A Summoning Trap that costs more, is sorcery, and takes even a bad hit and turns it into a mediocre one. I do like the hydra in the art, in that a hydra won't be useless being retrieved by this, albeit not as large as the one in the art. Kind of wish this was instant, although I can see what it isn't.
Still don't get why three life is necessary for these lands. Don't think it needs to be mythic though.
I mean, at least it gives some counters if all you dig up is a cheap creature, I guess. With enough library manipulation it could be good, but that's a lot of hoop-jumping for a seven mana sorcery.
I play Green Devotion; and I think this is strong I’m the creature-centric versions. Yes it’s not a spell we would normally play (as there are better options); but having the ability to play it as a land early and a spell when we flood is a big deal. I will test it out (as these are tough to evaluate) but I was pleasantly surprised by this.
You will mostly likely play it for the land but in late game the bad land you draw can be a creature at least 3/3. Can see mono green stomp (Type2) playing this. But it should be a commander all star imo (in most green creatures decks.
A Summoning Trap that costs more, is sorcery, and takes even a bad hit and turns it into a mediocre one. I do like the hydra in the art, in that a hydra won't be useless being retrieved by this, albeit not as large as the one in the art. Kind of wish this was instant, although I can see what it isn't.
Still don't get why three life is necessary for these lands. Don't think it needs to be mythic though.
What would they have if not the three life payment? Less life? Or no condition at all? Because if they had no condition I think it would be too strong. You would always play a bunch of these cards over basic lands. The pathway lands are one thing, but it's often going to be even more powerful to have a spell than a different colour land and certainly it's more dangerous for the game to push this.
I could see reducing the life cost to 2 maybe. But we know from the shocklands, that 2 life isn't much. It makes sense for WotC to be cautious here and I'm sure they've tested this a bunch before setting it at 3.
A Summoning Trap that costs more, is sorcery, and takes even a bad hit and turns it into a mediocre one. I do like the hydra in the art, in that a hydra won't be useless being retrieved by this, albeit not as large as the one in the art. Kind of wish this was instant, although I can see what it isn't.
Still don't get why three life is necessary for these lands. Don't think it needs to be mythic though.
What would they have if not the three life payment? Less life? Or no condition at all? Because if they had no condition I think it would be too strong. You would always play a bunch of these cards over basic lands. The pathway lands are one thing, but it's often going to be even more powerful to have a spell than a different colour land and certainly it's more dangerous for the game to push this.
I could see reducing the life cost to 2 maybe. But we know from the shocklands, that 2 life isn't much. It makes sense for WotC to be cautious here and I'm sure they've tested this a bunch before setting it at 3.
Seems weird to pay three life for singular mana when we pay two for two mana. That's all I'm saying.
I like this one. It has a cool theme with hydras that can become plants and vice versa. Plus not a bad effect. I'll get it for the Gargos EDH I am making since my friends got sick of me playing Arixmethes every week
It's not that great, not mythic worthy, but I kinda like this one
Not sure if I'll play it in sea monsters since it costs 7 and that deck is mostly blue
Seems weird to pay three life for singular mana when we pay two for two mana. That's all I'm saying.
You're not paying 3 for the mana, you're paying three life for tempo from a land card that is also relevant if you draw it on turn 8 (when a shock is a dead draw). I get that it seems like a high cost, but the utility of these lands is super high and the value needed to be mitigated for them not to automatically replace 4 forests in every green deck.
Essetionally This one is Vivien's Invocation But difference is if it’s a 3cmc you put 3 +1/+1 on it and doesn’t shoot a creature so that’s nice to see again
Seems weird to pay three life for singular mana when we pay two for two mana. That's all I'm saying.
You're not paying 3 for the mana, you're paying three life for tempo from a land card that is also relevant if you draw it on turn 8 (when a shock is a dead draw). I get that it seems like a high cost, but the utility of these lands is super high and the value needed to be mitigated for them not to automatically replace 4 forests in every green deck.
Perhaps it's because of the savage anti-nonbasic land hate in Modern and Legacy, but even the MDFC pure lands look almost completely unplayable there, partially because you cannot switch between which colour of mana you want freely. This especially bites in decks like Burn and 3+-colour decks. Take into consideration that some important opposing removal cards in Modern let you search for basic lands and there's no room to squeeze out basics or trump nonbasics there.
