The only time the dog is bad when you manage to cast it well ahead of curve w/o lotus or a fetch for instance. Like if you go land, sol ring, turn 1 & turn 2 land, cast dog & roll a 3 w/ nothing in the GY. & I don’t think anybody is feeling too bad for you @ that pt anyways. Outside of that he’s pretty much gas
Even if you just go signet on 2 this on 3, there's a decent number of games you don't have a target in the yard.
that’s very true asmallcat, but that’s still not the end of the world. You’ve still played a must be answered threat or the game is going to go very poorly for ur opponent.
To book end what the Groglord said bout the die rolling, I’ve been running simulations of comet vs jtms & the dog so far has won everytime so far
Yeah, as I said the card is clearly great and is an auto-include on power level. But even if I didn't hate the flavor of the card, I would be annoyed by a card that had a markedly worse fail case on a die roll. I similarly wouldn't have run any of the roll a d20 cards even had any of them been close enough.
I kind of hate mana crypt gameplay, but notable that one of the best cards in any powered cube also has super explicit frequently game-deciding rolling of a d2 built in.
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I kind of hate mana crypt gameplay, but notable that one of the best cards in any powered cube also has super explicit frequently game-deciding rolling of a d2 built in.
Yeah but mana crypt always does exactly what you need it to do, it just kills you if you somehow can't win a game in 7 turns with a free Sol Ring and are extremely unlucky.
This would be like a mana crypt that made you roll a d6 and on 1 you just got no mana. You'd still run the card because it is incredible, but it would be a terrible design (not that mana crypt isn't already a terrible design, but that would be even worse).
I kind of hate mana crypt gameplay, but notable that one of the best cards in any powered cube also has super explicit frequently game-deciding rolling of a d2 built in.
Yeah but mana crypt always does exactly what you need it to do, it just kills you if you somehow can't win a game in 7 turns with a free Sol Ring and are extremely unlucky.
This would be like a mana crypt that made you roll a d6 and on 1 you just got no mana. You'd still run the card because it is incredible, but it would be a terrible design (not that mana crypt isn't already a terrible design, but that would be even worse).
I mean, the problem is not literally 21ing yourself, it’s somebody dealing you 11 and losing 3/4 flips etc.
The no life loss 5/6 times make mana version is probably stronger and I really don’t see what would make one a more vs less terrible design.
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The no life loss 5/6 times make mana version is probably stronger and I really don’t see what would make one a more vs less terrible design.
Oh I meant on top of the life loss, just 1/6th of the time crypt gave you no mana (or say sol ring just didn't give you mana 1/6 of the time). These cards would be bad design because they would just do nothing some portion of the time based entirely on chance, but you should still run them on power level. Mana Crypt sometimes kills you, sometimes doesn't, but that's ancillary to the purpose of the card which is to massively accelerate your mana. Mana crypt always does that. This dog does something good to great 5/6ths of the time it comes down, and just does nothing a decent chunk of 1/6th of the time, based entirely on what you roll.
Let's take, for example, a card that was a sorcery for 3UU and said "flip a coin 3 times. For each win, take an extra turn." That card is better than Time Warp, and you should always run it over Warp, but it's an awful design for what magic is trying to do generally (stitch in time is fine for people who want to make a coin flip deck). I just don't want cube cards where whether they do what you want them to or not is just based on a die roll.
Like, if you're facing down 4 power of attackers when you play this, if you hit a 1, 2, or 6, you're thrilled, if you hit a 4 or 5 you get to kill one attacker and probably keep the pup, and if you hit a 3, the pup just dies. Not fun gameplay to me. I don't want a 0 variance game (games like that are only fun when the players are extremely similar in skill), and a ton of what makes magic great is the variance, but I want the variance to be what cards I draw and my opponents draw, not what the cards do when I play them.
cat, you would have agency in that situation, you dont have to run the dog out there. as you said above, you have a 5 in 6 chance of completely turning the game on its ear, but if you do & roll a 3, its not the end of the world. sure it sux, but oh well, thems the breaks. i mean you did take 4 less damage, thats not nothing...
