This card looks as if it was built for Pickles. We were about to see severl good counters go away. Without Rewind we had no usefull 4CC counter (Dismal Failure DOESNT count), but now they give us back Dismiss with even more versatility. I can Imagine being a trun away from the Pickles lock, only to counter a spell(or bounce a permanent or draw) on their 2nd Main Phase and tapping all their creatures down only to hit them with the lock... ouch
Look for this card to fetch a pretty significant price and for good reason. Find these at the PR if you can people!
-SEAN-
EDIT:Cant wait to see what the other "Commands" are going to end up looking like. The versatility of cards like this can really be a huge advantage.
Please, accept that Magic costs money to play, and drop it. A playset of Baneslayers>playset of duals. New Jace>Force of Will. Etc... Not to mention, Legacy is so wide open, that it's easy to build a deck that can perform reasonably well without very many "money staples" at all.
As a blue control player at heart, I absolutely love this card. Sure the 1UUU cost makes it imposible for 3 color decks and hard for 2 color decks unless blue is the predominant color, however when the card is:
Dismiss(a card I still wish had made it to constructed instead of Rewind) with U instead of a 1
Or a cantriped Boomerang for only 1U extra than boomerang.
Or if you need to any of the "tap all your opponents creatures" + Counterspell/Boomerang/a cantrip.
It really does everything a blue control deck could want it to and at the low cost of 1UUU, it wil see alot of play, it will be a medium value card(I won't price it as every countries prices are different, but it'll be a rare which while not a chase rare, is still a rare worth more than the pack it came in).
So what if its color intensive, with the removal of Ravnica and the addition of Lorwyn, standard seems to be going towards mono or dual color decks anyway.
Damn this is just one super cool, super powerful card, this card will see play, maybe not as a 4 of but maybe a 3 of in every blue deck, too bad its 3U in its mana cost makes it harder to use in a tri color or dual colored decks, but hey there are new duals being offered by Lorwyn as well, we will just wait and see.
This would be the super utility of blue, counter, bounce, draw and tap all in one great card, and you can choose 2 of these effects, maybe Dralnu will see play after all...
If this is just blue, think about what effects would the other colors have. Land D, burn, threaten, ??? for red? There are just sooo many possibilities...
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN, I SAID DUMB!! DUMB !!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
the tap ability of the card is amazing, as it would allow you to swing with the merfolk that has champion and take an extra turn and so and so on. Yeah! this cards significantly helps make the merfolk lock possible!
It seems reasonable that each individual ability will be no more than 1C/CC as a separate card (as Counterspell was originally, and as it is still costed for the basic effect in most variants), ruling out (for instance) Stone Rain. The blue one gives us 2cc effects across the board. Let's start red since that's the one everyone's working themselves up about. Staple red abilities for 2 mana? Right off the bat I can give you the first three options: 3 damage to creature/player (Volcanic Hammer), 2 damage to all creatures (Pyroclasm, likely minus the anti-player effect because the charm's an instant), destroy target artifact (Shatter). Someone suggested redirection, which is a good fit for the fourth ability, but that has no obvious synergy with the others. Fork? Probably not. Not sure on this.
What I'd like to see as the green one:
Verdant Command (or whatever) 1GGG
Instant
Choose two - put a 2/2 green Bear creature token into play; search your library for a basic land card and put it into play tapped; target creature gets +3/+3 and trample until end of turn; or search your library for a creature card and put in on top of your library.
This combines Grizzly Bears (1G), Rampant Growth (1G), Predator's Strike (1G) and Wordly Tutor (1G), all fairly standard green effects. Naturalize is another possibility, but would outshine the almost inevitable red artifact kill and white enchantment kill on their respective commands.
EDIT: Like the Regrowth idea someone else posted - as a card costing twice as much, it's not outside the bounds of possibility that a full Regrowth will be included (after all, the adjusted version of that card, Recollect, costs 2G, while Cancel costs 1UU). It certainly won't be Raise Dead (just return a creature) as that's a staple black ability.
