Anyway, it is a nice ability. I'm guessing a lot of new players simply prefer "bottom of library" to "graveyard", even though the latter is more combolicious.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This fuels the Blue Draw/Go style quite nicely, I am guessing (because I generally don't play that style). Whether it is as broken as I fear remains to be seen.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
This is ramp, in blue!
At 1U, its similar to a search for tomorrow in mono-U, but its getting that scry/mill for a few turns.
With how weak ramp is in standard where even green only gets 2 CMC elves, I could see this getting play in midrange or high cost decks like second son for that extra burst of mana its producing on the midturns, before you even start using it as an EOT draw/dig engine. Threshold really isn't that hard to pull off for control shells in a slower meta. All you're investing is 2 mana, you're getting card selection and ramp in the first ~5-6 turns, you can cast that turn 5 torrential gearhulk on their turn or EoT, recurring an instant you put in the bin with the enchantment earlier, then keep 7 open on turn 6 to draw/go and either cast instant removal/counters or pay just 4 of it to dig 4 and draw more gas.
I wouldn't be surprised if this winds up as a 2-3 of in blue standard decks of all stripes.
This is ramp, in blue!
At 1U, its similar to a search for tomorrow in mono-U, but its getting that scry/mill for a few turns.
With how weak ramp is in standard where even green only gets 2 CMC elves, I could see this getting play in midrange or high cost decks like second son for that extra burst of mana its producing on the midturns, before you even start using it as an EOT draw/dig engine. Threshold really isn't that hard to pull off for control shells in a slower meta. All you're investing is 2 mana, you're getting card selection and ramp in the first ~5-6 turns, you can cast that turn 5 torrential gearhulk on their turn or EoT, recurring an instant you put in the bin with the enchantment earlier, then keep 7 open on turn 6 to draw/go and either cast instant removal/counters or pay just 4 of it to dig 4 and draw more gas.
I wouldn't be surprised if this winds up as a 2-3 of in blue standard decks of all stripes.
I don't play Standard but this was along the same lines as my thought. I have a couple of docs that does what it can as early as it can to thin out decks for key answers/threats. As long as graveyard hate isn't too insane, I can see this getting quite a bit of use.
If you think this is trash, consider that Desolate Lighthouse saw play in standard and heavily in modern as well, before bolt lost its hold on the format.
This card is kinda like loothouse, except it digs deeper and you don't have to discard, for the same cmc to activate.
Factor in that this card is effectively a 2 mana ramp spell (!!!) in blue, for control decks... And wow yeah it's going to see play.
I can see that lots of people in this thread don't play control! Haha trust me this one is good.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
It's not bad, I don't get people's hate. It increases the quality of your normal draw with only a one time early-game cost. The land side can be used on your opponent's turn, so again, you're probably keeping mana open in Blue anyways. In fact, if you don't use open mana to play something on your opponent's turn, you can then dig for a spell for next time. Major psychological effect there.
I think its success will depend on how fast the meta is.
Given that Sea Gate Wreckage sees play (admittedly in limited contexts where it's the best possible draw) I can certainly see this getting played. That seems to be the closest reference point currently available and between this being always on and a better draw, it seems good. Sure you want to play it when the condition is already met but that seems fine in Ux control.
People keep saying blue doesn't get ramp, but we've seen plenty of 2cmc Mana rocks that make blue Mana that are much more efficient than this. The ramp is nice, don't get me wrong, and the card is absurd in my estimation, but the ramp is the least exciting aspect of the card.
The most exciting part of the card is that it is a 2 Mana enchantment 'threat'. I say threat in quotes because in U control decks repeatable sources of card advantage will win the game going long. So the fact that this threat doesn't get taken out by the majority of removal spells that make other types of threats, including planeswalkers, vulnerable in control decks is super exciting. Most decks aren't going to be running removal that can hit enchantments in the main deck, and most decks can't interact with the land side at all.
