this card to me seems good, but for some reason at the same time my gut is telling me not to play it, that theres something 'bad' about it, and i cant figure out what it is.
eh i think its more the sorcery speed then the mana cost, cuz now like aggro with its creature curve, we have a nice kill spell curve now. and yeah thats true, itll pbly be in my sideboard for the devotion decks, doubt it sees main board action
Good SB card for Mono B to deal with gods, VoR, etc. Can allow you to skip to 6cmc. I see it being played in the B/W deck with Elspeth maybe. Its not nearly as good as Sever the Bloodline was though, and that wasn't in too many decks maindeck either.
Seems sweet, but like it depends very highly on the specific list you're playing. It seems like it could see play in a Monoblack list, particularly against Gods and Voice of Resurgence, depending on how much play any of those cards see. I'm a fan of it in any Monoblack list somewhere in the 75, even if it's just a two-of board card.
I was totally disappointed in that we got not cards to help Trading Post brews. This might be worth it since we can turn that gold into a card, but it just seems way less efficient than Hero's Downfall.
I think you mean esper. UW control can't play gild. Though UW does admittedly have d-sphere too as well as revoke existence in side. I'd say that gild is more like a MBD sidebaord thing. Something to shoot down Xenogod, perhaps.
The card answers every creature in the format nearly and gives you mana back, it's really not that bad. I mean this card is not clearly inferior to Hero's Downfall if you ask me. If it was an instant I would like the card a lot more though. It does handle annoying creatures like Xathrid Necromancer or Voice of Resurgence better than the very commonly played Hero's Downfall.
I like the effect, but Sorcery speed is quite bad. I also don't see the point to ramping from 4- to 6-mana. As long as Doom Blade, Hero's Downfall, etc. exists, I don't see much point to running this unless you really, really didn't want to splash for white or green.
I love how much people dismiss this card. This answers every God, and every creature with grave effects etc. It also makes casting this at turn 4 into 6 mana turn 5, or casting at turn 5 allows you to cast a 2 drop the same turn as well. Sorcery speed is bad? And why are we even comparing this to Hero's Downfall? Hero's can be cast on opponents turn, then followed up by this on turn 4.
Imagine this card in Mono black control back when Cabal Coffers was around. They would eat this card up. It's absolutely worth more than it's trading at currently, and will prove this going forward.
I like Gild. I plan on playing it on a control heavy W/B/G or W/B/G/u (Kiora's Follower). 2nd turn mana dork, 3rd turn Gild taking out their best creature, 4th turn 6cc bomb like Elspeth or even turn 5/6 Fated Retribution/Ashen Rider. I think it's alot more sleeper than people expect. Plus I think that people will forget the Gold token when it is an ace in the hole for the extra mana. I've got a play set on the way.
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I also don't see the point to ramping from 4- to 6-mana.
I don't think it's as much a case of ramping from 4 to 6, as it is a case of making absolutely sure you get to play your first 5 mana card on curve. Quite a few deck stabilizing cards cost 5 mana right now. I've lost games because I didn't get to play my fifth land on turn 5-6-7 and stabilize in time, it can happen if you're not running mana rocks (too high risk of being a dead card) or dorks (no green), even with 26 lands.
I think one thing is obvious though: It's terrible against gods for the same reason that Chained to the Gods is (and it really is). Sorcery speed means that you only get to hit the god after it swings, which means you might very well have lost enough life/dudes to recover. Cheaper removal (CMC is where Chained shines) and board wipes to get rid of the devotion enablers will always be a better strategy.
The comparison to Hero's Downfall is fair, it would take pretty much the same slot in the deck. Yes, the cards are quite different, but unless you're only slightly splashing black, you're ultimately going to have to choose between them if you don't play four of both.
I'm on the fence about Gild, but I'm definitely going to try it out as a 1x or 2x because it provides mana acceleration tacked on a card that is pretty close to stuff I'm already running in my deck. That's very relevant for me. Is it good enough to warrant a 4 mana sorcery speed removal spell? I have my doubts, but I'm going to find out.
I now have two of these in my Orhov midrange deck's sideboard for gods and creatures with graveyard effects like Voice. Haven't used them in a game yet but I look forward to finding out how they do! I have enough removal at lower costs anyway, so I'm OK with having a few 4 CMC removal spells.
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EDH/Commander
UBR Sedris RG Omnath, Locus of Rage UB The Scarab God RUG Maelstrom Wanderer WU Dragonlord Ojutai
@Tequila: Maybe I didn't write that clearly enough enough. I'm not saying Chained is a terrible card. I played with 3x mainboard for months, and I think it's a very good card. I recently cut it, reluctantly, because I had to push white to tertiary. If I'm running enough white and Mountains to support it, I'm playing it. What I am saying is that it's not a good strategy to use it against the gods.
