Ok, here's the deal, WW likes this card. WHY does WW like this card? Because it's not the best aggro deck. There's a better one out there. This means that WW has to have control elements in order to be able to win, because otherwise it will fail to know it's role. A 2/5 spirit link will trade with or kill frogmites and arcbound workers (trade with if they're equipped with that annoying hat, otherwise just kill), while gaining life and time. Time is what WW needs right now, because it's just not the fastest aggro deck. Actually I'm not sure it's even second fastest, but this also works nicely against sligh. Sure, the card's bad when WW needs to race tooth, but hey, it helps one matchup, it's at least a sideboard card.
Its pretty good, but I kinda expected something better, but since its white, it's not surprising how it ended up, at least it has 2 power instead of 1.
Ok, here's the deal, WW likes this card. WHY does WW like this card? Because it's not the best aggro deck. There's a better one out there. This means that WW has to have control elements in order to be able to win, because otherwise it will fail to know it's role. A 2/5 spirit link will trade with or kill frogmites and arcbound workers (trade with if they're equipped with that annoying hat, otherwise just kill), while gaining life and time. Time is what WW needs right now, because it's just not the fastest aggro deck. Actually I'm not sure it's even second fastest, but this also works nicely against sligh. Sure, the card's bad when WW needs to race tooth, but hey, it helps one matchup, it's at least a sideboard card.
But it doesn't really need help in that match up, Its already got a good first game vs affinity, and just gets better with sb. TnN on the other hand is almost an autoloss for WW, no sense in making that any worse. Though Terashi's Grasp may change this a little bit... (this also improves the affinity match)
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I greatly enjoy this cycle. Each generated creatures is pretty iconic of the associated color, although there may be something left wanting. Also, the flavor is just awesome - you look back into shinto, and it was the 'kami' that created Japan, so it only makes sense that the land itself would rise to the aid of the spirits.
I don't think anyone has mentioned this, but this card would have been BROKEN if it had first strike. As it stands, all of the genju are pretty well balanced (except the blue - kinda hard to balance out flying). White, being known for defensive play, can easilly block the others and either live or trade. Now, if you were to throw in first strike and the innumerable recurring white p/t bonuses available, it could kill the red genju right out, the green genju would be in extreme trouble, and the black genju would require AT LEAST 4 mana to be useful. Spirit link was a good compromise - iconic white, useful but not overpowered.
Also, vigilance would have been pretty useless. Yeah, I'm sure there are times that it'd be nice to be able to attack with your man-land and still have access to the white mana in your second mana phase or your opponents turn. Unfortunately, it feels like they wanted to focus on defense for white's genju, and vigilance is pretty useless on d.
I think that more spiritlink'ed creatures will help fight the aggro- decks. There just haven't been too many lately. And unless it's surname is Ravager, there aren't many aggro- creatures running though this guy.
I guess the white one had to be less powerfull since it is the color of wrath of god... I'd still try it in some WW deck
I don't think that's a very strong argument. Granted, we're dipping into extended a bit here, but using that logic, most of the other enchantment critters would need to be nerfed as well:
- black: Mutilate
- blue: Upheaval
- red: (pick any number of mass damage spells)
Nah - I think that white is just plain defensive by nature at the single-creature, non-flier level.
I think the basic problem w/ this card is the fact that it's a 2/5 w/ Spirit Link. That's as passive as humanly possible, IMO. I mean, if this at least had Vigilance, I'd say "LOL! CAN BLOCK THE GIEZ! ATTACKS FOR GAIN LIFE!1" But, in reality, it doesn't. It has +1/+0 from it's predecessor... I guess making it somehow much more playable?
In limited, this thing is really cool because white's a good color as it is w/ a limited selection of awesome (EG: everyone guns for good white, what's good in white is really good and in the common slot, but what's bad is really bad and in greater number). A 2/5 life gaining wall is always a nice thing to sop up damage in a limited brawl. Unfortunately, the same is not true for standard. In the same respect (save the Black one), all of the man-inanators are really limited good. Assuming you're already playing white, this is great. Unlike the other lands, though, this isn't necessarily a bomb by any means.
I have no problems with an emergency blocker who can be operational by turn 2, has 5 toughness and grants me two life per use... mostly in draft, but still, I'm content with this, as well as with the cycle as a whole.
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You actually cant use this on turn 2, you can play it on turn 1 and activate it on turn 2, but then the enchanted land would be tapped. I hate that people think they can use these on turn 2. It is still pretty good though.
