The real issue is that the reward is *significantly* worse. You flip Gideon, you get an awesome planeswalker. You flip this you get...a land. That needs to tap itself + 2W to make a 1/1. There are a number of If's involved with Gideon, but he has built in protection against those and the reward is amazing. There aren't as many If's involved with this card, but they still exist, and then you have what is a pretty underwhelming card for the type of deck that is looking to flip this.
I agree that both the floor and ceiling of this card are worse than possibly the best white 1-drop in my cube. That's not a death sentence for the card, though, and being able to hit the ceiling more reliably matters quite a bit when trying to figure out whether the average case is good enough to displace a card worse than Kytheon.
If they have spot removal to stop the Gideon flip, they could do the same thing to stop Landing from flipping too. But the indestructible activation at least partially mitigates that problem.
Except if they kill gids, he never flips, but if they kill a random duder this can still flip later. Plus this can flip the turn you play it, unlike gids (also unlike windbrisk heights which is otherwise a reasonable comparison). The condition seems *significantly* easier to meet.
What makes me curious is that flip Gideon doesn't tend to flip super often; I usually have to re-read what he does when he flips.
I'm probably going to at least test it out and it likely has the best chance of doing something in cube, but my general feeling is lukewarm. :/
Flip gideon has to survive through the combat where he attacks. The token doesn't have to survive at all.
Doesn't seem like a card I can evaluate without playing it a few times. How often can I make the ramp matter? How often can a stax-type deck flip the card? How often will I use the token-making? How often will I regret having a 1/1 lifelink instead of some other 1-drop?
Even without flipping, it's two permanents for a stax deck. Aggro decks can use the flipside to add to the board without overexposing themselves to wrath effects. With an aggressive enough start, it's possible to turn 3 'geddon which sounds like a nonbo until you realize that you're resetting the game with 3 creatures on board.
Yeah, either 2-power card advantage or 3-power with scry seems good if you're trying to support green aggro at least. Maybe I'll try it over Duskwatch Recruiter for a bit.
If the enchantment was a loot each upkeep instead of scry-to-yard I think it would be an easy include. I might try it as is, along with a few of the other fringy ones, just to see how they play.
Obviously easier to remove than Sulfuric Vortex, but it's easier to cast and hits harder. Without menace, I don't think it would be enough, but I'm definitely going to try it.
Why wouldn't you? You get the all the details of the card, the artwork, and the actual important parts of the attatched cards.
The occasional exception being hostile auras such as pacifism.
MTR 4.1
You are not allowed to cover the name of any object (which is what happens if you put an aura behind a creature).
I've never seen anyone cover the name of the aura when they put it under the creature. They put it so the name peeks out, and the rules text, art, etc are what's covered.
But my point largely remains. If it's in two or more decks, but not all of them, it's uncommon. If it's in all of them, it's common. If it can only be one (and can't command that deck all on his/her/its/their lonesome), it's rare. If it can, it's mythic.
Well, Steel Hellkite was in both the blue and red decks in C14. But that's mostly true of rares, that they generally aren't included in more than one precon within a single product.
Reprints in commander decks tend to keep their previous rarity. New cards follow approximately the rules laid out by hyalapterouslemur.
The interesting thing about returning a land (to me) is just that it effectively generates mana if you do so when you would otherwise miss a land drop. Still, probably a miss for me.
Only if they are also creatures.
I agree that both the floor and ceiling of this card are worse than possibly the best white 1-drop in my cube. That's not a death sentence for the card, though, and being able to hit the ceiling more reliably matters quite a bit when trying to figure out whether the average case is good enough to displace a card worse than Kytheon.
Except if they kill gids, he never flips, but if they kill a random duder this can still flip later. Plus this can flip the turn you play it, unlike gids (also unlike windbrisk heights which is otherwise a reasonable comparison). The condition seems *significantly* easier to meet.
Flip gideon has to survive through the combat where he attacks. The token doesn't have to survive at all.
Even without flipping, it's two permanents for a stax deck. Aggro decks can use the flipside to add to the board without overexposing themselves to wrath effects. With an aggressive enough start, it's possible to turn 3 'geddon which sounds like a nonbo until you realize that you're resetting the game with 3 creatures on board.
Looking forward to testing this out.
Yeah, just sleeving up the back half as a pseudo-proxy for Gaea's Cradle seems cool.
I've never seen anyone cover the name of the aura when they put it under the creature. They put it so the name peeks out, and the rules text, art, etc are what's covered.
Reprints in commander decks tend to keep their previous rarity. New cards follow approximately the rules laid out by hyalapterouslemur.
Given that blue can have unblockable, dealing damage through blockers seems more of a bend than a break.