The spell land MDFCs are ironically more playable in Modern because of the strength of their spells, so the ETB tapped/pain riders look justified there. Nevertheless, even if they ETB untapped and were pain-free, they're replacing 1-2 basics per deck at most in Modern, Legacy, and basic-light Vintage.
Regarding paying 2 life for 2 mana, they're never going to make Ancient Tomb Modern-legal. That land is nitro.
Looks like the most Constructed(L/M/P) Format playable mythic of the cycle so far.
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It's like a wonky half of both choices of Tooth and Nail. Kinda search for 1 creature and put it into play (though not from your hand). Halfish Tooth and Nail..., Big spell... Big Toona.
this is the second of the cycle with a pretty low baseline, alongside blue.
red will always kill something, and the baseline for white is 2 4/4 flying angels.
blue might be a cycling for 7 mana.... lol.
and this might reveal only trash.
still, the card it very playable as every other in this cycle for the reason it's eating the slot from that forest you'd draw at late game making your miss your entire turn.
instead of that, it's like you just drew your best creature among the next 7 cards in your library.
it's pretty powerful in that sense.
I can see people running one of these in constructed decks -- that's what a lot of these Modal DFCs feel like.
I think we'll see people running maybe more than one of all of them in constructed.
the opportunity cost of running a couple is really, really low.
and other than blue they're all awesome when you think of drawing them at late game instead of the basic land you're cutting to add them.
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Good luck whiffing on this. As the art suggests, you can finally use this kind of spell on those 0/0 Hydras.
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Still don't get why three life is necessary for these lands. Don't think it needs to be mythic though.
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You will mostly likely play it for the land but in late game the bad land you draw can be a creature at least 3/3. Can see mono green stomp (Type2) playing this. But it should be a commander all star imo (in most green creatures decks.
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What would they have if not the three life payment? Less life? Or no condition at all? Because if they had no condition I think it would be too strong. You would always play a bunch of these cards over basic lands. The pathway lands are one thing, but it's often going to be even more powerful to have a spell than a different colour land and certainly it's more dangerous for the game to push this.
I could see reducing the life cost to 2 maybe. But we know from the shocklands, that 2 life isn't much. It makes sense for WotC to be cautious here and I'm sure they've tested this a bunch before setting it at 3.
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Seems weird to pay three life for singular mana when we pay two for two mana. That's all I'm saying.
It's not that great, not mythic worthy, but I kinda like this one
Not sure if I'll play it in sea monsters since it costs 7 and that deck is mostly blue
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You're not paying 3 for the mana, you're paying three life for tempo from a land card that is also relevant if you draw it on turn 8 (when a shock is a dead draw). I get that it seems like a high cost, but the utility of these lands is super high and the value needed to be mitigated for them not to automatically replace 4 forests in every green deck.
Perhaps it's because of the savage anti-nonbasic land hate in Modern and Legacy, but even the MDFC pure lands look almost completely unplayable there, partially because you cannot switch between which colour of mana you want freely. This especially bites in decks like Burn and 3+-colour decks. Take into consideration that some important opposing removal cards in Modern let you search for basic lands and there's no room to squeeze out basics or trump nonbasics there.
The spell land MDFCs are ironically more playable in Modern because of the strength of their spells, so the ETB tapped/pain riders look justified there. Nevertheless, even if they ETB untapped and were pain-free, they're replacing 1-2 basics per deck at most in Modern, Legacy, and basic-light Vintage.
Regarding paying 2 life for 2 mana, they're never going to make Ancient Tomb Modern-legal. That land is nitro.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
red will always kill something, and the baseline for white is 2 4/4 flying angels.
blue might be a cycling for 7 mana.... lol.
and this might reveal only trash.
still, the card it very playable as every other in this cycle for the reason it's eating the slot from that forest you'd draw at late game making your miss your entire turn.
instead of that, it's like you just drew your best creature among the next 7 cards in your library.
it's pretty powerful in that sense.
I can see people running one of these in constructed decks -- that's what a lot of these Modal DFCs feel like.
I think we'll see people running maybe more than one of all of them in constructed.
the opportunity cost of running a couple is really, really low.
and other than blue they're all awesome when you think of drawing them at late game instead of the basic land you're cutting to add them.