This drop is really strong, especially if you are able to cast it on turn 2 with a mana dork played on turn 1.
This is really a good card advantage that fits perfectly with the color pie of G.
Hexproofness from B is always appreciated.
This cards needs some removal in order to damage your opponent consistently, but it is a basic requirement.
This card is strong without being utterly broken: I really like this design.
Nice Sideboard card for decks with a lot of creatures (Elves?) because it just blanks removal thrown at them.
It is also useful in combat phase as an unexpected combat trick.
I'm really impressed because it is a nice tool usable by swarming decks.
Really good "removal" because it is an updated version of Prey Uponduring the early and mid game, whereas in late game is just better even though you have to TAP all of your lands.
What really hold back this kind of cards is the sorcery speed.
My vote is 6,5/10 = nice as green removal, but that's all.
What holds back this card from being appealing is the fact that it is a sorcery and not an istant.
Paying this card 1RR is still fine and it should be rather easy to cast it on turn 5 and 5+.
It should usually be able to kill 2 targets, so it is good when we are able to cast it.
My vote is 6/10 = not bad, but also not that good either.
I always liked card like this one: you need some token generators or a manland and you are able to trade it for a big monster.
Too bad it is a sorcery and not an istant, but it is still a fun and playable card in NOT-Eternal formats.
This is a really powerful Goblin because it combines the utility of a potential combo piece and a way to "draw" more cards other than your regular one.
I see well this card as a 2x in both Modern (4x in combo variants with Skirk Prospector and Empty the Warrens), Legacy (4x in the Food Chain variants in order to filter cards alongside Goblin Matron and fetchlands) and Vintage in its tribal deck even though casting cost 2 sucks.
This creature is really a good addition without being broken.
Just my 2 cents.
Sparkhunter Masticore: this is nice even in Legacy MUD as tech/utility.
CC 3 is perfect alongside a 4 toughness in order to avoid being killed by a Lightning Bolt.
You have to discard a card, but I think that Crucible of Worlds is a way to circumvent this drawback.
The ability to deplete the Planeswalker's loyalty points is just too useful to simply ignore it completely.
The remaining abilities are more random, but still useful.
Chandra's Incinerator is really strong because it is a huge beater coming into the battlefield very early and with a strong secondary effect.
This is Legacy material thanks to the alternative casting costs available in that format (such as Fireblast).
Other spells 28:
4x Ominous Seas closer number 1 in the deck: cheap and quite fast to be charged in this deck: even the regular draws helps to reach the required amount of charging counters.
4x Sweltering Suns this is a very nice sweeper that cleans the board from middling creatures without protection from red. It is one of the best cards the R offers.
4x Shredded Sails I think that this card can be in the main 60 as 4x because it allows to choose between 2 useful effects.
4x Hampering Snare simply put, it is useful to gain one extra turn towards Aggro decks: the casting cost is low, but it can save our day even in the late game.
3x Tectonic Reformation after you have 6 lands on the battlefield you don't really need them anymore and this card helps to use them wisely.
3x Hieroglyphic Illumination only 3 because CC 4 to draw 2 cards is not-so-good, but we still need this card to use the following card...to win.
3x New Perspectives only 3 because the CC is really high, but with this you can close the game with relative ease.
3x Cyclonic Rift in order to have a cleaner for non-creature permanents; in late game is very strong, but if necessary, you can use it even from turn 2 onwards.
I think that we should fix the mana curve through the addition of some cards with CC 2 in the decklists with W (without ways to accelerate) such as Nyx-Fleece Ram that is able to tank some attacks while regaining some hp while being in the battlefield.
Vessel of Volatility+Wolfwillow Haven in the same deck is not bad.
The former enchantement gives you up to +2 mana usable (even though specific) at turn 3, thus allowing you to cast a spell with casting cost 5 whereas the latter card gives you +1 mana, thus granting you the possibility to cast a cart with CC 4.
