Wind Zendikon
(C)
Enchantment - Aura
Enchant Land
Enchanted Land is a 2/2 Blue Elemental Creature with flying. It's still a land.
Whenever enchanted land is put into a graveyard, return that card to it's owner's hand.
46/145
EDIT : OP's wording is incorrect on that one, please refer to the link provided by the OP
EDIT 2 : I don't know what to think of the original wording at this hour. Oh well, too bad if I'm wrong.
I really like the quest. It only costs 1, so you can drop it turn one no problem. My question is, does it count each discard, or each instance of discard? For example, if I [/card]Blightning[/card] someone, would it get two counters (One for each card discarded) or just one counter?
To think Vines of Vastwood was good enough... Canopy Cover is going to be its new replacement, at least in my case..
I'd advise against that. Canopy Cover is a great enchantment, but Vines is instant-speed protection and occasional pump. instant speed can't be overlooked. plus, for a pure protection spell, Vines is superior for its comparatively low cmc.
Take your monoblack deck, then set aside 14 swamps. Add 4 Creeping Tar Pits, 4 Darkslick Shores, 4 Drowned Catacombs, and 2 Jwar isle Refuge and add 4 Jace, the Mindsculptors. Your monoblack deck is instantly better. Better yet, drop those refuges, throw in some islands and some mana leaks, and lo and behold, you're now playing a real deck. Congratulations. Welcome to the world of competitive M:TG.
hmmm, if I get tired of my current Grixis control, the quest looks great for a BR discard deck that's not quite good enough at the moment.....
one way or another discard is back
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Niteowl the blue mage....
Originally posted by thepchapin
too many people are relying far too heavily on netdecking instead of actually pushing themselves to find ways to advance the format.
Originally Posted by badjuju
As the Last of the Control Players, we are all part of a sacred brotherhood; a band of brothers who would rather die on their knees tapping islands and giving permission than live on our feet cascading into Blightning
So, Join the Ranks is kinda expencive but man, its instant allies. Don't think of them as soldiers, thats not really what the card is. Sup par soldier token generation. But it is instant allies which, in an ally deck like I have, can be devastating. With a Turntimber thats 3W for 4 creatures. instant speed Kabira triggers. "Surprise! My Umara is actually a 6/6, get out Baneslayer."
Basically its pretty great for allies, I don't know much about standard but it seems like this will help a lot. Chances are this will be a 4-of in my Bant Allies.
Yeah.. two soldier allies is good, but the real deal is "instant". Even if it were just one, and still cost 4, I would play 4 of these in my ally deck. Instant means I can wait to trigger things on their turn. 2 means I can have lots of fun while doing it.
not sure why everyone is so stoked about the blue aura. it's a bad blocker, because you don't want to hamper you tempo that badly and, as an attacker, it's almost certainly worse than Drifter il-Dal who was somewhat unspectacular at best (though TPS was a slower format).
canopy cover is pretty useless, sadly. it costs 2 mana, opens you up to a 2 for 1, but, realistically isn't worth a card anyway, because it does 0 damage... having said that, this will see play in limited in (and only in) monogreen and only because of one creature: Timbermaw larva
The rack varient is cute, but has a lot of conditions.
Join the Ranks is a fun card. Obviously only playable in 8+ ally deck, but in that it's pretty decent. it acts as a combat trick, a very efficient spell with certain allies. heck, it even turns highland beserkers lackluster ability into pretty decent blowout potential. Basically, harrow is to landfall as join the ranks is to allies. cute.
Dread Statuary is awesome. Obviously not constructed playable (compare it to the vastly superior gargoyle castle), but still... In zen limit any cards that make playing 18/19 lands desirable can't be overlooked. tapping for colourless is actually a lot less painful normally than coming into play tapped, and being able to trade for an attacker or, gasp, hit for large chungs of life late game are wonderful options. having cards that can tap for mana when you're screwed, or trade for threats when you're flooded go a long way to helping any deck. unless you have a critical number of timermaw larvas or spire barages, this should probably be picked up in the first 4 or 5 picks. it's like a weaker mouth of ronom.
You could cast the zendikon on a fetchland, crack it, return it to your hand, then replay it, crack it, and hopefully get lots of landfall triggers! The Quest seems like it goes hand and hand with mind sludge. But I could also see some sort of megrim, burning inquiry, blightning, business. Join the ranks is the stones! There are so many things happening in my mind about this one. Pyromancer, Diabolist, cleric, blademaster, warlord, the new mill ally one. I can't wait for worldwake to bring more rediculous-ness!
