I don't super love this one. I agree that each side is fine and playable, but I'd want to slot these into a guild, and I'm not sure it lines up against other Izzet optons. It might be good enough just on the back of the creature side, though, so maybe I'll just slide it into a red 2.
I was away on vacation this week so wasn’t checking MTGSalvation. I was convinced to run more lands from a Lucky Paper article. I’m happy with this amount of lands, and it allowed me to evaluate how much I actually liked some nonland cards that I’d held onto, improve fixing for drafting, and keep the current cube size (I don’t want to shrink my cube). It does feel like a lot of lands on paper, but I’m happy with the higher density of fixing.
I don’t run Primeval Titan, but I think this fills a similar role to Carnage Tyrant while being more interesting, so I’ll make that swap. It’s more prone to white-based removal, but that’s ok.
Yeah, this seems like a good swap. I don’t like Lunbering Falls that much, and like that you can use the ability to both shrink a bigger blocker or pump a smaller attacker.
I think I want to keep all of my current lands over additional manlands. Having lands that come into play tapped messes with curving out, so I prefer as many untapped options as possible. Azorius and Dimir are a little slower, so they can get away with the cycling duals.
I'm playing nine sets of duals at 630, and even then, I don't think that I want a second cycle of manlands. This is also in an awkward spot, and I don't think I like it as much. The guaranteed drain is cool, but otherwise this is a 1-power creature that costs more to activate, and if you're on the back foot, it won't be able to stabilize you like Shambling Vents will, since this doesn't have actual lifelink. This is a pass for me, but maybe one of the others in the cycle can sneak in (ideally for Hissing Quagmire).
I do have to say that I really like that this is a Nightmare instead of an Elemental from a flavor perspective, but that doesn't matter mechanically.
Fortune's Favor ended up being a lot worse than Fact or Fiction. This does cost 3 instead of 4, but it's also competing for a guild slot. I don't see this breaking into the Dimir slots in my cube.
I really like the idea of an optional draw 7, and am in to try it. It's also worth noting that if you get the Wheel effect, it won't self-exile, so you can still flash it back with Snapcaster Mage/flip Jace. It's kinda weird to me that it only sometimes self-exiles, but I won't complain.
This is definitely interesting. For me it hits 174/252 creatures, or 69.0% (nice). Absolutely worth considering as a 1-mana spell, and hits a surprising number of higher-mana spells as well! Solitude, Hornet Queen, and Hangarback/Walking Ballista seem especially spicy.
Kinda surprised there isn't a thread for this yet. Competition in guilds is pretty stiff, but a third Mother of Runes variant seems at least worth consideration. Unlike Mother of Runes (but not unlike Giver of Runes), it can't protect itself, but it is a 2/2 with ward, and you can potentially get a few points of damage in with vigilance. Giving protection from a card type instead of a color is also a cool variation on the ability.
I'm considering trying it over Scheming Fence, but I also have a bigger guild section than others may.
This is pretty cool, but I don't like how often this will enter tapped, and agree with steve_man that this has some steep competition in the land slot, and I'm already not running others that I'd probably run first.
https://luckypaper.co/articles/how-many-lands-should-you-include-in-your-cube/
It’ll fill out my green 6s with Old One Eye and Kogla, the Titan Ape.
10 ABUR duals
10 Fetches
10 Shocks
10 Manlands
10 Pathways
10 Painlands
10 Fastlands
10 Checklands
A mixed cycle (6 canopies, Irrigated Farmland/Fetid Pools Mount Doom, and Rockfall Vale)
10 triomes
The Thriving Heath cycle
17 rainbow fixing lands
15 monocolored utility lands
9 colorless utility lands
I think I want to keep all of my current lands over additional manlands. Having lands that come into play tapped messes with curving out, so I prefer as many untapped options as possible. Azorius and Dimir are a little slower, so they can get away with the cycling duals.
I do have to say that I really like that this is a Nightmare instead of an Elemental from a flavor perspective, but that doesn't matter mechanically.
Sungold Sentinel -> Samwise the Stouthearted
Planar Disruption -> Reprieve
Forbid -> Stern Scolding
Tourach, Dread Cantor -> Orcish Bowmasters
Sylvan Caryatid -> Delighted Halfling
Scheming Fence -> Pippin, Guard of the Citadel
Haunted Ridge -> Mount Doom
Tajic, Legion's Edge -> Forth Eorlingas!
Nissa, Steward of Elements -> Sail into the West
Soulfire Grand Master -> Aragorn, King of Gondor
Treasure Map -> Palanthir of Orthanc
Night Scythe -> Anduril, Flame of the West
Quicksilver Amulet -> The One Ring
Birthing Pod -> Shire Terrace (cutting a card from each color to add five more fixing lands including this)
Kinda surprised there isn't a thread for this yet. Competition in guilds is pretty stiff, but a third Mother of Runes variant seems at least worth consideration. Unlike Mother of Runes (but not unlike Giver of Runes), it can't protect itself, but it is a 2/2 with ward, and you can potentially get a few points of damage in with vigilance. Giving protection from a card type instead of a color is also a cool variation on the ability.
I'm considering trying it over Scheming Fence, but I also have a bigger guild section than others may.