Identity Nemesis1UU
Creature - Merfolk Rogue {R}
As Identity Nemesis enters the battlefield, choose a player.
Identity Nemesis has protection from that player. (This creature cannot be blocked, targeted, damaged or enchanted by a source controlled by that player.)
3/1
Seems extremely good in Legacy. Will almost definitely find a place in Merfolk, and I could see this finding a place in decks that currently run Geist of Saint Traft as a replacement/alternate option.
Thoughts:
-Relevant creature type
-Great curve topper for Tempo/Aggro decks running heavy blue
-Blocks all ground threats indefinitely, and kills most of them as well
-Can pitch to FOW
-Probably the best equipment holder in the format (maybe Delver?)
-Small amount of answers: Discard, wrath, edict, counter
Finally Grixis tempo gets a dude that doesn't just die to... well... anything! I'm excited
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Tonight my listeners, a new power will rise,
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Your cities turn to ash, for the broadcast is cursed.
The signal is peaking and can't be reversed.
If you choose my children, you can try to hide.
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-The Sermon 2, The Creepshow
Question: If you Phantasmal Image this, does it ETB with protection from that player?
If you apply a replacement effect that then leaves you with another replacement effect to apply, you get to apply the new replacement effect as well.
So you would choose which player your Imaged Nemesis would have protection from.
As far as playing this guy in non-Merfolk deck, it suffers from the same problem Geist does: Vendilion Clique is just so much more powerful against combo decks, as it lets you leave counter mana up and also applies disruption on its own in addition to its clock.
Geist is certainly good in some decks, and as a supplement to Clique, but I can't see running this in a deck not named Merfolk that doesn't already have 3ish Cliques. Maybe sideboard to help in the various midrange matches.
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I'm just saying Canadian Thresh has Mongoose and WBR had Geist as their hard to stop guys. Grixis never had anything like this before so it's at least a consideration.
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a program of a slightly different strain.
Tonight my listeners, a new power will rise,
unleashed upon you all in this musical disguise.
Your cities turn to ash, for the broadcast is cursed.
The signal is peaking and can't be reversed.
If you choose my children, you can try to hide.
But I strongly suggest you run for your life."
-The Sermon 2, The Creepshow
I can definitely see this md'd in a whole variety of non-merfolk decks. I personally really despise the fact that this is a merfolk (i hate that deck), but regardless, its a mini-progenitus. Any deck that can reliably hit 3 mana that wins with creatures should and will run this. Blade? Check. Bug? Check. UWR delver? Check. She's an unblockable, hexproof, infinite chumpblocker that is amazing on either defense or offense.
This card is good, and should see plenty of play outside merfolk. I questioning if Merfolk would actually run this card since they attack and aren't blocked already. And at 3 Mana, merfolk wants to drop their lord, buff their other 2 creatures + mutavault and swing for 9-12 damage.
This card is good, and should see plenty of play outside merfolk. I questioning if Merfolk would actually run this card since they attack and aren't blocked already. And at 3 Mana, merfolk wants to drop their lord, buff their other 2 creatures + mutavault and swing for 9-12 damage.
I think this card seems strong in Merfolk. It solves some of the biggest problems Merfolk has:
1) dealing with lots of spot removal
2) dealing with creatures like Goyf that are just bigger than your dudes
3) having a single creature pose enough of a threat to bait a wrath without overextending
It also blocks and nullifies Jitte-bearers and Batterskulls, which can buy you the time for your unblockable dudes to finish the job.
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Buffs blue decks
Buffs Black decks
Nerfs combo because of the decks it makes more prominent
Nerfs Red, White, and B/x removal (decay, pulse)
All are slight, but we could see a meta shift a bit due to this guy. More blue to run him, more black to kill him, less reliance on StoP, Bolt, and Decay might occur.
...I can't see it in any Legacy decks though. Three is an awful lot of mana. Legacy usually rewards skimping on mana for something less absolute and then trying to overcome the "drawback".
I guess, I figure he's a good replacement for Geist in some decks. We occasionally see 3-mana dudes. Slower clock but he's always able to get there while offering some D at the same time.
He looks like he plays similar to a Creeping Tar Pit, but who can block + live.
He'll probably see play wherever Geist of Saint Traft sees play. He is a slower clock for tempo and against combo, but he's miles more resilient. I like to think of Geist as the "clock" side of Tarmogoyf and Identity Nemesis as the "wall" side.
I also have my doubts on his applications in Merfolk, though. Granted I don't play the deck, but everything is virtually unblockable anyway, Lords make everything relatively invulnerable to Infest effects, and isn't Kira, Great Glass-Spinner a better protection effect because it affects the team?
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Why is it a 3/1? Agree that it seems very lazy design. A 3/1 for 3 mana with protection from everything?
