So ... I guess this doesn't work as I would hope it works with Hexdrinker?
So does it works or not?
I would assume it does...
My guess is no, since the ability has a condition on it:
710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
That's because white has better keyword synergy than any other color. You can slap flying, first strike, lifelink, and vigilance all onto a single monowhite creature (most likely an Angel) and they'll work with each other harmoniously. The other colors? Not so much.
Blue: Flash, Flying, Hexproof
Flying gets along well with both Flash and Hexproof, but Flash and Hexproof don't have that same level of chemistry with each other. Back when Prowess was UR's evergreen, it got along well enough with Flying and Hexproof but had slight tension with Flash. In theory, a pump effect would work well with Flash's ambush style, but in practice the mana requirements make it difficult to do so on curve.
Black: Flash, Flying, Deathtouch, Lifelink, Menace
Deathtouch and Lifelink are often seen together not because of synergy but because of the aesthetic parallel between "life" and "death". Flash works excellently with Deathtouch, but it doesn't do anything with Menace (Flash tends not to like aggro keywords in general). Menace and Deathtouch are a devious duo, requiring at least two creatures to block and likely meet their doom. Lifelink doesn't synergize with Flash or Menace, but it doesn't conflict with what they want to do, either. Really, Lifelink doesn't directly synergize with most keywords (though it enjoys the odd date with Double Strike, and it liked Prowess as well), but its presence is rarely unwelcome.
Flying works better with Flash than Menace does and also gets along well with Deathtouch, leaving Menace feeling a little envious of Flying. But Flying and Menace can on occassion work together well. Flying tells Menace of how its predecessors, Fear and Intimidate, as well as the Landwalk family, didn't get along well with most any keyword, and definitely prefers having Menace around as an evasion keyword that isn't going to compete with it so directly (Menace tries to not take offense at that).
Red: First Strike, Trample, Menace, Reach, Haste
First Strike and Trample have a small amount of synergy, in so far as First Strike helps a creature survive combat and Trample helps damage get through. First Strike makes a creature with Menace all the scarier to block. Trample and Menace don't get along quite so well, though, as Trample wants minimal blockers and Menace raises that minimum. Reach doesn't get along particularly well with Trample or Menace as they're offense-oriented keywords while Reach is defense, but First Strike doesn't mind playing defense as well as offense. Haste is a good aggro buddy of First Strike, Trample, and Menace, but as a mostly aggro keyword it doesn't get along well with Reach. Double Strike is that jock sibling who always outshines First Strike; keywords may like First Strike, but they love Double Strike. Back when Prowess was around, most of the other red keywords loved it and miss it very much (Haste was impartial; if the player had enough mana to cast a Hasty creature with Prowess and a noncreature spell in the same turn, great, but Haste didn't like waiting around a turn).
Green: Flash, Deathtouch, Vigilance, Trample, Reach, Hexproof, Haste
As discussed with red, Trample and Reach don't get along well, but Vigilance helps mediate a compromise. Flash and Reach are good friends, but Trample is an aggro keyword, and we all know Flash and aggro do not mix. Vigilance and Flash ironically don't synergize much despite both making creatures better at blocking, though they don't mind each other's presence either. Hexproof helps protect creatures while the other green keywords do their job, but like with blue, Flash and Hexproof just don't mix much. Deathtouch is green's celebrity keyword much as Prowess was for red; every green keyword likes Deathtouch (Trample is its biggest fan), or at least gets along well with it.
So yeah, that's why white has the most keyword soup creatures: its keywords get along the best of any one color. I guess that's what happens when you're the teamwork color.
In theory, green should also be able to get some good keyword soup creatures.
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.
If infect were in the list of keywords, I would build this deck in a heartbeat. Probably good for the mental health of my opponents that it's not, though.
For level up interactions as thought there isn't a clear answear on rules i guess it is a mix of 710.4. and 710.6.
710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.86) at all times; it may be activated regardless of how many level counters are on that permanent.
