I think this card is being underrated. It's basicly a one-sided Vortex that loses the life clause in exchange for a bunch of other things. First, you don't get hurt by it. Also, you can ramp yourself to T5, you can gravehate your opponent, you gain some life each turn and you ultimately have access to a 4/5 indestructible beater. Seems like an excellent card. I just don't get why all this happens on a precombat mainphase trigger.
EDIT : Forget it, it's for the mana to be used. It's inelegant but otherwise the mana wouldn't be usable for sorcery-speed stuff.
You can cast the card's adventure mode from your hand, and it goes to exile when you do. Creatures with "adventure" can be cast from exile.
So if you cast the adventure spell first, you can get both the adventure effect and the creature. And all creatures with an adventure spell attached to them are essentially immune to being exiled, since you can simply re-cast them from that zone.
Aaron Forsythe clarified this - creatures with adventure gain the ability to be cast from exile as the adventure resolves. If the creature ends up in exile for any other reason, it'll be stranded like any other creature would be.
That's what I understood as well. So Path to Exile still deals with Adventures creatures.
On most cards if a spell or ability has multiple targets and then one of them is removed before resolution, you continue with as much of the effect of the spell as possible.
Does that mean you can put the ultimate on the stack exchanging control of your Food for your opponent's card, sacrifice the Food, and still get their card?
No you still need both permanents to make the exchange happens. Like with Gilded Drake for example.
This card looks pretty good.I mean, it does seek for a Strip Mine at such a low cost. Sure,the land entering the battlefield tapped kind of sucks but this effect is generally pretty good in cube. It also get the engine starting in the Liam/Crucible package. We do run Crop Rotation and Weathered Wayfarer in our cube so this addition is more than welcome. Finding any land here is key.
This card is also pretty good in the Storm Archetype since every NC spell you cast can add a R to your manapool. It really helps not to screw your storm sequence while providing an alternative wincon. Seems like a very versatile card to me! The only downside is its manacost.
Some decks just can't win to the card, which makes is serviceable in the Land-Deck. It's not in danger in our cube for now. It's mostly unplayable outside of this deck though. Most cubers doesn't like it for that reason. For our part, we like to think a little bit outside of the box. In fact, the Land-Deck do exist in our cube environment because of that. Without some key marginal pieces, it would just be some interactions between a couple of cards.
If you are interested in the deck, I advise you to take a look at the unfair section of our cube, see the CubeTutor link below. We've a lot of marginal cards that you won't find in most list, like Crop Rotation, Knight of Reliquary, Tatyova, Azusa and Exploration. It may provide you some sweet ideas for the deck. Wrenn and Six is in fact more then welcome to the package. The deck is now more real than ever. We think everyone who runs a power cube should give a try.
This is in fact a great pitch for green aggro! I do run the green aggresive package though and understand its benefit for the cube. I was mainly asking the question to icculushfb42. I edited my post just to make sure it's received the right way.
Definite include. My only concern is that I don't run green aggro but some of my drafters don't get that and try to force it anyway? So I worry that this card will end up being a bit of a trap.
I'm just curious, what's make your drafters to be incline to force green agressive decks at the moment if you don't have the support for it?
I know 11 is not a beautiful number, but I'd had Voltaic Brawler to this list. This guy hits so hard. Probably the best agressive 2-drop without drawback ever printed. It can easily connects for 9+ damage and ask for a trade.
This card is so sweet. Finally something that makes Gruul do interesting stuff. We'll be happy to find a spot for it in our Unfair Cube. This seems really good in the Lands-Deck and still decent in Midrange Decks that are interested in Strip Mine effect and such. The fact that the Canopy Land cycle is almost complete now is just cherry on top!
It's not as good as Crucible for doing its thing, but still damn powerful. And I except the ultimate to be quitte relevant if cast on T2 on the play. Real nightmare to deal with
EDIT : Forget it, it's for the mana to be used. It's inelegant but otherwise the mana wouldn't be usable for sorcery-speed stuff.
That's what I understood as well. So Path to Exile still deals with Adventures creatures.
Classic Manic Vandal type of a creature! Seems great!
No you still need both permanents to make the exchange happens. Like with Gilded Drake for example.
I'm just curious, what's make your drafters to be incline to force green agressive decks at the moment if you don't have the support for it?
It's not as good as Crucible for doing its thing, but still damn powerful. And I except the ultimate to be quitte relevant if cast on T2 on the play. Real nightmare to deal with