At first I thought Soul Ransom's second ability sacrificed the creature, not the enchantment, and I thought the card was nuts. Now... yeah I'm not so thrilled.
To me, all these three-ofs is indicative of non-tight deckbuilding. I would definitely cut the Righteous Blows; they're defensive in nature and pretty situational. Ideally you're playing a tempo game and curving out, so you often don't have the extra mana to hold up for the Righteous Blow. Cutting that gives you a lot more deckspace.
In terms of blink effects, I might trim at least one Cloudshift since 4 can lead to a lot of situations where you're totally overloaded on it. Restoration Angel is a great card in general and should probably be a three-of.
I feel for Standard, this deck should go in the direction of the two Block lists that Top 8'ed the PT. Add Thrun and Invisible Stalker for some sick damage.
The 3U draw 3 card is not bad. Putting the top three cards of your library into your hand and then putting a dead card away is a pretty good rate. Definitely playable in limited and I can imagine playing it in Block at the very least.
I have an Elesh Norn, Grand Cenobite in play, and my opponent has a Dungrove Elder in play with three Forests. My opponent then plays Phyrexian Metamorph to copy my Elesh Norn. I know the two Eleshes will die, but does the Dungrove Elder die as well?
I think people are undervaluing the Altar here. Going from 3 to 6 in terms of mana is huge acceleration, and its colourless too. I see a lot of potential for busted plays and high efficiency.
People who don't like this card don't understand the value of repeatable, uncounterable damage that doesn't take up a spell slot. It doesn't even come into play tapped.
Some people say 'hur durr it takes 6 mana', well the intent of the land isn't to come down on turn 3 and start Shocking them. The point is to play your spells (possibly playing them with mana from this land!), get in for some damage, and when they stabilize with counters, removal, and creatures, you Shock them for the last few damage in a way that they can't race or stop. In many ways it's similar to Shrine of Burning Rage in that regards.
Brimstone Volley seems quite powerful to me. Any burn spell that deals more than 3 damage should get attention, and triggering this one isn't too hard.
Pretty pissed that this can only be activated once per turn. I mean, flavourwise, it'd be SO awesome if it could be more than once... you have this amazing guy who can turn into a bird to fly over his enemies and then transform into a Rhino to attack. That's sweet Vorthos-wise!
Kinda disappointed that when I saw the first few words of Master Thief's text on Twitter, I thought it'd be 'Gain control of target creature', like a flightless Sower of Temptations, but alas it was not to be Wish they pushed the power level and made it rare.
People complaining about the mana cost in thread make me happy. Two years ago it would just be "BBBB? Gonna splash that, along with Cryptic Command and Cloudthresher".
Yeah, because back then we had Reflecting Pool and Vivid lands. And Cryptic Command was blue.
y not?
"Whenever a player casts an instant or sorcery spell that targets only a single Golem, that player copies that spell for each other Golem that spell could target. Each of those spells targets a different one of those Golems."
I cast aether tradewinds targeting my golem, then I copy that spell for each other golem and target them as well.
"Return target permanent (golem) you control and target permanent you don't control (their lands) to their owners' hands."
In terms of blink effects, I might trim at least one Cloudshift since 4 can lead to a lot of situations where you're totally overloaded on it. Restoration Angel is a great card in general and should probably be a three-of.
I feel for Standard, this deck should go in the direction of the two Block lists that Top 8'ed the PT. Add Thrun and Invisible Stalker for some sick damage.
Some people say 'hur durr it takes 6 mana', well the intent of the land isn't to come down on turn 3 and start Shocking them. The point is to play your spells (possibly playing them with mana from this land!), get in for some damage, and when they stabilize with counters, removal, and creatures, you Shock them for the last few damage in a way that they can't race or stop. In many ways it's similar to Shrine of Burning Rage in that regards.
Yeah, because back then we had Reflecting Pool and Vivid lands. And Cryptic Command was blue.
Unfortunately, your lands aren't mine, but if you used Islands instead of Forests, they could TAP like mine.
Look down, look up! Where are we? We're at FNM, with the LANDS YOUR LANDS COULD TAP LIKE.
What's in my hand? I'll play it. It's a Spreading Seas for that Land you love. Your FORESTS ARE NOW ISLANDS!
Anything is possible when you play Islands like a man and not a lady.
I'm Level 8.
(Doo doo doo doo doo doo doo doo!)
Read Precursor Golem again...
The card is bad, and trying to trick it out and live the dream is not going to work anywhere near reasonably. Too many things have to work perfectly.