I'm fairly sure this works: make a land a plains and a mountain. Enchant it with the red and white genju. Animate it as the red one and swing. Put damage on the stack, then switch it to the white one. Gain 6, deal 6, and it has a 5 point butt.
I'm fairly sure this works: make a land a plains and a mountain. Enchant it with the red and white genju. Animate it as the red one and swing. Put damage on the stack, then switch it to the white one. Gain 6, deal 6, and it has a 5 point butt.
I don't think so...
Once damage goes on the stack the damage to be dealt is already determined. You can't just boost the creature either. Plus it doesn't remember the other creature and is suddenly a DEAD 6/1 creature that just dealt 2 damage (probably to a 3/3 that now survived)
:fingers:
I don't think so...
Once damage goes on the stack the damage to be dealt is already determined. You can't just boost the creature either. Plus it doesn't remember the other creature and is suddenly a DEAD 6/1 creature that just dealt 2 damage (probably to a 3/3 that now survived)
:fingers:
Wrong.
Damage on stack, activate switch ability, and it survives.
Same theory as Myr Quadrapod.
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Hey, at least its not as bad as it couldhave been. I can definitely see this gettong played in many white/x control decks. Just like the black one, after you wrath, you can beat for 2, gain 2 life, and now you have board control. It seems like a good card, but because of the way white and black are, you cant expect their genjus to give you lots of power for no cost. This is still pretty good though. ((still wish it was just a 3/3 spiritlink))
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i like this one alot the whole cycle is quite good, but am i honestly the only person who thinks the red (sack mountans to kill 1/1's) is the weekest, everyone actually seems to be thinking its strong
I dont think its very powerfull but it seems fun enough
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I don't really see these as being powerhouses in limited...any of the cycle, because their power is checked in the fact that lands are very important in most games, and losing them is a pain in the rear. It is also important to remember that these enchant the specific type of land. So if you are playing 3 colors, you might not get many targets.
This one is defensive, and that is pretty good.
I would play this one, it is like having a wall up.
People seem to agree that one land is worth gaining two life over, right? Zuran Orb, anyone?
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Damage on stack, activate switch ability, and it survives.
Same theory as Myr Quadrapod.
...that's right! Sorry I read it the other way around (attack with white and then try to boost the attack by turning it into red). Like this it definately works.
Sorry...:embarrass:
Lets see... worst of the man-lands by far. Black works in MBC, red in sligh, blue in control/landstill/or even blueskies, and the green is a powerful stompy creature for green beats. This however, has no practical applications. Not convinced? Let's try comparing them to the old man-lands:
Treetop Village (arguably the best) + +1/+1= very good.
Fairy Conclave (the other really good one) also gets +1/+1= very good
Spawning Pool (very weak before) -regen + +1/+1 + shade ability = very good
Ghitu Encampment (decent before) -first strike + +4/+0 = very good (most improved IMO)
Forbidding Watchtower (Worst before) + +1/+0 + spirit link = still crappy
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i'm not so sure that the white one < the red one.
maybe it's just my predilection for control builds...
i know a 6/1 for 2 is a nice thing to have, but - all things being equal - only 0 power creatures won't trade with it (though a mountain-for-2/2-or-better seems like it'd oft be good). a 2/5 for 2 would be no better if it weren't for the added bonus of gaining 2 life.
in the end, however, i suppose you really can't compare an aggro card to a control card so i'll be lame and call them both useful.
But as control cards go it really isn't all that useful. It doesn't provide well-powered evasion like the blue one. It doesn't provide increasingly powerful growth like the black one. All it does is for 2 gain you two life and take out a <5/<=2 attacker. Can't really win you the game. Doesn't gain noticeable life. Doesn't take out creatures that matter. Its recursive powers mean jack diddly squat since with a huge butt it wont die. Its pretty much just a forbidding watchtower. That's the extent of its power.
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OK allow me to clarify. As compared to the other genjus, this is a bad card. But as compared to normal creatures, it fares fairly well. It is nigh-impossible to get rid of and can net card advantage by wiping out a few small creatures or life advantage by blocking a 4/X for a couple of turns. It also improves card quality by turning extra lands into creatures. This holds true for all the genjus. In fact, for limited play this trumps the red (although the red is basically either edict or they lose 6 life). The thing is, the other four are all superb for constructed decks of one variety or another whereas this one mopes at the sidelines with crystal shard and betrayal of flesh and all those other superb draft uncommons that become sub-par when constructed rolls around.
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Wildfire's said it best. If i get this in limited will i hesitate to play it? Not a chance. but I won't give it a second glance when I turn to constructed.
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Lets see... worst of the man-lands by far. Black works in MBC, red in sligh, blue in control/landstill/or even blueskies, and the green is a powerful stompy creature for green beats. This however, has no practical applications. Not convinced? Let's try comparing them to the old man-lands:
Treetop Village (arguably the best) + +1/+1= very good.