So far, none of the Gods have innate haste or can grant themselves innate haste without some hassle (looking at "Xenagod" here), so the sorcery speed is usually not that big a deal in that regard (it, of course, still sucks overall).
I've played against a lot of devotion decks, and in my experience, you're dead wrong. This is what happens almost every game.
1) Opponent's turn. He plays a god, devotion not enabled.
2) Your turn. You can't hit the god with sorcery speed because it's not a creature.
3) Opponent's turn. He plays a permanent that enables devotion, and then attacks with the god and probably some other creatures. You can't hit the god with sorcery speed removal, so you either take huge damage or lose some blockers, regressing your board state substantially.
4) Your turn. This, only after taking a huge hit, is your first chance to play Chained on the god. You do, and you've gotten rid of that pesky god, but your either behind on board state or life.
Do you see how that gives the god pseudo-haste? That's indeed a huge deal. If I aimed at hitting a god the turn after it came online and attacked, often together with its devotion enablers, I almost always lost anyway, because that's usually an alpha strike or close to it. I've found that a more successful strategy is to use the removal, Chained included, against all the devotion enablers to keep the gods from coming online.
Gild is a lot worse than Chained for this, because if you're dealing with a board state where a god has come online, saving mana for next turn is the least of your problems. You'd rather cast Chained and still have a lot of mana left for something else that helps you advance/not lose, such as a huge creature, a board wipe or something else.
this card to me seems good, but for some reason at the same time my gut is telling me not to play it, that theres something 'bad' about it, and i cant figure out what it is.
Standard:
RW Boros devotion/Purphoros combo
RGB Jund Midrange
Modern:
WB Martyr.proc
Feel free to bid on my cards here!
Possible 1-of SB for mono-b vs mono-u.
Otherwise pretty rotten.
Imagine this card in Mono black control back when Cabal Coffers was around. They would eat this card up. It's absolutely worth more than it's trading at currently, and will prove this going forward.
I don't think it's as much a case of ramping from 4 to 6, as it is a case of making absolutely sure you get to play your first 5 mana card on curve. Quite a few deck stabilizing cards cost 5 mana right now. I've lost games because I didn't get to play my fifth land on turn 5-6-7 and stabilize in time, it can happen if you're not running mana rocks (too high risk of being a dead card) or dorks (no green), even with 26 lands.
I think one thing is obvious though: It's terrible against gods for the same reason that Chained to the Gods is (and it really is). Sorcery speed means that you only get to hit the god after it swings, which means you might very well have lost enough life/dudes to recover. Cheaper removal (CMC is where Chained shines) and board wipes to get rid of the devotion enablers will always be a better strategy.
The comparison to Hero's Downfall is fair, it would take pretty much the same slot in the deck. Yes, the cards are quite different, but unless you're only slightly splashing black, you're ultimately going to have to choose between them if you don't play four of both.
I'm on the fence about Gild, but I'm definitely going to try it out as a 1x or 2x because it provides mana acceleration tacked on a card that is pretty close to stuff I'm already running in my deck. That's very relevant for me. Is it good enough to warrant a 4 mana sorcery speed removal spell? I have my doubts, but I'm going to find out.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
UBR Sedris
RG Omnath, Locus of Rage
UB The Scarab God
RUG Maelstrom Wanderer
WU Dragonlord Ojutai
I've played against a lot of devotion decks, and in my experience, you're dead wrong. This is what happens almost every game.
1) Opponent's turn. He plays a god, devotion not enabled.
2) Your turn. You can't hit the god with sorcery speed because it's not a creature.
3) Opponent's turn. He plays a permanent that enables devotion, and then attacks with the god and probably some other creatures. You can't hit the god with sorcery speed removal, so you either take huge damage or lose some blockers, regressing your board state substantially.
4) Your turn. This, only after taking a huge hit, is your first chance to play Chained on the god. You do, and you've gotten rid of that pesky god, but your either behind on board state or life.
Do you see how that gives the god pseudo-haste? That's indeed a huge deal. If I aimed at hitting a god the turn after it came online and attacked, often together with its devotion enablers, I almost always lost anyway, because that's usually an alpha strike or close to it. I've found that a more successful strategy is to use the removal, Chained included, against all the devotion enablers to keep the gods from coming online.
Gild is a lot worse than Chained for this, because if you're dealing with a board state where a god has come online, saving mana for next turn is the least of your problems. You'd rather cast Chained and still have a lot of mana left for something else that helps you advance/not lose, such as a huge creature, a board wipe or something else.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'