Assemble the Legion 3RW
Enchantment {R}
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on Assemble the Legion.
Lets discuss, theorize, and strategize with this new card.
My personal opinion: It is slow but it enables battlion for its guild in the same way that Rumbling Slum enabled bloodthrist for its guild.
Too slow most likely. It's a 5 drop that does nothing when it comes in, and takes several more turns to get really going. At least the tokens have haste though.
It's most likely application to Standard will be in a control tokens deck that seeks to grind out an advantage over a long game. The current standard allows for it, and the proper cards are in place for it. Intangible Virtue and Lingering Souls have always been one of the most powerful pillars of the format, but they aren't strong enough to win an aggro race. With the proper control shell, however, tokens should be playable in the format, and this gives the deck a late-game inevitability sort of along the lines of Shrine of Loyal Legions in Scars block Standard.
5cmc is playable in a lot of deck archetypes.
It's a 5 turn clock by itself. Pumped by token pumpers (fantastic curve with Sorin, nice interaction with wolf run and township). Immune to a lot of removal. Can block and race at the same time. Almost unbeatable in a long game unless you remove enchantment itself.
Remember just a few sets ago we got Commander's Authority? Look at the amazing difference a red mana and 2 rarities higher?
-Not an aura so isn't weak vs creature removal.
-Tokens get haste
-Number of tokens increase each turn.
-Multicolored (better vs intimidate and such)
-Human tribal got a lot of recent support but overall soldier is better
That is a huge difference! It can be argued if this card will be good or not in constructed but I think this card is really exciting for limited at least.
Personally I think it will be good in standard too.
I'm guessing Intangible Virtue isn't a thing anymore. Seriously.
T1: Pilgrim
T2: I. Virtue
T3: CoC
T4 (assuming you get the red, but how wouldn't you?): Assemble the Legion
T5: Play another IV or whatever else
A 2/2 or even a 3/3 soldier with Haste and vigilance is nasty in this game. I can see this being played as a 1-2 MB card in the right deck. Its not a 3 drop 3/3 or a 5 drop 5/3 but give it a chance. I want to see this played in the right deck to evaluate it. I am going to try Naya Tokens when everything gets leaked.
Funny thing is it beats 5/3 pretty easily. In fact your opponent could play 4 straight tusks after you cast this and you would still beat him with just this enchantment.
That's what I'm saying. I didn't name it because of the simple fact that in comparison with this, it makes Thragtusk easier to play around. imo. I mean I don't know much about the game but if Sphere of Safety can see some play, I'm sure this can as well. People are assuming you are going to play this without any support around it, in standard.
Making arguments for this card in a competitive format is silly. Yes, given several turns untouched, this could become an issue. Would you rather play this over Thundermaw Hellkite? Maybe if this thing cost 1RWW or something it'd be worth a doubletake, but it's not Bitterblossom. It's a very slow card, even with ramp, that is outclassed by a lot of other choices.
Comparing 4 Thragtusk cast in succession with this thing out is also kind of silly. Yes, you do have all the chump blockers you'll ever need, but, you'll probably lose anyway, as you'd need like 10 turns before you could even begin to put a dent in the opponent's life total. Sure you might have other cards, Gavony Township could make a big difference, but it's also not like the other player doesn't have other stuff to do. Even without a way to remove the enchantment, all they'd need is a small Bonfire or large Fury and it's pretty much game over.
Funny thing is it beats 5/3 pretty easily. In fact your opponent could play 4 straight tusks after you cast this and you would still beat him with just this enchantment.
I still have to verify the 4 consecutive tusks, but it doesn't really matter. It would deal with two and that's good enough for me.
I already posted in one thread about this card, but I feel I have to do it again for posterity. I think this enchantment is well positioned for control decks to deal with the good removal and creatures we have in the format.
The one thing I don't is that the tokens can't deal with fliers. You can't have everything I suppose.
Making arguments for this card in a competitive format is silly. Yes, given several turns untouched, this could become an issue. Would you rather play this over Thundermaw Hellkite? Maybe if this thing cost 1RWW or something it'd be worth a doubletake, but it's not Bitterblossom. It's a very slow card, even with ramp, that is outclassed by a lot of other choices.
