Spikefield Risks R
Instant
Spikefield Risks deals 1 damage to any target. If a permanent that was dealt damage this way dies this turn, exile it instead.
Spikefield Cave
Land
Spikefield Cave enters the battlefield tapped.
T: Add R.
there it is the answer to Uro, Titan of Nature's Wrath there's still no way it's dodging the ban hammer someday though
Another super safe card. I figured a burn spell of some kind would be neat, but 1 damage, really?
They are intentionally terrible because they are always a land if you need one (but tapped, so that stinks a lot).
Would have loved it way more if the land would not be tapped, and have like 2 charge counters then bounce itself back to your hand.
That would make all of these spells more strategic as you can get a land if you really need one and the spell later on too.
This burn spell could be decent if the exile is REALLY relevant in the given format (right now its not, the Titans are the only real exception thats worth exiling, but then you spend an awful lot of resources on them anyway, so its a lose-lose situation while they lose no card at all, its abysmal bad card disadvantage).
Another super safe card. I figured a burn spell of some kind would be neat, but 1 damage, really?
They are intentionally terrible because they are always a land if you need one (but tapped, so that stinks a lot).
Would have loved it way more if the land would not be tapped, and have like 2 charge counters then bounce itself back to your hand.
That would make all of these spells more strategic as you can get a land if you really need one and the spell later on too.
This burn spell could be decent if the exile is REALLY relevant in the given format (right now its not, the Titans are the only real exception thats worth exiling, but then you spend an awful lot of resources on them anyway, so its a lose-lose situation while they lose no card at all, its abysmal bad card disadvantage).
I feel like they could have at least pushed some of them to actually see play. From what we've seen so far I don't see any of them doing anything. They have played all the spells really safe so far, and the spell needs to at least be something you want in your deck as you pretty much only ever want to play the land on T1 in an otherwise land light draw.
Take this one in particular, couldn't they have made the burn spell like 3 mana 3 damage or something like that. 1 damage is just too little an effect. Indeed so far a good number of them aren't even good in limited with the problem being that the land is only ever good early (pretty much T1) so you need the spell to be good late, and a good number of the spells are also early game spells that you don't want to topdeck late. At that point you'd rather just run an extra land in your deck rather than shave on lands on the off chance you get an extra weak spell in your deck given being a tap land is still a real cost even in limited (it's mega tilt when you need like land 4 and topdeck this).
its okay... but i dont think itll see play anywhere
I mean... ALL these spell-lands can at least be considered for belcher. Why play a few lands, and spells to fetch those few lands, when you can just play NO lands, while still having lands? This, Tangled Florahedron, Bala Ged Recovery, and any other cards we may get have potential.
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there it is the answer to Uro, Titan of Nature's Wrath there's still no way it's dodging the ban hammer someday though
How is this an answer to Uro if it only does one damage?
A cast Uro is in play until its sacrifice trigger resolves. If you ping it, then it won't go to the graveyard.
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They are intentionally terrible because they are always a land if you need one (but tapped, so that stinks a lot).
Would have loved it way more if the land would not be tapped, and have like 2 charge counters then bounce itself back to your hand.
That would make all of these spells more strategic as you can get a land if you really need one and the spell later on too.
This burn spell could be decent if the exile is REALLY relevant in the given format (right now its not, the Titans are the only real exception thats worth exiling, but then you spend an awful lot of resources on them anyway, so its a lose-lose situation while they lose no card at all, its abysmal bad card disadvantage).
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The exile clause on this makes a big difference.
I feel like they could have at least pushed some of them to actually see play. From what we've seen so far I don't see any of them doing anything. They have played all the spells really safe so far, and the spell needs to at least be something you want in your deck as you pretty much only ever want to play the land on T1 in an otherwise land light draw.
Take this one in particular, couldn't they have made the burn spell like 3 mana 3 damage or something like that. 1 damage is just too little an effect. Indeed so far a good number of them aren't even good in limited with the problem being that the land is only ever good early (pretty much T1) so you need the spell to be good late, and a good number of the spells are also early game spells that you don't want to topdeck late. At that point you'd rather just run an extra land in your deck rather than shave on lands on the off chance you get an extra weak spell in your deck given being a tap land is still a real cost even in limited (it's mega tilt when you need like land 4 and topdeck this).
My Friend Code is: 0146-9645-8893