Definitely looks modern playable. Fetchlands and hand disruption will turn it on fairly quickly and the average cmc is fairly low. In standard it seems kinda bad.
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This looks to be one of the most pushed counterspells in recent memory, and it doubles as removal later on for anything you couldn't catch early in the game because the yard was empty.
Definitely a contender for the top cards of the set.
This is going straight into my Yidris Graveyard/Wheels deck. Perfect because it is Modal and I don't have to worry about ripping it as a wasted counterspell if I play it for free by accident with some of the shenanigans in the deck. This is a really solid card; your opponents will generally have cards in their graveyard as the game goes on.
I think the card is fine? Will likely see play in Standard. That being said, I would temper expectations of a card that does absolutely nothing unless its conditions are met. Nada. Zero. Zilch. I think that aspect is being underrepresented. Even when you do jump through hoops, what's the payoff? Doomblade? Counterspell? Where's the card advantage? I'm not trying to be overly critical, but this feels like a wee bit of over excitement.
I think the card is fine? Will likely see play in Standard. That being said, I would temper expectations of a card that does absolutely nothing unless its conditions are met. Nada. Zero. Zilch. I think that aspect is being underrepresented. Even when you do jump through hoops, what's the payoff? Doomblade? Counterspell? Where's the card advantage? I'm not trying to be overly critical, but this feels like a wee bit of over excitement.
Worst case scenario is you run four and they're all in your opening hand. It tends to struggle with early game application unless you're running a mill deck or your opponent's strategy fills up the yard. But the cheap cost is relevant in the late game, when the condition is more likely to have been met than not. I actually think it performs best in older formats than standard since its condition is usually achieved earlier.
Basically, it is cheap and flexible removal, with a condition that balances it. Not unlike Assassin's Trophy. It can fill out slots in a deck where either role is needed, freeing up some deck building options while being mostly constrained to a control archetype. Asking for card advantage on such a versatile two drop removal seems a bit excessive...
I think the card is fine? Will likely see play in Standard. That being said, I would temper expectations of a card that does absolutely nothing unless its conditions are met. Nada. Zero. Zilch. I think that aspect is being underrepresented. Even when you do jump through hoops, what's the payoff? Doomblade? Counterspell? Where's the card advantage? I'm not trying to be overly critical, but this feels like a wee bit of over excitement.
Worst case scenario is you run four and they're all in your opening hand. It tends to struggle with early game application unless you're running a mill deck or your opponent's strategy fills up the yard. But the cheap cost is relevant in the late game, when the condition is more likely to have been met than not. I actually think it performs best in older formats than standard since its condition is usually achieved earlier.
Basically, it is cheap and flexible removal, with a condition that balances it. Not unlike Assassin's Trophy. It can fill out slots in a deck where either role is needed, freeing up some deck building options while being mostly constrained to a control archetype. Asking for card advantage on such a versatile two drop removal seems a bit excessive...
I agree that it is better suited for older formats. I strongly disagree that it is 'not unlike Assassin's Trophy,' however. Assassin‘s Trophy always as n effect. Period. That's not true of this card. As for the card advantage, I apologize for being unclear. I was not advocating that this card have an additional effect, but rather that you would use one that does. If my removal requires 4 turns to come online, why not just play Cryptic Command, for example.
Ultimately, we're splitting hairs. The card will see some niche play. As it should. It isn't bad. I just think we should pump the brakes a bit.
I think the card is fine? Will likely see play in Standard. That being said, I would temper expectations of a card that does absolutely nothing unless its conditions are met. Nada. Zero. Zilch. I think that aspect is being underrepresented. Even when you do jump through hoops, what's the payoff? Doomblade? Counterspell? Where's the card advantage? I'm not trying to be overly critical, but this feels like a wee bit of over excitement.
Worst case scenario is you run four and they're all in your opening hand. It tends to struggle with early game application unless you're running a mill deck or your opponent's strategy fills up the yard. But the cheap cost is relevant in the late game, when the condition is more likely to have been met than not. I actually think it performs best in older formats than standard since its condition is usually achieved earlier.
Basically, it is cheap and flexible removal, with a condition that balances it. Not unlike Assassin's Trophy. It can fill out slots in a deck where either role is needed, freeing up some deck building options while being mostly constrained to a control archetype. Asking for card advantage on such a versatile two drop removal seems a bit excessive...
I agree that it is better suited for older formats. I strongly disagree that it is 'not unlike Assassin's Trophy,' however. Assassin‘s Trophy always as n effect. Period. That's not true of this card. As for the card advantage, I apologize for being unclear. I was not advocating that this card have an additional effect, but rather that you would use one that does. If my removal requires 4 turns to come online, why not just play Cryptic Command, for example.
Ultimately, we're splitting hairs. The card will see some niche play. As it should. It isn't bad. I just think we should pump the brakes a bit.
Since it costs 2, it's easier to cast your finisher then hold back two mana for the counterspell (or bluff). Cryptic command needs four mana, still obviously very good given the second effect, but practically speaking they're apples and oranges with respect to the types of tactics they lend themselves to.
I feel that the difficulty of getting things in an opponent's graveyard is a fairly low bar, particularly in a control shell where you have a high density of disruption, removal, and the card advantage to have them abundantly available. There's a bit of a cost-benefit ratio to consider with the flexibility that its modes allow versus the restriction applied by the graveyard condition, which was the basis of my comparison to Assassin's Trophy (cost of ramping your opponent and thinning their deck vs. benefit of getting rid of anything for BG). Even Doom Blade is occasionally a dead card. Flexibility of removal generally comes at a high premium. Also, it can always blow up creature tokens which are common.
That's really efficient support for a mill deck, or just a general control card against graveyard decks.
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Definitely a contender for the top cards of the set.
will try thi for sure in modern
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Worst case scenario is you run four and they're all in your opening hand. It tends to struggle with early game application unless you're running a mill deck or your opponent's strategy fills up the yard. But the cheap cost is relevant in the late game, when the condition is more likely to have been met than not. I actually think it performs best in older formats than standard since its condition is usually achieved earlier.
Basically, it is cheap and flexible removal, with a condition that balances it. Not unlike Assassin's Trophy. It can fill out slots in a deck where either role is needed, freeing up some deck building options while being mostly constrained to a control archetype. Asking for card advantage on such a versatile two drop removal seems a bit excessive...
I agree that it is better suited for older formats. I strongly disagree that it is 'not unlike Assassin's Trophy,' however. Assassin‘s Trophy always as n effect. Period. That's not true of this card. As for the card advantage, I apologize for being unclear. I was not advocating that this card have an additional effect, but rather that you would use one that does. If my removal requires 4 turns to come online, why not just play Cryptic Command, for example.
Ultimately, we're splitting hairs. The card will see some niche play. As it should. It isn't bad. I just think we should pump the brakes a bit.
Since it costs 2, it's easier to cast your finisher then hold back two mana for the counterspell (or bluff). Cryptic command needs four mana, still obviously very good given the second effect, but practically speaking they're apples and oranges with respect to the types of tactics they lend themselves to.
I feel that the difficulty of getting things in an opponent's graveyard is a fairly low bar, particularly in a control shell where you have a high density of disruption, removal, and the card advantage to have them abundantly available. There's a bit of a cost-benefit ratio to consider with the flexibility that its modes allow versus the restriction applied by the graveyard condition, which was the basis of my comparison to Assassin's Trophy (cost of ramping your opponent and thinning their deck vs. benefit of getting rid of anything for BG). Even Doom Blade is occasionally a dead card. Flexibility of removal generally comes at a high premium. Also, it can always blow up creature tokens which are common.
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