these trash mythics in this set so far.
8 mana to deal 6 damage to 2 targets ? sorcery speed ?
last sets the power level was over the top and now they go back 500 level, is it hard to balance ?
people sleeping on the crazy power of those spell // lands really amuses me.
I haven't felt this way about all of the DFC lands, but yeah, this one is really strong. What red aggro deck wouldn't want to run at least 2 (probably 4) of these? People seem to have no ability to evaluate these.
(That said, I can see why this contributes to the overall feel that this set is very underpowered, because each half individually is underpowered and not flashy. So you end up with a card that will rightfully see lots of play, but never feel like a bomb.)
Gross, should have been an uncommon. 25 cent mythic after rotation.
Why does every card needs to be a powerhouse??
No one is saying that. Why does every mythic in this set need to be an outhouse?
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Gross, should have been an uncommon. 25 cent mythic after rotation.
Why does every card needs to be a powerhouse??
No one is saying that. Why does every mythic in this set need to be an outhouse?
This card is a new staple in mono-red aggro.
This set is turning out to be a very interesting experiment by WotC, on an internet forum's capabilities to evaluate cards whose versatility is enhanced at the expense of power level in a vacuum.
People seem to understand that that no individual piece of a command spell, or an escalate spell, what have you, would be "worth it" if that's all the card could do. They need to be looking at these the same way. Yes, some of these are going to be misses. This one is not.
I totally agree. I think that the better of those (likely concentrated among rares and mythics) will see play.
I think that the reason why people underestimate them is that they treat them as bad spells, with an upside of being able to act like a land. But the right perspective is to treat them as land with a downside (tapped / 3 life) an a significant upside of being a spell later on. I think the closest comparison are cycling lands (e.g., Barren Moor).
Essentially, what is going to happen most of the time is that you take a deck with 24 lands and 36 non-lands, and you replace some of the lands with those DFC lands. People treat it like you are going to take out some of the (better) spells and replace them with those DFCs.
I can imagine also some other nice interactions.
- Azusa, Lost but Seeking deck with ~30 lands where many are DFC. The DFCs would help to both have lands to play with her, and to have payoffs for the mana.
- Bounce effects and other things that interact with lands. Living Twister would have been fun now.
not even talking about uro, but there are so many cards where this card is useless.
an aggro deck never wants to use this card. mono aggro curves out at 4, max 5 mana... what do u get for that. 2 or 3 damage to 2 creatures, not even players (AT MYTHIC U CANT TARGET PLAYERS ?!)
not even talking about uro, but there are so many cards where this card is useless.
an aggro deck never wants to use this card. mono aggro curves out at 4, max 5 mana... what do u get for that. 2 or 3 damage to 2 creatures, not even players (AT MYTHIC U CANT TARGET PLAYERS ?!)
Electrodominance? That didn't see play for the same reason that Finale of Promise fell off. They both died for the sins of 3feri. Who's playing high mana instants in a deck when a 3 draw stops you from not only playing the card at instant speed, but you can't even get the free casts off it. Poor comparison.
100% people are evaluating these lands improperly. So many times you lose a game top decking land 11 in a drawn out game. Let's see, play mountain number #11, or get a usable spell? I'm gonna take the usable spell, see good luck with your mountain. Hell, I'm sure I'll be able to get meme wins off this card with Brash Taunter. I guarantee it.
What red aggro deck wouldn't want to run at least 2 (probably 4) of these? People seem to have no ability to evaluate these.
Red decks that are beyond the standard environment !
People on this forum are not as uneducated as you think, but they don't specify in which format the cards look disappointing, which leads to misunderstandings...
Most DFCs in this set are average in standard (many are filler cards and some won't see play at all), so imagine when people question whether those cards can make it into Pioneer, Modern or Legacy...
This one is not that exciting, really. Say you play 2 of them:
1- they're terrible mountains early game (in aggro decks you want your curve to be smooth and painless in order to race green beefy decks),
2- they need 8 mana to be a big play later (which aggro deck can get there ?),
3- they don't hit players or more than 2 targets (a finisher is supposed to... finish a player).
