This wasn't on my radar until I got to play with the other Initiative creatures but I think I will try it out.
The stats are underwhelming for the cost but exiling dead creatures can be pretty usefull in alot of situations. Black is also a pretty good colour for keeping the initiative because of its removal, death-touch, and creatures like opthieomancer and sedgemoore witch that can pump out bodies.
I'm terms of abilities when you have completed a dungeon I think this one is OK. Better than whites untapping, worse than reds cast an exiled spell and greens add GGGGGG.
I'm a fan of the mechanic and this would round out my cycle of creatures that enable it.
I haven't tested any of the black initiative creatures (only From the Catacombs), but I've seen some black initiative 5-0 Legacy league decks playing the other two 4-cmc initiative enablers over this one. I'm sure any 4-cmc creature with initiative is pretty good as a baseline, but Passageway Seer might be the best of the 4-cmc initiative cards due to it having lifelink. Assuming it survives, it'll be a 4/4 by the end of your turn, and can swing as a 6/6 assuming you give it two +1/+1 counters on your upkeep, and then will be an 8/8 by then. It can do 19 damage by itself in two attacks + going to the aggressive route (counters + 5 damage), not to mention gain you 14 life. I think that's much more relevant than randomly exiling creatures when they die.
How is it becoming a 4/4 at the end of your first turn? It starts off as a 2/2 and gains a +1/+1 counter. I might be missing something, but I am only seeing this being a 3/3 at the end of the first turn.
How is it becoming a 4/4 at the end of your first turn? It starts off as a 2/2 and gains a +1/+1 counter. I might be missing something, but I am only seeing this being a 3/3 at the end of the first turn.
He addressed it in the SCD thread for Passageway Seer, just a mix up due to winter conditions.
It enters as a 2/2 and Secret Entrance grabs you a land plus the EoT counter from seer and then then on your next upkeep Forge puts 2 +1 counters on a creature. So it attacks as a 5/5 then becomes a 6/6 at EoT assuming you still have the initiative.
This wasn't on my radar until I got to play with the other Initiative creatures but I think I will try it out.
The stats are underwhelming for the cost but exiling dead creatures can be pretty usefull in alot of situations. Black is also a pretty good colour for keeping the initiative because of its removal, death-touch, and creatures like opthieomancer and sedgemoore witch that can pump out bodies.
I'm terms of abilities when you have completed a dungeon I think this one is OK. Better than whites untapping, worse than reds cast an exiled spell and greens add GGGGGG.
I'm a fan of the mechanic and this would round out my cycle of creatures that enable it.
My High Octane Unpowered Cube on CubeCobra
He addressed it in the SCD thread for Passageway Seer, just a mix up due to winter conditions.
It enters as a 2/2 and Secret Entrance grabs you a land plus the EoT counter from seer and then then on your next upkeep Forge puts 2 +1 counters on a creature. So it attacks as a 5/5 then becomes a 6/6 at EoT assuming you still have the initiative.