I must say that I don't like hideaway lands. The white incarnation is ok, much like the rest, but I don't see it making waves.
Thorn of Amethyst is the type of card I like. Not only does it interact brutally with Geddock, but also makes counterspells next to unplayable and gives fast aggro decks that could not use Sphere of resistance optimally a nasty tool. This, Oona's prowler and the duress are the top cards so far for me.
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I must say that I don't like hideaway lands. The white incarnation is ok, much like the rest, but I don't see it making waves.
Thorn of Amethyst is the type of card I like. Not only does it interact brutally with Geddock, but also makes counterspells next to unplayable and gives fast aggro decks that could not use Sphere of resistance optimally a nasty tool. This, Oona's prowler and the duress are the top cards so far for me.
Agreed. Counter/control gets hosed by the amethyst - control will need to keep building on Teferi and co - to control the board through critter's with flash.
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Sometimes "innovation" means "stealing another's secret before anyone else can."
: You may play the removed card without paying its mana cost if you attacked with 3 or more creatures this turn.
Is this a new way to play sorceries as instants? I mean, attack with 3 creatures, and during combat, bust out a free Overrun after blockers have been declared? Biorhythm ftw, even?
Hmm... that's a good question... I would think it'd still have a restriction on the timing since a sorcery cannot be played at that point... but that's just me
Hmm... that's a good question... I would think it'd still have a restriction on the timing since a sorcery cannot be played at that point... but that's just me
You're playing the removed card during the resolution of an activated ability, a time during which you could normally not play anything. You can do so because the ability tells you to do so, and thus creates an additional time that you can play it beyond what is allowed by the normal timing rules. See also: Madness, Suspend, etc.
True, that's probably just me having played Mind's Desire one too many times, I'm just used to the "until end of turn, you may play that spell without paying it's mana cost", so yeah, this works nicely... and that's evil.
The Faerie enchantment is disturbing... If you set up a spell based lock, you have a slow damn annoying finisher. I could see that one being sooo annoying.
Well, if you think so that way, Teps was already garbage to Trinisphere long time ago... even before it was created.
Nothing compares to the amount of damage Trinisphere does to storm based decks.
Unless its two Thorns.
Vintage Stax now has 85% chance of getting out a turn 1 sphere(Trini, Resist, Thorn) assuming it always have 2 or more mana available on turn 1.
What made them print such storm hosers like Gaddock Teeg and this?
They better be printing a blue ritual or a 2 mana Lion's Eye Diamond (with 2 damage stuck on its head like Thoughseize perhaps) somewhere in this set or the next. Or im so disheartened.
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1. press ctrl+f
2. then type 6 or 9
3. Scroll Back here
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Regarding the Hideaway, I'm not sure I'd use it for WW (after all, stuff's already cheap) some weird white control build with even the odds for triggering it on the other hand...
Hows about purity and manabarbs? Screw your opponent and all your lands tap for life and mana. Better than pyrohemia imo since it only costs 1 R and won't weaken your guy.
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purity is a powerhouse... 6/6 flyer for 6 is very good, and has quite a mean ability in limited...
the thorn is a 4-of in tribal decks (i think especially in kithkin), not necessarily all in main, but it sets back control by 1 turn if you play first and you played this at turn 2... it's just too good to pass up on it...
the enchantment is not really that good... you need to have a lot of instants or flash cards... and you do have to devote resources on your turn early on to abuse it, which goes against packing instants, and playing it later would not be of much use...
the hideaway lands seems to be looking good. these would be used by a good deck somewhere...
Sweet, so the hideaway lands would be a cheap and easy way of playing sorceries not only for free, but also during combat, on other players' turns, etc.
Thorn of Amethyst is insanely good in older formats. This thing is just nuts against in Legacy and Extended. Try this one on for size in the Goblins vs. Solidarity matchup in Legacy or in Affinity vs. TEPS matchup in Extended. It may even have some value in standard in typical aggro vs. control matchups. I'll test it out as a SB card in RG beatdown vs. UB Teachings.
The white hideaway land is MUCH better then the green one, also seems a bit win-more but much less so. Attacking with 3 guys doesn't seem especially difficult for a white weenie deck. Can do it as early as turn 3 in alot of games.
