Turn 1. Plains, tap, put the white genju.
turn 2, plains, tap, savanah lions.
attack with white genju, now tap, and put anoter whenie
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So far these enchant lands rock. I hope the white one isn't a 1/6 first strike. I bet the black one will have fear, seems logical. Maybe a 3/3 body or 4/2.
I like these guys, but they're not as crazy as some people make them out to be. They effectively cost 2C to use each turn (:2mana: to activate, and the actual land that's attacking cannot produce mana that turn). They lose so much tempo that I don't think they're meant to go in pure aggro decks. The green one would be a solid blocker on green control decks, and the red and blue ones come from colors that play with hefty amounts of creature removal (burn and bounce). They would seem to encourage aggro-control decks, being too fast for control but too slow for aggro.
I'm really looking forward to the black and white ones. I'd rather the black one be a sizable regenerator than a sizable... erm, fearor, though the latter will probably be a lot more useful after MD5 rotates out. The white one will almost certainly have a bit butt and vigilance, making it a nice component for a hypothetical white control deck.
Interesting thing to note is that all of the colors get haste for free (unless you're playing these in a deck with a really diverse mana base... but if you are, then you really have bigger problems than not getting haste on your animated genju Spirit-land thingy.)
I'm not sure what the black one will have... I'm leaning towards a regeneration ability, but it may have fear...
I don't think the white one will have vigilance though. I mean, swing with it, then tap it for mana? I don't think so. It'll probably have first strike or something.
Interesting thing to note is that all of the colors get haste for free (unless you're playing these in a deck with a really diverse mana base... but if you are, then you really have bigger problems than not getting haste on your animated genju Spirit-land thingy.)
I don't think I see your reasoning for why all the colors get haste for free. If you're thinking of enchanting a land you just put out this turn and changing it into a creature, I'm pretty sure it still can't attack... though I may be wrong.
Alright, a Treetop Village style variant in the cycle. Cool. Although this thing should be retarded in draft (this cycle may result in a spike of popularity for Kami of Ancient Law in draft and sealed, due to its ability to act as both a body as well as enchantment removal), I'm not sure how large of a splash it'll make in standard. It does have potential though in U/G and other decks though...
In addition to my soilshapers my spirit deck will have more lands that attack. lol.and these lands get the benefit from goheis too. wo0tz.
Yay for lands that do more than just tapping for mana!
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Interesting thing to note is that all of the colors get haste for free
As silicon suggested, your animated land doesn't get haste. Once it becomes a critter, it has summoning sickness just like everybody else (if it's the land's first turn out). If memory serves, you can even hose yourself by animating it on the land's first turn - now that it's a creature and has summoning sickness, I don't believe you can even tap it for mana.
"If memory serves, you can even hose yourself by animating it on the land's first turn - now that it's a creature and has summoning sickness, I don't believe you can even tap it for mana."
That's correct. it is a creature in all respects... even though it's a land
I think the red is one is more powerfull then the green.. but the green is tech in limited
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This cycle is going to be crazy I feel an nice haste man land deck. Its going to be fun playing with crucible of worlds or indestrucable lands or crazy cheep artifact creatures. Im exicted!!!
These seem really powerful. I like the green one a little bit more then the red one or blue one.
I think that the white one would be something like a 2/4 with first strike.
The black one, I think, will be something like a 5/1, or 4/1 with fear.
Wow, this set looks awesome. From the little amount of cards we already have, I must say the say looks good, like Invasion block good. Uh oh, I said that about Darksteel too...
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Sweet. I liked them better when I thought there was no "ueot," but still cool. So is there trample or no? I would think trample would pwn, but it's still a better Lifespark Spellbomb, IMO.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
The Green one's going to be doubtless a huge bomb in Limited. A 4/4 Trample at any cost is good in Limited (Fangren Hunter was drafted relatively high, as was/is Moss Kami). But I think the one (so far) with the biggest chance to make a splash in Constructed is the red one thanks to the one toughness of the animation. Blood Moon + Genju + any pinger = repeatable non-basic LD (and last I checked, Affinity and TNN run on non-basic lands). I played Dwarven Blastminer in my Goblin sideboard during ON-MR Standard, and this combo produces a Blastminer-like effect minus one mana. And, if you need it, you have a 6/1 every turn for 3 mana.
hello everybody. I'm new to this forum as a member but I've been reading it for a while ( and the other damn site too ).