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i think the use of an accelerant was assumed.. t2 has that card... you know.. that 0 cost artifact that produces mana... whats it called... CHROME MOX!
Sry bout that. I jus' thought that it was pretty clear by Macguyver's wording it was situationaly activatable turn 2.
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not too bad imo, provides some stall for the weenies against speedy decks before dropping something like wrath of god or something. 2/5 is pretty decent body for land block.
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[question]
just noticed something...
with the dual lands, (don't know the names, sorry...), you could have a flying, spirit-linked creature!!!!
the p/t is questionable though, would it be a
1. 2/5 flying, spirit-link
2. 3/2 flying, spirit-link
3. 5/7 flying, spirit-link
[/question]
[gomen] if this has been posted before... [/gomen]
[hint] gomen = sorry (japanese, probably the only japanese language that i know of) [/hint]
If you really want to be mixing genjus, grab yourself a playset of plateau. The card would basically become this then (assuming you use it correctly: put damage on the stack as the red one then flip over to the white)
Genju of Pwnage WR
Enchant Plateau
4: Genju of Pwnage becomes a 6/5 spiritlinker spirit until end of turn
If enchanted plateau is destroyed, cry. Then take these back as the red and white genjus and enchant other lands you baby.
The black one also works well with either the blue one to get it through (once its unblocked, shift it to black and pump them full of shade) or the white one to gain a bunch of life in the process. Hm... i think if you stacked the pump abilities and then shifted it over to the white you could make the white one grow. Also good is the blue and red to ensure your 6 damage gets through.
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thats sweet. Dualing the stuff is just plain mean ^^ The blue and the red one together also seems very fine ^^
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I'm not sure if putting 6 damage on the stack with the red genju and then switching to the white works for life gain. First, I'm not sure if spirit link acts as a delayed trigger (meaning that, when the creature puts damage on the stack, the life gain is also implicitly there until the damage resolves, at which point the life gain is on the stack) or a regular trigger (whenever the critter's damage resolves, it puts the life gain on the stack). Second, even if it's a regular trigger, since switching the animation makes it forget about it's past life, it shouldn't realize that the 6 damage came from the plateau.
My favorite combination is still blue genju for evasion and then switching to the red after blockers are declared. Yeah, blue and black work as well, but you've already blown 4 mana to have essentially made a 2/2 filer. If you even want to reach the potential of the red genju, you have to spent another BBBB. I'd rather have 6 damage for 4 than 6+ damage for 4BBBB+.
I'm not sure if putting 6 damage on the stack with the red genju and then switching to the white works for life gain. First, I'm not sure if spirit link acts as a delayed trigger (meaning that, when the creature puts damage on the stack, the life gain is also implicitly there until the damage resolves, at which point the life gain is on the stack) or a regular trigger (whenever the critter's damage resolves, it puts the life gain on the stack). Second, even if it's a regular trigger, since switching the animation makes it forget about it's past life, it shouldn't realize that the 6 damage came from the plateau.
My favorite combination is still blue genju for evasion and then switching to the red after blockers are declared. Yeah, blue and black work as well, but you've already blown 4 mana to have essentially made a 2/2 filer. If you even want to reach the potential of the red genju, you have to spent another BBBB. I'd rather have 6 damage for 4 than 6+ damage for 4BBBB+.
Red+White DO work together. 1st, damage triggers only trigger when the damage is actually dealt, not when it goes on stack. 2nd, animating the plateau with white genju won't make it forget. Objects forget only when they change zone (except for phasing), so just this won't make the creature forget it has dealt damage. The source of damage is still the same Plateau, so it will know it has dealt damage and give you 6 life.
Why is everyone so enamoured of this card as a blocker? You need to leave 3 mana untapped in order to have a blocker - how often do you want to be leaving 3 mana untapped in limited?
If it had Vigilance, it'd be worse in some ways, you'd need 2 mana on your turn to attack with it and then leave 3 more (including the enchanted one) untapped to be able to block.
All the genjus rock, and I bet we'll be seeing alot of play in tournament level.
Thats bull****. Some of them might see some limited play in constructed but the white one isnt any good.. it wont see play but in limited...
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woohoo, looks pretty good. wonder what limited will be like with BoK out. maybe more mono-colored decks? don't know, really, we'll have to see. at any rate, keep it coming, R_E!
