So that's what happens when you try to shove Harrow and flashback into a Naturalize: Tovolar and his howlpack get mad and destroy an entire vampire manor. Any guesses whose house that is?
This shouldn't find any land when getting rid of an enchantment or land, not get one no matter what. I guess you could use it on your own lands and ramp if you can't use it on an enchantment or artifact. This doesn't feel all that great.
This card is really confusing me, and I'm not talking about how it is played. I am talking about that it costs 3 mana to destroy an artifact or enchantment and then give your opponent a land. There are plenty of other cards that cost one and two mana that destroy artifacts and enchantments, and did not give resources. Really have no idea why this card is made in the first place.
Is this supposed to be played to destroy your own artifact or enchantment??? So it is then a way to turn your resources into land(s) for yourself? I guess that's what makes it really strange.
This is pretty awful.
Even without *any* land gifts, I doubt it would see that much play,
but they at least could have reduced it by 1 land per mode (so Naturalize is still unterrible),
but they decided to make this card comically bad instead.
Well, there's the anti-Book/Haven tech. It will probably be played, regardless of how crappy it looks at first blush, for metagame reasons.
End of the day, it is still ramp, in colors that want to ramp, in an archetype (Bard Class) that they're pushing, it answers what is likely going to be a major annoyance all next year, it has additional flexibility besides, and you can do it twice. Good card.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
I actually wanna know why we can't blow up an artifact/enchantment at 3 and sorcery speed without a drawback
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
I don't think it's quite AS bad... It's a RG Harrow that can, if needed, blow up an opposing artifact or enchantment at the cost of ramping your opponent. And if REALLY needed, you can blow up an opposing land at a cost as well.
So basically a slightly harder to cast Harrow with flashback with some mild flexibility in a pinch. Not HORRIBLE, and i can see what their intent with it was, but the added ramp if you use it as a land destruction spell is just playing it TOO safe.
Honestly, "RG Harrow with Flashback" isn't terrible on its own, and you can ignore the rest of the card.
I don't think it's quite AS bad... It's a RG Harrow that can, if needed, blow up an opposing artifact or enchantment at the cost of ramping your opponent. And if REALLY needed, you can blow up an opposing land at a cost as well.
So basically a slightly harder to cast Harrow with flashback with some mild flexibility in a pinch. Not HORRIBLE, and i can see what their intent with it was, but the added ramp if you use it as a land destruction spell is just playing it TOO safe.
Honestly, "RG Harrow with Flashback" isn't terrible on its own, and you can ignore the rest of the card.
I don't think it's quite AS bad... It's a RG Harrow that can, if needed, blow up an opposing artifact or enchantment at the cost of ramping your opponent. And if REALLY needed, you can blow up an opposing land at a cost as well.
So basically a slightly harder to cast Harrow with flashback with some mild flexibility in a pinch. Not HORRIBLE, and i can see what their intent with it was, but the added ramp if you use it as a land destruction spell is just playing it TOO safe.
Honestly, "RG Harrow with Flashback" isn't terrible on its own, and you can ignore the rest of the card.
Plain old Harrow is also instant speed...
It's a RG harrow that lost instant for flashback and can also nab artifacts and enchantments in a pinch for one less land? This is a Zendicar Rising landfall support card merged with the best of one more options package. note that if the target is indestructible the player still gets a land.
Read the card again guys, you CAN blow your own land up using this, and then search for two lands, so it's essentially a ramp spell for 3 mana and the possibility of flashback. Sure, using it on the opponent's stuff is pretty bad, but else,it's a Harrow that trades the instant speed and easier casting cost for preventing a 2-for-1 if it gets countered, this should see play in RG ramp decks I'm sure.
I don't think it's quite AS bad... It's a RG Harrow that can, if needed, blow up an opposing artifact or enchantment at the cost of ramping your opponent. And if REALLY needed, you can blow up an opposing land at a cost as well.
