This is all kinds of amazing. End of your opponent's turn burn them, and put a land on the battlefield at instant speed UNTAPPED, as well as an amazing Skullcrack response to a Siege Rhino, later in the game?! Sounds like 4 Caryatids, and 4 of these is the way to go. RG monsters getting some gooood tools. Or even Jund Tasigur??? I'm just glad a color combination other than w/u is getting something in this set.
I'm extremely disappointed that the allied color rare dragons were into pack garbage :/ The Green Shaman won't even be a forethought, until Courser and Caryatid rotates out. Overall, a disappointing day, with the exception of the prospect of lovely new commands!
Hmmm... How much work does it do in Modern? Most of the creatures I'd care about removing are mono-colored. I'm actually having a hard time thinking about what this removes. Don't see why it had to be rare though. Feels more uncommon to me, unless there's a very large multicolored as-fan in DTK's limited.
Okay. So you're going to play that on turn 2, Manifest on Turn 4, turn 5 play a Skybind, all just to flip one card, which will probably be an enchantment, or a land? In the meantime, in those same amount of turns, your opponent probably went Turn 2, Caryatid, Turn 3 Courser, Turn 4 Rhino, Turn 5 Elspeth, assuming you both draw your optimum draws. This card is definitely a Commander and Limited card, and not anywhere near Standard playable.
Edit: Rules question though... What happens if you blink a face down Sorcery spell? o.0
I feel pretty Meh, about Mastery of the Unseen. Heliod had a similar effect without milling you, and saw very little play with his token generating effect. I'm not really sure what deck would want it. It wouldn't be constellation, because your enchantments can't turn face-up...It can't be white weenie, because it would rather have a creature in that spot... It wouldn't be a midrange deck, you wouldn't have enough creatures on the field to make the extra life worth it... And if you do it in a control deck, the cards can't turn face-up, so you'd have to be comfortable running it in a deck that never wants to waste a turn, turning them face-up. It just seems like a very weak Assemble the Legion, in a control deck. I'd rather just stick to blue and green (and maybe red) when it comes to morph and manifest.
Frontier Siege is amazing, at first flush. Two green devotion, in addition to double green mana on the main phase. It'll be great after rotation. Right now, it has to still compete with Courser of Kruphix, and Polukranos in the same spot, on the curve, unless your only game plan is to cast Ugin. It does allow you to cast Terra Stomper, Soul of Zendikar, or Sagu Mauler the following turn though (turn 4, ideally) Though, I feel like there are just better ways to get to 6 mana, unfortunately. This card might be yet another card that just simply goes straight to Commander. The problem with it in standard is, you're not getting a creature on the battlefield, and you're not advancing your board presence until the turn after you play it. I'd say... only play this in Standard, if you're going for Garruk, Ugin, or Villainous Wealth, and even then, you'll still have a very fragile deck.
Does anyone think we'll get a WUBRG land that only gives mana to dragons and dragon abilities in this set, or the next one? These dragons are making me want five-color dragon deck to be a thing, so bad.
A flying 5/5 for five, in green/white, which could be cast easily on Turn 3 or 4? I see no reason for this card to receive hate. Can you imagine, attacking with this, and a 3/3 Elvish Mystic, on Turn 4? And we don't even know what the white/blue, or red/green dragon legends will do yet. Who knows? Maybe Naya dragons will be a thing.
So, actually, there are 6 lands we need to speculate about. The five mentioned before, and the 6th that was not, that goes between Blossoming Sands, and Dismal Backwater. A utility land for each color, and a colorless one, maybe?
Everyone seems to forget that Dragon's Maze was an extremely crammed eleven mechanic set, and that FRF can once again be a limited design space, keyword crammed set with 2 mechanics for each clan in small doses, and an eleventh mechanic (morph) which has a bit more coverage since it's in all colors, though this probably means the majority of the set will just be cycles for limited.
I think we're going to see both, the abilities from Khans, and the abilities of the clans from Dragons, in very small doses, in this set, with Morph being the highlight mechanic of the set, and choices being the subtheme.
I feel like it's toes are going to get stepped on waaaay too much by Dragons of Tarkir. By the time a metagame appears for Fate, Dragons will be coming out. I'm very excited to see the different aesthetics the clans use. Being Temur is based on Siberia, and a lot of Siberian dragons are hydras, I wonder if that's what it'll get, instead of dragons, (or in addition). I expect Jeskai to have more eastern style dragons. Sultai dragons can be seen on Dig Through Time. I can't even guess with Abzan. Wyrms?
Edit: Rules question though... What happens if you blink a face down Sorcery spell? o.0