My first instinct is this is really powerful. My second thought was what sort of deck would this go in? I wonder if this could be a missing piece though to transform the fringe Big Red deck into Big Jund.
If it had vigilance? you mean when Vivien gives it vigilance (and reach)...was wondering which deck Viv was going into, starting to look like Golgari might have a place for her...and she gives it Flash as her static if she's already out...so much card interaction in this set, loving it!
The design looks inelegant to me. I hate to be an armchair designer, but vigilance would have tied the package together nicely. Note that unlike most such "needs X" comments, I'm criticizing the cohesiveness of the design rather than the power level. I've no doubt this card is plenty strong, it just looks inelegant.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Weird combo of abilities, but I guess it's a floor cleaner and a dessert topper. You draft it and it does work at any point in the game. Could be worse, could have been defender haste. (mmm, that could actually be better...)
The design looks inelegant to me. I hate to be an armchair designer, but vigilance would have tied the package together nicely. Note that unlike most such "needs X" comments, I'm criticizing the cohesiveness of the design rather than the power level. I've no doubt this card is plenty strong, it just looks inelegant.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
That would be way overdesigned for an uncommon in a set that already pushes the envelope in uncommon complexity.
The design looks inelegant to me. I hate to be an armchair designer, but vigilance would have tied the package together nicely. Note that unlike most such "needs X" comments, I'm criticizing the cohesiveness of the design rather than the power level. I've no doubt this card is plenty strong, it just looks inelegant.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
The design looks inelegant to me. I hate to be an armchair designer, but vigilance would have tied the package together nicely. Note that unlike most such "needs X" comments, I'm criticizing the cohesiveness of the design rather than the power level. I've no doubt this card is plenty strong, it just looks inelegant.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
Exactly. It's a neat card, but it has too much internal tension. I dig cards that challenge players to think critically about making choices in how to best use them, but this card feels like it was designed to frustrate players. It'll be useful at just about any point in the game (which is good), but it'll always feel like you're getting half of the card's usefulness at any given time. Using it to ramp removes it as a rattlesnake (in an environment where protecting planeswalkers is key), not ramping and holding it as a blocker slows down the development of your board. Players forced to make strategic choices is good, putting them in the position where even the 'right' choice can feel bad makes me think the card needed just a bit of tweaking. WotC has been very conscious of feel bad scenarios, this card feels like one.
I want to be clear: it is a good card and a Limited standout. But it's one that you need to support to not feel frustrated by. In terms of ramp/removal, we literally just got a removal spell/ramp spell combo that I think I like a lot more because you're always in a position to use both aspects of the card.
This card seems difficult to use. If you tap it for mana on your turn, you lose out on a possible deathtouch deterrent in addition to lifelink. If you hold it back as a potential blocker, you probably miss out on the life you would have gained if it had attacked, not to mention you likely won't be able to use the mana during combat. Finally, if you choose to attack with it, you miss out on making mana, but you do almost certainly gain life.
All these abilities are pulling this card in different directions. Maybe it will be interesting to play with in Limited as a result.
Private Mod Note
():
Rollback Post to RevisionRollBack
WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
The design looks inelegant to me. I hate to be an armchair designer, but vigilance would have tied the package together nicely. Note that unlike most such "needs X" comments, I'm criticizing the cohesiveness of the design rather than the power level. I've no doubt this card is plenty strong, it just looks inelegant.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
Exactly. It's a neat card, but it has too much internal tension. I dig cards that challenge players to think critically about making choices in how to best use them, but this card feels like it was designed to frustrate players. It'll be useful at just about any point in the game (which is good), but it'll always feel like you're getting half of the card's usefulness at any given time. Using it to ramp removes it as a rattlesnake (in an environment where protecting planeswalkers is key), not ramping and holding it as a blocker slows down the development of your board. Players forced to make strategic choices is good, putting them in the position where even the 'right' choice can feel bad makes me think the card needed just a bit of tweaking. WotC has been very conscious of feel bad scenarios, this card feels like one.
I want to be clear: it is a good card and a Limited standout. But it's one that you need to support to not feel frustrated by. In terms of ramp/removal, we literally just got a removal spell/ramp spell combo that I think I like a lot more because you're always in a position to use both aspects of the card.
Kind of pushes a person towards Abzan for global vigilance. I think that's exactly the heart of the design, it's not a GB signpost as much as a GBW one. Rainbow mana certainly supports that approach.
https://twitter.com/fffreakmtg/status/1113471296766083072
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Rampire Nighthawk is the early favorite nickname.
Seriously, though, a bit surprising that we're getting two WUBRG dorks in the same set. Has this ever happened before?
Kind of like a more refined and modern-day Julie Baroh. It's pretty spiffy.
The card is pretty spiffy too. Looks like a solid Limited card that could find itself in some Constructed decks with the utility it has.
Either way, I'm happy to draft this.
I'd have rather it accumulated +1/+1 counters through damage which could then be converted into mana, which would have fit the flavor even better. If you had to sac it to get the mana, it could serve as ramp and Undergrowth fuel in one package.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
That would be way overdesigned for an uncommon in a set that already pushes the envelope in uncommon complexity.
What you're saying is you wanted your potential mana dork to get bigger when it deals damage and vigilance too.
Exactly. It's a neat card, but it has too much internal tension. I dig cards that challenge players to think critically about making choices in how to best use them, but this card feels like it was designed to frustrate players. It'll be useful at just about any point in the game (which is good), but it'll always feel like you're getting half of the card's usefulness at any given time. Using it to ramp removes it as a rattlesnake (in an environment where protecting planeswalkers is key), not ramping and holding it as a blocker slows down the development of your board. Players forced to make strategic choices is good, putting them in the position where even the 'right' choice can feel bad makes me think the card needed just a bit of tweaking. WotC has been very conscious of feel bad scenarios, this card feels like one.
I want to be clear: it is a good card and a Limited standout. But it's one that you need to support to not feel frustrated by. In terms of ramp/removal, we literally just got a removal spell/ramp spell combo that I think I like a lot more because you're always in a position to use both aspects of the card.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
All these abilities are pulling this card in different directions. Maybe it will be interesting to play with in Limited as a result.
Trap your friends in an endless game with this 23-card combo!
Kind of pushes a person towards Abzan for global vigilance. I think that's exactly the heart of the design, it's not a GB signpost as much as a GBW one. Rainbow mana certainly supports that approach.
Also, that's quite a stacked mana dork.