Yup, 3 land slots in U/R Obliterate just became this card.
Anyways, I like the simplicity of this card (Short of the name that is.). While not exactly useful in limited, it does serve some purposes in constructed. In this case as a part of U/R Oblits and as anti-ld tech.
Overall though, the biggest thing I'm happy about: it's an uncommon, meaning I don't have to worry about it clogging up my rare slots.
I don't think that this would really be all that powerful in a UR obliterate deck. I mean, you only get 1 1/1 creature, and you'll have ingots or something as your main attackers.
This seems more like a card that is meant to help vs. slith in ponza/big red matchups in standard.
Yeah, because noone has ever floated mana to destroy your march in response to the obliterate. I mean, noone would do that, right?
Of course they do, and then you have no lands, and they have no lands, etc.
A lot of times when you obliterate you arent that far from winning, and anything that speeds that up is a "Good Thing".
like it.. not exactly "zomg amazing" but it's good
at least it's more useful that untaidake... don't know about that one.. wasn't even mentioned in the book (outlaw).. can't guess it's place in the whole story
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I must say Cube Drafting is Fun. Since its mostly the only drafting i do.
Attack step ok, oh wait i would like to cryptic command. im sorry its too late to do that.
Unfortunately, I don't think the decks that go out of their way to destroy your land really care that much about a random 1/1.
It's not a *bad* card at all -- far from it, I think. It can certainly go into mono-colored decks in Block that can afford colorless lands. Any card that replaces itself for free when destroyed deserves a look.
One problem I see, though, is that mono-colored decks that care about having creatures are going to want to use Genjus, and colorless lands interfere with playing the maximum number of Genju targets.
In the right deck, it's worth it. The "right deck" is one that eats its own land for whatever reason ... like I said, I don't think it's worth playing outside of Block over, say, Nexus or Stones, on the off-chance someone will destroy it for you.
If the Akki land deck turns out to be good, and they seem to be prebuilding it for us, I would use 4 of these. The fact that there's a combo with Crack the Earth, Akki Avalanchers, etc. is a nice bonus, but too convoluted to really make it a major design consideration if you were only playing one of that kind of card. If you're playing lots of that kind of card, then you get a pretty frequent small bonus for something you were going to do anyway, and that adds up.
A typical opening sequence on the play might be:
T1: Mountain, Avalanchers.
T2: God's Eye, attack with Avalanchers, sac God's Eye to Avalanchers, get +2/+0 and another attacker for next turn
-OR-
T2: God's Eye, attack with Avalanchers, Crack the Earth sac'ing God's Eye, get another attacker for next turn, stay even on cards and ahead on tempo.
So far the core of that deck looks like Akki Avalanchers, Akki Raider, Zo-Zu, Stone Rain, Crack the Earth, God's Eye ... I think Kumano, Frostling, and the Genju will also be automatic inclusions in any Block red deck.
So my take is that it's just another one of those "little things" that, taken by itself or with any other single combo is unimpressive, but when taken with every easily playable combo in the right deck, becomes pretty good.
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This is my Jackal Pup. There are many like it, but this one is mine. My Jackal Pup is my best friend. It is my life. I must master it as I must master my life. My Jackal Pup without me is useless. Without my Jackal Pup, I am useless. I must tap my Jackal Pup true. I must tap faster than my enemy who is trying to kill me. I must beat him down before he beats me down. I will.
This would be funny as a combat trick if you had Patron of the Soratami out. You could just put two of these into play and get two creatures. Oh even better. If you have that white guy 5WW that says whenever a legendary permanent goes to the graveyard return it to its owners hand.... Then you could pay to put these two lands into play from your hand. Get 2 creatures. Put them back in your hand and do it again. That sounds fun if not expensive. The blue patron could get out cheaper if you work up from a Soratami guy. The white guy will just be 7 or reanimated.
Sounds like fun.
PS:
Oh Yeah! If you can get out the 5WW guy then you can just sack your land for creatures and generate a lot of mana too. Maybe this is good with Mana Seism O_o?
Not sure what to make of this. I don't find it particularly impressive. Maybe it could be used in conjunction with the red "each player sacs" spell in some sort of LD deck.
Sorry, I'm Annorax'd.
Unless you can play 2 of these every turn or just really like saccing lands (Akki Avalanchers is a terrible card...), this card is poot. If you really like nixing your lands for creatures, I hear there's this card call Meloku that does that...
