Death's Shadow had a baby. This thing could probably be played in the same places Death's Shadow is, and any black-based aggro deck. In EDH, you always play this kicked unless that game is almost over.
I wonder if Rakdos, Lord of Riots EDH would like this. It can give a huge lifeswing, but then again it's probably a bit too "win-more" and that ability won't finish anyone off (unless they're already at 1 life...)
But I like the overall design of this card. It seems obvious that the kicker works on casting, but for some reason it really feels neat to me.
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so it’s a backwards shadow it’s bigger for large life total rather than smaller by Large life total
Reread it. It's teh same as detah's shadow. It gets smaller for large life total. It gets bigger for small life total.
So, cost twice as much and now you need to count on your opponent lose life on your behalf to get started. OTOH, it starts at 20, not 13 and a lot of decks play fetches and shocks. But once your opponent knows you play this, they can avoid shocking themselves. All in all, I have huge doubt this is modern-playable in the GDS decks. Too many things are out of your control, and 7 mana to ensure its size is way to much for modern.
so it’s a backwards shadow it’s bigger for large life total rather than smaller by Large life total
Reread it. It's teh same as detah's shadow. It gets smaller for large life total. It gets bigger for small life total.
So, cost twice as much and now you need to count on your opponent lose life on your behalf to get started. OTOH, it starts at 20, not 13 and a lot of decks play fetches and shocks. But once your opponent knows you play this, they can avoid shocking themselves. All in all, I have huge doubt this is modern-playable in the GDS decks. Too many things are out of your control, and 7 mana to ensure its size is way to much for modern.
I can actually see this seeing play in Modern Aggro Death's Shadow builds (the ones that also play Monastery Swiftspear) and even RB Prowess builds (they still stick with Lurrus of the Dream-Den as their Companion). Nothing like tearing out 3-5 life out of yourself and 2-5 life out of your opponent by the time you play this on Turn 2, and your opponent may even help you with their fetch-and-shock mana base. A Turn 3 one can be truly scary, even in RB Prowess. Admittedly, this guy is BFFs with Gut Shot and the mythic MDFCs, but now I'm finally interested in building RB Prowess!
Now, regarding the artwork: Is this person using their wings as crutches? Canes? A throne, maybe? And what's with the ginormous tail? Dragons be jelly, yo!
Not necessarily. If your opponent has less life than you, it survives. For example, you at 10, opp at 17. This is a 3/3. After a lifelink hit, your opp is at 14, you're at 13, so it grows to a 6/6.
I can actually see this seeing play in Modern Aggro
Yeah, in builds with other 1-drop than can hit right away and enough direct burn it's probably pretty good. RB prowess will like it for sure. I'd even say this might turn out to be the tarmogoyf of the set. Too bad it's an obvious poerhouse and a mythic. It won't be cheap.
It's NOT a Death's Shadow. It's worse. This relies on both players having low life totals. Death's Shadow only cares about your own. That's a pretty significant difference.
Well not really worse. Different. If both players are on 10 life or less - which is a typical scenario - this thing can close the game.
And I am not convinced that people will stop playing a fetch land to not get hit by it. Too much mana fixing depends on these. I can see a delayed shock land play however.
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Well not really worse. Different. If both players are on 10 life or less - which is a typical scenario - this thing can close the game.
And I am not convinced that people will stop playing a fetch land to not get hit by it. Too much mana fixing depends on these. I can see a delayed shock land play however.
So, what? Both players shock and you get a 2/2 with no evasion on turn 2?
If one person doesn't shock it does nothing on curve?
It can close out the game if both players are hurt. But a lot of things do that. What if only your opponent is hurt or what if only you are hurt?
If you're relying on kicker at 7 mana then you're knocking both players down to play a beater with no evasion.
I'm sorry the whole card seems a little subpar. It's just not as abusable as Death's Shadow and it's not reliable enough for most other decks.
At best there might be an archetype in standard it fits in. But I can't imagine what that would be.
I think this is the most powerful card in the set by a mile. Nit a high bar for this set but still.
Where as deaths shadow is basically limited to deaths shadow lists, I can see this being run in just everyday grindy lists like jund. Not as good as goyf early, probably much better late game or in a topdeck war. Kicking it against a control match is also probably huge game.
So, what? Both players shock and you get a 2/2 with no evasion on turn 2?
Following this logic Death Shadow dies immediately if I can't magically loose 8 life in turn 1 and is therefore not "on curve". Makes Death's Shadow obviously a bad card...
I mean you essentially already mentioned how to play the card... You need some for of enabler to abuse its ability. And yes, it will need different enabler from death's shadow.
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I think this is the most powerful card in the set by a mile. Nit a high bar for this set but still.
Where as deaths shadow is basically limited to deaths shadow lists, I can see this being run in just everyday grindy lists like jund. Not as good as goyf early, probably much better late game or in a topdeck war. Kicking it against a control match is also probably huge game.
Just tried Jund against RG Ponza in Modern for a few rounds. Scourge of the Skyclaves was a 3/3 or smaller for too long (for one notable game, Jund was at 20 life for the first 7 turns of the game).
Scourge is absolutely nuts late-game, but I need a suicidal aggro deck to make this worth playing early- or mid-game.
In the right suicide black (or red?) build, this guy is a winner!
However, for those saying it's this sets' Goyf, not sure if that's a good comparison -- Goyf is far more reliable and requires a lot less work to at least make it properly curve by turn 2 (and is always, at the very least, a 0/1).
But I can see people running it as a 1 or 2 of outside of suicide decks as a game finisher.
I think this is the most powerful card in the set by a mile. Nit a high bar for this set but still.