Otherwise, we have Atarka's Command which can be used even to put onto the battlefield another land if we have another one on our hand. This requirement shouldn't be a problem considering the land count, but it is still something to keep in mind.
-3x Dark Supplicant
-1x Scion of Darkness because this combo is slow and dies to a well-timed removal on cabal archon. I think there is something better.
-1x Wrath of God because it detroys your entire board, so it doesn't make sense.
+4x Venerated Loxodon it is both a nice beater (generally a 4/4 for 2 mana) and a nice power-up for some creatures, which are generally pretty weak alone
-2x Doubtless One because it is a little too overcosted and incosistent when we conder power and toughness.
-2x Weathered Wayfarer probably the weakest card of the deck, so i don't think that is a problem if you drop this creature into the bin.
Leyline of Combustion is a small update to this deck. Although at a first glance it seems that it doesn't fit in a deck alongside Leyline of Sanctity, this new Leyline allows to punish a little your opponent for using Wasteland and single removals towards your enchantement.
+4x Thunderbreak Regent CC 4, it is a solid beater with a nice ability that allows to deal some dage to the opponent when he tries to destroy/remove it.
-3x Atla Palani, Nest Tender slow (high casting cost and no haste unless you have Rhytm of the Wild in playyet) and frail with that 2 thoughness.
-1x Dragonlord Dromoka high casting cost and totally offcolor. We have good Dragon keeping the deck almost RG.
+2x Verix Bladewing CC 4 (so it has a lowish CC comparing to the rest of the deck) and it has a nice late game effect.
+4x Mirrorwing Dragon CC 5 but the opponent can't really target him with a removal unless he wants to have his creatures gone from the battlefield.
-2x Dragonspeaker Shaman depending on a creature if you want to accelerate is not really the best by any means because it is slow itself and frail. At least, the artifacts have a lower CC.
-2x Skyline Despot CC 7 is really really high, too much in my opinion.
-3x Dragon Egg unlickily, it is too slow and frail in Legacy; also, removals such as Swords to Plownshares/Path to Exile don't trigger its ability.
This is really a good card advantage that fits perfectly with the color pie of G.
Hexproofness from B is always appreciated.
This cards needs some removal in order to damage your opponent consistently, but it is a basic requirement.
This card is strong without being utterly broken: I really like this design.
It is also useful in combat phase as an unexpected combat trick.
I'm really impressed because it is a nice tool usable by swarming decks.
What really hold back this kind of cards is the sorcery speed.
My vote is 6,5/10 = nice as green removal, but that's all.
Paying this card 1RR is still fine and it should be rather easy to cast it on turn 5 and 5+.
It should usually be able to kill 2 targets, so it is good when we are able to cast it.
My vote is 6/10 = not bad, but also not that good either.
Too bad it is a sorcery and not an istant, but it is still a fun and playable card in NOT-Eternal formats.
I see well this card as a 2x in both Modern (4x in combo variants with Skirk Prospector and Empty the Warrens), Legacy (4x in the Food Chain variants in order to filter cards alongside Goblin Matron and fetchlands) and Vintage in its tribal deck even though casting cost 2 sucks.
This creature is really a good addition without being broken.
Just my 2 cents.
Luckily, this 1/1 is NOT a Zombie card, otherwise it would be much more effective...
Good card: strong, but not broken.
CC 3 is perfect alongside a 4 toughness in order to avoid being killed by a Lightning Bolt.
You have to discard a card, but I think that Crucible of Worlds is a way to circumvent this drawback.
The ability to deplete the Planeswalker's loyalty points is just too useful to simply ignore it completely.
The remaining abilities are more random, but still useful.
This is Legacy material thanks to the alternative casting costs available in that format (such as Fireblast).
The design of this card (flavour text included) totally deserves it.
Lands 24
We absolutely need to reach 6 mana with this deck up turn 8 at most, so 24 lands is the minimum.
