...You just made me think of a horrible deck where I cast this guy, attack with it on my extra turn, Karakas it back to my hand, and play it again, to attack in my extra extra turn.
If casting a 15/15 with evasion and pseudo-shroud, netting an extra turn, and blowing up six of your opponent's permanents of his choice doesn't net you enough advantage to the point that you still want to Karakas this guy back to your hand, then there is an extremely good chance...
If casting a 15/15 with evasion and pseudo-shroud, netting an extra turn, and blowing up six of your opponent's permanents of his choice doesn't net you enough advantage to the point that you still want to Karakas this guy back to your hand, then there is an extremely good chance...
you're doing it wrong.
That was a bit uncalled for. I'm aware of everything that the card does and can do. Some people like overkill every once in a while, you know.
So if i understand the level up mechanic, the minotaur is roughly equivalent to the following (well, this is how i like to see it anyway)
For levels 1-6:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
6/6
For levels 6+:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
Whenever {this} attacks, it deals 6 damage to each creature defending player controls.
6/6
A 6/6 for 4CMC is a pretty good deal, even with a 1R upkeep!
So basically if you paid the 15 you untap all permanents you control, draw a card, your opponent takes 15 damage, and sacrifices 6 permanents. O yeah... and you win.
Sounds like cruel ultimatum but paying it with no colored mana.
So basically if you paid the 15 you untap all permanents you control, draw a card, your opponent takes 15 damage, and sacrifices 6 permanents. O yeah... and you win.
Sounds like cruel ultimatum but paying it with no colored mana.
And it costs double... plus 1. And you don't gain life so you still might die to that Lightning Bolt.
If the whole Brood lineage ramp thing really is playable at a competitive level, Emrakul is beyond broken.
It's one thing to trigger the Time Walk when you simply cast it; I can live with that. But to make it uncounterable pretty much kills control if this thing is actually playable.
Pretty silly, IMO. WotC continues to cater to the Timmys of the world.
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I love it. People are already saying he's broken. I thought Eldrazi.dek needed but 1 Eldrazi card to be plausible, and this might be it. But hey, remember that I'm a Timmy
The release foil is:
Lord of Shatterskull Pass 3R (Rare)
Creature - Minotaur Shaman
Level up 1R (Play only as sorcery)
3/3
Level 1-5 6/6
Level 6+ 6/6 Whenever
Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls.
I think it says (6 damage), its very hard to make out on the card as its in very small font.
That seems quite good. The way that I see it, it's kind of like getting a 6/6 for 6 with an installment plan (3R when cast, 1R on your next main) which can randomly wreck your opponent's board if he levels up to lv6, which is just gravy.
Are you sure that the p/t on each level is the same? It seems odd that they'd have it at the same at each level.
So if i understand the level up mechanic, the minotaur is roughly equivalent to the following (well, this is how i like to see it anyway)
For levels 1-6:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
6/6
For levels 6+:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
Whenever {this} attacks, it deals 6 damage to each creature defending player controls.
6/6
A 6/6 for 4CMC is a pretty good deal, even with a 1R upkeep!
That's not really how I'm understanding it. It says nothing about upkeep in the level up mechanic.
Level up 1R (1R: Put a level counter on this. Level up only as a sorcery.)
Level 0: 3/3
Level 1-5: 6/6
Level 6: 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls.
There will be some spot(s) reserved for him in Hypergenesis. An Eldrazi with evasion and annihilator is all I needed. And he is also the prerelease mythic? Guess I'll try to pick 2 up then.:banana:
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If casting a 15/15 with evasion and pseudo-shroud, netting an extra turn, and blowing up six of your opponent's permanents of his choice doesn't net you enough advantage to the point that you still want to Karakas this guy back to your hand, then there is an extremely good chance...
He works well with Erratic Portal in EDH though. (He? She?)
When legacy players who play 43land.dec decided that Iona needs to GTFO.
Since Iona has been pimp smaking the crap out of legacy.
currently playing:
LEGACY
loam/depthsBG
Sneak showUR
LED DredgeUBR
ReanimatorUB
landsBURG
EDH
DoranWBG
JhoiraUR
Emrakul looks like 4/248. Obviously can't tell on the other one.
He can be reanimated, it just has to be at instant speed.
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
But still I don't understand how the graphic on the level-up card will work...
Level 2 Judge
That was a bit uncalled for. I'm aware of everything that the card does and can do. Some people like overkill every once in a while, you know.
He will be cheated into play as one of the best targets for such cheating ever printed. The fact that you don't take the extra turn doesn't matter.
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
They were Celestial Purge and Bituminous Blast.
For levels 1-6:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
6/6
For levels 6+:
Lord of Shatterskull Pass - 3R
Creature - Minotaur Shaman
At the beginning of your upkeep, pay 1R or {this} gets -3/-3 until end of turn.
Whenever {this} attacks, it deals 6 damage to each creature defending player controls.
6/6
A 6/6 for 4CMC is a pretty good deal, even with a 1R upkeep!
Sounds like cruel ultimatum but paying it with no colored mana.
And it costs double... plus 1. And you don't gain life so you still might die to that Lightning Bolt.
4 Treasure Hunt
4 Cloudpost
4 Vesuva
4 Karakas
4 Boseiju, Who Shelters All
39 Island
My new T1 combo deck, lol.
Pretty unstoppable turn 6 kill =P.
Unless they counter Treasure hunt, that's where Boseiju comes in!
It's one thing to trigger the Time Walk when you simply cast it; I can live with that. But to make it uncounterable pretty much kills control if this thing is actually playable.
Pretty silly, IMO. WotC continues to cater to the Timmys of the world.
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I love it. People are already saying he's broken. I thought Eldrazi.dek needed but 1 Eldrazi card to be plausible, and this might be it. But hey, remember that I'm a Timmy
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Its in the OP as 4/248.......
That seems quite good. The way that I see it, it's kind of like getting a 6/6 for 6 with an installment plan (3R when cast, 1R on your next main) which can randomly wreck your opponent's board if he levels up to lv6, which is just gravy.
Are you sure that the p/t on each level is the same? It seems odd that they'd have it at the same at each level.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
It just costs one more.
But yeah it wont matter anymore, the next turn its to enjoy how that monster will beat face.
It only seems that way because us Timmy's are pretty easy to please =P.
I really like the big Eldrazi. The pre-re artwork is not full frame, right? The real art is much nicer from what I can see.
On spoiled card wishlisting and 'should-have-had'-isms:
That's not really how I'm understanding it. It says nothing about upkeep in the level up mechanic.
Level up 1R (1R: Put a level counter on this. Level up only as a sorcery.)
Level 0: 3/3
Level 1-5: 6/6
Level 6: 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls.