GU Experiment Kraj- all your abilities belong to us WB Teysa, Envoy of Ghosts- battlecruiser GUB The Mimeoplasm- when graveyards are not safe RGW Mayael the Anima- i luv the fatties
I don't think Obedience is a bad card, but it's not half costed Kismet because (by far) the most important part of Kismet is causing lands to ETB tapped. Tapping artifacts and creatures is a lot less relevant. Also, Kismet has never been "incredible". It was good in Stasis, and that's because... of affecting lands. When a colorshifted Kismet was printed in Planar Chaos (Frozen Aether), it was ignored.
Extort is probably the more relevant part of this card and might make it worth running. Otherwise it does very little on its own except remove haste from opponent's creatures which is not an effect that's worth 2 mana and a card.
Well, for EDH it can act as an extra Kismet. By itself it just shuts down haste and flash blockers. With Stasis, you have something. Sure they can play lots of lands and then play a tapped creature or artifact, but it will not untap. They would need to save up mana drops for an answer to Stasis.
I agree the best part of it is being a nice Extort enabler. But it does also nerf Restoration Angel a little bit.
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Can't the Kiki/Twin player just wait till your endstep to go off, untap and kill you? The extra turn could make a difference but you can also just play torpor orb or Damping Matrix that they cant win through. Eggs is a rare deck now that stoney silence is a popular sideboard card, even in white Jund. Extort is nice but I dont really see it getting activations until at least turn 4. You would want to use it at least 3 times for it to feel significant. The card has potential but in the end it just seems like a do nothing win more effect.
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I'd hate to be a math nazi, but either you meant "3 2/2's and a 4/4" or "only takes 8"
And I'd honestly thing that would depend on the Simic's exact setup at the time. in a Pack Rat Setting, you have 4 4/4s, one with summoning sickness.
If one's stopped that's 8 to the face... but that's turn 4. if you wait for T5, that's 15 to the face lol
the Evolve stuff is harder to pin down for a situation similar to this (since many of them have different roles involving the Mechanic and different P/T).
Let me give this a try. Assume Magical Christmasland:
T1: Cloudfin Raptor (0/1)
T2: Experiment One (1/1), Cloudfin Raptor gets a +1/+1 counter (1/2)
T3: Zameck Guildmage (2/2), Cloudfin has two +1/+1 counters (2/3), ExOne has one (2/2)
T4: Tap UG for Zameck's first ability, Gyre Sage with one +1/+1 counter (2/3). Cloudfin stays at 2 (2/3), but ExOne gets one (3/3)
T5: Tap UG again, Elusive Krasis (1/5) (Cliudfin 3/4, ExOne 4/4, Gyre Sage 3/4)
T6: Finally drop Ooze Flux. Tap out, remove one counter from each that has one (Cloudfin 2/3, ExOne 3/3, Gyre Sage 2/3, Elusive Krasis 0/4), get a 4/4 Ooze that puts everyone as they were
T7: Do it again. Swing time!
3 + 4 + 3 + 1 (unblockable) + 4 (token) + 2 (Zameck) - 4 (assuming removal, but that's why i made the other token for next turn :P) = 12.
...I won't say it's a fast method, but... lol. So Pack Rat's faster and hits harder, sure, but i still pump out a token or even two per turn, and while it's really convoluted and slow, I would run the crap out of it. This is making the choice between Simic and Dimir harder still.
That is not Magical Christmasland enough, try this:
T1: cast Cloudfin Raptor{CR} (0/1)
T2: cast Gyre Sage{GS*} (1/2), {CR} (1/2)1
T3: cast Shambleshark{SS} (2/1), {CR} (2/3)2, {GS*} (2/3)1; cast Gyre Sage{GS#} (1/2)
add counter to {SS} (3/2)1
T4: cast Elusive Krasis{EK} (0/4), {SS} (4/3)2, {CR} (3/4)3, {GS*} (3/4)2, {GS#} (2/3)1
cast Ooze Flux
T5: cast Fathom Mage{FM} (1,1), {EK} (1/5)1, {SS} (4/3)2, {CR} (3/4)3, {GS*} (3/4)2, {GS#} (2/3)1
tap {GS*} for 2 mana, remove 3 from {CR} and 1 from {SS} make a 4/4 ooze
{FM} (2/2)1 draw a card, {EK} (2/6)2, {SS} (4/3)2, {CR} (1/2)1, {GS*} (4/5)3, {GS#} (3/4)2
tap {GS#} for 2 mana, remove all counters from {FM}, {EK}, {SS} and {CR} make a 6/6 ooze
{FM} (2/2)1 draw a card, {EK} (1/5)1, {SS} (3/2)1, {CR} (1/2)1, {GS*} (5/6)4, {GS#} (4/5)3
Turn 6 can be anything you like, maybe even use Hellraiser Goblin and possible draw another Gyre Sage to make more mana to make more ooze creatures.
blind obedience is interesting but I doubt it will be worth it.
