From my games it hasn't even really required hoops. Just play the game naturally and you get rewarded for it with double spells. Having a cheap unlockable guy to slap equipment on has also been great too in tempo decks.
Honestly this card is just a testament to how strong prowess is. Even unflipped, a cheap prowess trampler is a nightmare to deal with, and when flipped the card is a house.
You literally don't have to bounce it or anything..just cast the card, become immune and draw endless cards.
Tap it immediately, then tap it in response to the upkeep trigger and you're drawing two extra cards a turn. I've seen it in play enough already to know that your opponent will die before you do.
Couldn't it attack for 4 on turn 4? It doesn't have summoning sickness the turn you play it so assuming there's cards in the graveyard, turn two it exiles two cards, turn three it exiles two cards and turn four it swings for four.
Whops, yeah you're right. That makes it a bit better. Still seems a bit borderline to me since it can be quite matchup dependent, and is an extremely slow topdeck.
I honestly think it's pretty good just as graveyard hate that can turn into a beater, regardless of when or how big. It's kind of like a Scavenging Ooze that doesn't die to creature removal and gets rewarded for exiling any cards, not just creatures.
This can be a large threat in the late game (and seriously mess with some matchups). It's extremely slow though and can't attack for 4 until turn 5 (assuming your opponent had enough cards to exile). Probably too slow for aggro, and control would probably rather play that one NEO vehicle that draws cards? Not seeing the home for this really.
Couldn't it attack for 4 on turn 4? It doesn't have summoning sickness the turn you play it so assuming there's cards in the graveyard, turn two it exiles two cards, turn three it exiles two cards and turn four it swings for four.
A land that becomes a spell later is really, really useful. Even if it is a bad spell, it is basically an additional spell drawn for free. And sacrificing a land is a negligible cost later in the game, unless your deck has a really high curve.
A spell land for a higher cost is okay.
Sacrificing a land for a good effect is okay.
Putting together a high cost and sacrificing a land is where the problem lies here.
Our Planeswalker desnsity is insanely high, so I'm pretty sure this is going to make the cut, especially since a lot of our blue based control decks end up as UWr or URw most of the time anyway.
Very solid uncommon. It also reminds me of Pelakka Wurm, another very solid uncommon, back when I was drafting Rise of the Eldrazi when it first came out.
We drafted Pelakka Wurms so much that it earned a permanent retirement home slot in our cube..love that card.
This card is slightly weaker in that it probably will never gain as much life as the wurm, and doesn't give you a card back when it dies, but Scrying is always nice and it's easier to cast, so there's that.
Obviously it's weak to removal right away but a early ward 2 creature is annoying as hell to remove and it's impossible to race or block well.
Yeah that's what I meant my brain was just working backwards there.
Tap it immediately, then tap it in response to the upkeep trigger and you're drawing two extra cards a turn. I've seen it in play enough already to know that your opponent will die before you do.
I honestly think it's pretty good just as graveyard hate that can turn into a beater, regardless of when or how big. It's kind of like a Scavenging Ooze that doesn't die to creature removal and gets rewarded for exiling any cards, not just creatures.
Couldn't it attack for 4 on turn 4? It doesn't have summoning sickness the turn you play it so assuming there's cards in the graveyard, turn two it exiles two cards, turn three it exiles two cards and turn four it swings for four.
So yet another strong 2-drop from the set? Great abilities early game tied with the option of a Zombify tied to it for the late game.
At least more than 2 as there's also one that cares about rarity.
A spell land for a higher cost is okay.
Sacrificing a land for a good effect is okay.
Putting together a high cost and sacrificing a land is where the problem lies here.
We drafted Pelakka Wurms so much that it earned a permanent retirement home slot in our cube..love that card.
This card is slightly weaker in that it probably will never gain as much life as the wurm, and doesn't give you a card back when it dies, but Scrying is always nice and it's easier to cast, so there's that.