Blue Zendikon is nuts. Playing a fetch t1 and this t2 is essentially a 2/2 haste flying Sakura Tribe Elder. New combat rules make STE a little worse than his pedigree might suggest, but seriously, that's nuts.
Edit: Not to mention, what is the opponent going to do? Waste a card to try and stop you, causing card parity anyway?
So if I Blightning somebody, does that card get 2 counters?
Well, Megrim deals 4 damage if you Blightning them, so I'd imagine so.
Join the Ranks is an automatic 4-of in my Ally deck, at least for testing. Maybe I won't cut Evangel after all, if he can actually protect my guys from removal. Also, dropping JtR during their draw step with a Bala Ged Thief out seems mean.
I don't see how people can think Canopy Cover is anything but amazing. It protects any creature from removal for 2cc. There's so many reasons why Whispercloak is a pain, you want to protect a creature, but then you can't pump it up.
It's a shot in the arm for monogreen for sure. White's got Mark of Asylum, which is a lot better, but this really is great. In a color that can mana ramp like crazy, you can throw canopies on whoever you want to keep safe like Archdruid or Oracle, or a big fatty. I'm loving this card, and this is a good sign of monocolor becoming more of a trend for a while.
Canopy Cover1G
(U)
Enchantment - Aura
Enchant Creature
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponent controls.
98/145
Boring, generic, and wordy... oh, so worry. Green gets Flying/Shroud for 1G as long as you don't call it that... eh.
Join the Ranks3W
(C)
Instant
Put two 1/1 Soldier allies creature tokens onto the battlefield
9/145
So the ally creature type is worth 2 colorless mana? Yeah... no. The fact that they're SOLDIER Allies just adds insult to injuries. No doubt ally causal will love this, which is all the more reason why WOTC shouldn't have printed it.
Quest for the Nihil StoneB
(R)
Enchantment
Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone.
At the Beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two quest counters on it, you may have that player lose 5 life
64/145
4 life would have been interesting... this is just obscenely good. Might even make a deck.
Wind Zendikon U
(C)
Enchantment - Aura
Enchant Land
Enchanted Land is a 2/2 Blue Elemental Creature with flying. It's still a land.
Whenever enchanted land is put into a graveyard, return it to it's owner's hand.
46/145
1. You mean the green card I said was part of a cycle was part of a cycle?
2. You mean the green card I said was probably a late-game fill replacement for a too good card is already out-classed by a blue 1 drop?
Interesting ability, even if it sets you back a land in the long run. Probably won't see constructed play, but it is a very interesting mechanic and an efficient aura.
Dread Statuary
(U)
Land
T: Add 1 to your mana pool
4: Dread Statuary becomes a 4/2 artifact creature until end of turn. It's still a land.
135/145
So what you're telling me WOTC is that none of the manlands will be good. The rares'll be 2 colored CIPT lands with totem-esque activations that turn into generic, yet "powerful" creatures, and we won't get a common or uncommon series of manlands; rather we'll get one uncommon colorless land that turns into a pretty bad vanilla naturalize target.
Does anyone miss those days when WOTC put cards and themes in sets that made sense? Like when you heard goblins were going to be in a set, you got your mountains out instead of swamps, or when WOTC said they were going to do a land set, you set aside your basic lands looking forward to a new crop of manlands and - GASP - maybe fortifications?
Join the Ranks is gonna be bonkers in draft. It basically makes Umara Raptor an Air Elemental that attacks on turn 4. Among other possible ridiculous crap.
for my ally deck i am not sure if join the ranks is worth it though. unless you already have 3 or 4 allies out, all these will do is come in and then sit there the rest of the time. so im not so sure. the big thing that an ally deck needs is like the loremaster with the draw option but faster. i always seem to run out of cards in my hand to cast before i can finish my opponent off.
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(C)
Enchantment - Aura
Enchant Land
Enchanted Land is a 2/2 Blue Elemental Creature with flying. It's still a land.
Whenever enchanted land is put into a graveyard, return that card to it's owner's hand.
46/145
+ Goblin Artillery = Land-killing spree
EDIT : OP's wording is incorrect on that one, please refer to the link provided by the OP
EDIT 2 : I don't know what to think of the original wording at this hour. Oh well, too bad if I'm wrong.
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I'd advise against that. Canopy Cover is a great enchantment, but Vines is instant-speed protection and occasional pump. instant speed can't be overlooked. plus, for a pure protection spell, Vines is superior for its comparatively low cmc.
