It's cheaper, has trample to avoid being chumped, takes care of planewalkers too and has tuneable damage. It is less easily repeatable, but how often do you need to do it to dominate the board?
I think balefire calls this one mama.
Depends on the formats. In EDH Balefire is still far superior than this, because usually you don't want to exile resources in grave that could be recurred in a way or another and also because you have to deal with 3+ opponents, so you would run out of gasoline very fast. The planeswalker part can be for the most part ignored, are hardly played in the format.
This is not a Ravnican troll. This is a Strixhaven troll. This set is ***** creatively speaking.
The more I see those "detectives", the more I'm convinced that Ravnica was the wrong plane to start a "detective tribal" (or just "detective hat tribal"?) matter and the most natural home for this massive amount of detectives out of nowhere was New Capenna.
In mystery stories red herrings can lead to hasty decisions and have to be dealt with or ignored before the narrative goes on. Seems like a flavor win.
It's a 2/2 creature with no threatening abilities. If being able to attack for 2 damage is something that "must be dealt with or ignored" then literally 99% of all creature cards are 'red herrings'.
You are reading it too much. The only joke here is that "Red Herring" literally means a fish and also an idiomatic expression used in mystery cases (hence why it's also a "Clue creature"). That's it. That's the joke. The end. Not every single ability he has must be a genius wordplay or references to something else.
Besides, it's a joke that makes sense only in the english language, as usual.
It's a 2/2 creature with no threatening abilities. If being able to attack for 2 damage is something that "must be dealt with or ignored" then literally 99% of all creature cards are 'red herrings'.
You are again missing the point.
"Hasty decisions" - that's why he got haste.
"have to deal with" - that's why he must attack every turn, you can never leave in defense mode, so opponent must deal with him in combat either ignoring him or blocking him.
That's fine and all, and yet the playtest card Enchantmentize itself still isn't a real card lol.
Um, sure? But literally nobody says that the playtest card themselves should be legal in official formats, but simply that -a la Future Sight- some of them could be fore-shadows of the future and being reprinted with another name but identical function...which is, exactly what Enchantmentize is lol. That's exactly the reason why, even as just playtest, some people treat those cards very seriously. I myself see several cards that I WOULD love to see reprinted in black border with same effect but different flavor and have great hope for them (my favorites are Vazal, which correctly foreshadowed already the phyrexian tribe before any card was errated as phyrexian, and the Blood Poet).
I know it's a little bit nitpicky, but how do those abilities relate to it being the "quake" god? I would have expected something to do with lands, or sweeper damage or something.
"When ~ enters the battlefield sacrifice any number of lands and ~ deals damage to each other creature equal to the number of lands sacrificed.
You may play lands from your graveyard."
Would have felt much more like a mole imo. Eh whatever, flavour and mechanics hasn't been in synch for a while now. Maybe I should just go with the times. MtG is currently in its dadaist phase.
Wonder if we get a monogreen gruul god next time we revisit Ravnica.
To me it make sense his first ability could means that it's a god that inspire "awakening" in his followers.
I'm confused. Why the need of the drawback to discard your hand at upkeep if you must have no cards in hands anyway to solve it, until end of turn? I mean sure, you could draw cards in opponent turns with permanents on the field that makes you draw, but it's pretty narrow...
Just because you are hellbent when you solve the case doesn't mean you will continue to have no cards in your hand. Next turn you draw two in the upkeep and then another in the draw step and you'll have three cards. If you cannot play them all, you discard the extras on the next upkeep and start over.
Oh so the Case need to be solved only the first time, then it auto-solves every turn even if you don't meet the requirement? Because from the card text alone, rules aren't very clear.
I'm sad that they abandoned the Fuse mechanic on split cards. :/
Yeah, and it would have been neat on cards which could go monocolor if you wanted too.
I like these hybrids though. Forgot that this hadn't been done before either - really like that with the two hybrid guilds it can go monocolor if you want.
They haven't "abandoned" fuse, last Ravnica they noted they like to have the split cards doing different things each Ravninca set;
Ravninca 1- Two colored split cards
2- Fuse
3- One side hybrid, One side two colored
4- Both sides hybrid
Yes but the Fuse mechanic feels like the definitive mechanic for split cards. Now, every split card just feel like weaker compared to a fuse card, because fuse is a strictly better mechanic with no drawbacks. If they would make a new adventure variant where you could cast only the adventure side or the permanent side but not both, I would feel the same way, because would be a strictly worse mechanic of the original adventure.