Where as deaths shadow is basically limited to deaths shadow lists, I can see this being run in just everyday grindy lists like jund. Not as good as goyf early, probably much better late game or in a topdeck war. Kicking it against a control match is also probably huge game.
Just tried Jund against RG Ponza in Modern for a few rounds. Scourge of the Skyclaves was a 3/3 or smaller for too long (for one notable game, Jund was at 20 life for the first 7 turns of the game).
Scourge is absolutely nuts late-game, but I need a suicidal aggro deck to make this worth playing early- or mid-game.
I dont imagine playing this turn 2 will always be the right call, but I don't think it's hard to believe by turn 2 both players have fetched and shocked at least once. You can control the loss of your own life pretty well and all you really need to do is hit once or twice for this thing to be a must answer.
This is one of those cards that I think is misread. It's not a turn two drop. It's more like a turn four drop in combination with another card. I don't think it's good but I miss way more than I hit with that on cards that could go either way. I also don't necessarily think the Standard format would be healthy either if a card like this is good because it means there's not a lot of good answers for early game problems. A sign of deeper issues in Standard.
starts getting useful once both players are below 17 life in regular magic.
not sure what really can this do.
not so, since if kicked at certain points in a commander game can offset alot of incidental or incremental life gain some decks can produce. Not perfect by any means and you have to have the right timing but it can at least change the tables politics
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Death's Shadow had a baby. This thing could probably be played in the same places Death's Shadow is, and any black-based aggro deck. In EDH, you always play this kicked unless that game is almost over.
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kicking it that’s another instant win with wound reflection/Archfiend of Despair Effects
edit whoop read it wrong its always 20/20 but its shrinks based on life total
But I like the overall design of this card. It seems obvious that the kicker works on casting, but for some reason it really feels neat to me.
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Reread it. It's teh same as detah's shadow. It gets smaller for large life total. It gets bigger for small life total.
So, cost twice as much and now you need to count on your opponent lose life on your behalf to get started. OTOH, it starts at 20, not 13 and a lot of decks play fetches and shocks. But once your opponent knows you play this, they can avoid shocking themselves. All in all, I have huge doubt this is modern-playable in the GDS decks. Too many things are out of your control, and 7 mana to ensure its size is way to much for modern.
Nah, read below.
I can actually see this seeing play in Modern Aggro Death's Shadow builds (the ones that also play Monastery Swiftspear) and even RB Prowess builds (they still stick with Lurrus of the Dream-Den as their Companion). Nothing like tearing out 3-5 life out of yourself and 2-5 life out of your opponent by the time you play this on Turn 2, and your opponent may even help you with their fetch-and-shock mana base. A Turn 3 one can be truly scary, even in RB Prowess. Admittedly, this guy is BFFs with Gut Shot and the mythic MDFCs, but now I'm finally interested in building RB Prowess!
Now, regarding the artwork: Is this person using their wings as crutches? Canes? A throne, maybe? And what's with the ginormous tail? Dragons be jelly, yo!
starts getting useful once both players are below 17 life in regular magic.
not sure what really can this do.
And he dies if you give him lifelink, I think?
Not necessarily. If your opponent has less life than you, it survives. For example, you at 10, opp at 17. This is a 3/3. After a lifelink hit, your opp is at 14, you're at 13, so it grows to a 6/6.
Yeah, in builds with other 1-drop than can hit right away and enough direct burn it's probably pretty good. RB prowess will like it for sure. I'd even say this might turn out to be the tarmogoyf of the set. Too bad it's an obvious poerhouse and a mythic. It won't be cheap.
To answer a question above, yes it shrinks if you give it lifelink. Unless you have less life than your opponents.
And I am not convinced that people will stop playing a fetch land to not get hit by it. Too much mana fixing depends on these. I can see a delayed shock land play however.
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So, what? Both players shock and you get a 2/2 with no evasion on turn 2?
If one person doesn't shock it does nothing on curve?
It can close out the game if both players are hurt. But a lot of things do that. What if only your opponent is hurt or what if only you are hurt?
If you're relying on kicker at 7 mana then you're knocking both players down to play a beater with no evasion.
I'm sorry the whole card seems a little subpar. It's just not as abusable as Death's Shadow and it's not reliable enough for most other decks.
At best there might be an archetype in standard it fits in. But I can't imagine what that would be.
Where as deaths shadow is basically limited to deaths shadow lists, I can see this being run in just everyday grindy lists like jund. Not as good as goyf early, probably much better late game or in a topdeck war. Kicking it against a control match is also probably huge game.
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Following this logic Death Shadow dies immediately if I can't magically loose 8 life in turn 1 and is therefore not "on curve". Makes Death's Shadow obviously a bad card...
I mean you essentially already mentioned how to play the card... You need some for of enabler to abuse its ability. And yes, it will need different enabler from death's shadow.
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Just tried Jund against RG Ponza in Modern for a few rounds. Scourge of the Skyclaves was a 3/3 or smaller for too long (for one notable game, Jund was at 20 life for the first 7 turns of the game).
Scourge is absolutely nuts late-game, but I need a suicidal aggro deck to make this worth playing early- or mid-game.
However, for those saying it's this sets' Goyf, not sure if that's a good comparison -- Goyf is far more reliable and requires a lot less work to at least make it properly curve by turn 2 (and is always, at the very least, a 0/1).
But I can see people running it as a 1 or 2 of outside of suicide decks as a game finisher.
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I dont imagine playing this turn 2 will always be the right call, but I don't think it's hard to believe by turn 2 both players have fetched and shocked at least once. You can control the loss of your own life pretty well and all you really need to do is hit once or twice for this thing to be a must answer.
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