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Love that Zendikon! Surprised the blue one is so cheap.
R Citizen Cane (Feldon of the Third Path)
The last reliable landmark in Tazeem just walked away.
The wording from the poster is incorrect. The card says "return that card to it's owner's hand"
If you have played an ally deck before there really is no need for explanation of how good two instant speed allies will be.
one way or another discard is back
Originally posted by thepchapin
too many people are relying far too heavily on netdecking instead of actually pushing themselves to find ways to advance the format.
Originally Posted by badjuju
As the Last of the Control Players, we are all part of a sacred brotherhood; a band of brothers who would rather die on their knees tapping islands and giving permission than live on our feet cascading into Blightning
Basically its pretty great for allies, I don't know much about standard but it seems like this will help a lot. Chances are this will be a 4-of in my Bant Allies.
R Citizen Cane (Feldon of the Third Path)
canopy cover is pretty useless, sadly. it costs 2 mana, opens you up to a 2 for 1, but, realistically isn't worth a card anyway, because it does 0 damage... having said that, this will see play in limited in (and only in) monogreen and only because of one creature: Timbermaw larva
The rack varient is cute, but has a lot of conditions.
Join the Ranks is a fun card. Obviously only playable in 8+ ally deck, but in that it's pretty decent. it acts as a combat trick, a very efficient spell with certain allies. heck, it even turns highland beserkers lackluster ability into pretty decent blowout potential. Basically, harrow is to landfall as join the ranks is to allies. cute.
Dread Statuary is awesome. Obviously not constructed playable (compare it to the vastly superior gargoyle castle), but still... In zen limit any cards that make playing 18/19 lands desirable can't be overlooked. tapping for colourless is actually a lot less painful normally than coming into play tapped, and being able to trade for an attacker or, gasp, hit for large chungs of life late game are wonderful options. having cards that can tap for mana when you're screwed, or trade for threats when you're flooded go a long way to helping any deck. unless you have a critical number of timermaw larvas or spire barages, this should probably be picked up in the first 4 or 5 picks. it's like a weaker mouth of ronom.
To attack with this requires an "upkeep" of one mana since the land can't be tapped for mana if it attacks.
You get the land back if it dies, but you still lose the Aura, which is the same number of cards you lose if Drifter gets killed.
R Citizen Cane (Feldon of the Third Path)
Edit: Not to mention, what is the opponent going to do? Waste a card to try and stop you, causing card parity anyway?
Well, Megrim deals 4 damage if you Blightning them, so I'd imagine so.
Join the Ranks is an automatic 4-of in my Ally deck, at least for testing. Maybe I won't cut Evangel after all, if he can actually protect my guys from removal. Also, dropping JtR during their draw step with a Bala Ged Thief out seems mean.
~
It's a shot in the arm for monogreen for sure. White's got Mark of Asylum, which is a lot better, but this really is great. In a color that can mana ramp like crazy, you can throw canopies on whoever you want to keep safe like Archdruid or Oracle, or a big fatty. I'm loving this card, and this is a good sign of monocolor becoming more of a trend for a while.
Boring, generic, and wordy... oh, so worry. Green gets Flying/Shroud for 1G as long as you don't call it that... eh.
So the ally creature type is worth 2 colorless mana? Yeah... no. The fact that they're SOLDIER Allies just adds insult to injuries. No doubt ally causal will love this, which is all the more reason why WOTC shouldn't have printed it.
4 life would have been interesting... this is just obscenely good. Might even make a deck.
1. You mean the green card I said was part of a cycle was part of a cycle?
2. You mean the green card I said was probably a late-game fill replacement for a too good card is already out-classed by a blue 1 drop?
Interesting ability, even if it sets you back a land in the long run. Probably won't see constructed play, but it is a very interesting mechanic and an efficient aura.
So what you're telling me WOTC is that none of the manlands will be good. The rares'll be 2 colored CIPT lands with totem-esque activations that turn into generic, yet "powerful" creatures, and we won't get a common or uncommon series of manlands; rather we'll get one uncommon colorless land that turns into a pretty bad vanilla naturalize target.
Does anyone miss those days when WOTC put cards and themes in sets that made sense? Like when you heard goblins were going to be in a set, you got your mountains out instead of swamps, or when WOTC said they were going to do a land set, you set aside your basic lands looking forward to a new crop of manlands and - GASP - maybe fortifications?
How you should approach every game of Magic.
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