I hope it is a sign they are finally going to let all colors do stuff but they must do it in a way that is (yes) handicapped in some way that is flavorful to what that color wants to do.
Maybe.
It could be great or it could completely ruin significantly change the color wheel and by extension the game itself.
The thing is though..it feels like they've basically alrady been doing this in red for nearly a decade now, nibbling around the edges here and there. And the game didn't break in half. Based on recent comments out of R&D seems like they went on a similar path for white (and we're going to start seeing a lot of it). Maybe black's getting some adjustments too.
Maybe the rules that Red & Black can't deal with enchantments is just stupid-flavor-driven and not actually good for game play? What if the game actually gets better when each color can do what it needs to do but might have to pay some additional costs in order to do some of those necessary things? We might find out here pretty soon.
The only problem is (as they found out with on-purpose colorshifted stuff like Damnation) you can't un-print stuff. Once you've done it, you've done it and the game can't really go back. (And I believe some those cards have definitely caused some problems in formats over the years.)
It does feel a little strange they printed this here and not in Theros..
This is a very strong card in future standard I think. It is likely better than Heartless Act in most matchups simply because there are a reasonable amount of counters (on creatures - the spell kind is rarer) running around. Besides that there are a few enchanments that would be nice to destroy and even a rare few creatureless control decks. It is bad vs red agro, but otherwise solid. It is funny on Stonecoil Serpent
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This is a very strong card in future standard I think. It is likely better than Heartless Act in most matchups simply because there are a reasonable amount of counters (on creatures - the spell kind is rarer) running around. Besides that there are a few enchanments that would be nice to destroy and even a rare few creatureless control decks. It is bad vs red agro, but otherwise solid. It is funny on Stonecoil Serpent
Not being an instant hurts this, and the life loss is meaningful unless you are killing tokens. But this is still good.
I hope it is a sign they are finally going to let all colors do stuff but they must do it in a way that is (yes) handicapped in some way that is flavorful to what that color wants to do.
Maybe.
It could be great or it could completely ruin significantly change the color wheel and by extension the game itself.
The thing is though..it feels like they've basically alrady been doing this in red for nearly a decade now, nibbling around the edges here and there. And the game didn't break in half. Based on recent comments out of R&D seems like they went on a similar path for white (and we're going to start seeing a lot of it). Maybe black's getting some adjustments too.
Maybe the rules that Red & Black can't deal with enchantments is just stupid-flavor-driven and not actually good for game play? What if the game actually gets better when each color can do what it needs to do but might have to pay some additional costs in order to do some of those necessary things? We might find out here pretty soon.
The only problem is (as they found out with on-purpose colorshifted stuff like Damnation) you can't un-print stuff. Once you've done it, you've done it and the game can't really go back. (And I believe some those cards have definitely caused some problems in formats over the years.)
It does feel a little strange they printed this here and not in Theros..
Just because a color rarely does something doesn't mean that that's its intended weakness (the one needed for game balance). Like, there's only one white extra combat spell, but it's still perfectly in-color. The weaknesses are as follows: White is the worst at card draw, blue can't permanently remove threats it hasn't countered except by replacing them with a new threat, red can't remove enchantments, and green can't kill creatures or draw cards except by using creatures, as its true weakness is overreliance on creatures. Black already can't destroy artifacts, it doesn't need to have red's weakness as well.
Please, mill me. Mill my important cards. Mill my lands. Mill it all. Because I will still deal 20 damage before you can mill 45 cards most every time.
Well, this card definitely rips off the band-aid on the enchantment destruction limitation for black by being so efficient and versatile.
I think this will be healthy for the formats it's in. Good removal can be hard to come by which has been a problem recurrently. And giving black access to an answer to enchantments maybe frees them up to do interesting things with enchantments.
Black has been a bit under the radar as a color in need of some attention. White and red have suffered the most from the blue-green bloat, but black will eventually need to be addressed too. I'm interesting in hearing people's thoughts about what it needs as a color right now.
Black can already destroy artifacts - gate to phyrexia and phyrexian tribute. This spell is absolutely crazy
Those are super duper old cards before the color pie was modernized or really stuck to. Like saying blue can already deal direct damage because it has psionic blast.
Please, mill me. Mill my important cards. Mill my lands. Mill it all. Because I will still deal 20 damage before you can mill 45 cards most every time.
You know, I think i'd be perfectly fine with Black getting enchantment removal from time to time but always with a cost attached. Basically overwhelming the enchantment magic with a power surge that causes some feedback.
Mire in Misery has been around since Commander 2019 & you don't lose life.
opponent's choice makes the difference here. they'll always pick the option that isn't making your life miserable if they can. its why mire in misery doesn't see too much play. need to nuke their enchantment? they just sac a dude instead, or the enchantment you don't care about if they have more than one to pick from.
Welcome to black, targeted enchantment removal. Now what?
Source: Deathsie
This might be my favorite card of the set! Finally I can kill enchantments!
I hope it is a sign they are finally going to let all colors do stuff but they must do it in a way that is (yes) handicapped in some way that is flavorful to what that color wants to do.
Maybe.
It could be great or it could completely
ruinsignificantly change the color wheel and by extension the game itself.The thing is though..it feels like they've basically alrady been doing this in red for nearly a decade now, nibbling around the edges here and there. And the game didn't break in half. Based on recent comments out of R&D seems like they went on a similar path for white (and we're going to start seeing a lot of it). Maybe black's getting some adjustments too.
Maybe the rules that Red & Black can't deal with enchantments is just stupid-flavor-driven and not actually good for game play? What if the game actually gets better when each color can do what it needs to do but might have to pay some additional costs in order to do some of those necessary things? We might find out here pretty soon.
The only problem is (as they found out with on-purpose colorshifted stuff like Damnation) you can't un-print stuff. Once you've done it, you've done it and the game can't really go back. (And I believe some those cards have definitely caused some problems in formats over the years.)
It does feel a little strange they printed this here and not in Theros..
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this is a punch in the face for that enchant,ent players they need to remember black is learning to kill enchantments
welcome to forever staple in commander decks involving B that don’t have WG
Not being an instant hurts this, and the life loss is meaningful unless you are killing tokens. But this is still good.
Just because a color rarely does something doesn't mean that that's its intended weakness (the one needed for game balance). Like, there's only one white extra combat spell, but it's still perfectly in-color. The weaknesses are as follows: White is the worst at card draw, blue can't permanently remove threats it hasn't countered except by replacing them with a new threat, red can't remove enchantments, and green can't kill creatures or draw cards except by using creatures, as its true weakness is overreliance on creatures. Black already can't destroy artifacts, it doesn't need to have red's weakness as well.
I think this will be healthy for the formats it's in. Good removal can be hard to come by which has been a problem recurrently. And giving black access to an answer to enchantments maybe frees them up to do interesting things with enchantments.
Black has been a bit under the radar as a color in need of some attention. White and red have suffered the most from the blue-green bloat, but black will eventually need to be addressed too. I'm interesting in hearing people's thoughts about what it needs as a color right now.
Those are super duper old cards before the color pie was modernized or really stuck to. Like saying blue can already deal direct damage because it has psionic blast.
And green has Harmonize, and red has Chaos Warp. The existence of old color pie breaks doesn't mean that's not the color's intended weakness.
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opponent's choice makes the difference here. they'll always pick the option that isn't making your life miserable if they can. its why mire in misery doesn't see too much play. need to nuke their enchantment? they just sac a dude instead, or the enchantment you don't care about if they have more than one to pick from.
totally different class of card.
I meant in constructed formats outside of legacy, vintage, and commander. I. E. Standard, modern, Historic, pioneer.
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