When I think of cards I love to crack in $10 MSRP boosters, my mind immediately jumps to dopey tortoises. Thanks Wizards!
It's a common. Chill out.
Yeah, because rarity totally dictates viability within a given format. I'll be sure to write that down.
They can print any other card in this slot that has seen play in, let's see....the past TWO DECADES?
I wouldn't complain if this were in any non-special set. Guess what guys? This isn't spoiler for the new Standard rotation. This is a premium level product.
The set is meant to be drafted, draft sets need draft chaff, If every pack was a for sure to have a minimum value of $10 in cards, guess what packs would sell at stores for $20-$25 regardless of the $10 msrp. It is a damn lottery. cracking packs always has been and always will be. Do not like gambling then do not get packs, pretty simple.
This set will be one of 2 things. 95% of value in mythic rarity like in mm2015. Or full of value to the point stores are selling packs at 20-25 a pack followed by a EM2017 or 2018 set with a retail of 20-25 per pack...
I think they're trying out "Put [CARDNAME] on the bottom of its owner's library" as a replacement for "Exile [CARDNAME]" they would have used to avoid loops. I like it a lot, it's slightly more abusable with tutors, but not by a ton, and otherwise has about the same effect without the bad feelings of "welp now it's gone forever."
Probably sounds a lot better to new players since "doesn't go to the graveyard" will seem like an advantage rather than a drawback.
Also with the self mill and all in this set, this is a way to kind of keep yourself from decking, draw cast goes to the bottom, you should always have that one card til they mill or counter it
Sweet design but no way this will ever activate by itself at those costs. As mentioned Secure the Wastes or Hangarback/Thopter Engineer/Pia and Kiran Nalaar are probably the only hope of this seeing play.
Thought there was a red card leaks that makes 5 or 7 devil tokens, that would work pretty easily as well. Also in human tribal, pry not be hard as human tribal tensdto mean lots of small low cost creatures, and token generators.
Obiously. I was more wondering whether that synergy is worth it over just using the Scions' inherent mana ability to cast something. The fact that a land circumvents counterspells is a good argument though.
yes yes, it dies to removal, but everything dies to the right kind of removal....
And indestructible helps with quite a few of them.
yes it does, but there is always that group of people that look at a creature and saw meh dies to removal, and therefor sucks.
So that's the double-faced land. No Marit Lage for the hopeful.
I like the flavor of a cult of heretics assembling in an abbey and eventually summoning this big evil thing. Five creatures is a lot, but this card has many moving parts that can interact with other effects, so it remains to see how strong this card can be as a finisher. It certainly is an acceptable card as a colorless repeatable token maker in a land slot. Worst case it still makes mana.
Haste is cool, so late in the game with the right setup you can drop the land and turn it into an indestructible attacking demon immediately.
Another nice etail: The land is not legendary, so you can put a legendary Demon into your deck without the second or even third card being dead once you have your first transformed copy.
Does this play well with Eldrazi Scions, too? It certainly makes you wonder.
yes you can sac scions as they are creatures, a deck with a high number of 1 and 2 drop creatures and you could transform this on turn 5 in a ramp deck even sooner if you really wanted too. could be fun with odric as well this alone gives all the rest your creatures flying, life link, indestructible, and haste every attack phase. also he can not be counterd as it starts as a land but yes yes, it dies to removal, but everything dies to the right kind of removal....
perhaps to slow for modern but t1 bolt to dome. t 2 bolt to dome, t3 this, t4 bolt, bolt bolt to dome t5 bolt bolt bolt bolt to dome, sure you need all 4 bolts right away but its a dream.
To all this land destruction talk, which I would like to see more myself, it doesn't belong on a WB card that exiles it. Make me a 3cmc red land destruction card at rare, I don't care, just make one. All modern has is fulminator mage, which is awesome, but has a hefty price tag, especially for a red card. If they can make this new card for WB they can make a 3cmc red land destroyer. Maybe they even put the loss 2-3 life like this card and it wouldn't matter; it would still see a ton of play. And arguments about land destruction being bad because it makes players "unable to play magic" are ludicrous. That's not okay but mana acceleration is!? So Ramp= Good but the answer to ramp, land destruction= Bad!? This is a bad argument and probably the biggest reason 1cmc mana dorks had to go away. You nerf one strategy, and it eventually forces you to nerf its opposite.
Hey bro there's a card that blows up lands in modern it's called Molten Rain. The only difference between it and Fulminator Mage is Molten Rain hits all lands and doesn't come with a 2/2 body, Stone Rain is also legal in modern so yeah, you are kind of missing quite a few cards in modern that blow up lands.
