An opponent can not "target" Uril, however it can be enchanted with some tricky tricks like having an enchantment on the battlefield like Control Magic and then playing Copy Enchantment and choosing to copy the Control Magic and then choosing Uril to enchant with the copied Control Magic. This works because the Copy Enchantment never targets Uril.
Here's the Gatherer Card Ruling:
10/1/2005: If you choose an Aura, you also choose a legal permanent for the Copy Enchantment copy of it to enchant. Copy Enchantment doesn't target that permanent, however, so it can enter the battlefield attached to an untargetable creature.
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Jan 25, 2013Obzedat, Ghost Council seems to be going for around $20 on ebay. I'm kind of surprised at that.Posted in: Limited Archives
Aurelia's Fury is going for $20-$25. Seems like an expensive burn spell, but time will tell if it can find a home in a deck. Almost more of a control card than an aggro card.
Any other cards going for over $20 currently? Domri Rade is hovering around $15-$18 and personally I can't see it being used.
Jan 25, 2013Posted in: Limited ArchivesQuote from JefffSeems that best strategy to Bloodrush is not to bloodrush Expecialy against white - Opponents will wait to 2 for 1 with smite etc and if you dont bloodrush opponent with untapped lands they 1. wait what will never come, 2. loose chance to extort
I agree that you should play carefully. Ideally you would pump when they're tapped out (they play a creature, you get to untap and attack into it free of worries of their combat tricks). But being sealed this weekend, they shouldn't have a ton of removal (at least not as consistent as draft). And if you were going to lose the creature anyway (i.e. they block your 2/2 with their 3/3 and you blood rush it, then they kill it in response), then you're really losing your bloodrush spell to their creature removal spell. Maybe in game 2 if I saw like 2 Smite game one I might try to play around it, but I think that with the number of blood rush, you gotta use it (it's not like you only have 1 Giant Growth in your deck).
Quote from LolekI see Armored transport kinda friendly with the Bloodrush ability, since the opponent wouldnt be so likely to block it.
What do you guys think about Crackling Perimeter? Is it useable in sealed? (Ofcourse it depends on how much gates are you running)
Im little bit disapointed about gruul 1, 2, and 3 drops. Is more worth to splash third color (like boros) for having better drops in the beginning or to try a ramp as much as possible to reach the "big gruul guys" quicker?
I have really low expiriences in limited, so I would like to know your opinions on which direction to run the gruul.
Armored Transport misses banding! That would be sick.
I wouldn't play Crackling Perimeter because it doesn't effect the board at all. It's like playing life gain only spells (ones that aren't attached to creatures): if you're losing, you'll lose a little later. And Crackling Perimeter says if you're winning, you'll win a little faster. However neither of them do what you need them to do if you're in the opposite situation.
MY QUESTION IS: Is Hindervines main deckable? I never main deck Fog effects, but presuming you have a bunch of evolve, it might be worth it. However the evolve creatures aren't that big to start off so basically it's just buying you time (not preventing a trade, but a slaughter of your weak creatures). I probably won't main deck it, and definitely consider when to sideboard (how many +1/+1 counters did I see on their creatures?). But it is an interesting twist on Fog. It's certainly not Safe Passage, which is what you want it to be (main deckable).
Jan 24, 2013Posted in: Limited ArchivesQuote from CaffeinePirate
As for Gruul, the main problem will be getting 2-1ed when your opponent casts instant speed removal on the the guy you just blood-rushed. Just make sure you don't walk into that and Gruul should be solid.
Blood rush is so inexpensive that I look forward to using it in response to cards like Killing Glare if they're foolish enough to try something during combat.
I hope I get a nice gruul package with lots of bloodrush. The unpredicatability of blood rush is concerning. I always try to memorize the cost/effect so I know what my opponents might have up their sleeves of all instants and flash creatures. This set is difficult because of the number of blood rush cards. Their cheap cost and playability in any deck using the appropriate color/s makes them auto-main deckable. I think you may end up seeing a lot of bogged down, lengthy combat phases (although it only works on attacking creatures, I'm surely going to take my time deciding on blocking due to the +5/+4 being a common and that is a lot of life... at least that one is multi-colored).
