Have you ever been on the receiving end of Entomb + exhume + sylvan primordial in a multiplayer game?
It targeting lands and ramping the person into the stratosphere is simply provides too much value for a single card.
Does hullbreacher even do anything? Just shock it, it is getting just 1 treasure for its flash surprise and after that. It dies to removal.
Opposition Agent is definitely higher on the feel bad but the more causal the player base the fewer tutors not to mention janker decks with less good stuff to get. I remember getting bribery once and just not having anything good for me opponent to get and I just killed him with my aggro.
When it was legal it wasnt uncommon for games to look like:
T1 forest, green suns get dryad arbor
T2 ancient tomb, natural order
T3 clone it, clone it again
The problem is if its early you **** over everyone elses land drops and youre up 3 lands for it. Making it easier to clone and reanimate which keeps them further down. Even late game it turned into clonefights
In a casual group op agent doesnt do much, screws with some ramp generally, maybe a clutch tutor, but doesnt really break anything
Hullbreacher is similar. Sucks when someone responds to their own wheel, but thats not common casually. Of the two i think its the more problematic, but when abused it basically just ends the game instead of dragging it out and having everyone fight over it so... meh
Sylvan Primordial is too easy to bust open a game. Hullbreacher and Opposition Agent are not. The former is a powerful threat that puts the player using it far ahead of others, while the latter two are essentially niche answers (one to opposing card draw, the other to opposing tutors). Overly powerful, game-warping threats are banned pretty often; cards that answer things generally are not.
Is it not then unreasonable to suspect that Hullbreacher and Opposition Agent have high powered play sequences?
What about turn 2 Hullbreacher into turn 3 wheel? Or end of turn Opposition Agent followed up next turn by Weird Harvest or Collective Voyage where the opponent will choose not to search giving you a one sided benefit?
Is it not then unreasonable to suspect that Hullbreacher and Opposition Agent have high powered play sequences?
What about turn 2 Hullbreacher into turn 3 wheel? Or end of turn Opposition Agent followed up next turn by Weird Harvest or Collective Voyage where the opponent will choose not to search giving you a one sided benefit?
Okay sure but those are niche examples that dont come up frequently, especially casually
Even in a casual pod, or maybe even especially there, every clone and reanimate spell ends up thrown at this thing (if your opponents are in green) and youre probably going out of your way to blink, bounce, reanimate, or clone it yourself.
Its incredibly easy for everyone to abuse and makes the entire game degenerate into that abuse.
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It targeting lands and ramping the person into the stratosphere is simply provides too much value for a single card.
Does hullbreacher even do anything? Just shock it, it is getting just 1 treasure for its flash surprise and after that. It dies to removal.
Opposition Agent is definitely higher on the feel bad but the more causal the player base the fewer tutors not to mention janker decks with less good stuff to get. I remember getting bribery once and just not having anything good for me opponent to get and I just killed him with my aggro.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
T1 forest, green suns get dryad arbor
T2 ancient tomb, natural order
T3 clone it, clone it again
The problem is if its early you **** over everyone elses land drops and youre up 3 lands for it. Making it easier to clone and reanimate which keeps them further down. Even late game it turned into clonefights
In a casual group op agent doesnt do much, screws with some ramp generally, maybe a clutch tutor, but doesnt really break anything
Hullbreacher is similar. Sucks when someone responds to their own wheel, but thats not common casually. Of the two i think its the more problematic, but when abused it basically just ends the game instead of dragging it out and having everyone fight over it so... meh
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Melira PodRIP 1/19/15GWHatebearsIs it not then unreasonable to suspect that Hullbreacher and Opposition Agent have high powered play sequences?
What about turn 2 Hullbreacher into turn 3 wheel? Or end of turn Opposition Agent followed up next turn by Weird Harvest or Collective Voyage where the opponent will choose not to search giving you a one sided benefit?
Ongoing effects are very different to ETB effects in the number of answers available to you.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Okay sure but those are niche examples that dont come up frequently, especially casually
Even in a casual pod, or maybe even especially there, every clone and reanimate spell ends up thrown at this thing (if your opponents are in green) and youre probably going out of your way to blink, bounce, reanimate, or clone it yourself.
Its incredibly easy for everyone to abuse and makes the entire game degenerate into that abuse.