There isn't that much haste in the format so the tapping part is only good for offensive decks that wish to avoid blockers. For that alone it's not a bad card but you're better off playing some removal or a charm that doubles as removal.
It fights restoration angel fairly well and is a great way to bypass thragtusk or other nasty blockers for a turn but I doubt it's worth the tempo loss you suffer.
Extort on a hard to remove permanent however could make it just good enough though, will be interested to see how extort turns up. I expect it be fairly mediocre but having reach can be quite valuable in B/W.
I am surprised no one has mentioned the combination of Ooze Flux with Cathar's Crusade. Probably because few people actually play Cathar's Crusade, but that's beside the point. Ooze Flux + Cathar's Crusade is an insane combo in some sort of fun casual deck at least.
Well, other than the aforementioned interaction with undying and the ooze enchantment there's really not to much to add to it. I like how you can kill one ooze to create another, so when one's about to snuff it you can quasi blink it... not to say that I stay up at night worrying about protecting my ooze tokens or anything. Either way Simic players will have fun trying to make it work, it just costs too much to move power around the board.
As for Blind obedience, it has its uses. Back in planar chaos I had fun with frozen aether and bounce spells, and this is at the very least 'more competitive than frozen aether' it can do a similar thing for just creatures (which shuts down haste, might be worthwhile) and the extort may end up being relevant depending on the success of the mechanic in the metagame.
Anyone thought about putting blind obedience into affinity builds? I think it will be crazy good.
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GU Experiment Kraj- all your abilities belong to us
WB Teysa, Envoy of Ghosts- battlecruiser
GUB The Mimeoplasm- when graveyards are not safe
RGW Mayael the Anima- i luv the fatties
Well, for EDH it can act as an extra Kismet. By itself it just shuts down haste and flash blockers. With Stasis, you have something. Sure they can play lots of lands and then play a tapped creature or artifact, but it will not untap. They would need to save up mana drops for an answer to Stasis.
I agree the best part of it is being a nice Extort enabler. But it does also nerf Restoration Angel a little bit.
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kiki/twin tokens are sac'd/exiled eot
That is not Magical Christmasland enough, try this:
T1: cast Cloudfin Raptor{CR} (0/1)
T2: cast Gyre Sage{GS*} (1/2), {CR} (1/2)1
T3: cast Shambleshark{SS} (2/1), {CR} (2/3)2, {GS*} (2/3)1; cast Gyre Sage{GS#} (1/2)
add counter to {SS} (3/2)1
T4: cast Elusive Krasis{EK} (0/4), {SS} (4/3)2, {CR} (3/4)3, {GS*} (3/4)2, {GS#} (2/3)1
cast Ooze Flux
T5: cast Fathom Mage{FM} (1,1), {EK} (1/5)1, {SS} (4/3)2, {CR} (3/4)3, {GS*} (3/4)2, {GS#} (2/3)1
tap {GS*} for 2 mana, remove 3 from {CR} and 1 from {SS} make a 4/4 ooze
{FM} (2/2)1 draw a card, {EK} (2/6)2, {SS} (4/3)2, {CR} (1/2)1, {GS*} (4/5)3, {GS#} (3/4)2
tap {GS#} for 2 mana, remove all counters from {FM}, {EK}, {SS} and {CR} make a 6/6 ooze
{FM} (2/2)1 draw a card, {EK} (1/5)1, {SS} (3/2)1, {CR} (1/2)1, {GS*} (5/6)4, {GS#} (4/5)3
Turn 6 can be anything you like, maybe even use Hellraiser Goblin and possible draw another Gyre Sage to make more mana to make more ooze creatures.
There isn't that much haste in the format so the tapping part is only good for offensive decks that wish to avoid blockers. For that alone it's not a bad card but you're better off playing some removal or a charm that doubles as removal.
It fights restoration angel fairly well and is a great way to bypass thragtusk or other nasty blockers for a turn but I doubt it's worth the tempo loss you suffer.
Extort on a hard to remove permanent however could make it just good enough though, will be interested to see how extort turns up. I expect it be fairly mediocre but having reach can be quite valuable in B/W.
As for Blind obedience, it has its uses. Back in planar chaos I had fun with frozen aether and bounce spells, and this is at the very least 'more competitive than frozen aether' it can do a similar thing for just creatures (which shuts down haste, might be worthwhile) and the extort may end up being relevant depending on the success of the mechanic in the metagame.
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