So basically a slightly harder to cast Harrow with flashback with some mild flexibility in a pinch. Not HORRIBLE, and i can see what their intent with it was, but the added ramp if you use it as a land destruction spell is just playing it TOO safe.
Honestly, "RG Harrow with Flashback" isn't terrible on its own, and you can ignore the rest of the card.
Plain old Harrow is also instant speed...
It's a RG harrow that lost instant for flashback and can also nab artifacts and enchantments in a pinch for one less land? This is a Zendicar Rising landfall support card merged with the best of one more options package. note that if the target is indestructible the player still gets a land.
I didn't say it was GOOD, just not TERRIBLE!
I'm honestly considering running it in Lord Windgrace instead of Harrow for a little extra flexibility.
Also, Harrow does not tap the new lands. Given that this is a sorcery to boot, it's just mind-boggling. (When blowing up your opponent stuff, given that you cast this on your turn, the tap drawback is not nil, but much less severe.)
It almost feel like a misprint.
Edit: the only upside is flash back and assuming you got a land in hand for next turn, this ramps you from 3 to 4, then 5 to 6, but requires two colors. Yay? Even it's redeeming bit is not so redeeming...
I don't think it's quite AS bad... It's a RG Harrow that can, if needed, blow up an opposing artifact or enchantment at the cost of ramping your opponent. And if REALLY needed, you can blow up an opposing land at a cost as well.
The chad common instant VS the virgin rare sorcery
Come on guys this is terrible.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Do you guys never do role compression? Flashback is a big deal, I'd absolutely play bad Harrow with flashback. And if you draw it too late for ramp to matter, it's not worthless. Id much rather my opponent have a basic land than a game-winning artifact or enchantment. This card is flexible as hell and decent in every quadrant.
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.
Do you guys never do role compression? Flashback is a big deal, I'd absolutely play bad Harrow with flashback. And if you draw it too late for ramp to matter, it's not worthless. Id much rather my opponent have a basic land than a game-winning artifact or enchantment. This card is flexible as hell and decent in every quadrant.
It's terrible and I hope I don't get it if I play sealed with my mates. (which is getting more and more unlikely the more cards I see from the set)
Do you guys never do role compression? Flashback is a big deal, I'd absolutely play bad Harrow with flashback. And if you draw it too late for ramp to matter, it's not worthless. Id much rather my opponent have a basic land than a game-winning artifact or enchantment. This card is flexible as hell and decent in every quadrant.
Are you the guy who’s like “come on, everyone, mosquitos aren’t THAT bad” or “we should just be grateful that air travel exists, even if we did end up in the wrong city because the pilot is drunk”?
Can a card with so many modes, with one of them “destroy target land,” at such a cheap mana cost, be bad? It’s hard to imagine, but I can’t see how it’ll end up being good
Used on yourself, this is soooooo much worse than Harrow.
Harrow: instant, lands enter untapped, single color (very splashable)
This: sorcery, lands enter tapped, color-heavy and Gruul-specific
Used on an opponent, this is soooooooooo much worse than Naturalize, which really only serves as an average baseline given it has better versions out there.
Naturalize: 2 mana, instant, doesn't ramp opponent, single color (splashable)
This: 3 mana, sorcery, ramps opponent, color-heavy and Gruul-specific.
So, it's got three downgrades from Harrow and four downgrades from Naturalize. And that's not even taking rarity into account (common to rare seems like another downgrade, but whatever).
And the only upside is flashback so you can cast your crappy spell a second time. Wait, is that even an upside when I don't want to cast this once, let alone twice?
But that's beside the point isn't it. I love Harrow for being an instant that brings in two lands untapped, essentially just costing one mana and sometimes allowing me to play three copies in two consecutive turn cycles. It's unique and far beyond what a common needs to be. I entirelyget why that effect is usually sorcery-speed these days.
I think this card is still valid, because it is a lesser Creeping Mold-like card where it is not a lesser Harrow-like card. And it adds flashback to both options, even giving you the option to first ramp, then remove or ramp multiple times etc. And as opposed to Harrow it will not leave you crestfallen over a counterspell, which many people seem to not take into consideration.