And why does protection from a player mean a creature can't block it? That makes no sense.
Because a player is controlling a creature essentially/that creature is an extension of them flavorwise it makes perfect sense. Not to mention if it DIDN'T have protection from creatures controlled by that player, it would be a VERY bad card.
Card seems alright. Legacy playable? Unsure but I'm leaning towards no.
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He'll probably see play wherever Geist of Saint Traft sees play. He is a slower clock for tempo and against combo, but he's miles more resilient. I like to think of Geist as the "clock" side of Tarmogoyf and Identity Nemesis as the "wall" side.
I also have my doubts on his applications in Merfolk, though. Granted I don't play the deck, but everything is virtually unblockable anyway, Lords make everything relatively invulnerable to Infest effects, and isn't Kira, Great Glass-Spinner a better protection effect because it affects the team?
The reason this has potential for merfolkd is because its good in all of merfolk's bad matchups. Merfolk has difficulty against non blue decks and decks that contain alot of spot removal. This is an unblockable creature versus maverick or jund that survives their removal options. It seems pretty good to me. That said, it's terrible versus miracles and combo.
If you don't think this has a place in Merfolk you've never played against a Punishing Fire deck. You literally have no outs except Wasteland and Kira from the board in that match. You just get completely rolled over. This card gives you a chance since those decks usually sacrifice speed for powerful, recurring, spot removal. I think this makes a lot of the bad matchups (Jund, Maverick, etc.) much better and Merfolks good matchups are already good. Merfolk will still get stomped by Goblins though thanks to the Piledriver, this will help a little though...
First off, whether it's "lazy design" or not has nothing to do with it's quality as a card.
Second off, several of the best cards in the game are examples of "lazy" design. Lightning bolt, anyone? Counterspell? (I know it's not that amazing anymore, but it was for a very long time).
Third, let's remember this card is designed for COMMANDER, not legacy. In legacy, yeah it's kind of lazy, but in commander it's anything but. It gets protection from ONE player, not from everything. It dies to basically anything by any other player, which forces those players to make a decision. Let's also realize that it's a VERY slow clock by itself in commander.
Finally, I'm pretty sure it's legacy playable. It's obviously freaking amazing carrying a sword or a jitte. It also acts as both a stabilizer and finisher in a blue-based control deck. It's good against a lot of the decks where geist is bad. I don't think it's an auto-include in every blue deck, but it'll see play.
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Because a player is controlling a creature essentially/that creature is an extension of them flavorwise it makes perfect sense. Not to mention if it DIDN'T have protection from creatures controlled by that player, it would be a VERY bad card.
Card seems alright. Legacy playable? Unsure but I'm leaning towards no.
I disagree. Players and creatures have always been separate. That's why Lightning Bolt reads, "3 damage to target creature or player.
As far as the card in Legacy, not sure it's any better than Geist and certainly worse than Clique. It doesn't dodge Terminus any better than Geist as well, combo players will laugh at it.
(I think it wouldn't dodge Terminus, correct me if I'm wrong. Protection from players doesn't seem to mean what I think it does.)
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Creature - Merfolk Rogue {R}
As Identity Nemesis enters the battlefield, choose a player.
Identity Nemesis has protection from that player. (This creature cannot be blocked, targeted, damaged or enchanted by a source controlled by that player.)
3/1
Seems extremely good in Legacy. Will almost definitely find a place in Merfolk, and I could see this finding a place in decks that currently run Geist of Saint Traft as a replacement/alternate option.
Thoughts:
-Relevant creature type
-Great curve topper for Tempo/Aggro decks running heavy blue
-Blocks all ground threats indefinitely, and kills most of them as well
-Can pitch to FOW
-Probably the best equipment holder in the format (maybe Delver?)
-Small amount of answers: Discard, wrath, edict, counter
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Tonight my listeners, a new power will rise,
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Your cities turn to ash, for the broadcast is cursed.
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But I strongly suggest you run for your life."
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If you apply a replacement effect that then leaves you with another replacement effect to apply, you get to apply the new replacement effect as well.
So you would choose which player your Imaged Nemesis would have protection from.
As far as playing this guy in non-Merfolk deck, it suffers from the same problem Geist does: Vendilion Clique is just so much more powerful against combo decks, as it lets you leave counter mana up and also applies disruption on its own in addition to its clock.
Geist is certainly good in some decks, and as a supplement to Clique, but I can't see running this in a deck not named Merfolk that doesn't already have 3ish Cliques. Maybe sideboard to help in the various midrange matches.
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a program of a slightly different strain.
Tonight my listeners, a new power will rise,
unleashed upon you all in this musical disguise.
Your cities turn to ash, for the broadcast is cursed.
