Well a 6 mana 5/8 is a decent body, but having a bigger butt than sword leans it towards defense. His ability will depend entirely on the other cards in the format so it's too early to say. On its own you'll hit 1-2 lands most of the time and basically be an awful Primetime. If you can exile enough of their deck or delve is a big enough contender he can see play. That is an on cast trigger makes it solid against control decks at least.
So after a lot of testing with Evolutionary Leap in a typical Jund shell (not worthwhile), a modified Jund shell (more finks, more command, better but not as good as just jund), and an Ajundi shell (mana was a mess, red added some value but not much) I've settled on Junk for the best Leap shell. A small token subtheme to give value while still running cards that are worth running on their own. Evolutionary Leap can give virtual card advantage by blanking removal or actual card advantage by saccing tokens. Sort of a combination of reactionary and proactive.
The deck is surprisingly resilient on many fronts. It has lifegain/disruption for burn, value creatures/hand attack against grixis, decay/fast clock against twin and plays a similar game as jund, but with more value critters. It does have some trouble against affinity, merfolk, and tron though. It's still a first rough draft and the main changes currently in my mind are Grave Titan, Thragtusk and the removal suite. Also plus is Junk has great sideboard options. Stony Silence and Creeping Corrosion for Affinity. Choke for merfolk. Fulminator Mage for Tron (though I'm considering just giving that match up as a lost cause)
BUG and Jund play a very similar game plan, but Jund is more popular by being more proactive. Blue gives you card filtering with Serum Visions and countermagic with Remand. The problem is these decks are really trying to go all in on the tempo control strategy like delver and each individual card has a high power level so cards like Serum Visions just slow you down. Having access to Bolt, Terminate, and Kolagahn's Command (typically the only red cards) allows you to tap out more often rather than play a waiting game with countermagic.
No this is not work.
You cast Phthisis target the Wurm. Then in response you cast Radiate target your Phthisis.
So Radiate will resolves before Phthisis , that means there is only one Wurn as Radiate resolves = you have no other creature to be valid target for the copy of Phthisis = you get no copy.
I'm fairly certain he means they each control one Worldspine Wurm. If that's the case then no not everyone loses. Each copy will be put onto the stack and resolve separately which means that whoever controlled the original targetted Wurm would win.
The choose on resolution of the ability so no you cannot do number one. In the second the judge was correct. Triggers are assumed to be resolved until the controller indicates something that would indicate it was forgotten. In this case if he had said the swiftspear was a 2/3 attacking he would have forgotten.
No. You cannot be made to take a game action outside the loop to end it. If you had an Executioner's Capsule on the field with the mana to activate it for example you cannot be made to activate it.
This is an effect I haven't seen before, and to me it feels like an interesting way to grave hate. It would take a rather specific meta to make it work though.
It sort of does. In the rules any time a card would be placed into the hidden zone of any player who does not own it instead it goes to its owners version of that zone.
I may need to revisit Venser, the Sojourner if Demonic Pact is a thing. Probably not good enough, but the E-wit bounce deck might be able to make it tier 3.
Barer of Ill Omen - 1B
Creature - Zombie
When ~ or any other zombie enters the battlefield under your control, you may destroy any number of non-zombie creatures with a total CMC equal or less than it's CMC.
2/1
So this is my removal tool for black control/midrange. It kills a lot of relevant creatures (Goyf, Scooze, Bob, Snappy, and an unlimited number of flipped delvers), and then adds a body. As a plus, it boosts zombie tribal, though not the various zombie token generators.
This is clearly too broken to see play, but what if we made it mandatory and only equal to their own CMC. It's a card that becomes potentially devastating 2 for 1's, but you can't just play everything out.
4x Voice of Resurgence
4x Kitchen Finks
2x Scavenging Ooze
4x Tarmogoyf
2x Thragtusk
1x Grave Titan
3x Inquisition of Kozilek
2x Thoughtseize
3x Abrupt Decay
4x Bitterblossom
2x Evolutionary Leap
1x Go for the Throat
4x Lingering Souls
4x Verdant Catacombs
4x Windswept Heath
2x Overgrown Tomb
2x Temple Garden
2x Godless Shrine
1x Stirring Wildwood
1x Forest
1x Plains
1x Swamp
2x Gavony Township
1x Vault of the Archangel
The deck is surprisingly resilient on many fronts. It has lifegain/disruption for burn, value creatures/hand attack against grixis, decay/fast clock against twin and plays a similar game as jund, but with more value critters. It does have some trouble against affinity, merfolk, and tron though. It's still a first rough draft and the main changes currently in my mind are Grave Titan, Thragtusk and the removal suite. Also plus is Junk has great sideboard options. Stony Silence and Creeping Corrosion for Affinity. Choke for merfolk. Fulminator Mage for Tron (though I'm considering just giving that match up as a lost cause)
I'm fairly certain he means they each control one Worldspine Wurm. If that's the case then no not everyone loses. Each copy will be put onto the stack and resolve separately which means that whoever controlled the original targetted Wurm would win.
It saw some play. Was never super prevalent, but a few monogreen aggro decks and some three color midrange decks ran him to end games quickly.
It sort of does. In the rules any time a card would be placed into the hidden zone of any player who does not own it instead it goes to its owners version of that zone.
This is clearly too broken to see play, but what if we made it mandatory and only equal to their own CMC. It's a card that becomes potentially devastating 2 for 1's, but you can't just play everything out.