Only running collonade and tarpit out of the originals and den of the bugbear, cave of the frost dragon, and friends fill the role of lands becoming threats nicely that I don't feel these are needed unless there is one that is really pushed (fingers crossed)
Really wish this gave the counters at the start of combat so it did something the turn you pay 5 mana for it. I feel like this might be too much of a do nothing or win more card.
I'm still torn over this vs krasis. Both seem better or worse than the other at different points of the curve (see below). The extra 2/2 boost on goose really shines at 3 mana where krasis is unplayable. in the later turns krasis can help stabilize nicely but the bigger body of goose also helps stabilize and provides way more of a "must answer" body. How long it will live is questionable... You may never get your cards. But, at least you have artifact density (which may or may not matter) and some life to buy time with. It doesn't have trample like Krasis, but krasis's body is so small on most turns I dont think the trample is going to matter much anyways.
name and art feel like an uncard which I am not fan of but this seems good for my artifact synergies i've been testing lately. Also will always take planeswalker hate.
If you play this on an empty board I don't believe you get to gain 4 life because you need to remove a counter and then you get to do the life if there are none.
What I like about this card is that if you are under early pressure and only have one creature on board you get to gain the life sooner to help stabilize, draw a card, and buy some time. In the opposite situation where you have lots of creatures or are stable and dont need the life then you get lots of card draw.
Worst case scenario they blank your one guy as you said, or you stabilize with some creatures while low on life and your opponent can burn you before you get to gain 4 because you have too many counters.
My only struggle with this card is that if i'm playing the attacking deck I want to be playing threats with my 2 mana not stalling to draw more gas later.
Got to play this last night and it was great. I ran it in a tinker shell and getting to be greedy searching for tinker and then being able to sac the ring to tinker was awesome.
I will say the lifeloss is not insignificant. Even getting the ring in play at 20 life, I was under pressure to find the tinker to sac it or to race the ring as much as my opponents threats. There was a game where I chose not to activate the card draw because I needed to buy time.
Getting to have protection for a turn makes this card. Overall I think the card is very strong and I like that it encourages active play and ends board stalls kind of like sulfuric vortex where you gotta get going or you are dead.
Only running collonade and tarpit out of the originals and den of the bugbear, cave of the frost dragon, and friends fill the role of lands becoming threats nicely that I don't feel these are needed unless there is one that is really pushed (fingers crossed)
not going to test for now.
2 mana
Krasis: Nothing
Goose: 2/2 Flyer
3 Mana
Krasis: 1/1 Flyer
Goose: 3/3 Flyer + 1 Food
4 Mana
Krasis: 2/2 Flyer + Gain 1 life & Draw a Card
Goose: 4/4 Flyer + 1 Food
5 Mana
Krasis: 3/3 Flyer + Gain 1 life & Draw a Card
Goose: 5/5 Flyer + 2 Food
6 Mana
Krasis: 4/4 Flyer + Gain 2 life & Draw 2 Cards
Goose: 6/6 Flyer + 2 Food
Will test Goose over krasis for now.
What I like about this card is that if you are under early pressure and only have one creature on board you get to gain the life sooner to help stabilize, draw a card, and buy some time. In the opposite situation where you have lots of creatures or are stable and dont need the life then you get lots of card draw.
Worst case scenario they blank your one guy as you said, or you stabilize with some creatures while low on life and your opponent can burn you before you get to gain 4 because you have too many counters.
Nice design though.
I will say the lifeloss is not insignificant. Even getting the ring in play at 20 life, I was under pressure to find the tinker to sac it or to race the ring as much as my opponents threats. There was a game where I chose not to activate the card draw because I needed to buy time.
Getting to have protection for a turn makes this card. Overall I think the card is very strong and I like that it encourages active play and ends board stalls kind of like sulfuric vortex where you gotta get going or you are dead.
Very high on the fun factor as well.
Easy swap for Nadir Kraken in my list!
Thanks for the quick review as always! saves me lots of time now that I am a parent!