So, I'd say it's a rather mediocre mythic for RDW. It looks like a spell for ramp decks or Jund-like archetypes, so maybe there's something to do along with Lotus Cobra... But it's hard to conclude it's a banana finisher in a snap.
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I really don't get why you have to pay three life for these.
Because you don't have to? Just let it come into play tapped?
I do hope that you did not mean "why is this card not come into play untapped for free, making it a crazy good level, 4-of in every red deck forever?"
I agree with the sentiment: people have no bearing currently how to evaluate these cards. Many still not see how much being a land shoot up the utility of any cards, just like the value of the words "draw a card" shoots up the value of any spell. OTOH, I do agree that 3 life means that you will have to really think about how many to play and when is it really worth it to pay. Many games will be lost to a wrong decision deck-building and playing wise.
I felt like the card could be playable until I saw this can't hit players. With this card unable to hit players aggro don't want it because it really situational when the spell is good and for more midrange/ramp decks the 10 cost spell that reduce it's cost equal to the total power you have feels better.
people sleeping on the crazy power of those spell // lands really amuses me.
The upside is that it’s only overcosted on both sides. As a Mythic. Wow.
3 life for a vanilla non-basic mountain is not good. 8+ mana to remove two creatures is not good. Having two not good options isn’t much better than having one not good option.
I think the hilarious reactions to these cards would be different if Wizards simply put the land side as the face up side. Then people could recognize that in certain decks, like red aggro that don't care as much about life loss, their land gets to be a removal spell some of the time. Like, that's just free value.
But I guess free value in MTG is worthless. That's why those stupid, overcosted companions saw no play.
I don't think this is terrible, but it's not great. This is very flexible in multiple ways, but the amount of mana you're paying to kill things is pretty inefficient. It's probably decent. Beefier red decks might throw some copies in. The opportunity cost is quite low. That helps.
I think the hilarious reactions to these cards would be different if Wizards simply put the land side as the face up side. Then people could recognize that in certain decks, like red aggro that don't care as much about life loss, their land gets to be a removal spell some of the time. Like, that's just free value.
But I guess free value in MTG is worthless. That's why those stupid, overcosted companions saw no play.
That's a good point.
Remember how awful Ramunap Ruins was? Ugh, a land that costs you life and has a very overcosted damage spell tacked on!
(inb4 yes I realize ruins hits players, shatterskul does not. That does not make shatterskull bad.)
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And they're a cycle. Someone's going to be so pissed.
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8 mana to deal 6 damage to 2 targets ? sorcery speed ?
last sets the power level was over the top and now they go back 500 level, is it hard to balance ?
this thing is crazy bananas ahahahah
people sleeping on the crazy power of those spell // lands really amuses me.
I haven't felt this way about all of the DFC lands, but yeah, this one is really strong. What red aggro deck wouldn't want to run at least 2 (probably 4) of these? People seem to have no ability to evaluate these.
(That said, I can see why this contributes to the overall feel that this set is very underpowered, because each half individually is underpowered and not flashy. So you end up with a card that will rightfully see lots of play, but never feel like a bomb.)
That is how you can keep standard fun.
what is the fun of standard to win in turn 4??
for the new players that is no fun at all. So they maybe decide to stop playing MTG.
Why does every card needs to be a powerhouse??
I think the game will be a lot more fun, if the decks aren't that crazy good.
No one is saying that. Why does every mythic in this set need to be an outhouse?
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
This card is a new staple in mono-red aggro.
This set is turning out to be a very interesting experiment by WotC, on an internet forum's capabilities to evaluate cards whose versatility is enhanced at the expense of power level in a vacuum.
People seem to understand that that no individual piece of a command spell, or an escalate spell, what have you, would be "worth it" if that's all the card could do. They need to be looking at these the same way. Yes, some of these are going to be misses. This one is not.
