Smelting Pool3RR Enchantment (R)
Whenever an artifact is put into a graveyard from play, you may return another artifact card with converted mana cost equal to or less than that artifact's from your graveyard to your hand. "Waste not, want not."
(Red/black can get "opponent chooses" modality, though; this can be flavored out as "Unless you let me do X, I'll rip out your spine!" White seems to me the least modal color, just because it's the most dogmatic.)
Only one problem with this: Choices given to the opponent usually suck, especially the way Red does them. Black is okay, since its choices (Sacrifice a creature, discard a card) are identical in type, but Red typically gives two choices that are very distinct and that don't work together much at all.
In fact, the most powerful cards that give choices to the opponent in Magic are Blue (Fact or Fiction, Intuition, Gifts Ungiven), because they allow deck-building to reduce the number of choices.
But yeah, Green needs a lot more modal cards. Acidic Slime is a definite step in the right direction (As has been stated many times).
To all the people comparing this to Time Reversal, remember this is basically a strictly better card printed in a worse color. It's much easier to build a deck built around dumping thing in your graveyard than your graveyard being shuffled back in, and it does have an alternative cost.
I think that "can't be countered" and shroud/hexproof are not the right ways to buff Green, since they decrease interactivity. Rather, Green should get more Flash, Regeneration, and Fight; abilities that protect the creatures, but do it through interaction. Flash encourages interaction by allowing creatures as combat tricks, Regeneration encourages it by forcing both players to pay attention to the mana open, and Fight forces players to have their creatures interact. Plus, all three abilities are very flavorful.
While there is also a definite flavor identity crisis for Green, I think the article's author was exaggerating how much if affects Green's cards. Red has a VERY strong and well-defined identity, yet it's the most one-dimensional color in the game.
This is probably one of those bad cards that Wizards purposely prints to help teach beginners certain concepts.
I really never got the purpose of this.
Why does Wizards print a card to teach beginners that "Cards that give the opponent choices are bad" when they could, you know, just try making better cards of that type?
Tibalt seems to work well in the Kazuul, Tyrant of the Cliffs deck I'm building; Kazuul provides a nice big attacking disincentive/wall to further protect Tibalt as he constantly filters my deck, until I finally reach one of those delicious - abilities.
I love this guy so much. Favorite Planeswalker ever. Ever. Ever.
I don't care if he's terrible; in fact, all the better for me if he is, because I want to snatch up four copies and put him in a deck. I don't think he'll be all that good because he's so risky (And the only way to make him less risky is to use mediocre cards), but he's just so much FUN!
Blossom makes Heartless Hidetsugu hilarious, although a two creature combo ain't very reliable.
Still, I've been wanting to make a white/red deck for a while, and the only other potential Red/White general I like is Bassandra (Good thing they both work together).
Oh wow, this is terrible, and it doesn't feel rare at all.
This also shows one of the inherent problems with the Miracle mechanic: WAY too expensive costs for hard-casting, combined with far too cheap costs for Miracle. While Temporal Mastery and Thundrous Rage at least have some chance of being hardcasted, the white uncommon and this one feel really, really, really awful when hardcasted.
So..how are opponents supposed to verify this is actually the the card you drew first?
Just take your word for it?
Probably a dumb question but I'm asking anyway.
Burden of proof is on the player, not the opponent, so you'd better demonstrate clearly each first card you draw a turn when using a deck with miracle cards.
Anyone else notice how the mana is set up differently than the other two mythic angels? WWU RWW GWW? Odd.
It's due to the order of the color wheel; red and green are closer to the left of white, while black and blue are closer to the right. It works the same way with every other color combination in the game.
Wait, is supposed that the emblem of Tamiyo allows me to return anything I cast, automill or discard to my hand? like using Lotus Petals for eternity and generate infinite mana???
Yep. I'd say that she's awesome in EDH, except the only way you're going to pull her off in EDH is with Doubling Season, because nobody's going to let her live.
Enchantment (R)
Whenever an artifact is put into a graveyard from play, you may return another artifact card with converted mana cost equal to or less than that artifact's from your graveyard to your hand.
"Waste not, want not."
Only one problem with this: Choices given to the opponent usually suck, especially the way Red does them. Black is okay, since its choices (Sacrifice a creature, discard a card) are identical in type, but Red typically gives two choices that are very distinct and that don't work together much at all.
In fact, the most powerful cards that give choices to the opponent in Magic are Blue (Fact or Fiction, Intuition, Gifts Ungiven), because they allow deck-building to reduce the number of choices.
But yeah, Green needs a lot more modal cards. Acidic Slime is a definite step in the right direction (As has been stated many times).
Also, it doesn't exile itself, which means you can bring it back. Maybe Noxious Revival and Snapcaster Mage?
And this thing is great in Red EDH, since the color is so easy to burn out with.
While there is also a definite flavor identity crisis for Green, I think the article's author was exaggerating how much if affects Green's cards. Red has a VERY strong and well-defined identity, yet it's the most one-dimensional color in the game.
Every time Wizards reads one of these comments, they add another ability to the next Jace.
Something tells me you didn't mean to say it that way.;)
I really never got the purpose of this.
Why does Wizards print a card to teach beginners that "Cards that give the opponent choices are bad" when they could, you know, just try making better cards of that type?
I don't care if he's terrible; in fact, all the better for me if he is, because I want to snatch up four copies and put him in a deck. I don't think he'll be all that good because he's so risky (And the only way to make him less risky is to use mediocre cards), but he's just so much FUN!
Still, I've been wanting to make a white/red deck for a while, and the only other potential Red/White general I like is Bassandra (Good thing they both work together).
This also shows one of the inherent problems with the Miracle mechanic: WAY too expensive costs for hard-casting, combined with far too cheap costs for Miracle. While Temporal Mastery and Thundrous Rage at least have some chance of being hardcasted, the white uncommon and this one feel really, really, really awful when hardcasted.
Burden of proof is on the player, not the opponent, so you'd better demonstrate clearly each first card you draw a turn when using a deck with miracle cards.
It's due to the order of the color wheel; red and green are closer to the left of white, while black and blue are closer to the right. It works the same way with every other color combination in the game.
Then I find out that she's apparently the bee's knees. I'm a really bad judge of quality.
Bruna seems like a brutal EDH general, although she's eclipsed by Zur as the premier blue/white enchantment general.
Yep. I'd say that she's awesome in EDH, except the only way you're going to pull her off in EDH is with Doubling Season, because nobody's going to let her live.