My bad. I missed molten rain, and haven't seen stone rain since I was a kid, so assumed it wasn't legal. But that's what I get for assuming. Doesn't change my stance on making one for standard though. I can't see why a staple red ability should be unplayable outside of a 15 or more year format. Imagine a green land fetch card costing 4 for one land only. That would be balanced with the current land destruction abilities with red
They reason is simple, it is one of the most unfun things yo play against according to players, that is the main reason wizards does not want to see it especially in standard, the format most new players would choose, as if they are just starting go and play at FNM only to have their land destroyed to the point of being unable to play, that player may decide this game is not for them. They want to have new players embrace they game, for them to have fun even while losing, them being unable to play is not a way for that to happen. That is just how it is, and thus why efficient land destruction tends to not be seen in standard sets anymore. Is it fair, perhaps, perhaps not. But it is Wizards game to make as they see fit.
I guess is it simple. It's "fun" to have someone drop Karn on turn three on you. It's "fun" to have 1-4 eldrazi mimics, thought knot seer, and reality smasher dropped on you by turn three. Because unfair and unbalanced ramp is "fun". Because modern players haven't been *****ting their pants about this problem for a while now. But then again, land destruction solves that problem immediately, and yes that does mean it won't be "fun" for the guy running the deck that feels like blatant cheating to his opponent. I know this isn't your logic, so I'm not blasting you. But WotC doesn't realize that even in standard, new players don't have fun at fnm, because some cards are way too pushed (hint...everything abzan) and some are neutered to the point of unplayable (like anything red that cost more that 2 besides thunderbreak)
It is what it is man. if your that unhappy about it, write to wizards and good luck. This is why I tend to just play limited, and collect one of each card, is how I have the most fun playing the game. That is they key, find the way you have the most fun, and then do it in whatever format is most friendly to you. If you can not find a way to have fun, then the game its likely not for you at all. But with all the breaking of sales records, Wizards must be doing something right...
To all this land destruction talk, which I would like to see more myself, it doesn't belong on a WB card that exiles it. Make me a 3cmc red land destruction card at rare, I don't care, just make one. All modern has is fulminator mage, which is awesome, but has a hefty price tag, especially for a red card. If they can make this new card for WB they can make a 3cmc red land destroyer. Maybe they even put the loss 2-3 life like this card and it wouldn't matter; it would still see a ton of play. And arguments about land destruction being bad because it makes players "unable to play magic" are ludicrous. That's not okay but mana acceleration is!? So Ramp= Good but the answer to ramp, land destruction= Bad!? This is a bad argument and probably the biggest reason 1cmc mana dorks had to go away. You nerf one strategy, and it eventually forces you to nerf its opposite.
Hey bro there's a card that blows up lands in modern it's called Molten Rain. The only difference between it and Fulminator Mage is Molten Rain hits all lands and doesn't come with a 2/2 body, Stone Rain is also legal in modern so yeah, you are kind of missing quite a few cards in modern that blow up lands.
My bad. I missed molten rain, and haven't seen stone rain since I was a kid, so assumed it wasn't legal. But that's what I get for assuming. Doesn't change my stance on making one for standard though. I can't see why a staple red ability should be unplayable outside of a 15 or more year format. Imagine a green land fetch card costing 4 for one land only. That would be balanced with the current land destruction abilities with red
They reason is simple, it is one of the most unfun things yo play against according to players, that is the main reason wizards does not want to see it especially in standard, the format most new players would choose, as if they are just starting go and play at FNM only to have their land destroyed to the point of being unable to play, that player may decide this game is not for them. They want to have new players embrace they game, for them to have fun even while losing, them being unable to play is not a way for that to happen. That is just how it is, and thus why efficient land destruction tends to not be seen in standard sets anymore. Is it fair, perhaps, perhaps not. But it is Wizards game to make as they see fit.
Sean Connery is back, baby! I dig the ability too. It reminds me of Angelic Skirmisher, only a bit more fragile.
If I am reading the card right it gives all your creatures first strike at the beginning of combat Both on your turn and your opponents turn, then if a creature you control has first strike, it also gets flying, death touch, Double Strike, Haste, Hexproof, Indestructible, Life Link, Menace, Reach, Skulk, Trample and Vigilance. so once an attack phase starts your creatures get most the positive keywords a creature could get. That is absolutely insane. I can easily see a deck in standard that will revolve around this guy and keeping him alive.
You are reading it wrong. It grants an ability that one creature poses to your entire team. So, if he's your only creature, you have a rare Hill Giant.
Aye I reread, thanks I was wrong, he is still quite good though and I easily see a standard deck revolving around him.
Sean Connery is back, baby! I dig the ability too. It reminds me of Angelic Skirmisher, only a bit more fragile.
If I am reading the card right it gives all your creatures first strike at the beginning of combat Both on your turn and your opponents turn, then if a creature you control has first strike, it also gets flying, death touch, Double Strike, Haste, Hexproof, Indestructible, Life Link, Menace, Reach, Skulk, Trample and Vigilance. so once an attack phase starts your creatures get most the positive keywords a creature could get. That is absolutely insane. I can easily see a deck in standard that will revolve around this guy and keeping him alive.
but does it not stay equipped when the creature transforms?
It does. So you just paid an extra two mana to turn your Heir of Falkenrath into a 6/5 flying first striker on turn 3 or your Avacynian Missionaries into a 7/7 O-ring.
Seems meh./s
Because the possibility of a 6/5 flying first striker on turn 3 with no ramp needed what so ever is very meh? seems pretty powerful to me...
Is a 6 mana exile wrath more useful than having 5 mana wraths?
Will a mill deck be viable? 13 cards milled for 4 mana does seem like a decent rate.
I'm having a hard time seeing these mythics as powerful players in a new standard format myself.
Cool cards though, dripping with flavor.
Being able to return it to the battlefield transformed from the yard makes it insane, plus a chance to put it back into your hand, it can be recurring mill 13...
The set is meant to be drafted, draft sets need draft chaff, If every pack was a for sure to have a minimum value of $10 in cards, guess what packs would sell at stores for $20-$25 regardless of the $10 msrp. It is a damn lottery. cracking packs always has been and always will be. Do not like gambling then do not get packs, pretty simple.
flavor text, the end of it... end her forever... yeah
Also with the self mill and all in this set, this is a way to kind of keep yourself from decking, draw cast goes to the bottom, you should always have that one card til they mill or counter it
Thought there was a red card leaks that makes 5 or 7 devil tokens, that would work pretty easily as well. Also in human tribal, pry not be hard as human tribal tensdto mean lots of small low cost creatures, and token generators.
yes it does, but there is always that group of people that look at a creature and saw meh dies to removal, and therefor sucks.
yes you can sac scions as they are creatures, a deck with a high number of 1 and 2 drop creatures and you could transform this on turn 5 in a ramp deck even sooner if you really wanted too. could be fun with odric as well this alone gives all the rest your creatures flying, life link, indestructible, and haste every attack phase. also he can not be counterd as it starts as a land but yes yes, it dies to removal, but everything dies to the right kind of removal....
It is what it is man. if your that unhappy about it, write to wizards and good luck. This is why I tend to just play limited, and collect one of each card, is how I have the most fun playing the game. That is they key, find the way you have the most fun, and then do it in whatever format is most friendly to you. If you can not find a way to have fun, then the game its likely not for you at all. But with all the breaking of sales records, Wizards must be doing something right...
All of Theros block, all of Khans block, all of BFZ block no jace pw cards, just saying.
They reason is simple, it is one of the most unfun things yo play against according to players, that is the main reason wizards does not want to see it especially in standard, the format most new players would choose, as if they are just starting go and play at FNM only to have their land destroyed to the point of being unable to play, that player may decide this game is not for them. They want to have new players embrace they game, for them to have fun even while losing, them being unable to play is not a way for that to happen. That is just how it is, and thus why efficient land destruction tends to not be seen in standard sets anymore. Is it fair, perhaps, perhaps not. But it is Wizards game to make as they see fit.
Aye I reread, thanks I was wrong, he is still quite good though and I easily see a standard deck revolving around him.
If I am reading the card right it gives all your creatures first strike at the beginning of combat Both on your turn and your opponents turn, then if a creature you control has first strike, it also gets flying, death touch, Double Strike, Haste, Hexproof, Indestructible, Life Link, Menace, Reach, Skulk, Trample and Vigilance. so once an attack phase starts your creatures get most the positive keywords a creature could get. That is absolutely insane. I can easily see a deck in standard that will revolve around this guy and keeping him alive.
Because the possibility of a 6/5 flying first striker on turn 3 with no ramp needed what so ever is very meh? seems pretty powerful to me...
but does it not stay equipped when the creature transforms?
Being able to return it to the battlefield transformed from the yard makes it insane, plus a chance to put it back into your hand, it can be recurring mill 13...