I was really hoping the last green mythic was going to be a legendary sandwurm. I'm not finding it at the moment, but I could swear there was a named ancient sandwurm or something in the Amonkhet lore... anyone know about this, or am I crazy?
They seem to be pretty decent if you have some good enablers and don't mind going a little late for them. After watching the pre-prerelease on LRR, (which granted is only a handful of games, so I know not a big sample size) I was really impressed mostly with Drownyard Behemoth. Killing something with 7 toughness is pretty tough to do, and with flash and hexproof that turn, it's almost always going to eat an attacker when you play it. The only other common/uncommon one I'm really interested in is the Gryff, which also seems decent.
It COULD be good and work, but it's kind of a janky combo that can be blown out really easily too. I mean, going all in with land sac and then having your opponent just murder it/bounce it/basically any removal that isn't burn is a serious downside.
What immediately came to my mind with this card is clues. I know clues are only in SOI, so this will be dependent on the 1 pack draft/2 sealed, but this seems good in the blue/green clues deck with cards like Ongoing Investigation. I mean, having each clue read "2: Sac clue, draw a card, put a +1/+1 counter on Bloodbriar" seems decent in the slower, more card advantage clue/delirium deck.
I know it's a combat trick, and they're not usually anything to be excited about, but is it just me or is Tenacity a pretty insane combat trick in limited? I mean, 4 mana is up there for a trick, but giving your whole board +1/+1, lifelink, and untapping them all can be a massive beating for blocking, and a huge lifeswing in your favor. Or even just in attacking sometimes. It's definitely going to be a card you have to think about if your opponent's board is tapped down but they have 3W available.
And now that I look at it, Dark Ascension had 12 mythics (normal for a small set is 10, right?) and it had 2 DFC mythics. So, if that pattern holds, we should be getting at least 2 more mythics, and maybe a 3rd if there's another DFC mythic.
15 mythics is the usual number. It shouldn't matter that there are DF mythics.
Recall that the original Innistrad had 16 mythics, with flip-Garruk being the bonus because he's a DFC. I remember that we had all mythics except Tree of Life spoiled, so we thought we had them all (15), and then when that was spoiled everyone was like "Wait, what? 16 mythics?" So maybe that'll happen again because of Arlin
I'm fairly new to magic and don't play all that often, so I've never played with an instant threaten effect before. A couple questions on Turn Against:
1) If I declare attacks, my opponent declares blocks, and I then cast this on one of the blockers, does the thing it blocked get through, or is it still blocked and just doesn't take damage?
2) If I cast this on an opponent's creature that he's attacking with, is it then no longer attacking me and I get to block with it?
Also, just in general, are there any other fun combos/benefits of this being instant instead of a sorcery like Act of Treason?
One thing I noticed is that although there aren't as many quick-rampers as in ROE (like Kozilek's Predator and Emrakul's Hatcher), pretty much all the big eldrazi that you'd want to ramp into are cheaper than in ROE, plus often better, minus annihilator. In terms of stuff that can really make an impact:
Bane of Bala Ged has exile-annihilator 2 and is only 7 mana, at uncommon Breaker of Armies is big at 8 mana and gets around the problem of your big eldrazi just being chumped, plus possibly letting your other big dudes just be unblockable, at uncommon Deathless Behemoth is stupidly efficient at 6 mana with vigilance and recursion, at uncommon Eldrazi Devastator is 8 mana and has trample, which is huge. Very few big things in ROE had trample, which made them easy to chump, plus he's a common Ruin Processor isn't super exciting, but it has good stats for 7 mana and can usually gain you 5 life, and is common Ulamog's Despoiler is one I'm excited about. In the right deck it could very easily be a turn 4 or 5 9/9, which is crazy. It lacks trample or any evasion, but it's huge for the cost, and is uncommon
Also in terms of fun combos, Retreat to Hagra plus Pathway Arrows is somewhat janky, but turns anything into an assassin. Heck, Retreat to Hagra is pretty good period. Deathtouch on something like Breaker of Armies is a beating, especially if you can give it trample too.
Sorry if this has been asked before, I looked a little and didn't see it.
So, for creature cards that have a devotion clause with an enters-the-battlefield ability, do they get to include their own cost as part of the devotion?
Example: I have a current black devotion of 3, and I cast Abhorrent Overlord. Do I get 3 harpies, or 5, since the Overlord will make my devotion 5 after he is on the battlefield?
What immediately came to my mind with this card is clues. I know clues are only in SOI, so this will be dependent on the 1 pack draft/2 sealed, but this seems good in the blue/green clues deck with cards like Ongoing Investigation. I mean, having each clue read "2: Sac clue, draw a card, put a +1/+1 counter on Bloodbriar" seems decent in the slower, more card advantage clue/delirium deck.
Oh right, I totally forgot about Startled Awake. So yeah, 3 more mythics.
My guess would be a least one mono-green and one artifact/colorless or something
Recall that the original Innistrad had 16 mythics, with flip-Garruk being the bonus because he's a DFC. I remember that we had all mythics except Tree of Life spoiled, so we thought we had them all (15), and then when that was spoiled everyone was like "Wait, what? 16 mythics?" So maybe that'll happen again because of Arlin
1) If I declare attacks, my opponent declares blocks, and I then cast this on one of the blockers, does the thing it blocked get through, or is it still blocked and just doesn't take damage?
2) If I cast this on an opponent's creature that he's attacking with, is it then no longer attacking me and I get to block with it?
Also, just in general, are there any other fun combos/benefits of this being instant instead of a sorcery like Act of Treason?
Bane of Bala Ged has exile-annihilator 2 and is only 7 mana, at uncommon
Breaker of Armies is big at 8 mana and gets around the problem of your big eldrazi just being chumped, plus possibly letting your other big dudes just be unblockable, at uncommon
Deathless Behemoth is stupidly efficient at 6 mana with vigilance and recursion, at uncommon
Eldrazi Devastator is 8 mana and has trample, which is huge. Very few big things in ROE had trample, which made them easy to chump, plus he's a common
Ruin Processor isn't super exciting, but it has good stats for 7 mana and can usually gain you 5 life, and is common
Ulamog's Despoiler is one I'm excited about. In the right deck it could very easily be a turn 4 or 5 9/9, which is crazy. It lacks trample or any evasion, but it's huge for the cost, and is uncommon
In terms of deck archetypes, G/B spawn sac looks good with stuff like Vampiric Rites and Bone Splinters
Also in terms of fun combos, Retreat to Hagra plus Pathway Arrows is somewhat janky, but turns anything into an assassin. Heck, Retreat to Hagra is pretty good period. Deathtouch on something like Breaker of Armies is a beating, especially if you can give it trample too.
I'll start:
Obvious, but Benthic Giant + Aqueous Form = 4-power invisible stalker that scries upon each attack.
Rescue from the Underworld + Gray Merchant of Asphodel = AWESOME, especially if you have one merchant on the battlefield and one in the graveyard.
Time to Feed + Any Good Heroic Dude = Basically a heroic trigger and a kill spell
So, for creature cards that have a devotion clause with an enters-the-battlefield ability, do they get to include their own cost as part of the devotion?
Example: I have a current black devotion of 3, and I cast Abhorrent Overlord. Do I get 3 harpies, or 5, since the Overlord will make my devotion 5 after he is on the battlefield?