Fairy Conclave (the other really good one) also gets +1/+1= very good
Spawning Pool (very weak before) -regen + +1/+1 + shade ability = very good
Ghitu Encampment (decent before) -first strike + +4/+0 = very good (most improved IMO)
Forbidding Watchtower (Worst before) + +1/+0 + spirit link = still crappy
The green one MAY NOT have trample. Either way, it's constructed worthy. If it has trample, it's VERY good and offers green a fairly solid way of dealing with W/X control in T2.
The Blue one... is great, trust me: 3 flying damage a turn is solid. Not for the control decks though... except that it's an additional beater for after the ***; so maybe in T2 W/U.
The black one? It just seems sub-par for black control, let alone B/X control. Black has gotten a 4/4 flyer/kill engine for 4, a 5/5 flyer with 5 to the dome for 6, and whatever toshi is, let alone two solid flip rats. This may be a late game beater, and I may throw in 1 to a MBC, but it's very un-splashable.
Red? 6/1 a turn's good if you're in limited. Vs white or green, it's disenchanted. Vs black... they waste a creature a turn. VS affinity, you're probably dead and they took 6. VS blue; bouncing lands is looking all the more viable. Indeed, I wouldn't doubt a U/R LD deck arising soon just because blue's bouncing a land is doubly good now.
White one? Well, it stops enforcer for a turn and provides a blocker and an attacker after wrath. It's Monowhite control goodness for T2, and decent in a W/U control deck, as unlike the blue one, it blocks well and plays the part of an exhaulted angel after a wrath. WHere as they 1/5 was a solid blocker; this is ... a solid blocker.
Sealed deck this is most definatly a good card. Even a bet down deck takes a few turns to kill you, and this gains you life along with stopping that samurai, setting back the beatdown player 2-3 turns. If W/U fliers wasn't something to be seen in any prereleases, it will be now. Very limited uses in T2.
[imho]
the black one is better though... just like that shade guy from odissey block...
but yes, this would stop most commons from attacking, except that 5/5 moss kami...
definitely a high pick... (as high as first?)...
[/imho]
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I don't think so...
Once damage goes on the stack the damage to be dealt is already determined. You can't just boost the creature either. Plus it doesn't remember the other creature and is suddenly a DEAD 6/1 creature that just dealt 2 damage (probably to a 3/3 that now survived)
:fingers:
Wrong.
Damage on stack, activate switch ability, and it survives.
Same theory as Myr Quadrapod.
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This one is defensive, and that is pretty good.
I would play this one, it is like having a wall up.
People seem to agree that one land is worth gaining two life over, right?
Zuran Orb, anyone?
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...that's right! Sorry I read it the other way around (attack with white and then try to boost the attack by turning it into red). Like this it definately works.
Sorry...:embarrass:
Did people play with that?
I know people have much love for the Zuran Orb.
As it stands, these cards have a 'cool' factor about them, just like the legacy manlands.
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Treetop Village (arguably the best) + +1/+1= very good.
Fairy Conclave (the other really good one) also gets +1/+1= very good
Spawning Pool (very weak before) -regen + +1/+1 + shade ability = very good
Ghitu Encampment (decent before) -first strike + +4/+0 = very good (most improved IMO)
Forbidding Watchtower (Worst before) + +1/+0 + spirit link = still crappy
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maybe it's just my predilection for control builds...
i know a 6/1 for 2 is a nice thing to have, but - all things being equal - only 0 power creatures won't trade with it (though a mountain-for-2/2-or-better seems like it'd oft be good). a 2/5 for 2 would be no better if it weren't for the added bonus of gaining 2 life.
in the end, however, i suppose you really can't compare an aggro card to a control card so i'll be lame and call them both useful.
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The green one MAY NOT have trample. Either way, it's constructed worthy. If it has trample, it's VERY good and offers green a fairly solid way of dealing with W/X control in T2.
The Blue one... is great, trust me: 3 flying damage a turn is solid. Not for the control decks though... except that it's an additional beater for after the ***; so maybe in T2 W/U.
The black one? It just seems sub-par for black control, let alone B/X control. Black has gotten a 4/4 flyer/kill engine for 4, a 5/5 flyer with 5 to the dome for 6, and whatever toshi is, let alone two solid flip rats. This may be a late game beater, and I may throw in 1 to a MBC, but it's very un-splashable.
Red? 6/1 a turn's good if you're in limited. Vs white or green, it's disenchanted. Vs black... they waste a creature a turn. VS affinity, you're probably dead and they took 6. VS blue; bouncing lands is looking all the more viable. Indeed, I wouldn't doubt a U/R LD deck arising soon just because blue's bouncing a land is doubly good now.
White one? Well, it stops enforcer for a turn and provides a blocker and an attacker after wrath. It's Monowhite control goodness for T2, and decent in a W/U control deck, as unlike the blue one, it blocks well and plays the part of an exhaulted angel after a wrath. WHere as they 1/5 was a solid blocker; this is ... a solid blocker.
the black one is better though... just like that shade guy from odissey block...
but yes, this would stop most commons from attacking, except that 5/5 moss kami...
definitely a high pick... (as high as first?)...
[/imho]
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