Anticognition 1U
Instant (Common)
Counter target creature or planeswalker spell unless its controller pays 2. If an opponents had eight or more cards in their graveyards, instead counter that spell, then scry 2.
The most intriguing part of this card is the eight cards in graveyard rider. What's that doing in a land-matters set?
This card would have been okay in limited and maybe Standard with just the first half of this card, but that random threshold-esque clause in the second half turns this card into a pretty amazing one. The strict counter would be good enough, but then to tack on scry 2 on this sort of pushes this.
Not every deck will be able to make this work, but when this does it puts in a dumb amount of work.
The "opponent's graveyard matters" thing seems to be a big part of blue/black this set. We've seen other cards already that mill opponents and/or get stronger if they have a big graveyard, so this fits. I like this card!
Anticognition 1U
Instant (Common)
Counter target creature or planeswalker spell unless its controller pays 2. If an opponents had eight or more cards in their graveyards, instead counter that spell, then scry 2.
The most intriguing part of this card is the eight cards in graveyard rider. What's that doing in a land-matters set?
The "opponent's graveyard matters" thing seems to be a big part of blue/black this set. We've seen other cards already that mill opponents and/or get stronger if they have a big graveyard, so this fits. I like this card!
I think its part of the new Rogue flavor. It started on Thieves' Guild Enforcer, but it's continued again on cards in this set like Merfolk Windrobber. It also helps fuel Zareth San, the Trickster, though notably he keeps the opponent's graveyard management an important factor, as he takes them out while others put them in. If you connect with Zareth but they don't have anything great in their yard, you might choose not to take a card as it could put you at seven, turning off your Thieves' Guild Enforcer and Merfolk Windrobber. I like the push/pull gameplay there, and I also think this is a fun and meaningful target for a Rogue mechanic.
I like the way they've been handling mill since Throne of Eldraine. One main problem of the mechanic always was that it didn't really do anything until your opponent ran out of cards in their deck. Cards like Vantress Gargoyle and this provide a payoff at earlier points in the game.
This might even be fringe playable in EDH. Works early game for the first part. The second part will almost always get turned on in the mid to late game where digging for answers on the table is important.
When not turned on, you'd rather have mana leak, but when relevant and on, this is pretty good.
Apart from the planeswalker potential - this is actually a limited miscalculation with *opponent-threshhold* essence scatter + scry. I think this card really didn't need the creature or planeswalker limitation - heck, even miscalculate had an upside of cycling, what 20 years of power creep ago?
If they had said seven cards, it could've been templated to be like Threshold without officially being Threshold. Kinda like how Life Goes On is an unofficial Morbid. Not bad and works in tandem with mill but is it worth the payoff?
'buster
Private Mod Note
():
Rollback Post to RevisionRollBack
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
To post a comment, please login or register a new account.
Anticognition 1U
Instant (Common)
Counter target creature or planeswalker spell unless its controller pays 2. If an opponents had eight or more cards in their graveyards, instead counter that spell, then scry 2.
The most intriguing part of this card is the eight cards in graveyard rider. What's that doing in a land-matters set?
Source: @MTGArenaJP
Not every deck will be able to make this work, but when this does it puts in a dumb amount of work.
Sideboard potential against GY decks, most definitely. Not sure if you want it in the main deck though.
I think its part of the new Rogue flavor. It started on Thieves' Guild Enforcer, but it's continued again on cards in this set like Merfolk Windrobber. It also helps fuel Zareth San, the Trickster, though notably he keeps the opponent's graveyard management an important factor, as he takes them out while others put them in. If you connect with Zareth but they don't have anything great in their yard, you might choose not to take a card as it could put you at seven, turning off your Thieves' Guild Enforcer and Merfolk Windrobber. I like the push/pull gameplay there, and I also think this is a fun and meaningful target for a Rogue mechanic.
When not turned on, you'd rather have mana leak, but when relevant and on, this is pretty good.
Cool art and name as well. Overall I'm a big fan.
Apart from the planeswalker potential - this is actually a limited miscalculation with *opponent-threshhold* essence scatter + scry. I think this card really didn't need the creature or planeswalker limitation - heck, even miscalculate had an upside of cycling, what 20 years of power creep ago?
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.