Slow and opens you up to getting 2 for 1end. If your dude is big enough to kill stuff and live, you'd probably rather be using it to beat face, and even when you do want to use it as removal, it makes it a target for removal. Extremely fragile.
This is only "good" with creatures you are OK with taking damage, like enrage dinosaurs, and, of course, Stuffy Doll.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
No particularly strong card, but propably a fun include for Rhonas the Indomitable.
Drop the commander and this a turn later and watch your opponents dig for their exile and enchantment removal spells.
Yep, I was just gonna add that Rhonas can use it best.
I'm sure Nylea has some use for it. Or even Kresh, really. To say nothing of
Ghalta
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I think this kind of repeatable removal effects should be always taken into deep consideration, specially for green. I play [cardUnvenwald tracker[/card] in my Asmira deck and it's quite good and this can work quite sim;lar. In a deck where a simple token can escalate into a 5/5 this can be quite good and become something your opppnent must answer. This look good on Sun Titan and this can get nasty wirh untap shenanigans.
In this format, its a fairly costed wrath. Also, this card is kind of terrifying.
I avoid EDH games with more than 4 players total, therefore this really isn't better than Wrath except for one less W required (but often time 1 or 2 mana more because of less players).
Yeah, mostly a novelty print. Sitations where the reduction woykd mattter are very rare. Playing with more than three opponents is not very common and more than four is rather exceptional.
In this format, its a fairly costed wrath. Also, this card is kind of terrifying.
I avoid EDH games with more than 4 players total, therefore this really isn't better than Wrath except for one less W required (but often time 1 or 2 mana more because of less players).
I've gone up to 6, which makes this 1W. Of course, its cost goes up as players are eliminated. Though I do get a bit of a bonus if I'm playing Oketra's Monument or Pearl Medallion or the like, or if I'm playing 4+ colors.
Obviously it is a meta call.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
In this format, its a fairly costed wrath. Also, this card is kind of terrifying.
I avoid EDH games with more than 4 players total, therefore this really isn't better than Wrath except for one less W required (but often time 1 or 2 mana more because of less players).
I usually play with 5 other people (irl, online its always 4 player), so before anyone dies its Day of Judgement for 2W, which is significant. Less mana and less of a commitment to colored mana, this means that 3+ color decks can slam it early vs someone who gets off to a roaring start, or midgame with an easier followup play.
In a 4 player game, it is a less color intensive DoJ before anyone is eliminated. for many decks, its still better than DoJ when you are down to just 2 opponents, because being less color intensive is sometimes more important than costing an extra mana. I'd say a DoJ costing 4W would make the cut over DoJ in certain decks. It only gets up to 5W when its down to you and one other player, by which point it should be easier to hit that much mana. Definitely overcosted at 5W, but slightly undercosted at 3W, and if your playgroup is any larger than it can be extremely under costed.
Unfortunately, DoJ itself often just isn't great compared to other options. *** always gets the nod over it unless I myself am running heavy regeneration, just because it will matter on occasion. Austere Command is always #1 for me because you can't beat the flexibility, and Rout because 3WW is reasonable when you have the option of casting it as an instant for 5WW, which is absolutely relevant and makes it one of the best wrath effects in the game, as it lets you wait and see what happens before you wrath the board, only doing so to remove a combo or protect yourself. Why wrath when that army might be going at an opponent and not you, wait until its coming your way. If your in black, you get Damnation and Merciless Eviction as generally better (though if I'm going deep in wraths in 3+ color I wouldn't want both Wrath and Damnation, but would replace one with today's card), and blue gives you the irreplaceable Supreme Judgement, because when you cast a wrath you usually need it to resolve.
Really, I see this doing its best work in Naya, Mardu, and Abzan. Of course online, duals are cheap enough that maintaining a 3 color mana base that can easily cast color intensive cards is trivially easy, and games are capped at 4 players, so there I'd only run it in 4 or 5 color decks where I'd rather have a wrath at 4W than 2WW.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
There's so many wraths in white that do all kinds of things that a day of judgement at a potential discount with the threat of a premium cost just isn't appealing to me.
I quite like Curtains' Call though, because even casting it for 4B is pretty good!
I like the seals. They let you spend mana when you have it and then not have to keep it available later, and permanents are easier to recur than spells, though that's a bit more relevant when you get white involved.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I like the seals. They let you spend mana when you have it and then not have to keep it available later, and permanents are easier to recur than spells, though that's a bit more relevant when you get white involved.
A lot of time control players don't want to destroy/counter something that may or may not affect them later on, but when the moment comes it's too late. EotT Teferi bites the dust.
