I can't get a handle on this card. As far as I can tell, it could honestly be anything from a good card to an okay card to a windmill slam to complete and utter dreck.
I feel like being able to give any creature flying for that low of a cost seems pretty good, but maybe you don't want to tie up your mana. I just don't know. Thoughts?
EDIT: My bad for not posting the card. Guess not everyone has the spoiler tabbed out, heh.
Skygames - 1U
Enchantment - Aura
Enchant land
Enchanted land has [TAP]: Target creature gains flying until end of turn. Activate this ability only as a sorcery.
You aren't going to windmill slam this. Ever. Maybe look to wheel it when you're already in a blue deck. Picking up a singleton is always good as a 12-14th.
Goblin Tunneler was playable under the right conditions. This ties up a land though. And it can't trade with those 3/1s.
On the plus side, it makes almost any random creature a reasonable cipher target and it gives you some degree of reach late game with any random creature.
Because you can't block with it, it's probably only a 1-of, but you still need to have a good mix of cipher spells and creatures for it to be worth it. Possibly sideboard material vs Orzhov for Dimir/Simic.
This card is not good at all. In general only giving something an ability like flying in this case is not worth a card ie Flight. Of course this has the upside of being able to move the ability around but I dont think thats worth the added cost or the fact that you cant block flying creatures.
You also run into the problem that this card is blue which has the most flying creatures. Obviously if your creatures already have flying/unblockable then this is worthless.
It's probably neither great nor terrible. I am always wary of these cards that do nothing by themselves, but this effect is decent (and works on both offense and defense) and the cost is not too high, so I don't think it will be total dreck. Cipher obviously makes it more desirable but I do not think we want to have to put together 3 components to get a cipher effect.
EDIT: Apparently it does not work on both offense and defense. That makes it a bit worse. One thing that's worth noting is that since "Activate only as a sorcery" was almost certainly tacked on in development, they must have tested it and found that being able to use it as an instant was strong.
I would have to draft an awful lot of Ciphers and a distinct lack of evasion before considering this card. It's an emergency option for Dimir decks I suppose, but it's pretty terrible in a vacuum.
This card is not good at all. In general only giving something an ability like flying in this case is not worth a card ie Flight. Of course this has the upside of being able to move the ability around but I dont think thats worth the added cost or the fact that you cant block flying creatures.
You also run into the problem that this card is blue which has the most flying creatures. Obviously if your creatures already have flying/unblockable then this is worthless.
I mean it's pretty close to Cobbled Wings from ISD but a bit worse because you're blowing up a land if you want use it every turn. Cobbled Wings wasn't great but it wasn't completely terrible either. I think it actually should pair fairly well with the two blue guilds since Simic should have a lot of big green evolve guys on the ground to jump and Dimir has cipher that this can help trigger. I'll reserve my final judgment on the card until I've actually seen it in play a bit but I think it at least has some potential.
This looks weak to me. It seems like one of those cards you add to decks that have gone a bit wrong. No way to win? Throw in a Skygames and cross your fingers!
It behaves a bit like equipment - and equipment which adds no power is seldom good - but has an additional 1-per-turn cost added to an already narrow ability.
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well the problem with it is, it costs you a card, 2 mana, and a mana every turn. that's quite a bit, so you better be making something with power greater than 2 fly. i guess it also sort of works with cipher. it's not the worst card in the world. you grab one late if you find you either have a lot of craw wurms (there aren't a lot in this format) or cipher but lack evasion. picking up creatures that already have flying is generally a safer strategy. i tend to avoid equipment, auras, and cards in general that don't actually make creatures do more damage, but only grant them evasion
There's very few exciting nonrare targets for it in Dimir colors short of a few four-power uncommons and I guess Horror of the Dim or a boosted Wight of Precinct Six. Simic has a few more very vaguely relevant targets, especially if you're looking at heavily evolved guys, and Adaptive Snapjaw and Slaughterhorn are common while Rust Scarab is uncommon. The card starts to look straight-up legitimate if you're RUG, but if I'm really in on three colors, I'm probably doing that so that I don't have to play things like weird land auras and nonevasive expensive RG beaters.
Here's a question for people. Let's say you're Simic and the rest of your deck is just average Simic stuff, whatever you think that means at that point. How many Adaptive Snapjaws would you need to be playing before you'd want to play Skygames?
I'd say markedly worse than Rogue's Passage... Passage was nice because it didn't eat up a spell slot in your deck, and unblockable is better on offense than flying. I don't think the increased activation cost is going to be that big of a deal, as usually you activated Rogue's when you had nothing better to do anyway, and Skygames is a poor 2-drop and tempo weight afterwards until turn 5 or 6.
Also, we have seen one playable LD card... Frenzied Tilling.
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I don't know guys in limited being able to give something flying can win games. Is it the best card we've ever seen that does that? No, but I'd rather have an alright flight enabler than none at all.
With the Simic it can be used to give your big evolve creatures flying, since not all of them have it.
The same can be said for the Dimir with the exception that you now have an extra way to get Cipher through.
Any of the none blue guilds can easily splash in a U or 2 to get over some obstacles, even as just a sideboard for mirrors.
Now comes the real place where it will shine. Skygames reads that it gives target creature flying. So in 2 headed giant, which seems to be getting big as an extra prerelease, you can give your partners creature flying. I'm doing a Gruul/Dimir 2headed on Sunday. I can give my opponents 3 power or smaller creature flying and let my partner cast Grull charm. Yes it seems crazy to do but sometimes you have to think outside the box to kill a pesky creature.
