Meanwhile, joining us from the Card Image Gallery and Variants Gallery is the Red member of the Adversary mythic cycle, a Snapcaster Mage stand-in ready to copy any spells with mana value 3 or less from your graveyard for the low low price (not really) of 2R per spell.
This set has more cards that I'm willing to test out in my legacy Nic Fit deck than werewolves. This is really disappointing for a set they called "werewolves" in development.
That red adversary is a kinda snapcaster mage without flash, restricted to low-cost spells, but with multi-flashbacks. Of maybe it's a snapcaster and sins of the past mashup? Or past in flames? I think overall it is worse than all of them in isolation, but certainly has potential.
Edit: while the floor of a 2/2 haste for 2 is common-level, achieving a hasty 3/3 that draws you two cards for 5 should be doable a lot of the times. That's mulldrifter territory, so it's decent in standard and limited.
Wow, I love the illustration on that Vampire card, it's a bit expensive for the "multikicker" cost but still looks playable,but the comparisons with Snappy are off, this one doesn't have Flash so it can't be used to reuse answer cards, instead what we've got here is a versatile aggro card that provides decent reach to burn decks, not bad but probably won't do anything beyond Standard.
so creeping inn can attack without paying anything after the transformation right? lol that's busted, usually creature land have to pay each time they attack but here you pay upfront and never pay again for future attack
so creeping inn can attack without paying anything after the transformation right? lol that's busted, usually creature land have to pay each time they attack but here you pay upfront and never pay again for future attack
Well, usually the benefit on man-lands is they are impervious to sorcery-speed removal. This one requires you to keep 4 mana up to save it, but you can save it from pretty much anything.
The evil hotel flavor is really there. And then you flip it, and the hotel is a giant walking house monster on root-legs. That's a little off-base of the trope, but alright. I guess Monster House is the closest reference.
so creeping inn can attack without paying anything after the transformation right? lol that's busted, usually creature land have to pay each time they attack but here you pay upfront and never pay again for future attack
Well, usually the benefit on man-lands is they are impervious to sorcery-speed removal. This one requires you to keep 4 mana up to save it, but you can save it from pretty much anything.
yeah this mean that you use your mana to save it if needed but other than that he attack for free each time compared to a standard creature-land
I really like this land with Threaten effects. It's a limited-run sac outlet, but it is always good to have one out. The upside that comes with exiling the creatures becomes immediately apparent when you exile something like Uro with it.
I think the Hostel makes it onto the list for sure. I think it is a lot better than Endless Sands or Safe Haven. I think it is worse than the ones that don't have an additional mana cost.
All the work from the land for a 3/7 ?? Seems random & super bad compared to Ormendahl
Ormendahl was much slower to setup, the ability to make clerics and transform it costed much more mana (and more creatures) and could be easily set back by removal. In the right deck, sacrificing creature is actually a benefit, so the work to transform the hostel can actually be a good thing. And then the sacrificed creatures help the Inn drain life.
So it's phasing officially an evergreen mechanic like flying now?
Its deciduous and being used when they don't wanna do exile/blink/ect effects. In this case the phase will protect the creature without transforming it back to the front or count as a land ebt.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
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The evil hotel flavor is really there. And then you flip it, and the hotel is a giant walking house monster on root-legs. That's a little off-base of the trope, but alright. I guess Monster House is the closest reference.
Its a literal take on how haunted building are often said to be "characters/monsters" in of themselves.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
The Red Adversary is pretty good, if you cast it for 5 you get a 3/3 Haster which should be around 3 mana in value plus a free 3 mana spell which is a great deal for 5, so its value depends on how good are the 3 MV spells in the format.
For now, it's worth noting that casting Tundra Fumarole gives you 3 colorless which is perfect for kicking the Adversary once and casting the Fumarole again the same turn. Lessons are also very good in the upcoming Standard and a lot of good ones cost 3, like Necrotic Fumes and Pest Summoning. And hey, at its worst, it's a 2/2 Haster for 2.
All the work from the land for a 3/7 ?? Seems random & super bad compared to Ormendahl
Ormendahl was much slower to setup, the ability to make clerics and transform it costed much more mana (and more creatures) and could be easily set back by removal. In the right deck, sacrificing creature is actually a benefit, so the work to transform the hostel can actually be a good thing. And then the sacrificed creatures help the Inn drain life.