Other spells 36
Creatures 8:
4x Curator of Mysteries
4x Yidaro, Wandering Monster
Other spells 28:
4x Ominous Seas closer number 1 in the deck: cheap and quite fast to be charged in this deck: even the regular draws helps to reach the required amount of charging counters.
4x Sweltering Suns this is a very nice sweeper that cleans the board from middling creatures without protection from red. It is one of the best cards the R offers.
4x Shredded Sails I think that this card can be in the main 60 as 4x because it allows to choose between 2 useful effects.
4x Hampering Snare simply put, it is useful to gain one extra turn towards Aggro decks: the casting cost is low, but it can save our day even in the late game.
3x Tectonic Reformation after you have 6 lands on the battlefield you don't really need them anymore and this card helps to use them wisely.
3x Hieroglyphic Illumination only 3 because CC 4 to draw 2 cards is not-so-good, but we still need this card to use the following card...to win.
3x New Perspectives only 3 because the CC is really high, but with this you can close the game with relative ease.
3x Cyclonic Rift in order to have a cleaner for non-creature permanents; in late game is very strong, but if necessary, you can use it even from turn 2 onwards.
Vessel of Volatility+Wolfwillow Haven in the same deck is not bad.
The former enchantement gives you up to +2 mana usable (even though specific) at turn 3, thus allowing you to cast a spell with casting cost 5 whereas the latter card gives you +1 mana, thus granting you the possibility to cast a cart with CC 4.
Otherwise, we have Atarka's Command which can be used even to put onto the battlefield another land if we have another one on our hand. This requirement shouldn't be a problem considering the land count, but it is still something to keep in mind.
-2x Godless Shrine
-4x Caves of Koilos because they are not enough good for Legacy: there are better options.
+4x Cavern of Souls a must have in -almost- every tribal because they prevent your creature from being countered.
+2x Plains
+2x Swamp in order to have some lands not affected by Blood Moon/Wasteland.
+4x Scrubland the best dual land available for this deck.
-3x Dark Supplicant
-1x Scion of Darkness because this combo is slow and dies to a well-timed removal on cabal archon. I think there is something better.
-1x Wrath of God because it detroys your entire board, so it doesn't make sense.
+1x Transmutation
+1x Lightning Greaves
+1x daru spiritualist I think that the parts of the combo should go both 4x.
+4x Swords to Plownshares a full set of removal is mandatory to deal properly with single threats.
+4x Venerated Loxodon it is both a nice beater (generally a 4/4 for 2 mana) and a nice power-up for some creatures, which are generally pretty weak alone
-2x Doubtless One because it is a little too overcosted and incosistent when we conder power and toughness.
-2x Weathered Wayfarer probably the weakest card of the deck, so i don't think that is a problem if you drop this creature into the bin.
+2x Urza's Incubator I think that this cards can bring your Dragon on the battlefield with more ease.
-2x Fire Diamond
+4x Thunderbreak Regent CC 4, it is a solid beater with a nice ability that allows to deal some dage to the opponent when he tries to destroy/remove it.
-3x Atla Palani, Nest Tender slow (high casting cost and no haste unless you have Rhytm of the Wild in playyet) and frail with that 2 thoughness.
-1x Dragonlord Dromoka high casting cost and totally offcolor. We have good Dragon keeping the deck almost RG.
+2x Verix Bladewing CC 4 (so it has a lowish CC comparing to the rest of the deck) and it has a nice late game effect.
+4x Mirrorwing Dragon CC 5 but the opponent can't really target him with a removal unless he wants to have his creatures gone from the battlefield.
-2x Dragonspeaker Shaman depending on a creature if you want to accelerate is not really the best by any means because it is slow itself and frail. At least, the artifacts have a lower CC.
-2x Skyline Despot CC 7 is really really high, too much in my opinion.
-3x Dragon Egg unlickily, it is too slow and frail in Legacy; also, removals such as Swords to Plownshares/Path to Exile don't trigger its ability.