Offensively this is a big threat even when cast for four mana, defensively you can swing with one token and still buff the ones held back at defense. The synergy with ramp and tokens is nice. I like it.
I agree that it's likely top 5 if you go the route you're talking about, and I'm similarly interested. The flying + scry 2 is the "best" outcome but I think logistically restraining players for cube will probably result in the best experience.
I’m curious about your threshold for adding a second set of manlands. I’m generally hesitant to run many taplands, since I’m worried about them being stumbling blocks, but I do have 9 slots per guild. Would you run these new lands alongside the old ones in lieu of checklands? I think those are the lowest hanging fruit of the enemy-guild lands I run.
This seems like a solid addition to the cube. At the very least, having a way to push some damage through seems like it's an upgrade to Soldier of the Pantheon, although it's probably closer to the 9th or 10th best 1-drop for white. I'm excited to take it for a spin.
I'm also interested in this. Hydroid Krasis is definitely better when you're casting it for 8 mana, but I like how this feels on the way up the curve more, and rounding up does matter. There aren't very many other Food sources in my cube currently (Gilded Goose and Oko are the only other two), but there's opportunity to get some marginal external value, and I'm considering at least one other external source (the BG land from this set). Being able to cash in for card draw even after casting this early seems decent to me.
Also each creature may have only one role? The new one bins the old one. Are the enchantment tokens colorless?
This pushes immediate damage if you have a board by giving 1/1 and trample to a dood, or it can come down on an empty board as an annoying 3/4 ward 1.
Generating extra goofy tokens onto the board can be helpful for all kinds of things. I think a lot of surprising interactions could come up with this card. A shame the enchantment version of Goblin Welder is Mardu and expensive to use.
This doesn't push immediate damage - Gylwain can only put roles on the creature entering. When he enters, he'll give himself a role, but can't give one to a creature you had before.
It's interesting and looks fun. Definitely considering it, but will have to figure out if it's good enough to stick.
I'm pretty excited about this one, because I'm not a huge fan of Hissing Quagmire. I like the food here - this feels like a very midrange-oriented manland that generates incremental value, which is where BG tends to end up. It can get in for some reasonable attacks as a 4/4 body while also buying you time with the food tokens. I think it'll perform a fair amount better than Hissing Quagmire does.
Ash Zealot is definitely the best 2-power haste creature, but the difference between 1R and RR is very real. If you're playing an aggro deck that isn't completely monored, it's much harder to land on-time.
I do run a couple double-pip black creatures (Bloodghast and Dauthi Voidwalker), but don't generally consider double-pip 2mv creatures if they're for dedicated aggro.
I don't have any such plans. For most guilds, I don't like having too many ETBT duals. The only guild that I think has two reasonably close manlands is Boros, and Boros really doesn't want multiple tapped lands. I'd consider it for Azorius and Dimir if another set of allied manlands was in this set, and even then only until if/when they complete the Horizon Canopy cycle.
I think that I want the following other sets of duals before I want a second manland:
ABUR
Fetch
Shock
Canopy
Pathway
Painland
Checkland
Maybe even the Rockfall Vale cycle, although I'm less confident on that.
I’m curious about your threshold for adding a second set of manlands. I’m generally hesitant to run many taplands, since I’m worried about them being stumbling blocks, but I do have 9 slots per guild. Would you run these new lands alongside the old ones in lieu of checklands? I think those are the lowest hanging fruit of the enemy-guild lands I run.
White:
Cheeky House-Mouse replaces Soldier of the Pantheon
Blue:
None.
Black:
Court of Locthwain replaces ???
Red:
Embereth Veteran replaces Falkenrath Gorger (it should replace Jackal Pup but I am not ready)
Green:
Gruff Triplets replacing Carnage Tyrant
Court of Garenbrig replacing ???
Multicolor:
Twining Twins replaces Pippin, Guard of the Citadel
Restless Spire replaces Wandering Fumarole
Restless Cottage replaces Hissing Quagmire
Mosswood Dreadknight replaces Life // Death
Restless Bivouac replaces Needle Spires
Kellan, the Fae-Blooded replaces Lightning Helix
Restless Vinestalk replaces Lumbering Falls
The Goose Mother replaces Hydroid Krasis
Colorless:
Edgewall Inn replaces Uncharted Haven
This seems like a solid addition to the cube. At the very least, having a way to push some damage through seems like it's an upgrade to Soldier of the Pantheon, although it's probably closer to the 9th or 10th best 1-drop for white. I'm excited to take it for a spin.
It's interesting and looks fun. Definitely considering it, but will have to figure out if it's good enough to stick.
I do run a couple double-pip black creatures (Bloodghast and Dauthi Voidwalker), but don't generally consider double-pip 2mv creatures if they're for dedicated aggro.
I like the instant speed Reckless Impulse for sure, but I can't see this outshining any of the above.
I think that I want the following other sets of duals before I want a second manland:
ABUR
Fetch
Shock
Canopy
Pathway
Painland
Checkland
Maybe even the Rockfall Vale cycle, although I'm less confident on that.