I know there's a combo here using Sacred Ground, March of the Machines, and Mycosynth Lattice/Myr Landshaper, but. I think it may involve donate? Such BS.
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Gods' Eye, Gate to the Reikai
Legendary Land (U)
:symtap:: Add to your mana pool.
When Gods’ Eye, Gate to the Reikai is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play.
neat, i suppose.
when i armgeddon i get a 1/1 i can attack with next turn...
or when my opponent casts an obliterate i can block his marched darksteel ingot i guess...
there might be combo implications...
meh, tho.
i agree that an uncommon legendary land is a little wacky, but i suppose the fact that it produces and not a colored mana accounts for this... sorta.
Wow, this seems like it can be really good. Im sure there will be decks in both limited and constructed that will find some use for this card, Im sure of it.
Its a very creative and possibly powerful card, I love it.
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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!!!!
I hate seeing the Avalanchers bashed constantly. Akki Avalanchers is a fine card for Block Sligh, and will see play in Standard. It's better than almost all alternatives.
The 1-drops available to Sligh in Standard, based on what we know from the spoiler, are:
That's every creature we know of for post-BoK Standard that costs R or 1. Obviously the Walls don't count. None of the artifact 1-drops are good enough to compensate for the fact that they're artifacts in an artifact-hating environment.
Crazed Goblin is a terrible card, clearly inferior to say Mons's Goblin Raiders or Dwarven Trader. Orcish Spy is a terrible card, as its special ability is wholly irrelevant. Spark Elemental is a terrible card, a skill-tester, strictly worse than Lava Spike unless you have equipment on the board, which you shouldn't.
Frostling is a very good card, better than Akki Avalanchers.
Krark-Clan Shaman is a balanced card, but has two things going against it -- a) it's unwise for a non-Affinity beatdown deck to play enough artifacts to activate its ability regularly, and b) a red-based beatdown deck will kill its own creatures when it activates the KCS ability.
Mogg Sentry is playable in the correct environment, which IMO is an environment where either your guys are getting removed by Shock and its equivalents, or your opponent is countering things before your attack phase. The current environment is not heavy on damage-based removal or counters, so I think Mogg Sentry < Akki Avalanchers. At least an argument can be made here.
Without Piledriver around to make its haste meaningful, or tribal Goblins to care about its creature type, Raging Goblin is pretty bad. With the exception of the most aggressive Onslaught-based tribal Goblin decks, Raging Goblin has always been pretty bad. You have to get 2 Raging Goblins onboard and through for damage to equal 1 activation from an Akki Avalanchers, and that's all you'll ever get from the Raging Goblins. The Akki Avalanchers can take down a larger creature. The Akki Avalanchers can be activated repeatedly, and have the bonus of pumping or activating other cards that care about land going to the graveyard.
So, for a red-based beatdown deck in Standard, you're looking at the following playable one-drops:
Akki Avalanchers
Frostling
Mogg Sentry
If you only want 4 one-drops, Frostling is the best choice. If you want 8 one-drops, I believe the Avalanchers are clearly superior to Mogg Sentry, but that's arguable.
So Akki Avalanchers is one of the best 2 or 3 one-drops for red in Standard. By default, it's one of the best 2 one-drops in Block. If that's not good enough for you, then you should probably not be playing red weenies in Standard or Block.
I can see an argument against playing *any* one-drops other than Frostling in Standard. I played exactly 0 one-drops at States this year. But I also accepted the fact that I would mulligan a lot of threat-free hands.
A 1/1 for R with an aggressive ability is as good as it gets for red weenies. Like I said, if that strikes you as "terrible" then red weenies are clearly not for you.
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This is my Jackal Pup. There are many like it, but this one is mine. My Jackal Pup is my best friend. It is my life. I must master it as I must master my life. My Jackal Pup without me is useless. Without my Jackal Pup, I am useless. I must tap my Jackal Pup true. I must tap faster than my enemy who is trying to kill me. I must beat him down before he beats me down. I will.
Hmmm... some people act like uncommon legendary lands are anything new. Let's just make it that these places are more like Rivendell and rare ones are more like Lothlorien. Rivendell is a place that people know about and go pretty freely. It's an elf city, but an open one, it's unique, but as unique as any other single place really. Lothlorien is more hidden, in general people are not welcome to come and go as they please, and the people there are more secretive. In general it's not a place that everyone knows about, or have only heard of in stories.
I could of course be far off base. Excuse the euphamisms, I've been reading LotR if you can't tell:elf:
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Where to I was once the purveyor of much merryment, now I'm just a complete bastard.
