that is 100% a 5/3, it doesn't look anything like the first 5. so your 7 drop dies to Bolt. But the abilities are almost certainly pushed to hell. it's one of the flagship mythics of the set and a blue card, it has to get banned in SOME format
Well, it dies to two bolts cast in the same turn. Counters the first one.
This fits the "double for me, half/none for you" vibe of the previous praetors. Oh so un-fun to play against.
All the Eternal decks running blue-red look at Jin for a moment, squint, then cast some one-drop cantrip into Bolt.
I like this card. It may not be super fun to play against but it's splashy, powerful and probably a lot of fun to play. It's not impossible to kill but will likely 2 for 1 your opponent. I'm talking from mainly a commander perspective. Lol at the thought of reanimating this early. In that case it can be oppressive but if this lands mid to late game a table should be able to deal with it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Protection from reason (Decadent_Creed can't be blocked, targeted, dealt damage, or enchanted by reason.)
that is 100% a 5/3, it doesn't look anything like the first 5. so your 7 drop dies to Bolt. But the abilities are almost certainly pushed to hell. it's one of the flagship mythics of the set and a blue card, it has to get banned in SOME format
Well, it dies to two bolts cast in the same turn. Counters the first one.
This fits the "double for me, half/none for you" vibe of the previous praetors. Oh so un-fun to play against.
All the Eternal decks running blue-red look at Jin for a moment, squint, then cast some one-drop cantrip into Bolt.
Correction - they'll have to cast a one-drop cantrip and then two bolts. (Wizards just confirmed he's a 5/5.) So you 3-for-1 your opponent. But he costs 7 mana and there are better reanimation targets, so I don't see him for eternal formats anyway unless there is a combo where you go off right away with the spell doubling - and in that case, the "counter first spell" ability will actually come in really handy.
In standard, hullbreaker might have the edge because it is uncounterable. But in historic/alchemy that advantage goes away. Still, I think you need to have spells you are particularly happy to double in order to want Jin. Shouldn't be hard to meet that hurdle.
i feel like this card is grossly underestimated by the community, especially the edh community. we're focused entirely too much on the once per turn aspect. we're in blue. no one is tapping out without tricks just to slap this guy down.
personally, i feel its going to pan out like tergrid. not nearly strong enough for a cedh group, but oppressively powerful for your average pod - which is like 99% of edh despite what those players think. i think most pods will play out where this guy hits the table, there's a full turn rotation where people fail miserably at removing it, and then they ultimately scoop once it hits gin's main phase. all it takes is one extra turn spell and it will run away with a game. this in turn will solidify it as a commander that gets immediately focused down by the entire table every game - resulting in no participants having fun at all.
i feel like this card is grossly underestimated by the community, especially the edh community. we're focused entirely too much on the once per turn aspect. we're in blue. no one is tapping out without tricks just to slap this guy down.
personally, i feel its going to pan out like tergrid. not nearly strong enough for a cedh group, but oppressively powerful for your average pod - which is like 99% of edh despite what those players think. i think most pods will play out where this guy hits the table, there's a full turn rotation where people fail miserably at removing it, and then they ultimately scoop once it hits gin's main phase. all it takes is one extra turn spell and it will run away with a game. this in turn will solidify it as a commander that gets immediately focused down by the entire table every game - resulting in no participants having fun at all.
oh yeah, turn spells. I guess that's why they finally banned alrund.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
All the Eternal decks running blue-red look at Jin for a moment, squint, then cast some one-drop cantrip into Bolt.
Yah that's right it doesn't mention enchantments.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
https://www.reddit.com/r/magicTCG/comments/sdn3bn/we_deciphered_most_of_the_new_jin_gitaxias_card/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
they said “bad stuff” is the “counter that spell” part
But easily in 1 hour 45 minutes we will see the English version
We might not see it today but some time in the next few days or so. But if it's a big storyline related card then they *may* reveal it today.
I'm actually kinda excited now. I hope we get to see some more mechanics other than Channel.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
Correction - they'll have to cast a one-drop cantrip and then two bolts. (Wizards just confirmed he's a 5/5.) So you 3-for-1 your opponent. But he costs 7 mana and there are better reanimation targets, so I don't see him for eternal formats anyway unless there is a combo where you go off right away with the spell doubling - and in that case, the "counter first spell" ability will actually come in really handy.
In standard, hullbreaker might have the edge because it is uncounterable. But in historic/alchemy that advantage goes away. Still, I think you need to have spells you are particularly happy to double in order to want Jin. Shouldn't be hard to meet that hurdle.
personally, i feel its going to pan out like tergrid. not nearly strong enough for a cedh group, but oppressively powerful for your average pod - which is like 99% of edh despite what those players think. i think most pods will play out where this guy hits the table, there's a full turn rotation where people fail miserably at removing it, and then they ultimately scoop once it hits gin's main phase. all it takes is one extra turn spell and it will run away with a game. this in turn will solidify it as a commander that gets immediately focused down by the entire table every game - resulting in no participants having fun at all.
oh yeah, turn spells. I guess that's why they finally banned alrund.