Force of Rage1RR
Instant (Rare)
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.
Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
So if the non-pitch aggressive mode is good, this card is nice. Does Burn (Or some other RDW thing) want six damage across two bodies for CMC3? If so, then the ability to occasionally block a high-priority attack seems like nice gravy.
Red has been getting a lot of incremental damage increases over the last couple of years (pyromancer's gauntlet, the flame of keld, and jaya, venerated firemage). This could eventually end up quite the beating if they let shields down long enough and you can pump the elementals. They have trample AND haste - which is important because you can EoT deal with whatever they can't get through (a tap effect, bounce effect, or burn it off the board) uptap and get in for 6 or more if you can pump these.
I like it and for burn it lets you pitch two some higher CMC stuff if you're getting mana screwed. Being able to refuel for something to pitch to this off the new canopy lands is also just straight gravy.
Worse case scenario, burn can still go t1 guide, t2 do a thing or two, t3 this hard casted. That's 3 lands and 3-4 cards from hand leaving them up 2 cards after getting in for 12+ (the + being whatever t2 was and whatever is left in your hand). That's still a super fast start that a lot of decks are going to have issues with with only t1 and t2 mana.
Burn can also pitch 2 of these and a couple of cards and get you into top deck range on like t2 off t1 guide swing for 2, t2 pitch 2 cards and play two of these to swing in with guide for 14 putting you at 4 before you've added any fetch/shock damage. that's 1 goblin guide, 2 of these, 2 red spells and 1 land out of an opening 7 (leaving them 2 draws to get more gas). Just a single fetch puts them in top deck range.
This is nice. I have no idea what kind of deck would want both the "six-to-the-face" mode and the "surprise blockers" mode, but still, even paying 3 mana for this effect during your turn seems pretty reasonable. Maybe Death's Shadow would want this to protect his usually single-digit life total from any nasty surprises...?
Red has been getting a lot of incremental damage increases over the last couple of years (pyromancer's gauntlet, the flame of keld, and jaya, venerated firemage). This could eventually end up quite the beating if they let shields down long enough and you can pump the elementals. They have trample AND haste - which is important because you can EoT deal with whatever they can't get through (a tap effect, bounce effect, or burn it off the board) uptap and get in for 6 or more if you can pump these.
I like it and for burn it lets you pitch two some higher CMC stuff if you're getting mana screwed. Being able to refuel for something to pitch to this off the new canopy lands is also just straight gravy.
Worse case scenario, burn can still go t1 guide, t2 do a thing or two, t3 this hard casted. That's 3 lands and 3-4 cards from hand leaving them up 2 cards after getting in for 12+ (the + being whatever t2 was and whatever is left in your hand). That's still a super fast start that a lot of decks are going to have issues with with only t1 and t2 mana.
Burn can also pitch 2 of these and a couple of cards and get you into top deck range on like t2 off t1 guide swing for 2, t2 pitch 2 cards and play two of these to swing in with guide for 14 putting you at 4 before you've added any fetch/shock damage. that's 1 goblin guide, 2 of these, 2 red spells and 1 land out of an opening 7 (leaving them 2 draws to get more gas). Just a single fetch puts them in top deck range.
It's good imo.
As others have pointed out. You can't pitch if you want to attack with these. They exile upkeep not EoT.
Sacrificing at the beginning of your upkeep makes this so much worse. You can't sneak into play at end of turn and attack the next turn.
Agreed but realistically with the way the card is made this was a must have. Even if it's incredibly unlikely imagine an opening hand of 3 of these and 3 other red spells. That's 18 damage you'd do to your opponent on your 1st turn if you're on the draw which is basically game against any fetch/shock decks. Even having 2 of these knocking your opponent down to 8 on turn 1 makes all your burn very deadly.
Personally I'd have preferred a red burn spell but I assume they figured burn was good enough and didn't even something as powerful as that.
At first glance I wasn't big on it, but when I think about it as usually just a better Ball Lightning, since it can't be blanked by a single lightning bolt, I guess it's okay.
strange but interesting card, and hard to evaluate for sure. instant speed and the timing restrictions on the pitch mode/token exile give defensive utility to what is otherwise usually an aggressive effect. the surprise blocker aspect gives it use cases of being both better and worse than a removal spell, and chunking someone for 6 dmg cant be understated in terms of closing speed. there is also the fringe case of hard casting on your turn to have 1 attack and 1 block since the tokens stick around till your next upkeep.
i was expecting some generic burn spell or skullcrack effect
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
At first glance I wasn't big on it, but when I think about it as usually just a better Ball Lightning, since it can't be blanked by a single lightning bolt, I guess it's okay.