Yeah, the way I see it, Westvale Abbey was a huge payoff for go-wide strategies, the Hostel is a tool and enabler for Aristocrats. They both work in different decks and both have different applications in their decks, with their only similarities being that they are both lands that transform.
That art on Creeping Inn is sick. Mechanics-wise it's slow and requires quite a lot of mana, but then again it's a land ... the "only as a sorcery" option definitely hurts it the most.
So my understanding is that once this creature phases out, it doesn't phase back in. Testing it on MTG: Arena, after activating the phase out effect, it just stays phased out. It doesn't say until end of turn or until your next turn. Not sure if it's a bug or what.
For instance: On the original print of Blink Dog it says, "Blink Dog phases out" (Treat it and anything attached to it as though they don't exist until your next turn.)
This text isn't on Creeping Inn, but is it implied or is it permanent?
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The common worry in any haunted building is the monsters the lie within, just out of sight. Sometimes, however, the building itself is its own monster. Today's preview story is how the set's land DFC became one of those houses, then became a Demon again, then back to a house monster.
Meanwhile, joining us from the Card Image Gallery and Variants Gallery is the Red member of the Adversary mythic cycle, a Snapcaster Mage stand-in ready to copy any spells with mana value 3 or less from your graveyard for the low low price (not really) of 2R per spell.
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That red adversary is a kinda snapcaster mage without flash, restricted to low-cost spells, but with multi-flashbacks. Of maybe it's a snapcaster and sins of the past mashup? Or past in flames? I think overall it is worse than all of them in isolation, but certainly has potential.
Edit: while the floor of a 2/2 haste for 2 is common-level, achieving a hasty 3/3 that draws you two cards for 5 should be doable a lot of the times. That's mulldrifter territory, so it's decent in standard and limited.
Well, usually the benefit on man-lands is they are impervious to sorcery-speed removal. This one requires you to keep 4 mana up to save it, but you can save it from pretty much anything.
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yeah this mean that you use your mana to save it if needed but other than that he attack for free each time compared to a standard creature-land
they brought the monster house to reality
And the red adversary is somewhat snapcaster mage
anyway mention on the blue one
white adversary art has a hand of the blue adversary
blue adversary art there’s a zombie hand likely from the black adversary
Black adversary there’s bat by the window probably present the red adversary since vampires turn into bats
now the red This it has scratches all over the walls on the right probably from a wolf or werewolf
Good creature sacrificing lands;
High Market
Phyrexian Tower
Good creature exiling lands;
City of Shadows (Reserve List, oh no!)
Endless Sands
Safe Haven (Doesn't make mana... but still decent.)
I think the Hostel makes it onto the list for sure. I think it is a lot better than Endless Sands or Safe Haven. I think it is worse than the ones that don't have an additional mana cost.
Ormendahl was much slower to setup, the ability to make clerics and transform it costed much more mana (and more creatures) and could be easily set back by removal. In the right deck, sacrificing creature is actually a benefit, so the work to transform the hostel can actually be a good thing. And then the sacrificed creatures help the Inn drain life.
much cheaper condition to activate also phase out make it immune to everything
Its deciduous and being used when they don't wanna do exile/blink/ect effects. In this case the phase will protect the creature without transforming it back to the front or count as a land ebt.
"You can tell how dumb someone is by how they use Mary Sue"
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Its a literal take on how haunted building are often said to be "characters/monsters" in of themselves.
"You can tell how dumb someone is by how they use Mary Sue"
For now, it's worth noting that casting Tundra Fumarole gives you 3 colorless which is perfect for kicking the Adversary once and casting the Fumarole again the same turn. Lessons are also very good in the upcoming Standard and a lot of good ones cost 3, like Necrotic Fumes and Pest Summoning. And hey, at its worst, it's a 2/2 Haster for 2.
Yeah, the way I see it, Westvale Abbey was a huge payoff for go-wide strategies, the Hostel is a tool and enabler for Aristocrats. They both work in different decks and both have different applications in their decks, with their only similarities being that they are both lands that transform.
For instance: On the original print of Blink Dog it says, "Blink Dog phases out" (Treat it and anything attached to it as though they don't exist until your next turn.)
This text isn't on Creeping Inn, but is it implied or is it permanent?