Oh poor Magistrate's Scepter, it never really got its moment.. except with proliferate it could get twisted.
With just the cards spoiled now, building up three counters per turn reliably is quite easy, without having go into junk cards, other than Scepter itself.
Karn's Bastion proliferates once per turn, Twice if you have Wilderness Reclamation. The new Kiora is a nice ramp/utility piece that can also grant a consistent untap. (And proliferate would put her counters back). So Bastion/Scepter could just be slipped into a Wilderness reclamation deck with little effort.. and bam you've got infinite turns.
Just with Bastion and Reclamation, you get 2 of the 3 counters per turn. Finding a third proliferate source doesn't seem difficult. I could see this leading to some too easy locks.
Perhaps Turbo-Scepter could become a deck of its own? Flux Channeler and Scepter means that ,after 1 counter is on, you can get an extra turn for every 3 spells you cast. You could try to make a deck that casts 3 spells per turn on average, (or less if you have other consistent proliferate effects). I know there is a hurdle to getting Scepter onto the field, adding the first counter, then untapping with it, but after that.. it's an repeatable extra turn engine.. which is worth a shot.
I don't really see it becoming t1 material as you would need a pretty dedicate deck to pull it off reliably, but...
Of course, you could go with: Flux Channeler + Quasiduplicate/Repudiate // Replicate, depending on the colors you choose you can either put it in an Izzet Drakes, Izzet Phoenix or in a Simic Adapt deck.
Two benefit from your spellslinging, the other benefits from the extra +1/+1 counters giving you extra options rather than going all-in with the scepter.
Sadly enough, I don't think I'll have enough wildcards to try this on arena.
I don't think you need a hugely dedicated deck. The Scepter is basically a free turn per 3 proliferates, once you get over the hurdle of Playing it, tapping for the first counter, and then untapping it. However, in the meantime: You're still proliferating your other planeswalkers, +1/+1 counters and more. If there's a strong proliferate suite, this just slots in.
With Karn's Bastion and Wilderness Reclamation, this gets out of hand. A wilderness reclamation deck plays as normal, except for trading a colored land for the Bastion. Do your normal thing.. until you get Scepter, Bastion, and 2 Reclamations.. and you've just stapled a potential infinite into an otherwise already functional deck. An Bastion isn't just a combo piece, as bastion/reclamation could proliferate the heck out of many other things.
Also, if proliferating is too easy, I could see this becoming a part of Mastermind's Acquisition toolboxes.
It doesn't seem terrible, but it's got a lot of weak points for the opponent to Bedevil, Mortify, or Counter anything.
In standard your best case is going to be turn 3 Sceptor turn 4 Wilderness Reclamation, into charge counter, turn 5 Flux Channeler or other repeatable proliferate.
Which sounds really great. Except why do that when you can just Nexus of Fate. No need to include vulnerable Flux Channelers are do nothing artifacts just run Wilderness Reclamation and Search for Azcanta which already go great together.
Or if you can set up that much proliferate why not run some walkers that can help stabilize the board and then proliferate into ultimatting to win.
Scepter will be a solid jank tier 3 strat, but probably not viable unless something else is printed that breaks proliferate even more.
it's basically 7 mana and the land proliferate elf, it doesn't seem too cheap yet. Having said that there are still like 90 cards left to be spoiled, so anything is possible.
I recall listening to a drive to work podcast where MaRo expressed a desire to include more colored artifacts since it's a good way to print powerful artifacts without having a [[Walking Balista]]-style issue where a card goes in every standard deck.
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With just the cards spoiled now, building up three counters per turn reliably is quite easy, without having go into junk cards, other than Scepter itself.
Karn's Bastion proliferates once per turn, Twice if you have Wilderness Reclamation. The new Kiora is a nice ramp/utility piece that can also grant a consistent untap. (And proliferate would put her counters back). So Bastion/Scepter could just be slipped into a Wilderness reclamation deck with little effort.. and bam you've got infinite turns.
Just with Bastion and Reclamation, you get 2 of the 3 counters per turn. Finding a third proliferate source doesn't seem difficult. I could see this leading to some too easy locks.
Perhaps Turbo-Scepter could become a deck of its own? Flux Channeler and Scepter means that ,after 1 counter is on, you can get an extra turn for every 3 spells you cast. You could try to make a deck that casts 3 spells per turn on average, (or less if you have other consistent proliferate effects). I know there is a hurdle to getting Scepter onto the field, adding the first counter, then untapping with it, but after that.. it's an repeatable extra turn engine.. which is worth a shot.
Of course, you could go with:
Flux Channeler + Quasiduplicate/Repudiate // Replicate, depending on the colors you choose you can either put it in an Izzet Drakes, Izzet Phoenix or in a Simic Adapt deck.
Two benefit from your spellslinging, the other benefits from the extra +1/+1 counters giving you extra options rather than going all-in with the scepter.
Sadly enough, I don't think I'll have enough wildcards to try this on arena.
With Karn's Bastion and Wilderness Reclamation, this gets out of hand. A wilderness reclamation deck plays as normal, except for trading a colored land for the Bastion. Do your normal thing.. until you get Scepter, Bastion, and 2 Reclamations.. and you've just stapled a potential infinite into an otherwise already functional deck. An Bastion isn't just a combo piece, as bastion/reclamation could proliferate the heck out of many other things.
Also, if proliferating is too easy, I could see this becoming a part of Mastermind's Acquisition toolboxes.
You're still looking at 7 mana to even get a counter on in the first place, so yeah, you'd probably have to run something like Wilderness Reclamation
In standard your best case is going to be turn 3 Sceptor turn 4 Wilderness Reclamation, into charge counter, turn 5 Flux Channeler or other repeatable proliferate.
Which sounds really great. Except why do that when you can just Nexus of Fate. No need to include vulnerable Flux Channelers are do nothing artifacts just run Wilderness Reclamation and Search for Azcanta which already go great together.
Or if you can set up that much proliferate why not run some walkers that can help stabilize the board and then proliferate into ultimatting to win.
Scepter will be a solid jank tier 3 strat, but probably not viable unless something else is printed that breaks proliferate even more.
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