And this is why commander forces hybrid into the colour of each half, otherwise any deck could run these
But that's the whole point of the design of hybrid mana, being playable in many more decks opposed to monocolor or gold cards. If anything, it's the commander rules in the weird spot here.
I'm confused. Why the need of the drawback to discard your hand at upkeep if you must have no cards in hands anyway to solve it, until end of turn? I mean sure, you could draw cards in opponent turns with permanents on the field that makes you draw, but it's pretty narrow...
I hope this helps to show people that the test cards really aren't supposed to be considered real cards lol.
....eh? why so?
I mean using the same name as one of the test cards shows that they aren't actual cards in consideration when making real cards. It's not to say that They don't often work within the rules and that not all are unbalanced, but those were just made for fun for MB draft and not tested and shouldn't be seen as real cards. Even unsets are officially play tested.
And still, as one user already said, they literally made a test card a real official magic card (Enchantmentize ) so not only most of them works within the rules and are not unbalanced but there are real chances that some of them could actually be real cards and foreshadows of the future, because we have a real precedent. Sure, they are not play-tested like Unsets but still that doesn't say nothing about any single card being printable in black-border or not (as Enchantmentize proved). Sometimes, the card is just perfect as it is and it just need the right set to fit in.
Yes. it's a 3 card "combo" and still, the only thing it does IF resolves is just to burn a bit the players. Totally unimpressive. Your standards of what is "powerful" in this format are very, very low, let me tell you. Seems you have no idea people usually go infinite in some way or another in EDH.
agree, thats a rare effect, totally crazy that is uncommon AND hybrid AND got a cheaper effect also hybrid if you need it, too.
You don't even have the restriction to cast only from the milled cards but any card already in the grave. My god.
Depends on the formats. In EDH Balefire is still far superior than this, because usually you don't want to exile resources in grave that could be recurred in a way or another and also because you have to deal with 3+ opponents, so you would run out of gasoline very fast. The planeswalker part can be for the most part ignored, are hardly played in the format.
The more I see those "detectives", the more I'm convinced that Ravnica was the wrong plane to start a "detective tribal" (or just "detective hat tribal"?) matter and the most natural home for this massive amount of detectives out of nowhere was New Capenna.
You are reading it too much. The only joke here is that "Red Herring" literally means a fish and also an idiomatic expression used in mystery cases (hence why it's also a "Clue creature"). That's it. That's the joke. The end. Not every single ability he has must be a genius wordplay or references to something else.
Besides, it's a joke that makes sense only in the english language, as usual.
You are again missing the point.
"Hasty decisions" - that's why he got haste.
"have to deal with" - that's why he must attack every turn, you can never leave in defense mode, so opponent must deal with him in combat either ignoring him or blocking him.
Um, sure? But literally nobody says that the playtest card themselves should be legal in official formats, but simply that -a la Future Sight- some of them could be fore-shadows of the future and being reprinted with another name but identical function...which is, exactly what Enchantmentize is lol. That's exactly the reason why, even as just playtest, some people treat those cards very seriously. I myself see several cards that I WOULD love to see reprinted in black border with same effect but different flavor and have great hope for them (my favorites are Vazal, which correctly foreshadowed already the phyrexian tribe before any card was errated as phyrexian, and the Blood Poet).
To me it make sense his first ability could means that it's a god that inspire "awakening" in his followers.
Oh so the Case need to be solved only the first time, then it auto-solves every turn even if you don't meet the requirement? Because from the card text alone, rules aren't very clear.
Yes but the Fuse mechanic feels like the definitive mechanic for split cards. Now, every split card just feel like weaker compared to a fuse card, because fuse is a strictly better mechanic with no drawbacks. If they would make a new adventure variant where you could cast only the adventure side or the permanent side but not both, I would feel the same way, because would be a strictly worse mechanic of the original adventure.
But that's the whole point of the design of hybrid mana, being playable in many more decks opposed to monocolor or gold cards. If anything, it's the commander rules in the weird spot here.
And still, as one user already said, they literally made a test card a real official magic card (Enchantmentize ) so not only most of them works within the rules and are not unbalanced but there are real chances that some of them could actually be real cards and foreshadows of the future, because we have a real precedent. Sure, they are not play-tested like Unsets but still that doesn't say nothing about any single card being printable in black-border or not (as Enchantmentize proved). Sometimes, the card is just perfect as it is and it just need the right set to fit in.
....eh? why so?
Yes. it's a 3 card "combo" and still, the only thing it does IF resolves is just to burn a bit the players. Totally unimpressive. Your standards of what is "powerful" in this format are very, very low, let me tell you. Seems you have no idea people usually go infinite in some way or another in EDH.