Phil
The choices you choose do not necessarily need to be spells that have been printed with cc of 2, take a look at the Cryptic Command, its third ability definetly isn't worth 2 mana, a card like that would cost 3, maybe 4 mana. (Hard to say since a card hasn't been made out of the third choice yet) (Turnabout doesn't count :D)
The Green "Command" might: get a land(s), pump a crit(s), put a token(s), destroy all enchantments your opponent(s) controls.
The Red "Command" might: damage a crit(s), damage a player(s), destroy a land(s), take control of a creature(s) until EOT it gains haste OR put a token(s) with haste that die at EOT. (Although, I doubt they would make 2 "Commands" with similar choices :D)
The most versatile thing about this spell is that it doesn't HAVE TO counter a spell. Counterspells sometimes sit in your hand doing nothing, while you're getting beaten up by manlands. But now, you can use that card to do other stuff.
Really cool card. I can't believe I never thought of it before, for the idea seems so simple: "Choose two -". And this one's design turned out perfectly. Can't wait to see the other four.
The impression I'm getting of Lorwyn so far is that it will promote monocolour decks with a second colour splashed. Therefore the Commands will be a great inclusion in many Lorwynian decks. Only time will tell though, and we'll have fid out more about the tribe-colour distributions before accurate judgement can be made.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Now, this is something I like. Not so much the card itself, which although quite powerful, is hard to cast and not my cup of tea. What I like about it is the promise of another four similar designs across the colors. Not bad.
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Voidslime didn't see much play because Mystic Snake got in there too. One just simply did more for a deck in the established metagame.
Edit (added):
I can see some permission opening up in Llorwyn block with this, the Faerie Spellmesser, and the Bouncerspell. Combine this with Flash Creatures, and sure, why not Teferi, and you're looking at a modern take on Draw-Go. All you need is some cheap answer for Gaddock and you're sittin' pretteh.
The difference between this and Voidslime is however, this one is card advantage all by itself.
It can be tempo advantage too.
There are a total of 6 different ways.
Counter target spell + return target permanent seems to be the most lethal combination yet. Denial + Tempo, exactly what a control deck wants for a counterspell.
This card is going to be used in Standard Control wars to bounce charge lands.
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1. press ctrl+f
2. then type 6 or 9
3. Scroll Back here
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I love this card, sure, the UUU requirement is a bit steep so it may not be played outside much outside monoblue decks, but the ability to choose generally between a Dismiss or a Counterspell+Boomerang effect is VERY powerful.
I'd grab 4 of these at the prerelease if I were you, I bet it'll fetch a high price early on.
It has its advantages coz of the choose 2. But yes 1UUU is a bit steep for even a counter-draw. would have been better if it was 1UU. Coz the other charm-style cards have good abilities for 1 mana. And why pay 4 for 2 abilities?
I was originally going to post something like "..." or maybe ":o". But then my post would have gotten deleted and more importantly the card deserves so much more discussion than that, but literally- I was speechless (textless, typeless, whatever).
When I saw the card on Flores's article my mouth couldn't form words for about 15 seconds.
This is a great card.
In a way, I'm surprised it wasn't in Weatherlight.
On the other hand, it's clearly still not too late for them to make things simpler again.
It has its advantages coz of the choose 2. But yes 1UUU is a bit steep for even a counter-draw. would have been better if it was 1UU. Coz the other charm-style cards have good abilities for 1 mana. And why pay 4 for 2 abilities?
There are a couple things I'd like to say that haven't been talked about much.
Cryptic Command is good primarily because of Repulse or Dismiss, or Boomerang+Cancel. I agree with that.
This is so much better than any of those because it's all of them.
But I will say this.
1: "Tap all creatures your opponents control" is a randomly useful ability that can be played right before pickles-lock, or force late damage through in a mirror. It's also sick in limited.
2: I love the possibility for this card to bounce ANYTHING. That includes Oblivion Ring if you're UW; you can pick it up and replay it on something more threatening later in the game.
Why people keep saying "Oooh, UUU is too restrictive!"?
