How many times is an opponent gonna have 2 or more cards in hand while you are worried about a CMC cost 3 creature they control while you are desperate to return a CMC 2 cost creature to the battlefield by the time a black deck has 7 mana?
How many times is an opponent gonna have 2 or more cards in hand while you are worried about a CMC cost 3 creature they control while you are desperate to return a CMC 2 cost creature to the battlefield by the time a black deck has 7 mana?
How many times is an opponent gonna have 2 or more cards in hand while you are worried about a CMC cost 3 creature they control while you are desperate to return a CMC 2 cost creature to the battlefield by the time a black deck has 7 mana?
Shows up a lot in a group game.
This. But also, the non-kicked version is just fine on its own.
It should’ve affected higher numbers as the effects went down (resurrect a 3 or less, destroy a 4 or less). I wish I was on the design team for these sets. These commands are SLOW.
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"The essence of every world, every spell and every thought is power. Nothing else matters, because nothing else exists."
To start with this is at least as good as Mind Rot just on a baseline. That's not a bad start. From there, you could also play it to get a creature or destroy a creature. I have a feeling the discard is going to be quite popular a choice, but these other options are very nice if your opponent has loads of cards to spare or one or less cards or if there is a good target for the circumstance.
Why would you want this effect combined for 7 mana? If you have mana to spare, you certainly would. And sometimes all those effects will line up well to make it a strong play. This option doesn't need to be good all the time when you have options. That is the whole point.
I mean its always going to do something, but it also feels like they tacked 3 commons together and made it rare.
They took common level designs and altered them? So they made something that wasn't like a common? Something different that might warrant being at a different rarity even?
I don't understand what there is about a modal spell like this that isn't rare enough. It's complex, it's kind of splashy, it's a kind of design that generally makes a good competitive card. Do any of the other modal spells at rare like the Commands actually have any effects on them that aren't also just commons stapled together?
I don't get it.
I like this, even nonkicked it's usable. And kicked, I'd be content even if there weren't a player with cards in hand to discard because you're still getting a creature back plus killing another creature. The individual effects aren't impressive in the least, but the flexibility is worth it. That's something of the narrative from the set, only this card isn't sacrificing potency of the various modes or cost efficiency for that flexibility like a lot of the others (which makes them less impressive if still technically solid because of the flexible utility).
Well, this set is sure to deliver on the signature level. Given the highly polarized evaluation of so many cards, a large contingent of people, we don't really know which now, will have their evaluation skills eternally questioned. (of course, any cycle will have it's high points and low points, so people will point to the appropriate half and claim they were right all along.)
Haha! Another card for the Tiny Leaders Cube. It's honestly not a bad card in several formats. Being a charm with multiple good options but also the ability to get all three is super valuable. It may not be flashy, but it offers good utility.
This cards are very interesting, they will see play in standard, sadly they are one mana too expensive for modern.
Nah, due to how small-time Modern is, this looks like a serious contender in Modern BGx Midrange. Kill a potentially powerful opposing creature? Raise Goyf/Bob/Scavenging Ooze from the dead? Hamper opposing slower decks with the discard? Potentially do all 3 in the late game? Don't mind if I do!
I'd say it competes with Kolaghan's Command in Modern Jund, except Kommand can almost never kill Goyf.
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something something garbage (am I doing it right?)
Source: @maki_michiru (They give previews to vtubers now?)
that could make waves outside limited/draft Easily
Shows up a lot in a group game.
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Super versatile. Mini cruel ultimatum that doesn't always cost 7. Early game, it always does something.
This. But also, the non-kicked version is just fine on its own.
I mean its always going to do something, but it also feels like they tacked 3 commons together and made it rare.
You mean like nearly every Command ever?
Why would you want this effect combined for 7 mana? If you have mana to spare, you certainly would. And sometimes all those effects will line up well to make it a strong play. This option doesn't need to be good all the time when you have options. That is the whole point.
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FATE of ALARA: Multicolour factions (currently on hiatus)
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They took common level designs and altered them? So they made something that wasn't like a common? Something different that might warrant being at a different rarity even?
I don't understand what there is about a modal spell like this that isn't rare enough. It's complex, it's kind of splashy, it's a kind of design that generally makes a good competitive card. Do any of the other modal spells at rare like the Commands actually have any effects on them that aren't also just commons stapled together?
I don't get it.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
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Excellion
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2023 Average Peasant Cube|and Discussion
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Nah, due to how small-time Modern is, this looks like a serious contender in Modern BGx Midrange. Kill a potentially powerful opposing creature? Raise Goyf/Bob/Scavenging Ooze from the dead? Hamper opposing slower decks with the discard? Potentially do all 3 in the late game? Don't mind if I do!
I'd say it competes with Kolaghan's Command in Modern Jund, except Kommand can almost never kill Goyf.