Yeah but even with wheels cards like narset, parter of veils or hullbreacher, or even smothering tithe are better. The turning lands into treasure is far more of a problem, but even that I could see on a 4 drop.
It's not inherently broken, but you have to keep in mind how many cards reference other cards by name when choosing the cards abilities and types. It makes accumulated knowledge good and thrumming stone broken, but cards that check type rather than name like urza's tower are unaffecred.
You can't use a two drop though. You need 3 one mana spells with an oil counter, and 3 correct untapped lands in order to turn 3 this guy. More than likely this is going to be a double spell on turn 4/5 which is still very good though.
Yes, I was merely pointing out that there are plenty of low-cost permanents which etb with oil counters in those colors. Even if as late as turn 5, I don't want to see that come down onto my opponent's battlefield, especially if I don't have Rebel Salvo in hand.
Yeah, but a 5/5 on turn 5 is a pretty standard creature at this point. Untamed Kavu is another uncommon that I would say is just outright better. Although to be fair the actual removal in this limited format seems worse than average so a 5/5 beat stick may just be a huge problem.
You can't use a two drop though. You need 3 one mana spells with an oil counter, and 3 correct untapped lands in order to turn 3 this guy. More than likely this is going to be a double spell on turn 4/5 which is still very good though.
A creature has summoning sickness unless it has been under your control since the start of your turn or your last turn if it is someone elses turn. More than likely the video you watched had some form of haste giver like hall of the bandit lord.
Gauntlet: so this is basically are Inexorable Tide of the set but can't touch poison and only one. Now the planeswalker auditions good but we all know that a vast majority normal ultimates just straight up end the game. For example Liliana, Dreadhorde General just straight up as if you cast a one sided obliterate
Normally yeah, but this allows the walkers without actual ultimates to also ultimate with say Narset, Parter of Veils. It might be the weakest part of the card, but it let's 4 walkers on the field go infinite since with three proliferating and the fourth -12 you get 12 counters per turn. Three walkers and one non creature spell per turn also lets you take infinite turns. It might just be a win more card, but it's a neat one.
It's toxic 2 which isn't nothing I guess. If you can connect once and proliferate that's 3 for corrupted. Seems mediocre to bad, but not the worst by any stretch.
I'm honestly not sure about this card. Toxic has no real meaning in a cube as Sandino said, but Proliferate does and I'm not sure how to evaluate combat damage proliferate on a beater. The fact that it has evasion makes it actually playable and the fact that it is 2G makes it much better in a cube than say Steel-Leaf Champion. I could easily see going turn 1 dork in to turn 2 this on the play just killing some people. So overall I'd say probably going in to larger cubes with no problem and maybe getting in to the borderline numbers depending on actual powerlevel.
The tokens will technically go in to the library only to immediately cease to exist afterward so for purposes of Warp World you would reveal another card for each token. When a game action moves a permanent token to another zone than the battlefield it always moves there which is why tokens can cause death triggers or a card like Barrin, Tolarian Archmage would count returning a token to your own hand. It's just that once they go to that zone they cease to exist.
I wasn't sure if the new ninja still dealt damage (again) before the other attackers, and perhaps allowed for some weird exploit where that newly ninjutsued double striker would push/delay the other attackers' damage to the "last damage step" since three-headed goblin and hat trick exist which indicates there could potentially be a third damage step in such corner cases (for creatures who will strike/deal their damage last), even when not playing with un-cards.
510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
Is the rule that sets up the damage step with first strike/double strike.
This is kind of neat design. The abilities are more of a traditional control walker, but with creature attacks being valued it encourages some more deck choices. Probably a good thing it's not in standard with Brazen Borrower though. That seems like it would get real annoying real fast.
That seems fine. You have to have the first Evolutionary Wish enter not copying anything in order for it to keep the name Evolutionary Wish in order for it to get something like Omniscience. Needing two copies of one card where the first one does literal nothing in order to get Omniscience in to play is fair. It's probably slightly better than trying to just bring it back from the GY in a deck dedicated to it.
If it was limited to only lands it would be neat and fringe playable. Maybe even good in weaker formats. As it is turn 3 emrakul or blightsteel is nuts
Yeah, but a 5/5 on turn 5 is a pretty standard creature at this point. Untamed Kavu is another uncommon that I would say is just outright better. Although to be fair the actual removal in this limited format seems worse than average so a 5/5 beat stick may just be a huge problem.
You can't use a two drop though. You need 3 one mana spells with an oil counter, and 3 correct untapped lands in order to turn 3 this guy. More than likely this is going to be a double spell on turn 4/5 which is still very good though.
Normally yeah, but this allows the walkers without actual ultimates to also ultimate with say Narset, Parter of Veils. It might be the weakest part of the card, but it let's 4 walkers on the field go infinite since with three proliferating and the fourth -12 you get 12 counters per turn. Three walkers and one non creature spell per turn also lets you take infinite turns. It might just be a win more card, but it's a neat one.
510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
Is the rule that sets up the damage step with first strike/double strike.