Turn 1 : Ornithopter, land , drums, this
Turn 2 : land, equip to thopter, swing in for the flip.
requires a nut draw of Thoper, two lands, this and drums. But hardly not achievable.
I think you're still an Opal or a SSG short. This costs 2. Drum costs 1. After you tap your land to drop Drums, you can tap the thopter and the drum for one mana... but you still need another one.
The comments of how the recent sets are dedicating more and more slots to commander decks start to have basis in reality. This card is completely tailored for multiplayer commander. Sure, maybe someone can find a way to make this work in 1v1 constructed, but doesn't seem great giving your opponent two free blockers. And you would need the land for a ramp deck, but then you need a creature to attack with it, etc. In short, card is all over the place, but will be funny in commander.
As a sidenote, first wizards let pterodactyls slide as dinosaurs, now they're giving support to the pseudoscience of dowsing? tsk, tsk. Is WoTC trolling scientists? heh (though to be fair some people that 'defend' dowsing claim that it works with leylines, which is pure nonsense in the real world, but they do exist in Magic and... oh, leyline reprints incoming?)
This card will see play, in both standard and non-rotating formats. For a guy who complains as much as you do, I'd think you would be a bit more creative instead of writing off cards during spoiler season. 0/2 ground bodies mean absolutely nothing when they're staring down Tron-esque mana generation on turn 3.
There is absolutely no reason for this to not be flipped turn-2 with proper support. This isn't Sin Prodder level of support needed, and the payoff is quite powerful. It allows you to Cancel the next spell, I picture this slotting into UW control shell but with a higher creature count. Sticking this on Spiketail Hatchling for instance. It has serious potential.
I am actually curious. Could you tell me how to flip this turn 2 with proper support?
Affinity:
Turn 1 : Ornithopter, land , drums, this
Turn 2 : land, equip to thopter, swing in for the flip.
requires a nut draw of Thoper, two lands, this and drums. But hardly not achievable.
Sorry if this has been pointed out already, but has anyone else noticed the "<!-- Crazy Egg --> " comment in the source code for the page that leads to some javascript. I'm currently deciphering it as we speak.
EDIT: Woops, nevermind, thought it might be an easter egg. Turns out it's just web page analytics.
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
Or you know , you could just use the new zendikar lands that check for 2 basics and enter untapped. That will meet the criteria for knights ability.
Also it won't be difficult at all to set-up two basics with fetchlands/knight. In bant colors a tempo/ramp deck could easily be built.
Remands
BoPs
Knight of rel.
serrum visions.
various good ramp stuff.
control magic.
etc.
Would probably play similarly to scapeshift.
I mean imagine :
T1 forest/fetch BoP
T2 Land Knight
T3 enchantment , path to exile BoP ,fetch basic, go crazy.
Is it just me or is "Awaken" amazing in control decks?
"Here use these spells early game to survive till late game, don't worry about running creatures, when you have board control and lots of mana just turn your lands into creatures."
value value value, and actually requires smart play as you don't want to needlessly lose lands.
woops. Misread, thought it cost 1.
Affinity:
Turn 1 : Ornithopter, land , drums, this
Turn 2 : land, equip to thopter, swing in for the flip.
requires a nut draw of Thoper, two lands, this and drums. But hardly not achievable.
EDIT: Woops, nevermind, thought it might be an easter egg. Turns out it's just web page analytics.
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
just as an idea:
3 Past in Flames
3 Desperate Ravings
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
4 Pyretic Ritual
4 Desperate Ritual
4 Manamorphose
4 Trail of Evidence
4 Krark-Clan Ironworks
3 Vessel of Volatility
4 Steam Vents
4 Polluted Delta
4 Bloodstained Mire
2 Island
1 Mountain
2 Shivan Reef
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
It could potentially allow us to lower our number of cantrips , maybe replace a few cantrips with the new Vessel of Volatility.
It would certainly help with those cases where you a ton of mana but not enough draw to keep going .
Perhaps (and this sounds crazy) we could use Krark-clan Ironworks to generate 2 mana off the investigate artifact tokens for a large Blaze or something of that effect?
Combined with voyaging satyr and it could be pretty explosive.
I would've thought the beatdown route would at least want one , seeing as it is tutorable with Knight.
Here is my take :
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/633065-retreat-to-reliquary
Ruin ghost I think is a must for redundancy.
Say hello to Retreat to reliquary.
3 Collected Company
2 Detention Sphere
3 Flooded Strand
5 Forest
1 Gavony Township
4 Hedron Crab
2 Idyllic tutor
1 ISland
1 Kessig wolf run
4 knight of the reliquary
4 Noble Hierarch
2 Path to exile
5 Plains
4 Retreat to Coralhelm
4 Remand
2 Ruin Ghost
4 Serum visions
1 supreme Verdict
4 Windswept heath
The deck has the following combos:
Retreat + Knight + hedron - mill 60
Retreat + ruin ghost + hedron - inf mill
Retreat + Knight + kessig - hit for 35 trample
2x Retreat + Ruin/Knight - scry lots
Thinking of including Elixir of immortality and sphinxes rev but not sure yet. Thoughts / suggestions?
If you are struggling to set up the combo then you can always just go on the beatdown with gavony and kessig.
Other combo ideas:
Prismatic Omen + valakut
Also it won't be difficult at all to set-up two basics with fetchlands/knight. In bant colors a tempo/ramp deck could easily be built.
Remands
BoPs
Knight of rel.
serrum visions.
various good ramp stuff.
control magic.
etc.
Would probably play similarly to scapeshift.
I mean imagine :
T1 forest/fetch BoP
T2 Land Knight
T3 enchantment , path to exile BoP ,fetch basic, go crazy.
"Here use these spells early game to survive till late game, don't worry about running creatures, when you have board control and lots of mana just turn your lands into creatures."
value value value, and actually requires smart play as you don't want to needlessly lose lands.
Please comment on any cards you think may be useful.
4 Monastery swiftspear
4 storm entity
4 simian spirit guide
//spells
2 gut shot
4 desperate ritual
4 pyretic ritual
4 manamorphose
4 gitaxian probe
4 dragon mantle
4 crimson wisps
4 lightning bolt
18 mountains
other cards Im thinking about are : mutagenic growth, priest of urabrask,Burning-Tree Emissary and nivmagus elemental.
Will it be worth putting time into testing this idea, or is it doomed to fail?
Any hints and suggestions are welcome, thanks for your time.