I think my favourite thing about the bouncer is the thought of him trailing an Eldrazi Titan out in a headlock because they have been causing a scene.
Have you seen those 'ceps? He clearly works out.
Yea for a blue aligned mage he is ripped, and i dont mean plato style "train both mind and body" in-shape. He looks more like a green mage to me, except he is blue.
Although i guess using steroids is a blue thing, using knoledge to overcome natural physical restrictions.
I love reflecting pool. It has it problems in that it doesn't fix your mana if you didn't have access to that mana already and it does sweet FA on turn one but those issues rarely annoy me because of the upside. It's worth noting unlike its cousin exotic orchard it can tap for colourless (providing you have another land that does).
I find that 90% of the time it is an untapped dual land, a tri-land pretty often and often a rainbow land so it is handy for hitting double or triple costs without having to dedicate extra slots to basics. I find it hard to thing of reasons not to maindeck it (but there are no doubt some).
I don't think I knew their was an older art for the card, it looks kinda sucky, shadowmoore (?) art all the way.
It's a pool table for me I'm afraid even though I'm bad at pool, I can't swin other than to save my life (and even then I havnt tested it recently).
I was eyeing up Surrak, the Hunt Caller yeaterday, I would really like some more hasty beaters for mid-range Grull since I feel my midrange isn't great in cube and Grull (in my mind) should exemplify mid range beats. Is Concordant Crossroads any good for this role? Double edged sword but I don't need to drop it turn 1 and should hopefully get more value out of it.
How reliable is Surraks haste? I think that is what keeps putting me off combined with the fact he only gives haste to one creature so he cant even slot into token decks.
I had Fires of Yavimaya in my cube in the beginning and I have tried all kinds of haste enablers in the past (Hellraiser Goblin even got a look in).Hammer of Purphoros has been solid for me so far and Ogre Battledriver is fun but hasn't been getting a lot of play lately (4 is a bit too much for him being weak on his own, but he is a boss for token decks).
Samut, Voice of Dissent seems like he will be a solid include for me, but again 5 seems a bit expensive to really get the most of him granting haste.
Seems really solid, I will find him a spot for sure.
I am a big fan of the Daretti/Welder package so having a decent discard outlet in red is useful. Aggressive decks probably wont mind ditching a card for a solid beater. The lack of evasion isn't great, but thats what bolts are for.
It's worth noting it's an uncommon, implying they could push it a bit more. A legendary version with menace would be an amazing include (no real reason for the legendary, I just think everything should be legendary).
She is a definite yes for me, my Simic section has always felt a bit weak so she should help out their. Being a X costing walker is especially interesting as she can fill any spot of the curve from 3 onwards and can provide a solid amount of value when doing so.
He seems really solid and unlike most of the other gods it seems like you will often just need one activation of his ability to let him attack and block since its pretty easy to have a 2/2.
+2/0 and trample isn't bad as a combat trick or way to push trough those last few points of damage.
I like him and will find room if I open one (or he is cheap), likely over troll ascetic off the top of my head.
Seems ok for control: pitch to force of will then tap them down next turn. I don't think I will run it but it could be interesting if this is a new effect, they have said land destruction isn't something they like but temporary mana denial seems like something red could do that plays well with what it does. (e.g. an aggressive red creature that keeps a land tapped down.)
Does not work, Force of Will exiles the blue card. Plus being pitchable to FoW is not how I'm ranking the cubeability of blue cards.
Forgot the exile. Yea it's not something to include it based on, but it seemed like a fun thing to do if it was cubeable... and it worked.
I might try it, I'm always in the market for more instant speed draw and I have wanted a mono blue draw X but the cards I have tried in the past didn't cut it. Discard, whilst a definite downside, has its uses as well so it doesn't take too much away from the card for me.
I have enjoyed Everflowing Chalice for being scalable and I imagine this will do similar and help fill out curves.
Seems ok for control: pitch to force of will then tap them down next turn. I don't think I will run it but it could be interesting if this is a new effect, they have said land destruction isn't something they like but temporary mana denial seems like something red could do that plays well with what it does. (e.g. an aggressive red creature that keeps a land tapped down.)
Maybe I'm wrong and the average sequence will be kill their 3 drop with the front half, immediately play back half to trade with their 2 drop and you are ahead. It just seems too fair and slow.
I would disagree, I would like to think I have a better play on turn 4. My guess is Return gets cast much later in the game or the threat of activation keeps them off their gameplan. A non-land 2/2 is also something I'm happier using with a sac effect and since the effect is split I can kill a guy now and get the 2/2 if/when I need it.
Wha? Am I missing something? Looks like a brown puddle in brown ground. Maybe its just my phones resoloution.
Yea for a blue aligned mage he is ripped, and i dont mean plato style "train both mind and body" in-shape. He looks more like a green mage to me, except he is blue.
Although i guess using steroids is a blue thing, using knoledge to overcome natural physical restrictions.
I find that 90% of the time it is an untapped dual land, a tri-land pretty often and often a rainbow land so it is handy for hitting double or triple costs without having to dedicate extra slots to basics. I find it hard to thing of reasons not to maindeck it (but there are no doubt some).
I don't think I knew their was an older art for the card, it looks kinda sucky, shadowmoore (?) art all the way.
It's a pool table for me I'm afraid even though I'm bad at pool, I can't swin other than to save my life (and even then I havnt tested it recently).
How reliable is Surraks haste? I think that is what keeps putting me off combined with the fact he only gives haste to one creature so he cant even slot into token decks.
I had Fires of Yavimaya in my cube in the beginning and I have tried all kinds of haste enablers in the past (Hellraiser Goblin even got a look in).Hammer of Purphoros has been solid for me so far and Ogre Battledriver is fun but hasn't been getting a lot of play lately (4 is a bit too much for him being weak on his own, but he is a boss for token decks).
Samut, Voice of Dissent seems like he will be a solid include for me, but again 5 seems a bit expensive to really get the most of him granting haste.
I am a big fan of the Daretti/Welder package so having a decent discard outlet in red is useful. Aggressive decks probably wont mind ditching a card for a solid beater. The lack of evasion isn't great, but thats what bolts are for.
It's worth noting it's an uncommon, implying they could push it a bit more. A legendary version with menace would be an amazing include (no real reason for the legendary, I just think everything should be legendary).
Storm Crow
+2/0 and trample isn't bad as a combat trick or way to push trough those last few points of damage.
I like him and will find room if I open one (or he is cheap), likely over troll ascetic off the top of my head.
Forgot the exile. Yea it's not something to include it based on, but it seemed like a fun thing to do if it was cubeable... and it worked.
I have enjoyed Everflowing Chalice for being scalable and I imagine this will do similar and help fill out curves.
I would disagree, I would like to think I have a better play on turn 4. My guess is Return gets cast much later in the game or the threat of activation keeps them off their gameplan. A non-land 2/2 is also something I'm happier using with a sac effect and since the effect is split I can kill a guy now and get the 2/2 if/when I need it.