I think that the reason why people underestimate them is that they treat them as bad spells, with an upside of being able to act like a land. But the right perspective is to treat them as land with a downside (tapped / 3 life) an a significant upside of being a spell later on. I think the closest comparison are cycling lands (e.g., Barren Moor).
Essentially, what is going to happen most of the time is that you take a deck with 24 lands and 36 non-lands, and you replace some of the lands with those DFC lands. People treat it like you are going to take out some of the (better) spells and replace them with those DFCs.
I can imagine also some other nice interactions.
- Azusa, Lost but Seeking deck with ~30 lands where many are DFC. The DFCs would help to both have lands to play with her, and to have payoffs for the mana.
- Bounce effects and other things that interact with lands. Living Twister would have been fun now.
this card is ridicolously bad
not even talking about uro, but there are so many cards where this card is useless.
an aggro deck never wants to use this card. mono aggro curves out at 4, max 5 mana... what do u get for that. 2 or 3 damage to 2 creatures, not even players (AT MYTHIC U CANT TARGET PLAYERS ?!)
Electrodominace didnt see play
Rolling Thunder didnt see play
why the hell should this card see play ?
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Electrodominance? That didn't see play for the same reason that Finale of Promise fell off. They both died for the sins of 3feri. Who's playing high mana instants in a deck when a 3 draw stops you from not only playing the card at instant speed, but you can't even get the free casts off it. Poor comparison.
100% people are evaluating these lands improperly. So many times you lose a game top decking land 11 in a drawn out game. Let's see, play mountain number #11, or get a usable spell? I'm gonna take the usable spell, see good luck with your mountain. Hell, I'm sure I'll be able to get meme wins off this card with Brash Taunter. I guarantee it.
Red decks that are beyond the standard environment !
People on this forum are not as uneducated as you think, but they don't specify in which format the cards look disappointing, which leads to misunderstandings...
Most DFCs in this set are average in standard (many are filler cards and some won't see play at all), so imagine when people question whether those cards can make it into Pioneer, Modern or Legacy...
This one is not that exciting, really. Say you play 2 of them:
1- they're terrible mountains early game (in aggro decks you want your curve to be smooth and painless in order to race green beefy decks),
2- they need 8 mana to be a big play later (which aggro deck can get there ?),
3- they don't hit players or more than 2 targets (a finisher is supposed to... finish a player).
So, I'd say it's a rather mediocre mythic for RDW. It looks like a spell for ramp decks or Jund-like archetypes, so maybe there's something to do along with Lotus Cobra... But it's hard to conclude it's a banana finisher in a snap.
Because you don't have to? Just let it come into play tapped?
I do hope that you did not mean "why is this card not come into play untapped for free, making it a crazy good level, 4-of in every red deck forever?"
I agree with the sentiment: people have no bearing currently how to evaluate these cards. Many still not see how much being a land shoot up the utility of any cards, just like the value of the words "draw a card" shoots up the value of any spell. OTOH, I do agree that 3 life means that you will have to really think about how many to play and when is it really worth it to pay. Many games will be lost to a wrong decision deck-building and playing wise.
To make it mythic rare Worthy the correct wording is “up to any two targets” not “creatures or planeswalkers”
so this is the worst mythic of the set easily
It shouldve been able to hit players, but its also never going to be a dead card
Will it see play? Minimal at best probably.
The upside is that it’s only overcosted on both sides. As a Mythic. Wow.
3 life for a vanilla non-basic mountain is not good. 8+ mana to remove two creatures is not good. Having two not good options isn’t much better than having one not good option.
But I guess free value in MTG is worthless. That's why those stupid, overcosted companions saw no play.
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Blah set so far. Eldrazi made Zendikar appealing. Now we just have Angry Lands set instead.
That's a good point.
Remember how awful Ramunap Ruins was? Ugh, a land that costs you life and has a very overcosted damage spell tacked on!
(inb4 yes I realize ruins hits players, shatterskul does not. That does not make shatterskull bad.)