The signal is peaking and can't be reversed.
If you choose my children, you can try to hide.
But I strongly suggest you run for your life."
-The Sermon 2, The Creepshow
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This card is good, and should see plenty of play outside merfolk. I questioning if Merfolk would actually run this card since they attack and aren't blocked already. And at 3 Mana, merfolk wants to drop their lord, buff their other 2 creatures + mutavault and swing for 9-12 damage.
I think this card seems strong in Merfolk. It solves some of the biggest problems Merfolk has:
1) dealing with lots of spot removal
2) dealing with creatures like Goyf that are just bigger than your dudes
3) having a single creature pose enough of a threat to bait a wrath without overextending
It also blocks and nullifies Jitte-bearers and Batterskulls, which can buy you the time for your unblockable dudes to finish the job.
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Buffs Black decks
Nerfs combo because of the decks it makes more prominent
Nerfs Red, White, and B/x removal (decay, pulse)
All are slight, but we could see a meta shift a bit due to this guy. More blue to run him, more black to kill him, less reliance on StoP, Bolt, and Decay might occur.
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Look
I don't like it though. It seems very lazy, very uninteractive, and I don't understand why it's blue.
Modern:
UWUW TronUW
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CEldrazi C
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Vintage
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He looks like he plays similar to a Creeping Tar Pit, but who can block + live.
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Draw
Fetch
Look
And why does protection from a player mean a creature can't block it? That makes no sense.
—Lim-Dûl, the Necromancer
I also have my doubts on his applications in Merfolk, though. Granted I don't play the deck, but everything is virtually unblockable anyway, Lords make everything relatively invulnerable to Infest effects, and isn't Kira, Great Glass-Spinner a better protection effect because it affects the team?
Special thanks to Hakai Studios and SushiOtter for the sig!
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Modern: UBR Blue Jund I WBX Eldrazi Processors I X Affinity I WRG Nacatl Burn I GR Tron I UBR Grishoalbrand
Because a player is controlling a creature essentially/that creature is an extension of them flavorwise it makes perfect sense. Not to mention if it DIDN'T have protection from creatures controlled by that player, it would be a VERY bad card.
Card seems alright. Legacy playable? Unsure but I'm leaning towards no.
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The reason this has potential for merfolkd is because its good in all of merfolk's bad matchups. Merfolk has difficulty against non blue decks and decks that contain alot of spot removal. This is an unblockable creature versus maverick or jund that survives their removal options. It seems pretty good to me. That said, it's terrible versus miracles and combo.
http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/661941-list-of-stores-that-support-legacy
http://www.mtgthesource.com/forums/showthread.php?28892-Compilation-Of-Legacy-Streams
RGoblinsR
RWerewolf StompyR
URU/R DelverRU
RGBelcherGR
BThe GateB
GBLoam PoxBG
WGBNic FitBGW
UHigh TideU
UMerfolkU
UFaerieNinjaStillU
WBUAffinityUBW
GSquirrelsG
UWGSliversGWU
First off, whether it's "lazy design" or not has nothing to do with it's quality as a card.
Second off, several of the best cards in the game are examples of "lazy" design. Lightning bolt, anyone? Counterspell? (I know it's not that amazing anymore, but it was for a very long time).
Third, let's remember this card is designed for COMMANDER, not legacy. In legacy, yeah it's kind of lazy, but in commander it's anything but. It gets protection from ONE player, not from everything. It dies to basically anything by any other player, which forces those players to make a decision. Let's also realize that it's a VERY slow clock by itself in commander.
Finally, I'm pretty sure it's legacy playable. It's obviously freaking amazing carrying a sword or a jitte. It also acts as both a stabilizer and finisher in a blue-based control deck. It's good against a lot of the decks where geist is bad. I don't think it's an auto-include in every blue deck, but it'll see play.
a vial deck with 3cmc creatures. very nice.
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UBW Oloro, Ageless Ascetic
Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tron GR
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
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Get her Pregnant only Once!
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I disagree. Players and creatures have always been separate. That's why Lightning Bolt reads, "3 damage to target creature or player.
As far as the card in Legacy, not sure it's any better than Geist and certainly worse than Clique. It doesn't dodge Terminus any better than Geist as well, combo players will laugh at it.
(I think it wouldn't dodge Terminus, correct me if I'm wrong. Protection from players doesn't seem to mean what I think it does.)
—Lim-Dûl, the Necromancer
RGoblinsR
RWerewolf StompyR
URU/R DelverRU
RGBelcherGR
BThe GateB
GBLoam PoxBG
WGBNic FitBGW
UHigh TideU
UMerfolkU
UFaerieNinjaStillU
WBUAffinityUBW
GSquirrelsG
UWGSliversGWU