Comparing 4 Thragtusk cast in succession with this thing out is also kind of silly. Yes, you do have all the chump blockers you'll ever need, but, you'll probably lose anyway, as you'd need like 10 turns before you could even begin to put a dent in the opponent's life total. Sure you might have other cards, Gavony Township could make a big difference, but it's also not like the other player doesn't have other stuff to do. Even without a way to remove the enchantment, all they'd need is a small Bonfire or large Fury and it's pretty much game over.
Then again, Selesnya Charm is a thing (for Thundermaw)...so is Boros Charm now.
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"The essence of every world, every spell and every thought is power. Nothing else matters, because nothing else exists."
i really think an underrated card in boros tokens is akroma's memorial. one can "ramp" into it fairly quickly with battle hymn. was just messing around with the idea on mtgdeckbuilder.net this card would fit it nicely, albeit maybe more casually.
The second thing I thought of when I read this card was: Mustard Counters.
The third thing I thought of when I read this card was: We must muster the filibusters!
Fourth: Too high in price and slow in pace to really make an impact in an aggro deck, but mid-range or control boros is definatly worth a check.
Making arguments for this card in a competitive format is silly. Yes, given several turns untouched, this could become an issue. Would you rather play this over Thundermaw Hellkite? Maybe if this thing cost 1RWW or something it'd be worth a doubletake, but it's not Bitterblossom. It's a very slow card, even with ramp, that is outclassed by a lot of other choices.
Comparing 4 Thragtusk cast in succession with this thing out is also kind of silly. Yes, you do have all the chump blockers you'll ever need, but, you'll probably lose anyway, as you'd need like 10 turns before you could even begin to put a dent in the opponent's life total. Sure you might have other cards, Gavony Township could make a big difference, but it's also not like the other player doesn't have other stuff to do. Even without a way to remove the enchantment, all they'd need is a small Bonfire or large Fury and it's pretty much game over.
Comparing this card to Elspeth Tirel is not a huge stretch, and Elspeth saw varying amounts of play in T2. With Intangible Virtue and removal, maybe a few sweepers, I could see this card seeing play. If they don't kill it it just kills them by itself, makes opposing walkers a lot worse, and after a wipe it does a decent job of stabilizing you. The cards not insane, and we need to know more about the format, but it's not ridiculously unplayable.
I guess OP wants it to be 'keyworded' like "dies" was. What word would you replace ETB with though?
When Aegis Angel is born?
When Huntmaster of the Fells arrives?
When Kitchen Sphinx lands?
When Faerie Imposter busts in?
When Dread Cacodemon pops in?
When Malfegor shows up?
Good card, but a late drop in constructed. What I find nifty is that the one drop Thrull can make this card useless at the expense of life. Still, good to see more Boros tokens, lets hope we get a nice sorcery that plops 2 haste soldiers out for 3cmc
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There is buried treasure everywhere...in a graveyard.
It's very slow. At 5 CMC you have Thundermaw.
At the point this placed the 1st token, Thundermaw already hit for 10.
when you have 6 tokens, Thundermaw hited for 20.
It ETB aroud turn 5, and will have a decent relevance only after turn 8 (6+ tokens)
Something that will never be relevant before turn 7 have low chance of being played on standard.
Unless a new strong control rises to support this, a thundermaw is a better investiment for 5 manas.
If it was 4CMC, could be played at turn 3 with some ramp.
Also, Rakdos Charm will love if this enchantment see some play.
This card may be massively underrated. Left alone it kills in 4 turns, and is much harder to kill than Thundermaw. I just don't know if there exists a deck for it. It seems to me it would be best in a mid-range or controlling deck, not the typical WR aggro deck.
Enchantment {R}
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on Assemble the Legion.
Lets discuss, theorize, and strategize with this new card.
My personal opinion: It is slow but it enables battlion for its guild in the same way that Rumbling Slum enabled bloodthrist for its guild.
Standard-
WRG-Naya Humans
EDH-
RUG- Animar
RW- Brion Stoutarm
Club Flamingo Wins: 1!