This card seems extremely good. While I agree that rolling the 3 can sometimes be super awkward, it seems like you’ll almost always have a hit with it. The fact that it’s a card and not permanent means you’ll get nice targets like Bolts and Incinerates. Also 4&5 is sometimes lava axe, but in those situations you’ve smacked them for a large amount while ahead on board and are left with a planeswalker.
Yeah... I'd normally not be interested in Un-cards, but this is a dog planeswalker that is actually not silver-bordered (or acorn-stamped now?). Kinda want to try the good boy.
I thought the randomness would make this a bit of a liability, but on testing, I was dead wrong. Comet is a very strong card in almost every mode - even the 3 straight away is not that much of a whiff, since you are even on cards even if the opponent dedicates enough damage to finish Comet off.
I thought the randomness would make this a bit of a liability, but on testing, I was dead wrong. Comet is a very strong card in almost every mode - even the 3 straight away is not that much of a whiff, since you are even on cards even if the opponent dedicates enough damage to finish Comet off.
thx GK & Wilson, thats what i've been saying. this card is legit, its powerful AF, right up there w/ oko, jace, minsc & boo; it will kill ur opponent DEAD
This is the strongest Boros card and should be run in every cube that allow eternal legal card because this card is eternal legal, unless you want to ban some cards based on set.
Edit: Well, having a showcase galaxy foil in hand is different. I was fond of the design space for Outlaws' Merriment, and this seems much more potent. I'll test it, and sadly be cutting Ajani Vengeant in order to keep Tajic, Legion's Edge for Aggro/Earthquakes.
that’s very true asmallcat, but that’s still not the end of the world. You’ve still played a must be answered threat or the game is going to go very poorly for ur opponent.
To book end what the Groglord said bout the die rolling, I’ve been running simulations of comet vs jtms & the dog so far has won everytime so far
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Yeah but mana crypt always does exactly what you need it to do, it just kills you if you somehow can't win a game in 7 turns with a free Sol Ring and are extremely unlucky.
This would be like a mana crypt that made you roll a d6 and on 1 you just got no mana. You'd still run the card because it is incredible, but it would be a terrible design (not that mana crypt isn't already a terrible design, but that would be even worse).
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I mean, the problem is not literally 21ing yourself, it’s somebody dealing you 11 and losing 3/4 flips etc.
The no life loss 5/6 times make mana version is probably stronger and I really don’t see what would make one a more vs less terrible design.
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Oh I meant on top of the life loss, just 1/6th of the time crypt gave you no mana (or say sol ring just didn't give you mana 1/6 of the time). These cards would be bad design because they would just do nothing some portion of the time based entirely on chance, but you should still run them on power level. Mana Crypt sometimes kills you, sometimes doesn't, but that's ancillary to the purpose of the card which is to massively accelerate your mana. Mana crypt always does that. This dog does something good to great 5/6ths of the time it comes down, and just does nothing a decent chunk of 1/6th of the time, based entirely on what you roll.
Let's take, for example, a card that was a sorcery for 3UU and said "flip a coin 3 times. For each win, take an extra turn." That card is better than Time Warp, and you should always run it over Warp, but it's an awful design for what magic is trying to do generally (stitch in time is fine for people who want to make a coin flip deck). I just don't want cube cards where whether they do what you want them to or not is just based on a die roll.
Like, if you're facing down 4 power of attackers when you play this, if you hit a 1, 2, or 6, you're thrilled, if you hit a 4 or 5 you get to kill one attacker and probably keep the pup, and if you hit a 3, the pup just dies. Not fun gameplay to me. I don't want a 0 variance game (games like that are only fun when the players are extremely similar in skill), and a ton of what makes magic great is the variance, but I want the variance to be what cards I draw and my opponents draw, not what the cards do when I play them.
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The 3 also gets back fetchlands and other broken cards in power Cube like Recall and Time Walk (admittedly a different color).
The power level is there but do I want to play it? Hmmmmm.
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thx GK & Wilson, thats what i've been saying. this card is legit, its powerful AF, right up there w/ oko, jace, minsc & boo; it will kill ur opponent DEAD
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Edit: Well, having a showcase galaxy foil in hand is different. I was fond of the design space for Outlaws' Merriment, and this seems much more potent. I'll test it, and sadly be cutting Ajani Vengeant in order to keep Tajic, Legion's Edge for Aggro/Earthquakes.
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*