Agreed, this card looks great, and really fun. Creative use of prototype here. This is a good pick in the artifact deck, spells matter, or with any typical power or low cost spells.
This looks crazy good. Saheeli did a lot of work for its passive ability and this is a preferable body for the effect, IMO. Triggering off all non-creature spells is a major upgrade. This also now fits into artifact decks like a glove.
Edric was a very competitive card in a tiny Simic slot, and suffered from being in suboptimal colours. Being vaguely on-curve is much better as a 3/3, and black has great aggressive options to make the most of it. The ability is usually going to be additive distraction. I don't love my black 3's so this will likely get a test run.
I also really like Sedgemoor Witch, but I'm certainly interested in testing this out. The 3 rate is decent and the 7 rate is decent as well with a few more applications. I could see running it in control with the cheap cost being a nice failsafe. Prototype is a really intuitive ability that I'm surprised we haven't seen before.
Good thread, it's always good to hear of cards having success in eternal formats. It's true that the repeatable 3-for-1 ability here is huge value, even with the 1 investment each time. This does need to be considered a 5 mana card for most purposes but I can see the benefits in the value engine stapled to a big win-con. Might give this a try in a future update as the card's also super cheap to pick up.
FWIW, I am still liking TWE quite a bit even at 405. Especially when you can pull off the removal combat trick. It definitely plays different from most other 'walkers, and usually all three abilities are relevant to the board state or force the opponent to deal with her or play around them. I think you can mix and match to an extent on white planeswalkers and this is one of the more interesting ones, so I'm pretty happy with it for now.
I thought the randomness would make this a bit of a liability, but on testing, I was dead wrong. Comet is a very strong card in almost every mode - even the 3 straight away is not that much of a whiff, since you are even on cards even if the opponent dedicates enough damage to finish Comet off.
I would probably make the player make a list of candidates during deck building to try and speed things up. But this one is pushing it on stalls especially since most of us won't know all the cards in standard
Yeah, I certainly don't know what's in standard that I'd feel comfortable running this. Super neat card though. It's obviously very good if you are au fait with that format.
Another way would be to play by the constructed rules. There are enough strong stickers to make the sticker cards strong even with access only to a random set of 3 out of 10. Doing this makes deckbuilding fairly complicated though, as you have to select 10 sheets out of 48, especially if you have multiple sticker cards, and need to pick a set of sheets that works well with all of them. This approach is probably what I'll end up trying.
Yes this seems reasonable, as the goal is to not have to deliberate over selecting one sticker from ten different sheets.
This looks very interesting. 2 cost stickers at time of writing include 5/1, 4/2, 3/3 and 1/5. Unlike counters, these hang around between zones.
For your 2 mana you can easily get up to 6 power on board, 4 of which has functional haste (upgrading a 1/1 to a 5/1). In the WCS you can make Lineprancers itself a 4/2 for 1G which is an excellent aggressive rate.
This is particularly interesting with things like recursive black one (and two drops) since bringing back a 5/1 or 3/3 over and over starts to become a huge threat. Also, there are neat applications with things like cares-about-power cards Radha's Firebrand and Khenra Earthshaker, cheap unblockables like Looter il-Kor and Suspicious Stowaway or stuff with nice effects that struggle to stay alive, like Usher of the Fallen.
The weird lure ability is probably relevant on occasion.
You can have multiple in play at a time and they never go away, so they essentially play as die-rolling Initiative that can't be stolen or completed. That's to say, they might end up being kinda nuts lmao
They are artifacts on the battlefield so can be blown up and otherwise interacted with. Aside from this, yes this card does look very good. Let's see what Attractions are printed, but some seem to have decent chance at accruing value over the game.
Yeah, I certainly don't know what's in standard that I'd feel comfortable running this. Super neat card though. It's obviously very good if you are au fait with that format.
Yes this seems reasonable, as the goal is to not have to deliberate over selecting one sticker from ten different sheets.
Fun card for sure.
This looks very interesting. 2 cost stickers at time of writing include 5/1, 4/2, 3/3 and 1/5. Unlike counters, these hang around between zones.
For your 2 mana you can easily get up to 6 power on board, 4 of which has functional haste (upgrading a 1/1 to a 5/1). In the WCS you can make Lineprancers itself a 4/2 for 1G which is an excellent aggressive rate.
This is particularly interesting with things like recursive black one (and two drops) since bringing back a 5/1 or 3/3 over and over starts to become a huge threat. Also, there are neat applications with things like cares-about-power cards Radha's Firebrand and Khenra Earthshaker, cheap unblockables like Looter il-Kor and Suspicious Stowaway or stuff with nice effects that struggle to stay alive, like Usher of the Fallen.
The weird lure ability is probably relevant on occasion.
They are artifacts on the battlefield so can be blown up and otherwise interacted with. Aside from this, yes this card does look very good. Let's see what Attractions are printed, but some seem to have decent chance at accruing value over the game.
These are my adds too, but will be keeping an eye on Night Scythe, Royal Warden and Zoanthrope.