The 3/4 Elephant, the 2/1 Elf that gets counters, this guy, and Drana, Liberator of Malkir, Attune with Aether, and Longtusk Cub might make a sweet little GB aggro deck in standard.
Hell, just this guy with Drana means all your attackers get 2 +1/+1 counters before dmg if Drana hits. Makes her a must deal with immediately card.
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A fascinating mystery:
Perhaps Lukka and his beloved tiger friend can solve it.
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Huh, I was actually thinking that Rocco, living in a bustling metropolis like New Capenna, has a relatively modern life.
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That seems to be an odd take on things. If something happening once per turn makes it terrible, I guess that land tax and sylvan library are terrible cards because they generally happen only once per turn and etb effects are even worse as you only get the effects once period.
I don’t think that “once each turn” is a mechanical problem. I have not heard many people complaining how esper sentinel, Kess, wirewood symbiont, Quirion Ranger, or As Foretold are worthless because of a once per turn limit. There have been effects printed that would legitimately be broken if not limited in this way.
The main problem with “once per turn” is purely psychological, IMO. You read the ability thinking that a random uncommon will let you kill the entire table with ease (because that seems likely?) and you hit the restriction right at the end. If this type of card read “at the beginning of your end step, if you sacrificed one or more permanents this turn, CARDNAME deals 2 damage to each opponent”, the card would be weaker but feel stronger (or at least get fewer complaints).
And to repeat the argument that keeps happening every time this comes out, the wording that wizards is using is the only wording that currently does what they want it to do. Checking for a condition at the beginning of a phase stops those effects from being used as “tricks” (no whispering
Wizards making a surprise blocker at instant speed, for example) which wizards wants for limited purposes. Saying “whenever XYZ the first time each turn” would lead to counterintuitive misplays (casting the forge boss using treasure would stop it from triggering on the turn you played it because you already had your first sacrifice, for example), which wizards wants to avoid. The current rules and wording templates give wizards no good options to signal the once per turn limitation at the start of an ability without making that ability mechanically worse in some way. I do not begrudge wizards for valuing quality of play over the psychology of how a card feels.
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I know that wizards has a history of commanders that throw all five colors with good stuff, that combo with a cheese sandwich, that play into incredibly linear strategies, and that build up a crushing sense of inevitability but this card does something that I feel is far worse.
This is a commander that quickly, efficiently, and fairly reliably (in the right deck) comes down super early and tries to kill a single player… but doesn’t have any internal inertia to close out a multiplayer game quickly.
It seems fairly reasonable to me that a good deck with this card will play a turn 1 mana dork, a turn 2 Unmarked Grave/Entomb/Buried Alive to throw leveler into the graveyard, and a turn 3 bully with every intention of killing the next player before their next main phase.
Unless the beamtown player drew buried alive specifically (or had a snuff out in hand to kill the leveler at the end of the upkeep), though, there is no guarantee that the player can kill the others. They may not draw another straight-to-the-grave card or may not draw the right self-mill or discard outlet and may be stuck durdling for several turns while everyone else plays the game. Compare that to facing a voltron deck, where the 30/30 with indestructible and protection from creatures that just killed me has at least some chance of closing out the game in the next couple of turns.
I know that some players decry stax/control decks (or other oppressive decks) as being a waste of their opponents’ time but wasting a single opponent’s time seems somehow worse in my eyes. Combine that with the potential for game losses out of nowhere with the suddenness of Craterhoof behemoth (imagine finding inverter of truth with an instant speed grisly salvage and throwing it right into play) that somehow fails to end the game and you get a miserable mess.
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The meaning of my card is clearly evident as everyone else here understands. If you feel that it needs to be more clear, do not forget that rulings can be used to clarify any left-over confusion.
In the end of the day, any other wording would impeach the ability to create positive design space and new domain influence through the assertion of natural law. Adding any further decorations would be to label natural law as unnatural, sapping the endeavor of purpose.
As Rowanalpha indicated, though, the people have prevailed against the tyranny of the small-minded who cannot look into the design of a farm and seem the form and function of a giraffe or elephant. I wish all of you an escellent evening and I look forward to meeting you in future challenges.
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Objection objected.
It is clearly designed to allow your opponents to target it even if you give your creature protection, hexproof, or shroud. It is a forceful enforcement of natural law through card mechanics, as befitting the colors for nature and law. If you feel that it needs to be ruleslawyered, I remind you that rulings could be made that allows it to work as intended.
How dare you unjustly quarter my creative vision, which is clearly winning this contest.
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One vote for myself to win the contest!
Yay! I'm winning so far. Thanks for opening it up to the public.
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Legendary Creature- Demon Noble
Evil can be targeted by spells and abilities your opponents control.
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The darkest evil is known as force majeur