This is my favorite of the mythic artifact cycle! I find Green's typical requirements of creatures with high power is always easier to meet than other colors' typical requirements. Going straight into my mono-green Fight Club deck.
Ramp? Check. Incidental life gain? Check. Free creaure buff? Check. Card advantage? Check. Can easily come down on turn 4? Check. This card is scarily powerful, and I love it.
Aaron gives Yorvo as an example for how to easily break this card in Standard (turn 4 Yorvo into turn 5 Henge). Other possible options are Storrev, Shifting Ceratops and Sunder Shaman to bring this down to 2GG. Outside of green, Neheb also drops the cost down to 2GG and can also pay for said 2, while Rotting Regisaur drops the cost all the way down to just GG.
I'm actually luke warm on this one. When it's good it's insane but without other cards it's floor is pretty low. If control stays the powerhouse that it is, this will just incentivize you to play incorrectly against them. It will be great for taking out the trash so to speak, but it only solidifies an advantage it doesn't help you get into a game your are behind in already. The rest of the cycle seem better because they will be easier to cast when your opponent is using interactive spells. I think I'm highest on the knight one to be honest. Its ceiling isn't as high as the others but it's floor is actually very reasonable. If I"m all out of action a 6 mana artifact that makes 3/3 vigilante knights is not bad, it has potential to be a cheap anthem and and can help you quickly redeploy after a board wipe when pared with legendary creatures. It seems to be a solid role player for the decks that want it. When looking at the green one I just don't think expensive card that does nothing on it's own is going to shake up a format that already has hydroid krasis. And in a lot od situations it worse than ghalta which definitely wasn't a format defining card. That said it seems like the green one will be an absolute monster in edh and brawl.
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is it ramp ? depends, but in most situations its not. i mean if u got ur big dude out already, for what will you need ramp ?
so lets say u play turn 4 a 4/4 (Questing Beast) which is reasonable, you play this turn 5... for what ? 2 life ?
than the 2nd abbility. u want to play this card in a deck, with big creatures, does it matter when they get 1 bigger ?
the card draw is also relevant for each creature u play after this artefact, but strangely u r incentivised to play u creatures before this card
i am not saying this card is bad, but i think there might be situations where it just is bad. i see it more as a casusal card and doubt it will see standard play.
is it ramp ? depends, but in most situations its not. i mean if u got ur big dude out already, for what will you need ramp ?
so lets say u play turn 4 a 4/4 (Questing Beast) which is reasonable, you play this turn 5... for what ? 2 life ?
Of course it's ramp, what do you mean in most situations it's not. An additional GG on turn 5 can let you play a 1 or 2 drop immediately, netting immediate value. Then on turn 6 you have acces to 7, probably 8 mana that can go into a Voracious Hydra or anything else really.
than the 2nd abbility. u want to play this card in a deck, with big creatures, does it matter when they get 1 bigger ?
It doesn't always matter, but when your creatures are bigger than your opponents' it means that you're winning. Also, there are some synergies in standard with +1/+1 counters, like Growth-Chamber Guardian, Barkhide Troll and Evolution Sage just to name on-color ones.
the card draw is also relevant for each creature u play after this artefact, but strangely u r incentivised to play u creatures before this card
You need just one creature to have some form of discount on it. Even then, card draw attached to any creature you play is an insanely powerful effect that lets you go far in the game and lets you fight against both spot and mass removal.
Exactly. Its a win-more card. You play it when you were already winning, and now you're winninger.
It also helps you pull ahead when the board is at parity and if your only a little behind(ie you have creatures but fewer than your opponent) then this will help you catch up by drawing extra cards and pumping your creatures to help win in combat.
Oh my goodness this is easily the best one of the cycle in my opinion
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I might even go so far as to say it's great.
And it’s got the coffee mug to prove it!
The most appealing thing of this is gainig 2 life. Maybe the golgari lich of guilds of Ravnica can be used with this and the black one.
A person I know once wanted to write of winches (on an old crane) but wrote wenches instead.
And, yes, this is a very powerful card, smells like an auto-include in any deck, especially EDH, that runs green and big creatures.
is it ramp ? depends, but in most situations its not. i mean if u got ur big dude out already, for what will you need ramp ?
so lets say u play turn 4 a 4/4 (Questing Beast) which is reasonable, you play this turn 5... for what ? 2 life ?
than the 2nd abbility. u want to play this card in a deck, with big creatures, does it matter when they get 1 bigger ?
the card draw is also relevant for each creature u play after this artefact, but strangely u r incentivised to play u creatures before this card
i am not saying this card is bad, but i think there might be situations where it just is bad. i see it more as a casusal card and doubt it will see standard play.
Turn two Rotting Regisaur
Turn three The Great Henge +?
That is a pretty ridiculous board relatively easily.
Discarding Feasting Troll King
Of course it's ramp, what do you mean in most situations it's not. An additional GG on turn 5 can let you play a 1 or 2 drop immediately, netting immediate value. Then on turn 6 you have acces to 7, probably 8 mana that can go into a Voracious Hydra or anything else really.
It doesn't always matter, but when your creatures are bigger than your opponents' it means that you're winning. Also, there are some synergies in standard with +1/+1 counters, like Growth-Chamber Guardian, Barkhide Troll and Evolution Sage just to name on-color ones.
You need just one creature to have some form of discount on it. Even then, card draw attached to any creature you play is an insanely powerful effect that lets you go far in the game and lets you fight against both spot and mass removal.
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Exactly. Its a win-more card. You play it when you were already winning, and now you're winninger.
It also helps you pull ahead when the board is at parity and if your only a little behind(ie you have creatures but fewer than your opponent) then this will help you catch up by drawing extra cards and pumping your creatures to help win in combat.
Huh, no. It helps break boardstalls and things like that against other creature based decks.