As prompted by certain threads on the forums, I'm now certain that the planeswalkers in DGM will be.... Ral Zarek, Morsel of the Firemind.
It's a 5 turn clock by itself. Pumped by token pumpers (fantastic curve with Sorin, nice interaction with wolf run and township). Immune to a lot of removal. Can block and race at the same time. Almost unbeatable in a long game unless you remove enchantment itself.
This will be a big card.
-Not an aura so isn't weak vs creature removal.
-Tokens get haste
-Number of tokens increase each turn.
-Multicolored (better vs intimidate and such)
-Human tribal got a lot of recent support but overall soldier is better
That is a huge difference! It can be argued if this card will be good or not in constructed but I think this card is really exciting for limited at least.
Personally I think it will be good in standard too.
T1: Pilgrim
T2: I. Virtue
T3: CoC
T4 (assuming you get the red, but how wouldn't you?): Assemble the Legion
T5: Play another IV or whatever else
A 2/2 or even a 3/3 soldier with Haste and vigilance is nasty in this game. I can see this being played as a 1-2 MB card in the right deck. Its not a 3 drop 3/3 or a 5 drop 5/3 but give it a chance. I want to see this played in the right deck to evaluate it. I am going to try Naya Tokens when everything gets leaked.
Comparing 4 Thragtusk cast in succession with this thing out is also kind of silly. Yes, you do have all the chump blockers you'll ever need, but, you'll probably lose anyway, as you'd need like 10 turns before you could even begin to put a dent in the opponent's life total. Sure you might have other cards, Gavony Township could make a big difference, but it's also not like the other player doesn't have other stuff to do. Even without a way to remove the enchantment, all they'd need is a small Bonfire or large Fury and it's pretty much game over.
I still have to verify the 4 consecutive tusks, but it doesn't really matter. It would deal with two and that's good enough for me.
I already posted in one thread about this card, but I feel I have to do it again for posterity. I think this enchantment is well positioned for control decks to deal with the good removal and creatures we have in the format.
The one thing I don't is that the tokens can't deal with fliers. You can't have everything I suppose.
Then again, Selesnya Charm is a thing (for Thundermaw)...so is Boros Charm now.
really though, my very first thought was intangible virtue ->growing ranks -> muster the legion. with some parallel lives sprinkled in. for the lolz. maybe drop growing ranks and just go straight up plives and muster haha...
The third thing I thought of when I read this card was: We must muster the filibusters!
Fourth: Too high in price and slow in pace to really make an impact in an aggro deck, but mid-range or control boros is definatly worth a check.
Comparing this card to Elspeth Tirel is not a huge stretch, and Elspeth saw varying amounts of play in T2. With Intangible Virtue and removal, maybe a few sweepers, I could see this card seeing play. If they don't kill it it just kills them by itself, makes opposing walkers a lot worse, and after a wipe it does a decent job of stabilizing you. The cards not insane, and we need to know more about the format, but it's not ridiculously unplayable.
My EDH Decks!
BUGDamia, Combo-Control QueenBUG
RGWort, the RampmotherRG
WWWKemba, Voltron ExtraordinaireWWW
UBDralnu, Pure ControlUB
URHail to the DracogeniusUR
1. Cumupkeep isn't evergreen
2. Muster counters are more flavorfull
There is buried treasure everywhere...in a graveyard.
At the point this placed the 1st token, Thundermaw already hit for 10.
when you have 6 tokens, Thundermaw hited for 20.
It ETB aroud turn 5, and will have a decent relevance only after turn 8 (6+ tokens)
Something that will never be relevant before turn 7 have low chance of being played on standard.
Unless a new strong control rises to support this, a thundermaw is a better investiment for 5 manas.
If it was 4CMC, could be played at turn 3 with some ramp.
Also, Rakdos Charm will love if this enchantment see some play.
Give irony and sarcasm, when ignorance and stupidity is found.
The whip is kept for special occasions
Er... where did you see it kills in 4 turns?
1 + 2 + 3 + 4 = ......20?
/crazymathmodeoff
1 + ( 1 + 2 ) + ( 1 + 2 + 3 ) + ( 1 + 2 + 3 + 4 ) = 1 + 3 + 6 + 10 = 20