710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
Soo while not on the batlefield all they all have level up ability and the lvl 0 p/t. But would be nice to have a clarification.
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So does it works or not?
I would assume it does...
My guess is no, since the ability has a condition on it:
So it won't work any more than Elgaud Shieldmate for example.
Yes, I'm sure it was a very conscious decision to exclude white. Otherwise the deck builds itself in the most obvious ways.
That's because white has better keyword synergy than any other color. You can slap flying, first strike, lifelink, and vigilance all onto a single monowhite creature (most likely an Angel) and they'll work with each other harmoniously. The other colors? Not so much.
Flying gets along well with both Flash and Hexproof, but Flash and Hexproof don't have that same level of chemistry with each other. Back when Prowess was UR's evergreen, it got along well enough with Flying and Hexproof but had slight tension with Flash. In theory, a pump effect would work well with Flash's ambush style, but in practice the mana requirements make it difficult to do so on curve.
Black: Flash, Flying, Deathtouch, Lifelink, Menace
Deathtouch and Lifelink are often seen together not because of synergy but because of the aesthetic parallel between "life" and "death". Flash works excellently with Deathtouch, but it doesn't do anything with Menace (Flash tends not to like aggro keywords in general). Menace and Deathtouch are a devious duo, requiring at least two creatures to block and likely meet their doom. Lifelink doesn't synergize with Flash or Menace, but it doesn't conflict with what they want to do, either. Really, Lifelink doesn't directly synergize with most keywords (though it enjoys the odd date with Double Strike, and it liked Prowess as well), but its presence is rarely unwelcome.
Flying works better with Flash than Menace does and also gets along well with Deathtouch, leaving Menace feeling a little envious of Flying. But Flying and Menace can on occassion work together well. Flying tells Menace of how its predecessors, Fear and Intimidate, as well as the Landwalk family, didn't get along well with most any keyword, and definitely prefers having Menace around as an evasion keyword that isn't going to compete with it so directly (Menace tries to not take offense at that).
Red: First Strike, Trample, Menace, Reach, Haste
First Strike and Trample have a small amount of synergy, in so far as First Strike helps a creature survive combat and Trample helps damage get through. First Strike makes a creature with Menace all the scarier to block. Trample and Menace don't get along quite so well, though, as Trample wants minimal blockers and Menace raises that minimum. Reach doesn't get along particularly well with Trample or Menace as they're offense-oriented keywords while Reach is defense, but First Strike doesn't mind playing defense as well as offense. Haste is a good aggro buddy of First Strike, Trample, and Menace, but as a mostly aggro keyword it doesn't get along well with Reach. Double Strike is that jock sibling who always outshines First Strike; keywords may like First Strike, but they love Double Strike. Back when Prowess was around, most of the other red keywords loved it and miss it very much (Haste was impartial; if the player had enough mana to cast a Hasty creature with Prowess and a noncreature spell in the same turn, great, but Haste didn't like waiting around a turn).
Green: Flash, Deathtouch, Vigilance, Trample, Reach, Hexproof, Haste
As discussed with red, Trample and Reach don't get along well, but Vigilance helps mediate a compromise. Flash and Reach are good friends, but Trample is an aggro keyword, and we all know Flash and aggro do not mix. Vigilance and Flash ironically don't synergize much despite both making creatures better at blocking, though they don't mind each other's presence either. Hexproof helps protect creatures while the other green keywords do their job, but like with blue, Flash and Hexproof just don't mix much. Deathtouch is green's celebrity keyword much as Prowess was for red; every green keyword likes Deathtouch (Trample is its biggest fan), or at least gets along well with it.
So yeah, that's why white has the most keyword soup creatures: its keywords get along the best of any one color. I guess that's what happens when you're the teamwork color.
In theory, green should also be able to get some good keyword soup creatures.
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.
What an awesome card.
Soo while not on the batlefield all they all have level up ability and the lvl 0 p/t. But would be nice to have a clarification.