The front side of the card isn't amazing, but because the opportunity cost is so low (2 Mana and no commitment to protect it) I think this will see widespread play in both standard and modern whenever control decks are viable. Right now control decks are viable in both formats, so I can see this card making some big waves. Seems to be the best in cycle so far by a wide margin for non-commander formats.
This is standard playable.
Filtering for the top of your stack until it flips then it's an extra card in your hand every turn. 1/2 of Supreme will digging practically any time you want is strong.
Weird that the enchantment side can put stuff in your gy to support reanimator schenanigans but the flip side puts it on the bottom of your library.
Not everything that says graveyard on it is about reanimator (maybe it is if you play commander?). It's clearly supporting a spells matter deck, which tends to fill up the graveyard with the spells it casts (and thus is using the graveyard as a proxy for the number of spells cast). Such a deck is generally not interested in running out its library 5 cards at a time.
The front side is a card selection ability, and the back side is a stronger card selection ability.
How does one dive off a gyroscope?
Anyway, it is a nice ability. I'm guessing a lot of new players simply prefer "bottom of library" to "graveyard", even though the latter is more combolicious.
On phasing:
The Lost City of
AtlazanAzcanta!Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Older Magic as a Board Game: Panglacial Wurm , Mill
At 1U, its similar to a search for tomorrow in mono-U, but its getting that scry/mill for a few turns.
With how weak ramp is in standard where even green only gets 2 CMC elves, I could see this getting play in midrange or high cost decks like second son for that extra burst of mana its producing on the midturns, before you even start using it as an EOT draw/dig engine. Threshold really isn't that hard to pull off for control shells in a slower meta. All you're investing is 2 mana, you're getting card selection and ramp in the first ~5-6 turns, you can cast that turn 5 torrential gearhulk on their turn or EoT, recurring an instant you put in the bin with the enchantment earlier, then keep 7 open on turn 6 to draw/go and either cast instant removal/counters or pay just 4 of it to dig 4 and draw more gas.
I wouldn't be surprised if this winds up as a 2-3 of in blue standard decks of all stripes.
I don't play Standard but this was along the same lines as my thought. I have a couple of docs that does what it can as early as it can to thin out decks for key answers/threats. As long as graveyard hate isn't too insane, I can see this getting quite a bit of use.
This card is kinda like loothouse, except it digs deeper and you don't have to discard, for the same cmc to activate.
Factor in that this card is effectively a 2 mana ramp spell (!!!) in blue, for control decks... And wow yeah it's going to see play.
I can see that lots of people in this thread don't play control! Haha trust me this one is good.
I think its success will depend on how fast the meta is.
The most exciting part of the card is that it is a 2 Mana enchantment 'threat'. I say threat in quotes because in U control decks repeatable sources of card advantage will win the game going long. So the fact that this threat doesn't get taken out by the majority of removal spells that make other types of threats, including planeswalkers, vulnerable in control decks is super exciting. Most decks aren't going to be running removal that can hit enchantments in the main deck, and most decks can't interact with the land side at all.
The front side of the card isn't amazing, but because the opportunity cost is so low (2 Mana and no commitment to protect it) I think this will see widespread play in both standard and modern whenever control decks are viable. Right now control decks are viable in both formats, so I can see this card making some big waves. Seems to be the best in cycle so far by a wide margin for non-commander formats.
I really like the card though. It's one of my top 3 pickups for the set that aren't dinosaurs (I'm gonna try to build the dinosaur EDH deck)
Filtering for the top of your stack until it flips then it's an extra card in your hand every turn. 1/2 of Supreme will digging practically any time you want is strong.
Not everything that says graveyard on it is about reanimator (maybe it is if you play commander?). It's clearly supporting a spells matter deck, which tends to fill up the graveyard with the spells it casts (and thus is using the graveyard as a proxy for the number of spells cast). Such a deck is generally not interested in running out its library 5 cards at a time.
The transform is optional.