This "enchant land" cycle seem to be really powerful. It's quite like the urza's man-land cycle, but a bit weaker to card destruction ( as your opponent will be have the choice between the land, the enchant land or the creature to destroy ) But no doubt it will see constructed play ( or at least attemps )
do you read the card?
these are more resistant to destruction than any other man land ever, LD and destroying the creature are only as effective as bounce as the enchantment goes back to hand, and enchantment kill is less common than creature kill most of the time.
I really like all of these, but think the red will be better than this one, because the nature of red is to kill things, which leaves you with a possible :2mana:: Deal 6 to your opponents dome, which could be a very fast clock. It would take a very focused deck and a different metagame to have that happen but I think it is possible.
Oh man, all the new smilies, they make me so happy :kittybread::kittybread::kittybread::kittybread::kittybread::flame::rocket::bunny::bunny::bunny::badger::badger::evil1:
Hopefully i will have a swelling of pride sometime soon..........
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These are so good because not only are they powerful in the early game with their speed, but also in the late game because of their ability to turn all your extra lands sitting around into resources. Unless you opponent has some way to counter the enchantment, they're going to have to kill every single land you animate to get rid of it. :skull1:
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:confused2:SavageBarnes (12:13:40 AM): who how
_hh _
||h ||
||_||
|@.@|
|U U|
h(m.m)*
U U
Wilbur
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mabe 1/4 or 2/4 with vigilance.
Turn 1. Plains, tap, put the white genju.
turn 2, plains, tap, savanah lions.
attack with white genju, now tap, and put anoter whenie
Behold, the power of :symu:!
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I'm really looking forward to the black and white ones. I'd rather the black one be a sizable regenerator than a sizable... erm, fearor, though the latter will probably be a lot more useful after MD5 rotates out. The white one will almost certainly have a bit butt and vigilance, making it a nice component for a hypothetical white control deck.
Interesting thing to note is that all of the colors get haste for free (unless you're playing these in a deck with a really diverse mana base... but if you are, then you really have bigger problems than not getting haste on your animated genju Spirit-land thingy.)
I'm not sure what the black one will have... I'm leaning towards a regeneration ability, but it may have fear...
I don't think the white one will have vigilance though. I mean, swing with it, then tap it for mana? I don't think so. It'll probably have first strike or something.
I don't think I see your reasoning for why all the colors get haste for free. If you're thinking of enchanting a land you just put out this turn and changing it into a creature, I'm pretty sure it still can't attack... though I may be wrong.
As always, thank you R_E for the info.
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Yay for lands that do more than just tapping for mana!
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As silicon suggested, your animated land doesn't get haste. Once it becomes a critter, it has summoning sickness just like everybody else (if it's the land's first turn out). If memory serves, you can even hose yourself by animating it on the land's first turn - now that it's a creature and has summoning sickness, I don't believe you can even tap it for mana.
That's correct. it is a creature in all respects... even though it's a land
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all of them will be tech in limited(except for the red one perhaps)
I think that the white one would be something like a 2/4 with first strike.
The black one, I think, will be something like a 5/1, or 4/1 with fear.
Guildmaster Jarad
I really like this card, and I think the whole cycle has potential. Thanks very much R_E.
do you read the card?
these are more resistant to destruction than any other man land ever, LD and destroying the creature are only as effective as bounce as the enchantment goes back to hand, and enchantment kill is less common than creature kill most of the time.
Oh man, all the new smilies, they make me so happy :kittybread::kittybread::kittybread::kittybread::kittybread::flame::rocket::bunny::bunny::bunny::badger::badger::evil1:
Having a bit of trouble with them nonetheless
Hopefully i will have a swelling of pride sometime soon..........
If you dont get that, look at my username, and if you still dont get it, than your to young to have an account on here without your parents permission, YOU ARE A BAD LITTLE CHILD!!!!