Yeah, but if you tap out to cast thorn on turn 2, doesn't that set you back a turn, also?
given that you did waste your turn 2, permission would suffer since his cheapest counterspells (delay, remove soul, familiar's trickery once lorwyn is out) would be 3cc and with spell snare would be rotating out of standard, there's no way to stop it with 1 mana... your turn 3 would be more or less a freebie. also, if your opponent doesn't have a 2nd 2cc (now at 3cc with the thorn), and there is a possibility that more people would play cryptic command over cancel, his 4 mana option would just be venser or mystic snake...
discard spells for MBC are also slowed down, but with thoughtseize, you'd be sure that the thorn is a prime target.
...and just a quick mention, the mere fact that card's like the thorn of amethyst exist might change how people build decks. control certainly might change its build...
I can see the hideaway lands being used to do some really crazy things, especially after some library manipulation. The green one is garbage (like always) but a GW deck could easily throw out a free fatty rather quickly if things go right.
Thorn of Amethyst is the type of card I like. Not only does it interact brutally with Geddock, but also makes counterspells next to unplayable and gives fast aggro decks that could not use Sphere of resistance optimally a nasty tool. This, Oona's prowler and the duress are the top cards so far for me.
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Agreed. Counter/control gets hosed by the amethyst - control will need to keep building on Teferi and co - to control the board through critter's with flash.
Purity:
If a spell or ability would deal damage to you, prevent this damage. You gain life equal to the damage prevented this way.
Volcano Hellion:
When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.
Unfortunately for anyone trying this, they're just going to get themselves severely roasted. Ouch!
Yeah, and things like Pyrohemia that hurt yourself. Nice.
Is this a new way to play sorceries as instants? I mean, attack with 3 creatures, and during combat, bust out a free Overrun after blockers have been declared? Biorhythm ftw, even?
.
You're playing the removed card during the resolution of an activated ability, a time during which you could normally not play anything. You can do so because the ability tells you to do so, and thus creates an additional time that you can play it beyond what is allowed by the normal timing rules. See also: Madness, Suspend, etc.
Autocard: [card
]Ovinize[/card] = OvinizeWow.... All formats again have a sphere of Resistance. TEPS in EXT is garbage to this.
I wonder what combo cards we will get that made this necessary
Nothing compares to the amount of damage Trinisphere does to storm based decks.
Unless its two Thorns.
Vintage Stax now has 85% chance of getting out a turn 1 sphere(Trini, Resist, Thorn) assuming it always have 2 or more mana available on turn 1.
What made them print such storm hosers like Gaddock Teeg and this?
They better be printing a blue ritual or a 2 mana Lion's Eye Diamond (with 2 damage stuck on its head like Thoughseize perhaps) somewhere in this set or the next. Or im so disheartened.
2. then type 6 or 9
3. Scroll Back here
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Re: People misusing the term Vanilla to describe a flying, unleash (sometimes trample) critter.
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Umm, storm?
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the thorn is a 4-of in tribal decks (i think especially in kithkin), not necessarily all in main, but it sets back control by 1 turn if you play first and you played this at turn 2... it's just too good to pass up on it...
the enchantment is not really that good... you need to have a lot of instants or flash cards... and you do have to devote resources on your turn early on to abuse it, which goes against packing instants, and playing it later would not be of much use...
the hideaway lands seems to be looking good. these would be used by a good deck somewhere...
<3
Teeg looks at Converted Mana Cost printed on the card, not the cost to play it. This is an additional cost, I don't believe this would affect it.
Yeah, but if you tap out to cast thorn on turn 2, doesn't that set you back a turn, also?
.
Cept for the part where you are beating on em with that 2/2 reveal Kithkin.
Would learn my licks with a bottle neck slide
The white hideaway land is MUCH better then the green one, also seems a bit win-more but much less so. Attacking with 3 guys doesn't seem especially difficult for a white weenie deck. Can do it as early as turn 3 in alot of games.
given that you did waste your turn 2, permission would suffer since his cheapest counterspells (delay, remove soul, familiar's trickery once lorwyn is out) would be 3cc and with spell snare would be rotating out of standard, there's no way to stop it with 1 mana... your turn 3 would be more or less a freebie. also, if your opponent doesn't have a 2nd 2cc (now at 3cc with the thorn), and there is a possibility that more people would play cryptic command over cancel, his 4 mana option would just be venser or mystic snake...
discard spells for MBC are also slowed down, but with thoughtseize, you'd be sure that the thorn is a prime target.
...and just a quick mention, the mere fact that card's like the thorn of amethyst exist might change how people build decks. control certainly might change its build...
"win target draft."