Stop saying that. A lot of people already mentioned Teferi here, and he's the finest example of a UUU card that see A LOT of play outside MUC.
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Current Playing [T2]:
UBB Rogues UUB Faeries RW Seismic Swans RRR Control
A lot of people already mentioned Teferi here, and he's the finest example of a UUU card that see A LOT of play outside MUC.
Teferi is an "I win" button that comes out a bit later, when you've had time to build mana. This card, while good, isn't. Could still fit fine in U/X decks, but there is no comparison.
Teferi is an "I win" button that comes out a bit later, when you've had time to build mana. This card, while good, isn't. Could still fit fine in U/X decks, but there is no comparison.
What he means is: Decks that can currently manage to get 2UUU in turn 5 don't have any problem with this card and should auto-include this.
I think he ment that.. soo don't be angry if I misinterpreblabla'd your words.
Teferi is an "I win" button that comes out a bit later, when you've had time to build mana. This card, while good, isn't. Could still fit fine in U/X decks, but there is no comparison.
Of course there is! Teferi only costs 1 more, so, the argument of "time to build mana" is not that impressive.
And the fact that Teferi "wins games"... Well, I must agree. But the super charm is so powerful that it'd come right next to Teferi when it comes to "I win" buttons. It won't win the game. But the advantage that it creates is so big that, unless the player is a completly dumb, he's able to win the game in the next couple of turns. Or kind of.
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Current Playing [T2]:
UBB Rogues UUB Faeries RW Seismic Swans RRR Control
The already said it was. I'm gonna say this is going to see no play due to A) it beeing a 4 casting cost counter, and B) the tipple blue in it. This card is pretty unplayable except in mono blue. I rather play cancel and dismiss.
I dont understand that logic. Teferi requires 3 Blue and we all know that he sees play. I think if you have a deck that includes Teferi, this card woud be a great addition to that deck. Countering a spell and bouncing something back to their hand. That is an extreme tempo swing (especially if you have Teferi out already). Love the card, and I would love to see a cycle of these. I hope the white one has a built in wrath of god as one of the choices....................and is an instant.............................for four mana. Before anybody starts slamming that comment (since most magic players are pompous DB's [defensive backs, of course *wink*]), I am joking.
I would have considered this niche playable if you only got one mode.
No, this card won't win you the game. But it will always be very relevant. It will always progress your strategy. And four mana is not too hard to muster for something that will always, always have an effect on the board.
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"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
The key to playing around this card will be to play spells in your second main phase when ever possible (which most people who know how the games works will do). This way you force them to make less optimal choices... such as Tap/Draw versus Counter/Tap.
Second Mainphase is key to mitigating its potentiality. BTW... love this card!!!!
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Standard:
RG Goyf Deck Wins GB Goyfpox
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Look for this card to fetch a pretty significant price and for good reason. Find these at the PR if you can people!
-SEAN-
EDIT:Cant wait to see what the other "Commands" are going to end up looking like. The versatility of cards like this can really be a huge advantage.
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Dismiss(a card I still wish had made it to constructed instead of Rewind) with U instead of a 1
or Counterspell + Boomerang for with 1 instead of U.
Or a cantriped Boomerang for only 1U extra than boomerang.
Or if you need to any of the "tap all your opponents creatures" + Counterspell/Boomerang/a cantrip.
It really does everything a blue control deck could want it to and at the low cost of 1UUU, it wil see alot of play, it will be a medium value card(I won't price it as every countries prices are different, but it'll be a rare which while not a chase rare, is still a rare worth more than the pack it came in).
So what if its color intensive, with the removal of Ravnica and the addition of Lorwyn, standard seems to be going towards mono or dual color decks anyway.
Machius proudly supports R_E's right to Rumour!
This would be the super utility of blue, counter, bounce, draw and tap all in one great card, and you can choose 2 of these effects, maybe Dralnu will see play after all...
If this is just blue, think about what effects would the other colors have. Land D, burn, threaten, ??? for red? There are just sooo many possibilities...