Despite what the most of you think about skygames, this is NOT a bad card. Its very good if you like to kill any creature the opponent controls, weather its a 1/1 mana dork or a 200/200 primordial hydra.(Given said crature does not have indestructible or hex-proof.
Cards needed for combo. Skygames Plummet
And the needed mana.
Steps to execute combo.
1.Tap Skygames and give flying to an opponent creature.
2.Activate Plummet on said creature.
It's a very simple, and easily executed combo and very useful against big creatures. IF you want to pull this combo in your deck i would advise having at least 2 skygames and 4 Plummets.
Warning issued for thread necromancy. You can familiarize yourself with our forum rules here.-Hardened
Lol. When I saw this thread I first thought it was about a Fate Reforged spoiler card. My second thought once I saw the card is how terrible it is in limited, two cards (the card itself and the land you need to tap) just to give a creature flying each turn at sorcery speed. I guess I could see it having decent value in a fatties ground deck in a set in which board stalls would be frequent.
Lol. When I saw this thread I first thought it was about a Fate Reforged spoiler card. My second thought once I saw the card is how terrible it is in limited, two cards (the card itself and the land you need to tap) just to give a creature flying each turn at sorcery speed. I guess I could see it having decent value in a fatties ground deck in a set in which board stalls would be frequent.
The card was beyond unplayable in Gatecrash, but it probably would have been decent in M14.
He's talking about the new limited constructed format that Wizards announced two weeks ago. It was a constructed format made up entirely of cards that were consistently picked 11th or higher. Unfortunately, someone had the bad idea of drafting the format. After 5 drafts, no legal cards were left in the format and Wizards had to cancel it.
That was a key combo of the format, since it otherwise had no removal.
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I feel like being able to give any creature flying for that low of a cost seems pretty good, but maybe you don't want to tie up your mana. I just don't know. Thoughts?
EDIT: My bad for not posting the card. Guess not everyone has the spoiler tabbed out, heh.
Skygames - 1U
Enchantment - Aura
Enchant land
Enchanted land has [TAP]: Target creature gains flying until end of turn. Activate this ability only as a sorcery.
Goblin Tunneler was playable under the right conditions. This ties up a land though. And it can't trade with those 3/1s.
On the plus side, it makes almost any random creature a reasonable cipher target and it gives you some degree of reach late game with any random creature.
Because you can't block with it, it's probably only a 1-of, but you still need to have a good mix of cipher spells and creatures for it to be worth it. Possibly sideboard material vs Orzhov for Dimir/Simic.
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You also run into the problem that this card is blue which has the most flying creatures. Obviously if your creatures already have flying/unblockable then this is worthless.
EDIT: Apparently it does not work on both offense and defense. That makes it a bit worse. One thing that's worth noting is that since "Activate only as a sorcery" was almost certainly tacked on in development, they must have tested it and found that being able to use it as an instant was strong.
I mean it's pretty close to Cobbled Wings from ISD but a bit worse because you're blowing up a land if you want use it every turn. Cobbled Wings wasn't great but it wasn't completely terrible either. I think it actually should pair fairly well with the two blue guilds since Simic should have a lot of big green evolve guys on the ground to jump and Dimir has cipher that this can help trigger. I'll reserve my final judgment on the card until I've actually seen it in play a bit but I think it at least has some potential.
It behaves a bit like equipment - and equipment which adds no power is seldom good - but has an additional 1-per-turn cost added to an already narrow ability.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
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MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Here's a question for people. Let's say you're Simic and the rest of your deck is just average Simic stuff, whatever you think that means at that point. How many Adaptive Snapjaws would you need to be playing before you'd want to play Skygames?
I'd say markedly worse than Rogue's Passage... Passage was nice because it didn't eat up a spell slot in your deck, and unblockable is better on offense than flying. I don't think the increased activation cost is going to be that big of a deal, as usually you activated Rogue's when you had nothing better to do anyway, and Skygames is a poor 2-drop and tempo weight afterwards until turn 5 or 6.
Also, we have seen one playable LD card... Frenzied Tilling.
My Decks:
EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn
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With the Simic it can be used to give your big evolve creatures flying, since not all of them have it.
The same can be said for the Dimir with the exception that you now have an extra way to get Cipher through.
Any of the none blue guilds can easily splash in a U or 2 to get over some obstacles, even as just a sideboard for mirrors.
Now comes the real place where it will shine. Skygames reads that it gives target creature flying. So in 2 headed giant, which seems to be getting big as an extra prerelease, you can give your partners creature flying. I'm doing a Gruul/Dimir 2headed on Sunday. I can give my opponents 3 power or smaller creature flying and let my partner cast Grull charm. Yes it seems crazy to do but sometimes you have to think outside the box to kill a pesky creature.
Cards needed for combo.
Skygames
Plummet
And the needed mana.
Steps to execute combo.
1.Tap Skygames and give flying to an opponent creature.
2.Activate Plummet on said creature.
It's a very simple, and easily executed combo and very useful against big creatures. IF you want to pull this combo in your deck i would advise having at least 2 skygames and 4 Plummets.
Warning issued for thread necromancy. You can familiarize yourself with our forum rules here.-Hardened
Also...wrong forum? Playing Skygames and Plummet together in limited gets you DQ'd. Also...terrible combo, might as well just play real removals...
Lol. When I saw this thread I first thought it was about a Fate Reforged spoiler card. My second thought once I saw the card is how terrible it is in limited, two cards (the card itself and the land you need to tap) just to give a creature flying each turn at sorcery speed. I guess I could see it having decent value in a fatties ground deck in a set in which board stalls would be frequent.
The card was beyond unplayable in Gatecrash, but it probably would have been decent in M14.
Yeah.
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That was a key combo of the format, since it otherwise had no removal.