I think the "base" card to compare to is Vindicate - which obviously is a tough card to be compared to. Sure, this is more narrow in that you can't take care of lands, artifacts or enchantments but for me the main utility of Vindicate is its ability to take down PW's and often times it's just creature removal. This is effectively the same card with the exception that you don't have to be in white to get the main utility out of the spell. And don't get me wrong, I do like Vindicating lands etc. when it's relevant but for the most part it's just creature/PW removal. The versatility on Vindicate can't be beat.
Then there's also the fact that if you topdeck this later on and you're empty-handed, you get to pay an extra 4 for a 4/4. I really like this card and think it's great. Answers to planeswalkers are generally nice to have and the possibility of casting it for its Awaken cost is just a nice little bonus to an already appealing card.
This reminds me more of Chainer's Edict than Burst Lightning but I think both comparisons are apt. Three mana to kill a creature or PW is nearly always an decent deal, and the Awaken mode is merely a very viable late-game alternate cost. Getting a 4/4 haste and answering a 'walker is probably well worth seven mana in many game states. Especially since the hasty big creature may be able to take down a 'walker on its own.
Besides Hero's Downfall and Dreadbore, I believe this card compares most to Council's Judgment, which I'm sure most of us play. Sorcery speed, WW / BB in mana cost, both can't hit lands. Council's Judgment removal is more flexible because it can hit artifacts, enchantments, and things with hexproof, but Ruinous Path makes up for it with its Awaken ability.
Another point that no one has mentioned yet is that Hero's Downfall can't kill an opponent's planeswalker before he can use one of its abilities even though it is instant.
Although the 'instant' part is still relevant, I think I prefer the new Ruinous Path to Downfall.
You will play the card reactively (which is the only way you can because it's a sorcery), but Downfall is also played best reactively in my opinion. You rarely would keep mana open to destroy a thing your opponent might or might not play if you could do something else on your turn.
I think this is the black version of Exquisite Firecraft, but better. If you're running the latter in Cube, you should also consider this for black.
It passes the baseline requirements of a solid removal, so I don't understand the apprehension/aversion of Ruinous Path. Given that we've so many walkers to choose from today, it's imperative we've the likes of Dreadbore, Downfall and Ruinous Path as well for balancing purposes.
Cards with two modes are generally very good. When that first mode almost gets there on its own--and frankly, I would probably play it at least for a little bit w/o the second half, if I had a larger cube--then that seems like a really good card. Having the second half of a card make a hasty creature seems really great. Im a big fan of this card and hope it won't be expensive since I'm cheap, but it prob will be.
I might remove diabolic edict. It can be really good, but it has one of the lowest floors of the cards in that pool, even if some of the cards are uncastable against certain creatures/decks.
I'm really thinking about cutting hero's downfall for this. Instant speed IS really good, don't get me wrong, but the 4/4 kicker ability might be better.
I think this card is good. I like Hero's Downfall more than Ruinous Path, just like I like Diabolic Edict more than Chainer's Edict - and I play both atm. The sorcery speed gets compensated enough by the flexible modes. Black being stacked at 3cmc now is more problematic to me.
The edicts are a good comparison. I'm warming to this card substantially, and I hope it tests as well as I think it will.
I'm really thinking about cutting hero's downfall for this. Instant speed IS really good, don't get me wrong, but the 4/4 kicker ability might be better.
Although I like this card I like Hero's Downfall more. Having that extra turn to make your decision is a huge advantage. As well you have the surprise factor for the possible two for one or any other strategies where instant speed is useful.
I like Ruinous Path and will play it, but I don't think it will make it's way into 360 cubes unless the walker kill is sorely needed.
I think this card is being undervalued by the folks on this board. It's a great card, and will do good work in the cube.
I get that feeling too, but before testing, would you remove any of the following cards for it?
Diabolic edict, heros downfall, go for the throat, dismember, snuff out, chainers edict, shriekmaw, profane command
I think this card competes with Profane Command the most due to both being sorcery speed, modal, and have BB in the cost. While Profane Command is the more interesting card, I believe that Ruinous Path is more useable throughout the game. Profane Commmand isn't doing much on turn 3, and at 7 mana Profane Command can't even remove a titan.
I also wouldn't cut an Edict for this unless you removed all the swords, protection, hexproof, and shroud cards from your cube.
Yeah, I have been thinking about cutting Profane Command for Ruinous Path, too. The option to make your aggro team unblockable would be missed though. It is a good way to give black aggro some reach.
I would cut Malicious Affliction for Ruinous Path in a heartbeat assuming I still cubed it. Affliction is great and all, but it doesn't really bring any variety to black.
Malicious Affliction has a fun mini-game / demands waiting for the correct opportunity. I think it is quite interesting for being just another black removal spell. Still, it is one of the more reasonable options as a cut for RP.
That might be my cut, depending on what else we get in black. And while I don't know exactly how it'll perform, it may actually be better than Hero's Downfall in this format.
5BB
When this comes into play, destroy target creature or planeswalker.
Evoke 1BB
If this goes to a graveyard from anywhere, exile it.
4/4
I'm not so sure that I would.
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Then there's also the fact that if you topdeck this later on and you're empty-handed, you get to pay an extra 4 for a 4/4. I really like this card and think it's great. Answers to planeswalkers are generally nice to have and the possibility of casting it for its Awaken cost is just a nice little bonus to an already appealing card.
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Although the 'instant' part is still relevant, I think I prefer the new Ruinous Path to Downfall.
You will play the card reactively (which is the only way you can because it's a sorcery), but Downfall is also played best reactively in my opinion. You rarely would keep mana open to destroy a thing your opponent might or might not play if you could do something else on your turn.
That's not an awful card, but it needs a "pay 1 to attack or block" clause.
And I would play the crap out of this, because the evoke is worth it no matter what creature came attached.
This would also have haste on the creature, too.
On spoiled card wishlisting and 'should-have-had'-isms:
It passes the baseline requirements of a solid removal, so I don't understand the apprehension/aversion of Ruinous Path. Given that we've so many walkers to choose from today, it's imperative we've the likes of Dreadbore, Downfall and Ruinous Path as well for balancing purposes.
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I get that feeling too, but before testing, would you remove any of the following cards for it?
Diabolic edict, heros downfall, go for the throat, dismember, snuff out, chainers edict, shriekmaw, profane command
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The edicts are a good comparison. I'm warming to this card substantially, and I hope it tests as well as I think it will.
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Although I like this card I like Hero's Downfall more. Having that extra turn to make your decision is a huge advantage. As well you have the surprise factor for the possible two for one or any other strategies where instant speed is useful.
I like Ruinous Path and will play it, but I don't think it will make it's way into 360 cubes unless the walker kill is sorely needed.
I think this card competes with Profane Command the most due to both being sorcery speed, modal, and have BB in the cost. While Profane Command is the more interesting card, I believe that Ruinous Path is more useable throughout the game. Profane Commmand isn't doing much on turn 3, and at 7 mana Profane Command can't even remove a titan.
I also wouldn't cut an Edict for this unless you removed all the swords, protection, hexproof, and shroud cards from your cube.
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