I said this on the other thread where the RW legends were spoiled: Neither of the RW legends seem to fit Lorehold flavor though. I thought the orc was Prismari before I got to the bottom and saw White for the back. The Red just gets a generic red ability and the White is combat focused, but a little weak. I'm not sure if casting the White side is worth it.
Her attack trigger lets you reuse creatures with activated abilities that require them to tap.
For example with just activated abilities: Activate Heartless Hidetsugu, this wipes both you and your opponents life down by half, rounded down. swing with Augusta, she untaps Hidetsugu. Then just activate Hidetsugu again. For 60-card formats this means each player has around 5 life. In EDH its 10 life remaining each. And since Augusta is swinging, that is 2 potential damage she is gonna deal which means that is 3 or 7 life remaining. That is assuming no player has lost life prior to this all.
Her ability allows you to double dip into activated abilities like Weathered Wayfarer who lets you for WW get two lands of your choice into your hand. This means you want to have Zirda, the Dawnwaker as your companion to reduce the costs of activated abilities such as with Dwarven Miner who for just RR can destroy two nonbasic lands of your choice a turn.
In addition Lorehold has a theme of artifacts, tapping, and reanimation. This is why Plarrg is Discard then Draw as you are filling your graveyard later to support him. Plarrg's purpose is actually to help you find cheap pieces you need.
But also each of these dean pairs are like the kaldheim gods. They can be neat in EDH, one or two might be good even, but they really want to be run in 60 card formats where you casting a second one means you can gain so much synergy between both halves of the card.
Stupid question but does the Magecraft ability on Zaffai care about what you scry or the spell you cast / copy?
The scry, elemental token, and 10 damage to random opponent are the rewards. To get each of these rewards you need to cast or copy an instant or sorery spell with a certain cmc. Think of it like threshold.
If for example you cast a Lightning Bolt at an opponent, you would Scry 1. This is because you cast a spell with a cmc of less than 5 or 10. And since Zaffai doesn't have the word "instead" in his text, you go down the line of his text box with each condition fulfilled. So instead for example if you cast a Time Stretch, you would: Scry 1, create a 4/4 blue & red elemental creature token, then deal 10 damage to a random opponent.
Ward is fine, honestly preferable to hexproof. As its meant as a deterrent not outright unable to be targeted so it can allow more a back and forth. I hope it replaces hexproof all together.
Lesson/Learn is good and I feel, while it can't be used in edh, its a good thing that wizards should make deciduous when it comes to wish spells. I also appreciate the introduction spells being colorless. For example, Introduction to Prophecy is great as its basically a Divination anyone can run. As being able to scry 2 is about on par with drawing a card in terms of value, outside that one sphinx of course where this just reads instead draw 2 cards, then draw a card.
I feel people will have one dean they actually build a deck around, with the other as backup or just to provide the secondary color. For example I think that Plarrg, Dean of Chaos might a good fit for the deck I am working on in EDH if the unlimited red sorcery is also 3cmc or less.
Hopefully the card that cares about how many times you cast your commander isn't green because thats just another food chain tool.
So if there is more than one card with '[word] Test' then that is not where the unlimited red sorcery.
The fact that there is a new storm card, in the same enviroment as with magecraft which plays very strongily with storm, will likely be a very pricey card if its also FIRE pushed.
If there was a way to rampant growth with magecraft, I think that is particularly problematic. As it can allow a player to put the remainder of their lands in their library onto the battlefield. If they have an amulet of vigor, they all come in untapped.
Blue is the color of deceit, of secrecy, and of mind control. The secondary colors to share the trait of mind control are actually white and red. Black is more about reanimation. Green is about freeing from mind control. But that is just for creatures. In terms of stealing lands black, green, and blue share these traits. In terms of artifact thievery its blue and red. For enchantments blue. Also while true blue is the color of telepathy, the second most telepathic color is black.
For example with just activated abilities: Activate Heartless Hidetsugu, this wipes both you and your opponents life down by half, rounded down. swing with Augusta, she untaps Hidetsugu. Then just activate Hidetsugu again. For 60-card formats this means each player has around 5 life. In EDH its 10 life remaining each. And since Augusta is swinging, that is 2 potential damage she is gonna deal which means that is 3 or 7 life remaining. That is assuming no player has lost life prior to this all.
Her ability allows you to double dip into activated abilities like Weathered Wayfarer who lets you for WW get two lands of your choice into your hand. This means you want to have Zirda, the Dawnwaker as your companion to reduce the costs of activated abilities such as with Dwarven Miner who for just RR can destroy two nonbasic lands of your choice a turn.
In addition Lorehold has a theme of artifacts, tapping, and reanimation. This is why Plarrg is Discard then Draw as you are filling your graveyard later to support him. Plarrg's purpose is actually to help you find cheap pieces you need.
But also each of these dean pairs are like the kaldheim gods. They can be neat in EDH, one or two might be good even, but they really want to be run in 60 card formats where you casting a second one means you can gain so much synergy between both halves of the card.
If for example you cast a Lightning Bolt at an opponent, you would Scry 1. This is because you cast a spell with a cmc of less than 5 or 10. And since Zaffai doesn't have the word "instead" in his text, you go down the line of his text box with each condition fulfilled. So instead for example if you cast a Time Stretch, you would: Scry 1, create a 4/4 blue & red elemental creature token, then deal 10 damage to a random opponent.
Lesson/Learn is good and I feel, while it can't be used in edh, its a good thing that wizards should make deciduous when it comes to wish spells. I also appreciate the introduction spells being colorless. For example, Introduction to Prophecy is great as its basically a Divination anyone can run. As being able to scry 2 is about on par with drawing a card in terms of value, outside that one sphinx of course where this just reads instead draw 2 cards, then draw a card.
I feel people will have one dean they actually build a deck around, with the other as backup or just to provide the secondary color. For example I think that Plarrg, Dean of Chaos might a good fit for the deck I am working on in EDH if the unlimited red sorcery is also 3cmc or less.
Hopefully the card that cares about how many times you cast your commander isn't green because thats just another food chain tool.
So if there is more than one card with '[word] Test' then that is not where the unlimited red sorcery.
The fact that there is a new storm card, in the same enviroment as with magecraft which plays very strongily with storm, will likely be a very pricey card if its also FIRE pushed.
Going to guess that a card with Inferno Project as a name is either: