An inevitable 6-drop (morphing back from temple to god form is not too arduous) with a solid body that makes every and any token creation completely ridiculous.
Side note: this art will forever bug me because the spiral pattern they are making is not possible based on the contrails of the glow coming off their hands going in opposite directions.
I like this one. It being multi-color reduces its appeal but it's just so much value when you can recur it, and a 3/2 trample for 1G is quite a good rate.
Seems too situational for the average aggro deck... and I don't think there are other decks that want this card. Obviously good to take out planeswalkers, but I don't like sideboard cards in cube, I prefer to use my slots for more universally useable cards.
But regardless of targeting, it's still damage. Why wouldn't TNN's protection work? I'm confused...
Because of the first sentence in the card's text box: "Damage can't be prevented this turn." This negates protection preventing damage, True-Name Nemesis / Mother of Runes being the two biggest victims the non-targeted damage of this.
Ok, I guess it's a difference in cube environment then, because that first statement is not how things play out for us. All decks are capable of quickly generating a ton of damage if you let them, so all damage tends to matter. Finally, Palantir can do tons of damage even just milling a single card, so I don't think referring to this as 'chip damage' is accurate. Anyway. Feel free to skip this card. I'm going to test it. Happy cubing
Eh.... then it does effectively nothing for the first couple turns it's in play, since you likely have to do almost 20 damage of life with this card alone.
After that, it still takes a couple more turns to get truly great.
This doesn't make any sense to me. All decks I listed, even hard control, win through damage, so no, you don't need to do all damage just with the Palantir. More importantly, it's just impossible to do damage with it if your opponent doesn't want you to, so...
If my evaluation is correct, this will just be scry 2 + draw most of the turns, as people will likely not want to risk the post-scry millstone of death. That's a strong effect for 3 mana if you ask me, hence why I think it's a good card. The damage is mostly theoretical, it's merely the threat that forces your opponent to let you draw.
An inevitable 6-drop (morphing back from temple to god form is not too arduous) with a solid body that makes every and any token creation completely ridiculous.
Very aggressive piece of equipment. Seems good with the many self-recurring creatures black has access to.
Mosswood Dreadknight
Cheeky House-Mouse
Embereth Veteran
I like the design of Kellan, the Fae-Blooded and Twining Twins, but not at all sure we'll find room for them.
From the commander set I like the black and green courts, they may get tested:
Court of Locthwain
Court of Garenbrig
...
Dammit, now I cannot unsee it
Good stats for the cost and a useful adventure. Seems good value.
Like the other multi-colored adventure cards, the hard part will be finding a slot for it...
Ah, I see - interesting. Thanks!
This doesn't make any sense to me. All decks I listed, even hard control, win through damage, so no, you don't need to do all damage just with the Palantir. More importantly, it's just impossible to do damage with it if your opponent doesn't want you to, so...
If my evaluation is correct, this will just be scry 2 + draw most of the turns, as people will likely not want to risk the post-scry millstone of death. That's a strong effect for 3 mana if you ask me, hence why I think it's a good card. The damage is mostly theoretical, it's merely the threat that forces your opponent to let you draw.