I personally like the seal cycle. I usually try and run Seal of Cleansing and/or Seal of Primordium. As there is something great about even Seal of Doom in which you create a situation that can be hard for your opponent to get past if they don't have the answer in hand. Plus its better than Grave Peril in that for one more mana, you get to choose when this goes off.
I don’t use it in GWB enchantress, though, where it makes most sense. I use sweepers or more versatile “removal” (like Cast Out or Lignify) for critters. It’s not bad and works with F.Enchantress, though.
Sun Titan tech, and nice with Deadxos (I don't know if anyone calls him that, but I like it). It's unique in what it does, as are most of the seals.
Bonus points if you let your opponents know that the target creature is going to get kissed by a rose on the grave.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Seal of Doom is a fairly niche card, but it has a lot of places where it shows up (especially in B/W). Enchantment decks love recurring this, and it can be recurred with Sun Titan. I also like that even though this is relatively old-school black removal, it can still hit artifact creatures.
A little late again cause of some travelling, but it's ok, cause I don't think people need too much time to discuss Healing Salve. Pretty universally regarded as the weakest boon, it's hard to believe this card made it all the way from Alpha to 8th edition. That being said, I have actually put this into edh decks from time to time because blowing people out in combat with the 3 damage prevention from Healing Salve is like Mana Titheing people but even more shocking, and I live for that sort of thing.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I always pop back in to discuss 'old fart cards', so rather enjoy seeing this one pop up.
Yeah, this shouldn't even be considered for the most casual of decks, though I can see what you mean as a damage prevention shocker. MAYBE in a very casual lite Gaddock Teeg deck, for thematics?
I would love to see the reactions around the table if this was the response to a Lightning Bolt though...
I always pop back in to discuss 'old fart cards', so rather enjoy seeing this one pop up.
Yeah, this shouldn't even be considered for the most casual of decks, though I can see what you mean as a damage prevention shocker. MAYBE in a very casual lite Gaddock Teeg deck, for thematics?
I would love to see the reactions around the table if this was the response to a Lightning Bolt though...
I imagine it would be like
Damage prevention can be surprisingly useful. 3 isn't much in this format, but it does save key critters and matters with commander damage. Still, I'd only ever sleeve this particular card up if was likely to run into poison, as its fairly effective there, since it comes online early, saving you from all in strategies that try to count to ten in one turn as well as grindy versions that try to Nick you early then proliferate.
Private Mod Note
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
"Dromoka" is not often used to refer to this card. Dragonlord Dromoka is a powerhouse, Dromoka, the Eternal is not. As a general that adds power to your field, just comparing to the other Fate Reforged dragons, it's not going to get you killing people faster than Kolaghan, the Storm's Fury or Atarka, World Render, and it's in possibly the worst color pair for trying to play dragon tribal. You're almost best off playing it as a self-pumping voltron with no other creatures to distract away the counters, but selesnya has some solid voltron targets already.
In the 99, I've seen this pop up in abzan +1/+1 counter decks and 5 color dragon decks on occassion, and in these situations, it can do something by pivoting "going wide" into "going tall," but it's most likely only going to have a chance to shine at a nice, slow (possibly fog-filled) table. Maybe that's the secret tech, just bolster a Spike Weaver every turn.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
She has a place in Naya Dragons, where there's enough dragons attacking that the bolster quickly gets out of hand. Pretty much needed just to fill out your dragons if you want to be goofy and do dragon tribal in Bant or Abzan. Can do work in counter decks as a counter generator, and a fairly reliable one, but the key for that is that you can either manage what creature is getting bolstered (like tstorm mentioned with spikes), you don't care what's getting bolstered because you're just making your army big, or you just need counters as a resource without caring about what critter gets them. She does, in that case, give you an excuse to add a few other dragons to the deck that are generally useful, like Eternal Dragon, in order to occasionally get extra value.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
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This is only "good" with creatures you are OK with taking damage, like enrage dinosaurs, and, of course, Stuffy Doll.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Drop the commander and this a turn later and watch your opponents dig for their exile and enchantment removal spells.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I'm sure Nylea has some use for it. Or even Kresh, really. To say nothing of
On phasing:
In this format, its a fairly costed wrath. Also, this card is kind of terrifying.
I avoid EDH games with more than 4 players total, therefore this really isn't better than Wrath except for one less W required (but often time 1 or 2 mana more because of less players).
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I've gone up to 6, which makes this 1W. Of course, its cost goes up as players are eliminated. Though I do get a bit of a bonus if I'm playing Oketra's Monument or Pearl Medallion or the like, or if I'm playing 4+ colors.
Obviously it is a meta call.
On phasing:
I usually play with 5 other people (irl, online its always 4 player), so before anyone dies its Day of Judgement for 2W, which is significant. Less mana and less of a commitment to colored mana, this means that 3+ color decks can slam it early vs someone who gets off to a roaring start, or midgame with an easier followup play.