When I said "4 in the block Sligh deck," I wasn't considering the fact it's a Legendary Land. 2 seems like a better number with that in mind.
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This is my Jackal Pup. There are many like it, but this one is mine. My Jackal Pup is my best friend. It is my life. I must master it as I must master my life. My Jackal Pup without me is useless. Without my Jackal Pup, I am useless. I must tap my Jackal Pup true. I must tap faster than my enemy who is trying to kill me. I must beat him down before he beats me down. I will.
*builds 60 card deck with 60 copies of Gods' Eye, Gate to the Reikai* If only it had relentless rats second ability...and why bother reducing the number because its legendary? that just means there less chance to get one, whereas if you had 4, a second one would just kill both and net 2 spirit tokens.
I'm gonna make a nice fun deck with Cunning Bandit, Gods' Eye, Gate to the Reikai, Akki Avalanchers, the other Akki that triggers when land goes to graveyard, and Crack the Earth.
i like this card, in death cloud could be playable, i mean tap it out for mana for your deathcloud, then put another one of em into play, they both die adding 2 spirirts, then deathcloud
Anyways, I like the simplicity of this card (Short of the name that is.). While not exactly useful in limited, it does serve some purposes in constructed. In this case as a part of U/R Oblits and as anti-ld tech.
Overall though, the biggest thing I'm happy about: it's an uncommon, meaning I don't have to worry about it clogging up my rare slots.
Yeah, because noone has ever floated mana to destroy your march in response to the obliterate. I mean, noone would do that, right?
Of course they do, and then you have no lands, and they have no lands, etc.
A lot of times when you obliterate you arent that far from winning, and anything that speeds that up is a "Good Thing".
at least it's more useful that untaidake... don't know about that one.. wasn't even mentioned in the book (outlaw).. can't guess it's place in the whole story
~Aristotle
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I must say Cube Drafting is Fun. Since its mostly the only drafting i do.
Attack step ok, oh wait i would like to cryptic command. im sorry its too late to do that.
Thanks to DarkNightCavalier
It's not a *bad* card at all -- far from it, I think. It can certainly go into mono-colored decks in Block that can afford colorless lands. Any card that replaces itself for free when destroyed deserves a look.
One problem I see, though, is that mono-colored decks that care about having creatures are going to want to use Genjus, and colorless lands interfere with playing the maximum number of Genju targets.
In the right deck, it's worth it. The "right deck" is one that eats its own land for whatever reason ... like I said, I don't think it's worth playing outside of Block over, say, Nexus or Stones, on the off-chance someone will destroy it for you.
If the Akki land deck turns out to be good, and they seem to be prebuilding it for us, I would use 4 of these. The fact that there's a combo with Crack the Earth, Akki Avalanchers, etc. is a nice bonus, but too convoluted to really make it a major design consideration if you were only playing one of that kind of card. If you're playing lots of that kind of card, then you get a pretty frequent small bonus for something you were going to do anyway, and that adds up.
A typical opening sequence on the play might be:
T1: Mountain, Avalanchers.
T2: God's Eye, attack with Avalanchers, sac God's Eye to Avalanchers, get +2/+0 and another attacker for next turn
-OR-
T2: God's Eye, attack with Avalanchers, Crack the Earth sac'ing God's Eye, get another attacker for next turn, stay even on cards and ahead on tempo.
So far the core of that deck looks like Akki Avalanchers, Akki Raider, Zo-Zu, Stone Rain, Crack the Earth, God's Eye ... I think Kumano, Frostling, and the Genju will also be automatic inclusions in any Block red deck.
So my take is that it's just another one of those "little things" that, taken by itself or with any other single combo is unimpressive, but when taken with every easily playable combo in the right deck, becomes pretty good.
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This would be funny as a combat trick if you had Patron of the Soratami out. You could just put two of these into play and get two creatures. Oh even better. If you have that white guy 5WW that says whenever a legendary permanent goes to the graveyard return it to its owners hand.... Then you could pay to put these two lands into play from your hand. Get 2 creatures. Put them back in your hand and do it again. That sounds fun if not expensive. The blue patron could get out cheaper if you work up from a Soratami guy. The white guy will just be 7 or reanimated.
Sounds like fun.
PS:
Oh Yeah! If you can get out the 5WW guy then you can just sack your land for creatures and generate a lot of mana too. Maybe this is good with Mana Seism O_o?
