Huh, and I thought the go-wide spellslinger thing was WU in Dominaria United Limited.
Turns out its WUR.
I think this could be fun in a go wide deck, and I love the hidden trample. Helps me move past nightmares of not being able to push through all those "bird" tokens in various Standards.
I feel like this could just do all three effects at once and still might not be good.
If this was:
Braids's Terrifying Return 2B
Sorcery — Uncommon
You may sacrifice a creature. If you do, each opponent discards a card. Return target creature card from your graveyard to your hand.
Target opponent may sacrifice a nonland, nontoken permanent. If they don't, they lose 2 life and you draw a card.
It'd be good in Standard.
For 3 CMC: discard, raise dead, they lose 2, draw a card.
I think it actually gains a ton of versatility in having Read Ahead. Play as is when you've got some breathing room or fast-forward when necessary. I'm definitely going to try these out a ton in limited.
This is one of my favorite lands in a while. It's mechanically interesting, and I love that it can be another way to get an untapped gate for gate decks.
Some of these: Gatecreeper Vine, Navigation Orb, Open the Gates are low enough CMC to potentially allow it be played untapped early game. (Orb if you have Sol Ring or a mana dork). Having another gate with a unique name is especially good for EDH gate decks that look for numbers/uniquely-named gates.
I wish they would make a functional reprint instead. EDH is the most popular format but they keep wasting cardboard on it instead of letting us double up on the effect
They should have a couple of staple cards and just say 'we are going to stop actually printing them for a few years, but these are perpetually Standard legal'. Save some paper.
It does let them keep it for limited, too, without making too many versions of it. We get a spin on it every once in a while:
The next member of the rare lords cycle is blue with Merfolk. How does stapling a Cursecatcher to each of your other Merfolks, possibly at instant speed, sound?
It's even better than Cursecatcher's ability. This can counter any noncreature, Cursecatcher is only instant or sorcery. It's more Negate; less Disrupt (albeit without the cantrip).
There are creatures with 2/3 and upsides for 2 mana in older editions, too. This is nothing new:
For example Destiny Spinner, Sylvan Advocate.
and many more... some are at least legendary but there are some mono colored specially multicolored.
And my favorite: Gifted Aetherborn. Could theoretically be used as a speed bump to aggro as well.
That Lhurgoyf..... I think it's kinda hard to compare it to Tarmogoyf
I mean, Tarmo was crazy bananas in tempo oriented goodstuff strats.
for example:
T1: fetchland, Thoughtseize hitting anything that's not a sorcery.
T2: Tarmogoyf 3/4... then ride it for the win from there.
this new dude is nowhere near that potential of growth while disrupting opponent on turn 2.
but then, it can be a whole lot larger than Tarmo in a deck that's easier to assemble...
all you really want is a deck with a crapton of creatures with graveyard synergies and you're good to go.
this dude will get to crazy bananas stats, maybe hit for like 5 or 6 on turn 3 or something.
It's certainly powerful in a vacuum.
let's just wait and see what happens.
It's more like a comparison to the original Lhurgoyf from Ice Age.
Will work fine in Standard mono black aggro. Jadar enables it by himself. Also great after a Wrath or a Massacre. In some cases it's better than the rare iterations. You don't have to be handless like Dread Wanderer, and Blood Soaked Champion doesn't do anything after a board wipe.
I like this a lot. Anyway to flicker my ol' pal Mulldrifter. Is there anything in the current story about this, ship? I know it's a Keldon ship that was supposed to take them to their version of Valhalla or something; but is it relevant to the story, now?
I always thought it was an easter egg referring to the Argo from the myths of Jason and the Argonauts, whom seek the Golden Fleece; and I'm glad to see it again.
I think she'll be pretty good in the right shell. Punisher cards just need the right environment. Browbeat was very heavily played in Standard, and Risk Factor was played quite a bit, as well. This kind of splits the difference, as if you they choose not to they take damage and you draw a card. At it's best its cleaning up permanents, at its worst its a Phyrexian Arena, but your opponent takes the loss. I'm anxious to try a Standard deck with Braids, Arisen Nightmare, Liliana of the Veil, and The Raven Man.
New Braids seems great. Stats are reasonable for the cost, and the ability triggering during your endstep means it can do something right away. Now you do need to build around it a little by having cards you actively want to sacrifice (like a Doomed Traveller-style card), so that while you might not always get the specific two for one you want, you still get one regardless of your opponents choice.
The other, and I think more interesting way to build with new Braids, at least in 60 card formats, is to build it with the idea that your opponent *won't* be able to sacrifice anything, so you'll always deal 2 and draw a card. Think stuff like Blood Tokens or, even though they are rotating out of standard, the Omen cycle from Theros. There are plenty of decks that either have no enchantments/artifacts in them, or very few, and if you do something like turn two Omen of the Forge, turn three Braids, sac the Omen, you're almost always going to deal 2 and draw a card.
Does anyone else think The World Spell could be problematic in Standard? Namely in G ramp decks?
We were talking about this earlier... Depending on the deck, Storm the Festival is probably still usually better. Sloth and Snail, here is either a slow Tooth and Nail, or an unentwined Tooth and Nail. It really depends on how the meta shakes out, I supposed, but since it can't tutor, you either need a density of high-cost creatures or your chance to whiff goes up.
Tap my Great Henge for GG. Cast Lawnmower Elf for G, paying the extra G. Gain 2 life, draw 2 cards, get a 2/2 elf.
Turns out its WUR.
I think this could be fun in a go wide deck, and I love the hidden trample. Helps me move past nightmares of not being able to push through all those "bird" tokens in various Standards.
If this was:
It'd be good in Standard.
For 3 CMC: discard, raise dead, they lose 2, draw a card.
I think it actually gains a ton of versatility in having Read Ahead. Play as is when you've got some breathing room or fast-forward when necessary. I'm definitely going to try these out a ton in limited.
FWIW, also has positive interactions with:
Some of these: Gatecreeper Vine, Navigation Orb, Open the Gates are low enough CMC to potentially allow it be played untapped early game. (Orb if you have Sol Ring or a mana dork). Having another gate with a unique name is especially good for EDH gate decks that look for numbers/uniquely-named gates.
It does let them keep it for limited, too, without making too many versions of it. We get a spin on it every once in a while:
You can always just use regular Counterspells, too.
And if you give him flash, his second ability can only be used at sorcery speed.
And my favorite: Gifted Aetherborn. Could theoretically be used as a speed bump to aggro as well.
It's more like a comparison to the original Lhurgoyf from Ice Age.
I always thought it was an easter egg referring to the Argo from the myths of Jason and the Argonauts, whom seek the Golden Fleece; and I'm glad to see it again.
We were talking about this earlier... Depending on the deck, Storm the Festival is probably still usually better. Sloth and Snail, here is either a slow Tooth and Nail, or an unentwined Tooth and Nail. It really depends on how the meta shakes out, I supposed, but since it can't tutor, you either need a density of high-cost creatures or your chance to whiff goes up.