Up until your last paragraph you are correct. However what you are missing is that the second part of the ability (When you do, ...) is a triggered ability that occurs if you sacrifice a creature. This will then go on the stack where you choose a target and all players get priority again before it resolves.
1) All "at the beginning of the end step" triggers go off at once and are placed on the stack at the same time. All triggers controlled by one player, then all triggers from the next player, and so on, beginning with the active player then going in turn order. Resolving a trigger may then cause other triggers on the stack to not be able to do anything anymore, but that is irrelevant for the triggering. A trigger that can't do anything on resolution then simply does nothing.
Ok so the last part of Hungry for More is not a state-based-action but it gets triggered like usual triggered abilities? So the player can place them on the stack in any order as preferred.
The last part creates a delayed trigger. When the trigger even occurs (in this case starting the end step) the trigger will happen and if anything else triggers at the same time they can be stacked as desired.
If you have an angel subtheme then absolute slam dunk of an include. Otherwise it's just a 2/2 flying, vigilance for 2 which while a solid rate is nowhere near enough for cube.
I'm not sure about this one. My first reaction was hard pass for expensive white creature, but the more I look at it the more it seems at least worth testing. On an empty board it's a 5/5 flier with a regen shield that draws a card and makes a token. If you are behind it's the same creature, but being able to block something and chump another is good. I think it will really come down to the types of removal. There's a good amount of exile and toughness based removal in most cubes.
As a hideaway card this is far and away the worst one.
But it also lets you make a treasure for each multicolor spell you cast. Worst at hideaway, but best at actual effect on the field?
Yeah if it wasn't once per turn it would be way too strong. As it is this definitely feel standard playable. Maybe pioneer. Works so well with the Blitz mechanic.
I am cautious about this one. It has no protection and does nothing when it enters the field. Its ability is better than say Paradise Druid, but what made that (or Sylvan Caryatid) so great was you were almost guarenteed to have 4 mana on the next turn.
Seems like they just slap random words on card names in this set ...
From the cards name alone, you would never guess its a mill effect, so thats already bad.
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Cards effect is fine, but they should put more effort into making card names reflect the card better.
Couldn't agree more. A lot of the names feel like someone filled up a board with one-liners and got paid per each one used. Heck even something like, 'Double or Nothing' would fit this so much more.
Okay, now *that* is unique. They become a creature with...what, no types? This could do some really weird things
Yeah it's really weird they didn't give it any creature types. You'd think they'd at least give it like 'noble' or 'lord' or something since they can't just do human or what not.
The new Jurassic Park just came out there.
The last part creates a delayed trigger. When the trigger even occurs (in this case starting the end step) the trigger will happen and if anything else triggers at the same time they can be stacked as desired.
But it also lets you make a treasure for each multicolor spell you cast. Worst at hideaway, but best at actual effect on the field?
Rotates with the fall set so September if the schedule is the same as usual.
Couldn't agree more. A lot of the names feel like someone filled up a board with one-liners and got paid per each one used. Heck even something like, 'Double or Nothing' would fit this so much more.
Yeah it's really weird they didn't give it any creature types. You'd think they'd at least give it like 'noble' or 'lord' or something since they can't just do human or what not.