Loving these lord and funny enough I thought of something similar for a 3 color set (thought the keyword matters makes them more relevant in my version).
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I mean, sure, but I'm not sure this is what a vigilance-themed deck wants. If you're playing a bunch of vigilance creatures, you're doing good for defence and you shouldn't really need a life buffer. I like the Glare of Subdual "lord" much better and I think that while this card certainly isn't trash, it's not really worth building a vigilance deck for, either.
I mean, sure, but I'm not sure this is what a vigilance-themed deck wants. If you're playing a bunch of vigilance creatures, you're doing good for defence and you shouldn't really need a life buffer. I like the Glare of Subdual "lord" much better and I think that while this card certainly isn't trash, it's not really worth building a vigilance deck for, either.
A vigilance deck seems to play very safely where you want to widdle away at your opponents while keeping your defenders up.
Not a bad card on a vacuum - a tweaked Nyx-Fleece Ram is still pretty alright - but agreed, as a Vigilance lord it kinda sucks. Seems far more useful for the Lifegain matters deck.
Okay, so I feel like this fully proves my theory on the R/G pair. The art difference here is enough to defend the art difference on those two, but it's definitely the same creature here. So if all of our lords are bonded pairs that means "traditional" humans not only loose out on all the monsters, but also on all the upgrades. Nice, humans getting by with magic, sticks and mud managed to build some pretty impressive cities.
I mean, sure, but I'm not sure this is what a vigilance-themed deck wants. If you're playing a bunch of vigilance creatures, you're doing good for defence and you shouldn't really need a life buffer. I like the Glare of Subdual "lord" much better and I think that while this card certainly isn't trash, it's not really worth building a vigilance deck for, either.
A vigilance deck seems to play very safely where you want to widdle away at your opponents while keeping your defenders up.
I get that, I just don't think 4-6 life a turn is what the deck's looking for given that most of the creatures are playing offense and still blocking so your life total is less of a concern to begin with. If you're worried about your life total in a dedicated vigilance deck, you might be playing it wrong. I can think of a lot of things that would have been more useful and/or more interesting for a defensive vigilance deck than lifegain.
A 2/4 with vigilance for three mana is already fine, but I just find the ability underwhelming and not really what I'm looking for were I thinking about building around vigilance as a theme. I'd probably lean more towards a "tap an untapped creature you control" type theme to take advantage of vigilance itself giving you more flexibility with your creatures. Attack, everybody's untapped to block, or to activate abilities just before your turn. A lot of flexibility and resiliency at the same time. If I'm running the Heedbonder, it's because it's decently costed with the ability I want, the lifegain is incidental at best which is disappointing for a "lord".
Well I guess that's going to be good for those "cast [insert arbitrary number here] of [colour 1] or [colour 2] spells" if you can have enough vigilance creature to keep the game going until you complete the quest.
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It’s the viligance lord and this ones not to bad
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A vigilance deck seems to play very safely where you want to widdle away at your opponents while keeping your defenders up.
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I get that, I just don't think 4-6 life a turn is what the deck's looking for given that most of the creatures are playing offense and still blocking so your life total is less of a concern to begin with. If you're worried about your life total in a dedicated vigilance deck, you might be playing it wrong. I can think of a lot of things that would have been more useful and/or more interesting for a defensive vigilance deck than lifegain.
A 2/4 with vigilance for three mana is already fine, but I just find the ability underwhelming and not really what I'm looking for were I thinking about building around vigilance as a theme. I'd probably lean more towards a "tap an untapped creature you control" type theme to take advantage of vigilance itself giving you more flexibility with your creatures. Attack, everybody's untapped to block, or to activate abilities just before your turn. A lot of flexibility and resiliency at the same time. If I'm running the Heedbonder, it's because it's decently costed with the ability I want, the lifegain is incidental at best which is disappointing for a "lord".
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
As it is, its annoying life gain, blocks a lot and drags the games.
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