Card's good. Not broken, but good. Luckily, most of green's 4cc creatures aren't that good, so there's room to experiment with stat monsters like this.
I really like the new design space they're exploring with having damage done to players be reflected at 'walkers too. It changes that whole combat dynamic, and it can allow you to keep pressure on the opponent and deal with walkers at the same time. Between the evasion and the haste, this can be pretty effective at dealing with 'walkers.
Unfortunately, I think I am going to skip it. I enjoy that it is 2GG. But I think the 4 drops I want in a midrange green decks are just better than this card upon my 2nd or 3rd evaluation of this. Definitely an add to the Ondeck binder.
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LEGACY|UWStonebladeCOMMANDER|UBGThe Mimeoplsm Ooze & Aghhs!MODERN|UWAzorius Control THE JUICE[BOX]³ CUBE
The green stat monster we've always wanted. I'm in shock that this has zero downside. Hits planeswalkers hard, especially since most tokens that planeswalkers generate can't block this.
The green stat monster we've always wanted. I'm in shock that this has zero downside. Hits planeswalkers hard, especially since most tokens that planeswalkers generate can't block this.
Also, True-Name Nemesis dies blocking this.
Why do True Name die?
Protection prevents the damage that would be dealt to TNN. Questing Beast no longer allows protection to prevent the damage, thus TNN will take damage and die upon combat in which it is dealt lethal damage.
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LEGACY|UWStonebladeCOMMANDER|UBGThe Mimeoplsm Ooze & Aghhs!MODERN|UWAzorius Control THE JUICE[BOX]³ CUBE
The green stat monster we've always wanted. I'm in shock that this has zero downside. Hits planeswalkers hard, especially since most tokens that planeswalkers generate can't block this.
Also, True-Name Nemesis dies blocking this.
Why do True Name die?
Protection prevents the damage that would be dealt to TNN. Questing Beast no longer allows protection to prevent the damage, thus TNN will take damage and die upon combat in which it is dealt lethal damage.
Maybe one day they'll create a card that says preventing damage cannot be prevented and then TNN can rule again.
I'm happy this exists. It's not as though the 4 drop slot in green is brimming with options. It may not be the most clever of designs but it's certainly powerful enough for cube.
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I really like the new design space they're exploring with having damage done to players be reflected at 'walkers too. It changes that whole combat dynamic, and it can allow you to keep pressure on the opponent and deal with walkers at the same time. Between the evasion and the haste, this can be pretty effective at dealing with 'walkers.
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Same Here! Fragile to removal, but might make up for it by being a combat nightmare for opponents.
Unfortunately, I think I am going to skip it. I enjoy that it is 2GG. But I think the 4 drops I want in a midrange green decks are just better than this card upon my 2nd or 3rd evaluation of this. Definitely an add to the Ondeck binder.
THE JUICE[BOX]³ CUBE
Why do True Name die?
Protection prevents the damage that would be dealt to TNN. Questing Beast no longer allows protection to prevent the damage, thus TNN will take damage and die upon combat in which it is dealt lethal damage.
THE JUICE[BOX]³ CUBE
Maybe one day they'll create a card that says preventing damage cannot be prevented and then TNN can rule again.
360 card powered Chicago cube:
https://cubecobra.com/cube/overview/e7r
2020 Numerical Power Rankings:
https://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-card-and-archetype/817969-2020-numerical-cube-power-rankings
2018 CubeTutor Power Rankings:
https://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-card-and-archetype/803301-cubetutor-power-rankings-2018-by-color-and-cmc