A Young Pyromancer that trades 1 mana and the ability to attack for mana cost flexibility, immunity to creature removal, and a potentially useful ability?
Rules question:
You have a Theater of Horror in play, exile some cards with it and then it is destroyed. Is it possible to cast the exiled cards with a new/second Theater of Horror? Or is this forbidden due to the ‚memory‘ of the cards?
You cannot; it counts as a new instance and the previously exiled cards aren't linked to it.
Doesn't affect the board the turn he comes down, unfortunately (unless I guess you desperately need to Riot a creature and have an extra 3 mana), so I don't think he'll be great in constructed. The card draw and ult are nice, but it seems unlikely you'll be able to draw cards multiple times easily, and his ult takes 3 turns to reach.
Still, all the abilities are nice if you can protect him.
Unlike similar cards, it doesn't say "Exiled with ~ this turn"... you can build up cards then then play a bunch in one turn when you damage your opponent.
Helps Venser do a nice impression of Capsize, but (mostly) better.
I do like the idea of having it trigger Mirrorworks twice. And then blinking it and triggering Mirrorworks four times. Mana may become an issue, though.
Conjurer's Closet + Stonehorn Dignitary. Sure, the Navigator dodges removal easier and is repeatable multiple times per turn, but not having an activation cost and costing 1 less mana is probably worth it.
Tidehollow Sculler, Cloudshift in response to the ETB trigger, and you get two cards out of it, with your second chosen card exiled permanently (as the first one resolves second).
But really, not really being affected by the #1 removal spell in Legacy is pretty awesome, and having flying shouldn't be underestimated. Being a free pitch to force is just a bonus.
Now to put things in perspective Grafdigger's Cage completely shuts you down with absolutely 0 answers.
This has always been a problem with mono-black - no way to deal with artifacts and enchantments. The best you can do is a turn 1 Duress, but the loss in tempo is kind of painful.
I always consider splashing green or white in my otherwise mono-black decks, specifically for Naturalize or Beast Within type effects. Red works too, if you're not worried about enchantments. I guess blue might be able to do it too with some kind of Steel Sabotage -> Duress combination, but that's kind of sub-optimal.
Mono-Black something for standard. maybe zombies, or control, or controlzombies, or something. I don't play too much standard, so I'm fine if it's not competitive.
Modern... I don't know. I guess I will build some kind of modern deck, as I do not currently have one. Kind of low priority, though. I want to build UW Spirits with the new lord, but there are really not enough aggressive spirits in those colors to make a decent deck.
Legacy... maybe I'll make a deck with the new Sorin, if I open some. They're not good enough for me to hunt down or pay the current average price for, though.
EDH... more zombies = better Thraximundar zombie deck! Which I have not actually built yet, but the new zombies will definitely help once I do.
So, it really is just 1 -> 2 -> 3 -> 4.
Or a level 4 Echo Mage, I guess.
Sure, I can make that work.
Scrabbling Claws
You cannot; it counts as a new instance and the previously exiled cards aren't linked to it.
Still, all the abilities are nice if you can protect him.
I do like the idea of having it trigger Mirrorworks twice. And then blinking it and triggering Mirrorworks four times. Mana may become an issue, though.
Manipulate Fate + Misthollow Griffin. 2-mana triple tutor, plus cantrip.
Tidehollow Sculler, Cloudshift in response to the ETB trigger, and you get two cards out of it, with your second chosen card exiled permanently (as the first one resolves second).
Tamiyo Emblem + Orim's Chant/Silence seems good, if you can get there - which may be easier than it seems if you're running Silence anyway.
...though yeah, Zombie Infestation is cooler. Or Seismic Assault.
Also, lolplanarvoid.
But really, not really being affected by the #1 removal spell in Legacy is pretty awesome, and having flying shouldn't be underestimated. Being a free pitch to force is just a bonus.
This has always been a problem with mono-black - no way to deal with artifacts and enchantments. The best you can do is a turn 1 Duress, but the loss in tempo is kind of painful.
I always consider splashing green or white in my otherwise mono-black decks, specifically for Naturalize or Beast Within type effects. Red works too, if you're not worried about enchantments. I guess blue might be able to do it too with some kind of Steel Sabotage -> Duress combination, but that's kind of sub-optimal.
Nope, it doesn't add a counter.
I suppose Harbinger of Night would, though, or Carnifex Demon or Midnight Banshee. None of those three can do it unlimited times per turn, though.
Wandering Mage? Not really worth it...
Modern... I don't know. I guess I will build some kind of modern deck, as I do not currently have one. Kind of low priority, though. I want to build UW Spirits with the new lord, but there are really not enough aggressive spirits in those colors to make a decent deck.
Legacy... maybe I'll make a deck with the new Sorin, if I open some. They're not good enough for me to hunt down or pay the current average price for, though.
EDH... more zombies = better Thraximundar zombie deck! Which I have not actually built yet, but the new zombies will definitely help once I do.