Two bodies can very easily be worse when they're only 3 power and it's harder to fully trample over.
Losing two cards for surprise blockers may be sweet in limited but in constructed who cares? Three mana for a conditional six damage is eh especially considering the comparison to the new ball blightning thing.
The white force may not be gangbusters but this card is baaaaaaaad
Ball Lightning, that can trade 2 for 2 for zero mana on the defensive? And doesn't just get nutted by a single removal spell? And is actually castable in two color decks?
They really aren't worried about completely usurping old cards, are they?
At first glance I wasn't big on it, but when I think about it as usually just a better Ball Lightning, since it can't be blanked by a single lightning bolt, I guess it's okay.
Two bodies can very easily be worse when they're only 3 power and it's harder to fully trample over.
Losing two cards for surprise blockers may be sweet in limited but in constructed who cares? Three mana for a conditional six damage is eh especially considering the comparison to the new ball blightning thing.
The white force may not be gangbusters but this card is baaaaaaaad
I can understand not liking the card and thinking that it still won't be good enough for modern, but the 2 bodies definitely make it easier to trample over.
Any 2 creatures that could stop them from trampling over could double block a ball lightning and still prevent any damage from trampling through, it just has better chances of killing at least one blocker, for instance, if they had two 3/4 goyf's sitting back not attacking. I see the times that ball lightning would be better as being fewer and less impactful then the times that Force would be better.
I think this card is pretty sweet. It's more a red control card. Pitch mode is like, 2-for-2 removal with blocking. On-turn full retail mode is essentially Planeswalker removal. It just so happens to never be dead since you will need to close out the game eventually.
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Source: The Mana Source (YouTube)
Force of Rage 1RR
Instant (Rare)
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.
Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
for this case you could pull a surprise attack on someone who attacking you.
or during your turn 6 power for 3 mana
I like it and for burn it lets you pitch two some higher CMC stuff if you're getting mana screwed. Being able to refuel for something to pitch to this off the new canopy lands is also just straight gravy.
Worse case scenario, burn can still go t1 guide, t2 do a thing or two, t3 this hard casted. That's 3 lands and 3-4 cards from hand leaving them up 2 cards after getting in for 12+ (the + being whatever t2 was and whatever is left in your hand). That's still a super fast start that a lot of decks are going to have issues with with only t1 and t2 mana.
Burn can also pitch 2 of these and a couple of cards and get you into top deck range on like t2 off t1 guide swing for 2, t2 pitch 2 cards and play two of these to swing in with guide for 14 putting you at 4 before you've added any fetch/shock damage. that's 1 goblin guide, 2 of these, 2 red spells and 1 land out of an opening 7 (leaving them 2 draws to get more gas). Just a single fetch puts them in top deck range.
It's good imo.
Yeah, that's probably the whole point. They really want to push the idea that the pitch modes on these cards are strictly defensive.
They have haste. Just play precombat main (for full cost) if you want to attack. Much less sneaky, though.
Agreed but realistically with the way the card is made this was a must have. Even if it's incredibly unlikely imagine an opening hand of 3 of these and 3 other red spells. That's 18 damage you'd do to your opponent on your 1st turn if you're on the draw which is basically game against any fetch/shock decks. Even having 2 of these knocking your opponent down to 8 on turn 1 makes all your burn very deadly.
Personally I'd have preferred a red burn spell but I assume they figured burn was good enough and didn't even something as powerful as that.
i was expecting some generic burn spell or skullcrack effect
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Agreed. If you're pitching for this card it seems like an increased action opposed to just picking your cards up and shuffling them.
But hey, I've been wrong before and will be many times more.
Two bodies can very easily be worse when they're only 3 power and it's harder to fully trample over.
Losing two cards for surprise blockers may be sweet in limited but in constructed who cares? Three mana for a conditional six damage is eh especially considering the comparison to the new ball blightning thing.
The white force may not be gangbusters but this card is baaaaaaaad
They really aren't worried about completely usurping old cards, are they?
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Any 2 creatures that could stop them from trampling over could double block a ball lightning and still prevent any damage from trampling through, it just has better chances of killing at least one blocker, for instance, if they had two 3/4 goyf's sitting back not attacking. I see the times that ball lightning would be better as being fewer and less impactful then the times that Force would be better.