Cool mechanic. It's the perfect progression from split cards. The bant one is pretty neat, but we'll have to see if there are any rare ones that aren't 8 mana.
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"I don't know why people say a double-edged sword is bad. It's a sword. With two edges." - Kamahl, Pit Fighter
I choked on my drink when I saw Ral Zarek's ultimate. I don't know how viable this is going to be, but the promise of up to five extra turns (if you're REALLY lucky or have Krark's Thumb out) is almost too good to resist.
toil/trouble
2B/2R
target player draws 2/loses 2 life//stormseeker
beck//call
UG//4WU
whenever a creature CIP this turn, draw a card//put four bird tokens in to play
the mechanic on both is "fuse" which is "cast either or both halves of ~this~"
also: To those saying ral's ultimate is no good...are you insane? "take two and a half additional turns after this one" seems pretty good. The odds of less than timewalk are 1/32; the odds of at least time stretch are 26/32. That's an ok ultimate for a card whos first two modes are both good.
The hallmark of a bad card is when you need to run other bad cards in your deck to make him good.
But while his ultimate is terrible, his +1 and -2 are very, very good.
I don't think his ultimate is terrible cause it basically guarantees at least 2 extra turns unless you are VERY unlucky. Plus his first ability and second ability protects himself, and the first one even helps you while he does it!
i like ral a lot, but i love fuse. i don't care if the cards are unplayable, still will love it. also love the "future sight" mechanic, so +1 to melek also.
EDH is like French fries: some people like waffle cut, crinkle cut, or plain old straight cut, and while there's slight flavor difference and personal preference, at the end of the day they're still fries.
Man I didn't even notice the "fuse" part. I love that! Split cards were so confusing to my friends and I when we first started playing because we always thought you could cast both cards at the same time. Now you can.
Also, I really wish Trouble was instant speed. I really miss Sudden Impact.
Sort of. Each of the "modes" has a different mana cost and color(s), and the "entwine" cost is equal to the mana cost of the other half of the card. And if you cast both, the entire spell has the combined colors of both halves.
In the same way you can tell someone is from the XVIII century because he is arroused by ankles, you can tell someone is from USA because he feels nipples disturbing.
I wish my 4/4s with haste and first strike that acted as Goblin Warchiefs were better and didn't die to instants and overshadowed all other 4 drops in the format. And that they had evasion too, and some way to dodge wrath effects.
Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
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Cool mechanic. It's the perfect progression from split cards. The bant one is pretty neat, but we'll have to see if there are any rare ones that aren't 8 mana.
The hallmark of a bad card is when you need to run other bad cards in your deck to make him good.
But while his ultimate is terrible, his +1 and -2 are very, very good.
Replaced image leeching. -TK
OH LORD THEY REPRINTED GLIMPSE OF NATURE
toil/trouble
2B/2R
target player draws 2/loses 2 life//stormseeker
beck//call
UG//4WU
whenever a creature CIP this turn, draw a card//put four bird tokens in to play
the mechanic on both is "fuse" which is "cast either or both halves of ~this~"
also: To those saying ral's ultimate is no good...are you insane? "take two and a half additional turns after this one" seems pretty good. The odds of less than timewalk are 1/32; the odds of at least time stretch are 26/32. That's an ok ultimate for a card whos first two modes are both good.
I don't think his ultimate is terrible cause it basically guarantees at least 2 extra turns unless you are VERY unlucky. Plus his first ability and second ability protects himself, and the first one even helps you while he does it!
One of them is 2B/2R
Target player draws 2, takes two / Target player loses life equal to the # of cards in their hand.
The other is GU/4WU
Draw a card whenever a creature ETBs this turn / Put 4 1/1 birds into play.
Updated 11/01/13
-->Standard:
:symwg::symwg::symwg: Aggressive Midrange
:symu::symu::symu: Devotion
-->Modern:
:symwg::symrg::symug: Kiki-Jiki Pod
:0mana::symur::0mana: Affinity
Also, I really wish Trouble was instant speed. I really miss Sudden Impact.
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Beck and Call is very interesting.
Edit: Wow fuse is an AWESOME mechanic. A++++++
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
Sort of. Each of the "modes" has a different mana cost and color(s), and the "entwine" cost is equal to the mana cost of the other half of the card. And if you cast both, the entire spell has the combined colors of both halves.
R Citizen Cane (Feldon of the Third Path)
Niv-Mizzet Ramp 'n' Wheel
Godo: Strap him up and turn him sideways!
The common is so good. SO GOOD.
How you should approach every game of Magic.
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My Flawless Score MCC Card | My Other One | # Three!
Fuse is awesome.
My current decks!
http://tappedout.net/users/ThePhasewalker/
Awesome new Sunforger/card] target! Might try this out in place of Orim's Thunder
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