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But it doesn't really need help in that match up, Its already got a good first game vs affinity, and just gets better with sb. TnN on the other hand is almost an autoloss for WW, no sense in making that any worse. Though Terashi's Grasp may change this a little bit... (this also improves the affinity match)
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I don't think anyone has mentioned this, but this card would have been BROKEN if it had first strike. As it stands, all of the genju are pretty well balanced (except the blue - kinda hard to balance out flying). White, being known for defensive play, can easilly block the others and either live or trade. Now, if you were to throw in first strike and the innumerable recurring white p/t bonuses available, it could kill the red genju right out, the green genju would be in extreme trouble, and the black genju would require AT LEAST 4 mana to be useful. Spirit link was a good compromise - iconic white, useful but not overpowered.
Also, vigilance would have been pretty useless. Yeah, I'm sure there are times that it'd be nice to be able to attack with your man-land and still have access to the white mana in your second mana phase or your opponents turn. Unfortunately, it feels like they wanted to focus on defense for white's genju, and vigilance is pretty useless on d.
I don't think that's a very strong argument. Granted, we're dipping into extended a bit here, but using that logic, most of the other enchantment critters would need to be nerfed as well:
- black: Mutilate
- blue: Upheaval
- red: (pick any number of mass damage spells)
Nah - I think that white is just plain defensive by nature at the single-creature, non-flier level.
In limited, this thing is really cool because white's a good color as it is w/ a limited selection of awesome (EG: everyone guns for good white, what's good in white is really good and in the common slot, but what's bad is really bad and in greater number). A 2/5 life gaining wall is always a nice thing to sop up damage in a limited brawl. Unfortunately, the same is not true for standard. In the same respect (save the Black one), all of the man-inanators are really limited good. Assuming you're already playing white, this is great. Unlike the other lands, though, this isn't necessarily a bomb by any means.
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Sry bout that. I jus' thought that it was pretty clear by Macguyver's wording it was situationaly activatable turn 2.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
well, macgyver didn't say anything about limited, so i suppose some accel is required to activate this on turn 2...
[/2cents]
[hint]
birds of paradise won't do though, if you're aiming for a 2nd turn active genju...
[/hint]
Type 2 :
W U Solution.dec
Ravnica Block :
U B Glimpse.dec
Anywya, I really doubt this will see any serious costructed play. It could have been a 3/3 spiritlinked at least.
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just noticed something...
with the dual lands, (don't know the names, sorry...), you could have a flying, spirit-linked creature!!!!
the p/t is questionable though, would it be a
1. 2/5 flying, spirit-link
2. 3/2 flying, spirit-link
3. 5/7 flying, spirit-link
[/question]
[gomen] if this has been posted before... [/gomen]
[hint] gomen = sorry (japanese, probably the only japanese language that i know of) [/hint]
Type 2 :
W U Solution.dec
Ravnica Block :
U B Glimpse.dec
Genju of Pwnage WR
Enchant Plateau
4: Genju of Pwnage becomes a 6/5 spiritlinker spirit until end of turn
If enchanted plateau is destroyed, cry. Then take these back as the red and white genjus and enchant other lands you baby.
The black one also works well with either the blue one to get it through (once its unblocked, shift it to black and pump them full of shade) or the white one to gain a bunch of life in the process. Hm... i think if you stacked the pump abilities and then shifted it over to the white you could make the white one grow. Also good is the blue and red to ensure your 6 damage gets through.
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My favorite combination is still blue genju for evasion and then switching to the red after blockers are declared. Yeah, blue and black work as well, but you've already blown 4 mana to have essentially made a 2/2 filer. If you even want to reach the potential of the red genju, you have to spent another BBBB. I'd rather have 6 damage for 4 than 6+ damage for 4BBBB+.
Red+White DO work together. 1st, damage triggers only trigger when the damage is actually dealt, not when it goes on stack. 2nd, animating the plateau with white genju won't make it forget. Objects forget only when they change zone (except for phasing), so just this won't make the creature forget it has dealt damage. The source of damage is still the same Plateau, so it will know it has dealt damage and give you 6 life.
If it had Vigilance, it'd be worse in some ways, you'd need 2 mana on your turn to attack with it and then leave 3 more (including the enchanted one) untapped to be able to block.
Thats bull****. Some of them might see some limited play in constructed but the white one isnt any good.. it wont see play but in limited...
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