:biggrin3:
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Unless you can play 2 of these every turn or just really like saccing lands (Akki Avalanchers is a terrible card...), this card is poot. If you really like nixing your lands for creatures, I hear there's this card call Meloku that does that...
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Ok, so that's terrible, but whatever. I don't really like this too much, but at least they are trying new ideas.
neat, i suppose.
when i armgeddon i get a 1/1 i can attack with next turn...
or when my opponent casts an obliterate i can block his marched darksteel ingot i guess...
there might be combo implications...
meh, tho.
i agree that an uncommon legendary land is a little wacky, but i suppose the fact that it produces and not a colored mana accounts for this... sorta.
-aNia_
-sig by alex, avatar by aNia_
Its a very creative and possibly powerful card, I love it.
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!!!!
I hate seeing the Avalanchers bashed constantly. Akki Avalanchers is a fine card for Block Sligh, and will see play in Standard. It's better than almost all alternatives.
The 1-drops available to Sligh in Standard, based on what we know from the spoiler, are:
Akki Avalanchers
Arcbound Worker
Cinder Wall
Clockwork Beetle
Crazed Goblin
Frostling
Krark-Clan Shaman
Mogg Sentry
Myr Mindservant
Myr Moonvessel
Myr Servitor
Orcish Spy
Raging Goblin
Razorgrass Screen
Spark Elemental
Steel Wall
That's every creature we know of for post-BoK Standard that costs R or 1. Obviously the Walls don't count. None of the artifact 1-drops are good enough to compensate for the fact that they're artifacts in an artifact-hating environment.
That leaves us with:
Akki Avalanchers
Crazed Goblin
Frostling
Krark-Clan Shaman
Mogg Sentry
Orcish Spy
Raging Goblin
Spark Elemental
Crazed Goblin is a terrible card, clearly inferior to say Mons's Goblin Raiders or Dwarven Trader. Orcish Spy is a terrible card, as its special ability is wholly irrelevant. Spark Elemental is a terrible card, a skill-tester, strictly worse than Lava Spike unless you have equipment on the board, which you shouldn't.
That leaves us with:
Akki Avalanchers
Frostling
Krark-Clan Shaman
Mogg Sentry
Raging Goblin
Frostling is a very good card, better than Akki Avalanchers.
Krark-Clan Shaman is a balanced card, but has two things going against it -- a) it's unwise for a non-Affinity beatdown deck to play enough artifacts to activate its ability regularly, and b) a red-based beatdown deck will kill its own creatures when it activates the KCS ability.
Mogg Sentry is playable in the correct environment, which IMO is an environment where either your guys are getting removed by Shock and its equivalents, or your opponent is countering things before your attack phase. The current environment is not heavy on damage-based removal or counters, so I think Mogg Sentry < Akki Avalanchers. At least an argument can be made here.
Without Piledriver around to make its haste meaningful, or tribal Goblins to care about its creature type, Raging Goblin is pretty bad. With the exception of the most aggressive Onslaught-based tribal Goblin decks, Raging Goblin has always been pretty bad. You have to get 2 Raging Goblins onboard and through for damage to equal 1 activation from an Akki Avalanchers, and that's all you'll ever get from the Raging Goblins. The Akki Avalanchers can take down a larger creature. The Akki Avalanchers can be activated repeatedly, and have the bonus of pumping or activating other cards that care about land going to the graveyard.
So, for a red-based beatdown deck in Standard, you're looking at the following playable one-drops:
Akki Avalanchers
Frostling
Mogg Sentry
If you only want 4 one-drops, Frostling is the best choice. If you want 8 one-drops, I believe the Avalanchers are clearly superior to Mogg Sentry, but that's arguable.
So Akki Avalanchers is one of the best 2 or 3 one-drops for red in Standard. By default, it's one of the best 2 one-drops in Block. If that's not good enough for you, then you should probably not be playing red weenies in Standard or Block.
I can see an argument against playing *any* one-drops other than Frostling in Standard. I played exactly 0 one-drops at States this year. But I also accepted the fact that I would mulligan a lot of threat-free hands.
A 1/1 for R with an aggressive ability is as good as it gets for red weenies. Like I said, if that strikes you as "terrible" then red weenies are clearly not for you.
I could of course be far off base. Excuse the euphamisms, I've been reading LotR if you can't tell:elf:
Well, I guess Shrines can be considered "enchanted", which makes them enchantments. The flavor is kinda odd, though..
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