In a 4 player game, it is a less color intensive DoJ before anyone is eliminated. for many decks, its still better than DoJ when you are down to just 2 opponents, because being less color intensive is sometimes more important than costing an extra mana. I'd say a DoJ costing 4W would make the cut over DoJ in certain decks. It only gets up to 5W when its down to you and one other player, by which point it should be easier to hit that much mana. Definitely overcosted at 5W, but slightly undercosted at 3W, and if your playgroup is any larger than it can be extremely under costed.
Unfortunately, DoJ itself often just isn't great compared to other options. *** always gets the nod over it unless I myself am running heavy regeneration, just because it will matter on occasion. Austere Command is always #1 for me because you can't beat the flexibility, and Rout because 3WW is reasonable when you have the option of casting it as an instant for 5WW, which is absolutely relevant and makes it one of the best wrath effects in the game, as it lets you wait and see what happens before you wrath the board, only doing so to remove a combo or protect yourself. Why wrath when that army might be going at an opponent and not you, wait until its coming your way. If your in black, you get Damnation and Merciless Eviction as generally better (though if I'm going deep in wraths in 3+ color I wouldn't want both Wrath and Damnation, but would replace one with today's card), and blue gives you the irreplaceable Supreme Judgement, because when you cast a wrath you usually need it to resolve.
Really, I see this doing its best work in Naya, Mardu, and Abzan. Of course online, duals are cheap enough that maintaining a 3 color mana base that can easily cast color intensive cards is trivially easy, and games are capped at 4 players, so there I'd only run it in 4 or 5 color decks where I'd rather have a wrath at 4W than 2WW.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I quite like Curtains' Call though, because even casting it for 4B is pretty good!
I like the seals. They let you spend mana when you have it and then not have to keep it available later, and permanents are easier to recur than spells, though that's a bit more relevant when you get white involved.
But I still prefer the Nemesis illustration. Shattering like glass has got to be a painful way to go.
A lot of time control players don't want to destroy/counter something that may or may not affect them later on, but when the moment comes it's too late. EotT Teferi bites the dust.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I don’t use it in GWB enchantress, though, where it makes most sense. I use sweepers or more versatile “removal” (like Cast Out or Lignify) for critters. It’s not bad and works with F.Enchantress, though.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Bonus points if you let your opponents know that the target creature is going to get kissed by a rose on the grave.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
A little late again cause of some travelling, but it's ok, cause I don't think people need too much time to discuss Healing Salve. Pretty universally regarded as the weakest boon, it's hard to believe this card made it all the way from Alpha to 8th edition. That being said, I have actually put this into edh decks from time to time because blowing people out in combat with the 3 damage prevention from Healing Salve is like Mana Titheing people but even more shocking, and I live for that sort of thing.
Yeah, this shouldn't even be considered for the most casual of decks, though I can see what you mean as a damage prevention shocker. MAYBE in a very casual lite Gaddock Teeg deck, for thematics?
I would love to see the reactions around the table if this was the response to a Lightning Bolt though...
EDH decks: 1. RGWMayael's Big BeatsRETIRED!
2. BUWMerieke Ri Berit and the 40 Thieves
3. URNiv's Wheeling and Dealing!
4. BURThe Walking Dead
5. GWSisay's Legends of Tomorrow
6. RWBRise of Markov
7. GElvez and stuffz(W)
8. RCrush your enemies(W)
9. BSign right here...(W)
I imagine it would be like
Damage prevention can be surprisingly useful. 3 isn't much in this format, but it does save key critters and matters with commander damage. Still, I'd only ever sleeve this particular card up if was likely to run into poison, as its fairly effective there, since it comes online early, saving you from all in strategies that try to count to ten in one turn as well as grindy versions that try to Nick you early then proliferate.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
"Dromoka" is not often used to refer to this card. Dragonlord Dromoka is a powerhouse, Dromoka, the Eternal is not. As a general that adds power to your field, just comparing to the other Fate Reforged dragons, it's not going to get you killing people faster than Kolaghan, the Storm's Fury or Atarka, World Render, and it's in possibly the worst color pair for trying to play dragon tribal. You're almost best off playing it as a self-pumping voltron with no other creatures to distract away the counters, but selesnya has some solid voltron targets already.
In the 99, I've seen this pop up in abzan +1/+1 counter decks and 5 color dragon decks on occassion, and in these situations, it can do something by pivoting "going wide" into "going tall," but it's most likely only going to have a chance to shine at a nice, slow (possibly fog-filled) table. Maybe that's the secret tech, just bolster a Spike Weaver every turn.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!