Praetor's Counsel doesn't need an emblem. If its hard for you to remember then make one yourself as a helpful reminder. Emblems are just reminders, that's why there's no interaction with them. Players are more than welcome to make themselves reminders and use them.
It's no different than simply marking on a life pad that you have no max hand size or that you made a specific creature monstrous.
That kind of bookkeeping is welcomed by most judges I know because it keeps game states straightened out.
This is terrible for control. For three very important reasons.
Control doesn't want to tap out to draw with seven lands.
The draw portion is very situational. You need a reasonably full hand to get 7 mana worth of value out of it. If you have a full hand at that stage in the game as control you're likely already winning.
The no max hand size tends to be pointless. If you're at max hands size, once again, your already winning.
The trick for these cards to work is for the spell side to be playable when flooding to smooth out your game. Waiting until the seventh land while flooding doesn't feel like it's an that helpful.
Well considering how unimpressive what we've seen so far with them is, theyve got a lot of work to do to avoid a disappointing year
They're not as bad as you're making them out to be. They can't be too effective without breaking many formats.
The design attacks the weakest part of the game: Lands
Being mana screwed or mana flooded is always a risk. Even one playable dual faced land is all it takes to be played everywhere.
The same reason companions were so broken is exactly why these lands need to be so safe. If they are too strong they will become auto includes that fundamentaly change the way decks are designed.
The last major anti-control creature I can think of was Carnage Tyrant. Arguably it might of done that job better with haste instead of trample, so it could dodge sorcery speed wraths and get damage in. But with trample it was more all purpose.
I think having haste pushes this toward the anti-control, but it's less mainboard.
I know the kicker seems bad. But remember, when you have that late game grind VS control, this is a fine top deck. An uncounterable, hexproof, hasting 10/10 is a deal in that situation.
If you control Angel of Destiny but get your opponent to 0 life with combat damage, they still lose before their life gain trigger resolves.
unless false cure or tainted remedy is in use they can't die its life gain group hug effect but if you clone it it stacks for you and if attacked by the angel they just die if your life is 15+ above the starting total
They can die if you deal lethal before the Angel's ability resolves.
It's no different than simply marking on a life pad that you have no max hand size or that you made a specific creature monstrous.
That kind of bookkeeping is welcomed by most judges I know because it keeps game states straightened out.
Control doesn't want to tap out to draw with seven lands.
The draw portion is very situational. You need a reasonably full hand to get 7 mana worth of value out of it. If you have a full hand at that stage in the game as control you're likely already winning.
The no max hand size tends to be pointless. If you're at max hands size, once again, your already winning.
This is the definition of a win-more card.
We did?
If you're talking about the JumpStart reprint then that's irrelevant.
This one is actually pretty bad.
Maybe a one off in a deck lol
The trick for these cards to work is for the spell side to be playable when flooding to smooth out your game. Waiting until the seventh land while flooding doesn't feel like it's an that helpful.
They're not as bad as you're making them out to be. They can't be too effective without breaking many formats.
The design attacks the weakest part of the game: Lands
Being mana screwed or mana flooded is always a risk. Even one playable dual faced land is all it takes to be played everywhere.
The same reason companions were so broken is exactly why these lands need to be so safe. If they are too strong they will become auto includes that fundamentaly change the way decks are designed.
I think having haste pushes this toward the anti-control, but it's less mainboard.
I know the kicker seems bad. But remember, when you have that late game grind VS control, this is a fine top deck. An uncounterable, hexproof, hasting 10/10 is a deal in that situation.
It definitely hates fetches for real.
They can die if you deal lethal before the Angel's ability resolves.
It's not lifelink, it's a triggered ability.