Jan 24, 2013jokalhaups posted a message on [GTC] How many colors do you hope to play at PreR?Red and black have a lot of nice removal. I wouldn't mind wielding a R/G stompy deck with lots of BLoodrush (you can't predict combat tricks anymore cause there's SO many). But of course with sealed, you can't really decide ahead of time what you're going to play. The number of colors and splash are determinate by the card pool and fixing that you get. I will gladly splash 1-2 removal/bomb cards if fixing is there.Posted in: Limited Archives
Dec 11, 2012Posted in: Custom Card Contests and Games
Chum by definition: cut or ground bait dumped into the water to attract fish to the area where one is fishing.
I would assume that most or all of chum used is a creature, not an enchantment.
To put a different card in the link than what you typed: |CARD=card name| other words used|/CARD| (of course substituting || for )
Black started the whole forcing to attack: Imps' Taunt, Nettling Imp, Norritt (yea, I'm old school)
Sure I could have used blue, but black just seems more sacrificial.
The card matches the request perfectly and is EXTREMELY flavorful.
Don't forget changelings and effects that change creature types.
a verticle red-control cycle? meh...
<No Room for Weenies> :2mana::symr:
Creatures with power 2 or less can't attack or block.
"When something gets underfoot too much, squish'em."
<Bare-nekkid Brawlin!> :2mana::symr::symr:
As long as a creature is equipped or enchanted, it can't attack or block.
"Once I fought a knight that was so heavily armored, I couldn't hear his boasting through his helmet. Then I stabbed him in the face when he raised his visor."
<All Out Commitment> :1mana::symr::symr::symr:
All creatures have haste and loose Defender.
At the beginning of each player's combat step, that player skips their combat step unless all creatures they control can attack this turn.
"One thing I learned when waging war- there is no middle ground. All or nothing, simple as that."
what better control method for red, then sorting out combat. and yes, the first two [if applicable] can stop an opponent's field with the third... if a single creature can't attack, then nothing can.
blah, i hate multicard requests.
No Room for Weenies is a rare effect. That is VERY powerful... almost too good for 2R I feel. Just shuts out Goblin decks. 4/10
Bare-nekkid Brawlin seems more on power level for Uncommon. It's balanced and I love the flavor. 9/10
All Out Committment is interesting. Sure you need a second card to combo with it, but it's a powerful card. Basically says "creatures can't block"... oooo or you pacify your own creature so you can block. And there are a ton of red cards to combo with this. 9/10
Blended score: 7/10
Next- give me a card, non-black or red, that can effectively give cards Madness without saying "cards in your hand have Madness"
Spirit Collector WW
Creature-Human Shaman (MR)
If you would discard creature a card, you may cast that card for up to 2 less than it's casting cost instead of putting into your graveyard.
I once was lost, but now I am found. -Amazing Grace
Seems kind of overpowered due to you being able to make the discard happen... ah, I'll add "creature card" because definite shennanigans can ensue with other spell types (especially with storm spells). And that makes it more flavorful according to it's name. Ideally I'd make it "If a spell or effect an opponent controls causes you to discard a card..." but that wouldn't fit the request. I'd imagine that inside block there would be no "Discard a card: effect" cards since it would be really too powerful in that case. But I think the balancing for legacy comes in making it WW and affect creature cards only.
Next: Make a large creature that's very low costed (with a disadvantage to make up for the cost), but one that is generally playable or could find a home (Death's Shadow is an example of one).
Dec 10, 2012Obscure Tutor seens overpowered... just put other colors cards you want to grab (4 of them) in your black deck and you can grab it for 1B. Basically a Demonic Tutor if you're deck is built right. I could also see this being used in limited to fetch your splashed removal/bomb card. Also I think the world "reveal" is necessary in there somewhere otherwise you wouldn't have to prove that you fetched the proper color... that is if the player chose not to fetch it themselves. I was thinking 7, but due to missed rules text, it's a 6/10.Posted in: Custom Card Contests and Games
Nameless Chum B
Sacrifice Nameless Chum: target creature attacks this turn if able.
To lure the dumb is easy, but fun.
Next: A powerful creature with the creature type that is YOUR favorite creature on Earth. Bonus points for a "lord" effect (something that effects all creatures of that type like Elvish Champion)
Dec 10, 2012Izzet Manipulation (R/U)(R/U)(R/U)Posted in: Custom Card Contests and Games
Draw a card and lose 2 life for each U spent to play ~.
Deal 1 damage to target creature or player for each R spent to play ~.
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