The choices you choose do not necessarily need to be spells that have been printed with cc of 2, take a look at the Cryptic Command, its third ability definetly isn't worth 2 mana, a card like that would cost 3, maybe 4 mana. (Hard to say since a card hasn't been made out of the third choice yet) (Turnabout doesn't count :D)
The Green "Command" might: get a land(s), pump a crit(s), put a token(s), destroy all enchantments your opponent(s) controls.
The Red "Command" might: damage a crit(s), damage a player(s), destroy a land(s), take control of a creature(s) until EOT it gains haste OR put a token(s) with haste that die at EOT. (Although, I doubt they would make 2 "Commands" with similar choices :D)
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Edit (added):
I can see some permission opening up in Llorwyn block with this, the Faerie Spellmesser, and the Bouncerspell. Combine this with Flash Creatures, and sure, why not Teferi, and you're looking at a modern take on Draw-Go. All you need is some cheap answer for Gaddock and you're sittin' pretteh.
It can be tempo advantage too.
There are a total of 6 different ways.
Counter target spell + return target permanent seems to be the most lethal combination yet. Denial + Tempo, exactly what a control deck wants for a counterspell.
This card is going to be used in Standard Control wars to bounce charge lands.
2. then type 6 or 9
3. Scroll Back here
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I'd grab 4 of these at the prerelease if I were you, I bet it'll fetch a high price early on.
Here is my trading list.
When I saw the card on Flores's article my mouth couldn't form words for about 15 seconds.
This is a great card.
In a way, I'm surprised it wasn't in Weatherlight.
On the other hand, it's clearly still not too late for them to make things simpler again.
Sapphire Charm
Vision Charm
Can you honestly say that those cards are anywhere close to this?
Cryptic Command is good primarily because of Repulse or Dismiss, or Boomerang+Cancel. I agree with that.
This is so much better than any of those because it's all of them.
But I will say this.
1: "Tap all creatures your opponents control" is a randomly useful ability that can be played right before pickles-lock, or force late damage through in a mirror. It's also sick in limited.
2: I love the possibility for this card to bounce ANYTHING. That includes Oblivion Ring if you're UW; you can pick it up and replay it on something more threatening later in the game.
Stop saying that. A lot of people already mentioned Teferi here, and he's the finest example of a UUU card that see A LOT of play outside MUC.
UBB Rogues
UUB Faeries
RW Seismic Swans
RRR Control
Teferi is an "I win" button that comes out a bit later, when you've had time to build mana. This card, while good, isn't. Could still fit fine in U/X decks, but there is no comparison.
What he means is: Decks that can currently manage to get 2UUU in turn 5 don't have any problem with this card and should auto-include this.
I think he ment that.. soo don't be angry if I misinterpreblabla'd your words.
Of course there is! Teferi only costs 1 more, so, the argument of "time to build mana" is not that impressive.
And the fact that Teferi "wins games"... Well, I must agree. But the super charm is so powerful that it'd come right next to Teferi when it comes to "I win" buttons. It won't win the game. But the advantage that it creates is so big that, unless the player is a completly dumb, he's able to win the game in the next couple of turns. Or kind of.
UBB Rogues
UUB Faeries
RW Seismic Swans
RRR Control
Gives a new depth to permission- 'No, you may not cast that...and... I changed my mind about that thing over there too. Sorry.'
I dont understand that logic. Teferi requires 3 Blue and we all know that he sees play. I think if you have a deck that includes Teferi, this card woud be a great addition to that deck. Countering a spell and bouncing something back to their hand. That is an extreme tempo swing (especially if you have Teferi out already). Love the card, and I would love to see a cycle of these. I hope the white one has a built in wrath of god as one of the choices....................and is an instant.............................for four mana. Before anybody starts slamming that comment (since most magic players are pompous DB's [defensive backs, of course *wink*]), I am joking.
No, this card won't win you the game. But it will always be very relevant. It will always progress your strategy. And four mana is not too hard to muster for something that will always, always have an effect on the board.
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Second Mainphase is key to mitigating its potentiality. BTW... love this card!!!!
RG Goyf Deck Wins
GB Goyfpox