Oh, Mana Leak, you have hurt me so much in the past, but never quite so much as when I had to hold onto my Harrow and play my lands one at a time, because my opponent just wouldn't tap out.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
So that's what happens when you try to shove Harrow and flashback into a Naturalize: Tovolar and his howlpack get mad and destroy an entire vampire manor. Any guesses whose house that is?
Source: Golden Goblin Games
Is this supposed to be played to destroy your own artifact or enchantment??? So it is then a way to turn your resources into land(s) for yourself? I guess that's what makes it really strange.
Even without *any* land gifts, I doubt it would see that much play,
but they at least could have reduced it by 1 land per mode (so Naturalize is still unterrible),
but they decided to make this card comically bad instead.
End of the day, it is still ramp, in colors that want to ramp, in an archetype (Bard Class) that they're pushing, it answers what is likely going to be a major annoyance all next year, it has additional flexibility besides, and you can do it twice. Good card.
Me, reading the rest of the card: "goddammit never mind"
I actually wanna know why we can't blow up an artifact/enchantment at 3 and sorcery speed without a drawback
So basically a slightly harder to cast Harrow with flashback with some mild flexibility in a pinch. Not HORRIBLE, and i can see what their intent with it was, but the added ramp if you use it as a land destruction spell is just playing it TOO safe.
Honestly, "RG Harrow with Flashback" isn't terrible on its own, and you can ignore the rest of the card.
Plain old Harrow is also instant speed...
It's a RG harrow that lost instant for flashback and can also nab artifacts and enchantments in a pinch for one less land? This is a Zendicar Rising landfall support card merged with the best of one more options package. note that if the target is indestructible the player still gets a land.
I didn't say it was GOOD, just not TERRIBLE!
I'm honestly considering running it in Lord Windgrace instead of Harrow for a little extra flexibility.
It almost feel like a misprint.
Edit: the only upside is flash back and assuming you got a land in hand for next turn, this ramps you from 3 to 4, then 5 to 6, but requires two colors. Yay? Even it's redeeming bit is not so redeeming...
The chad common instant VS the virgin rare sorcery
Come on guys this is terrible.
It's terrible and I hope I don't get it if I play sealed with my mates. (which is getting more and more unlikely the more cards I see from the set)
Are you the guy who’s like “come on, everyone, mosquitos aren’t THAT bad” or “we should just be grateful that air travel exists, even if we did end up in the wrong city because the pilot is drunk”?
Harrow: instant, lands enter untapped, single color (very splashable)
This: sorcery, lands enter tapped, color-heavy and Gruul-specific
Used on an opponent, this is soooooooooo much worse than Naturalize, which really only serves as an average baseline given it has better versions out there.
Naturalize: 2 mana, instant, doesn't ramp opponent, single color (splashable)
This: 3 mana, sorcery, ramps opponent, color-heavy and Gruul-specific.
So, it's got three downgrades from Harrow and four downgrades from Naturalize. And that's not even taking rarity into account (common to rare seems like another downgrade, but whatever).
And the only upside is flashback so you can cast your crappy spell a second time. Wait, is that even an upside when I don't want to cast this once, let alone twice?
2023 Average Peasant Cube|and Discussion
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But that's beside the point isn't it. I love Harrow for being an instant that brings in two lands untapped, essentially just costing one mana and sometimes allowing me to play three copies in two consecutive turn cycles. It's unique and far beyond what a common needs to be. I entirelyget why that effect is usually sorcery-speed these days.
I think this card is still valid, because it is a lesser Creeping Mold-like card where it is not a lesser Harrow-like card. And it adds flashback to both options, even giving you the option to first ramp, then remove or ramp multiple times etc. And as opposed to Harrow it will not leave you crestfallen over a counterspell, which many people seem to not take into consideration.
Oh, Mana Leak, you have hurt me so much in the past, but never quite so much as when I had to hold onto my Harrow and play my lands one at a time, because my opponent just wouldn't tap out.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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