, Pulse of Spring offers traditional Storm decks little to nothing. For any spots that you would be able to include it, you're better off running a Rebound card instead. In regards to that, Pulse of Spring might open up new venues for non-traditional Storm cards; such as Dragonstorm; or extrasensory Enchantments Eye of the Storm, Omniscience.
It could open up a unique bit for a Rebound deck, based around a brute creature and various creature pumps (as most Rebound spells consist of this): Virulent Swipe - Distortion Strike - Emerge Unscathed - Prey's Vengeance.
One of the coolest deck concepts I can think of would be one based around Sway of the Stars; in which you're using Pulse of Spring to quickly cast Sway of the Stars, then quickly finish your opponent off via a suite of Burning Wish and lightning burn; Lightning Bolt, Flame Javelin, Lava Dart, Blightning, Lightning Helix, Spark Elemental, Timbermare, Ball Lightning, Blistering Firecat. Lion's Eye Diamond naturally comes to mind here.
Countermagic offers options: Cunning Wish, Undermine, Absorb, Ionize.
Or you could just play Burn and kill your opponent by turn 4 with Lightning Bolt, Rift Bolt, Lava Spike, etc. rather than waiting til turn 5 to just cast Sway. You should try playing Magic to know what you're talking about.
Probably not. It's not as securable either. Simian Spirit Guide would probably also be in there.
Questioning right now if Pulse of Spring would even be needed for the Rebound Force of Savagery deck. Since you can run 4 Leyline of Vitality and then 2/3 Shared Triumph.
Groundbreaker provides a solid primary backup to Force of Savagery. Vexing Shusher, Guttural Response, Red Elemental Blast/Insist/Overmaster offers the deck an anti-counter suite.
Uktabi Drake, Boggart Ram-Gang, Kird Ape all great selections. Skyshroud Ridgeback, Strangleroot Geist—if you have to make the deck pauper/budget. Blitz Hellion, Gaea's Revenge, Hunted Troll—and the aforementioned Timbermare also.
Noxious Revival, Beast Within, Pongify offer removal and revival capabilities for Groundbreaker/Echo creatures/etc.
Not sure where Pulse of Spring really fits in there, although it certainly would help do everything faster.
In an elemental suite, Brushfire Elemental, Hellspark Elemental, Hell's Thunder, Lightning Mare, Arc Runner, Flamekin Harbinger, Flamekin Bladewhirl, Stigma Lasher, Lightning Skelemental, Lavacore Elemental, and Storm Entity.
(Most of which could also hold place in the Sway of the Stars concept)
And I want to say Forgotten Ancient, Taurean Mauler—but it feels like they would all be too slow by comparison.
Which you'd know if you weren't basing your choices on Magic circa 2009.
Should I have mentioned the Sideboard?
Of course if we played the game we would know this.
Show me the decks that do this—and not like turn 6 and 7.
Modern Burn decks runs 16-20 spells that deal 3 damage for R, plus cards like Goblin Guide and Monastery Swiftspear. Typical win is turn 4. Legacy has Fireblast and can finish off on 3.
The Amulet Titan deck typically drops a Primeval Titan on turn 3-4 and kills that turn or the following with some combination of pump, haste, and double strike
Eldrazi Tron will get an Ugin the Spirit Dragon on turn 4, or take your Pulses with Thought-Knot Seers, as will any deck with Thoughtsieze, and force you to cast your expensive spells the old fashioned way.
But, of course, anyone who has any semblance of knowledge about how Magic works already knew that...
Burn is majorly disrupted by Leyline of Sanctity and would be easy to sideboard against with anti-gear.
Non-evasives are subject to removal.
Not sure how Primeval Titan manages that time-frame without Summoner's Pact (which is a 48% probability per game—broken mulligan rules aside).
Lol you mentioned Firebolt instead of Flame Rift or Sonic Burst.
I'll explain that while also answering his question on what storm is trying to do. Reap storm typically tries to win turn 4. They want to either turn 3 cast a Boral or Goglin Electromancer and to be able to protect it. Typically with Remand. The can do it right now on turn 3 but requires a very specific hand. What this card does is basically cast Timewalk. Turn 2 you cast it. Going into turn 3 you can cast your Boral or Electromancer and still have the 4 Mana up to go off. The typical way they go off is to cast ritual into ritual into as Mana manamorphose as possible. This gains them Mana. Then they play gifts ungiving. The ideal gift package is ritual ritual manamorphose and Past In Flames. This allows them to build a super high storm count and win with typically Grapeshot or whatever. So you see how your card is completely broken in that deck. It's literally Timewalk.
Edit: It's not literally Timewalk. It's actually better as it allows then to hold the cost reduction guy in hand to protect it better from removal.
Oh, your right, that's a typo. Should have been Fireblast. Fixed in the post now.
Anyhoo, you've been proven wrong multiple times by people who actually know how the game works and explaining how the decks work, and you're response has been, "Duuuuh, I don't think so." I don't know why you bother, because you're putting your lack of competence on display in every reply you make.
Is this actually better than Baral or Electromancer? Its probably as good due to different play lines but I don't think modern storm would actually twist to want this.
The place this would really shine is that janky twiddle deck. Assuming you drop that whole counter if/can't be countered because its disruptive nonsense this feels far more reasonable than the naysayers are giving credit.
On a related note. Is High Tide still a legacy deck or has it been pushed out? If so I can't imagine this would be too good for legacy.