I had to read Squirming Emergence twice before I was able to translate its text to "for 3 mana, return target nonland permanent from your graveyard to the battlefield". That fathomless descent condition is pretty easy to attain.
In Modern, Chimil is either a top end for some big-mana decks (mainly Omnath, Locus of Creation ones and Eldrazi Tron) or the mid-end of some bigger-mana decks (mainly Green Tron). This might be better in the more threat-dense Eldrazi Tron, but it looks funnier in Green Tron despite flipping cantrips, land search, and Oblivion Stone more often than Karn, the Great Creator and The One Ring.
Will probably be tested in modern dredge. Probably not good enough since wiping the GY deals with it easily while also dealing with dredge's game plan in one fell swoop.
The Ancient One is a payoff card that I cannot retrieve from my graveyard in a deck where I have traditionally wanted more enablers instead. This card only plays nice with a "Dredge every turn" plan if it's in my opening hand, and it does nothing at the start of Turn 2, a turn where I traditionally want more enablers.
Wow this is so rare for me it’s seeing dinosaurs I never read about in those dinosaur education books or CDs like “3d dinosaur adventure” and “DK Interactive Learnings Dinosaur hunter” (Basically I never heard of a therizinosaurus till now)
Anyway this thing is definitely a obnoxiously good pick in draft
This either isn't quite a therizinosaur or Wizards is depicting therizinosaurs wrong. Last I read, therizinosaurs are the dinosaur equivalents of the prehistoric giant ground sloths and therefore primarily ate plants.
I know Portable Hole traditionally goes in artifact-heavy decks, and I know this has Ward 2 and can hit any creature it wants, but I don't like the additional sac cost on this card.
Brass's Tunnel-Grinder takes a while to get going, but man does its backside look good! At least the Tunnel-Grinder facilitates its own first descent turn.
The base is actually that the Tunnel-Grinder cantrips (discard 0 cards, then draw 1).
This is a wonky sort of blue creature removal (also see Imprisoned in the Moon). Shame it dies to Bolt and doesn't make it that much more expensive.
If you were thinking of targeting your own The One Ring with this, you better pop your Treasure Ring fast or the bleeding continues once this guy is removed.
The "Activate only as a sorcery" clause makes this significantly worse graveyard hate, so you're mainly here for that Discover 4 trigger. ...Which is pretty nifty (nonzero chance it gets replaced by another copy of itself to boot!) but is balanced out by needing 4 mana.
Yup, Aclazotz is the mono-black god. They don't call him the Betrayer for nothing.
You still need to work for it if you want to reanimate Atraxa, Grand Unifier, Virtue of Persistence, Troll of Khazad-dûm, etc. by Turn 4 (along the lines of at least 1 self-mill spell and some fetchland cracks).
The Ancient One is a payoff card that I cannot retrieve from my graveyard in a deck where I have traditionally wanted more enablers instead. This card only plays nice with a "Dredge every turn" plan if it's in my opening hand, and it does nothing at the start of Turn 2, a turn where I traditionally want more enablers.
This either isn't quite a therizinosaur or Wizards is depicting therizinosaurs wrong. Last I read, therizinosaurs are the dinosaur equivalents of the prehistoric giant ground sloths and therefore primarily ate plants.
Brass's Tunnel-Grinder takes a while to get going, but man does its backside look good! At least the Tunnel-Grinder facilitates its own first descent turn.
The base is actually that the Tunnel-Grinder cantrips (discard 0 cards, then draw 1).
If you were thinking of targeting your own The One Ring with this, you better pop your Treasure Ring fast or the bleeding continues once this guy is removed.
This isn't as good as turning off Walking Ballista since they can pop it completely in response.