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Treasure Cruisin' Amulet's End
  • posted a message on Torrent Elemental and Exile
    When an object changes zones, it becomes a new object. This prevents a lot of confusing interactions, like trying to keep track of specific effects on a card moved to a hidden zone.

    When you return Torrent Elemental, the abilities that cared about it lose track of it. When they try to return it, they can't because it's not where it's supposed to be, and the card itself is a new object.
    Posted in: Magic Rulings Archives
  • posted a message on Quick question on Narset interaction
    It's mechanically impossible to respond to the attack, but not the trigger. When a player declares attacking, neither player has priority. It isn't until after declaring any attackers that triggers go on the stack, and only then do players gain priority.
    Posted in: Magic Rulings Archives
  • posted a message on No fetch lands in the entire sealed box!
    Report any store shorted on product. They are given a certain amount for prerelease, based on prior attendance. They are told how many players they can have for an event. If they aren't receiving enough product, Wizards can fix it for future events. If they did, and lied, they lose the ability to host events.
    Posted in: New Card Discussion
  • posted a message on Treasure Cruise
    Quote from Darkbrew »
    people are really bad at judging delve cards... this card is unplayable outside of standard maybe. its so bad in multiples. comparing it to visions or recall is laughable. especially with snapcaster existing in other formats


    Comparing it to cards that have the exact same effect? Inconceivable!
    Posted in: The Rumor Mill
  • posted a message on Sultai Monkey Business (Sidisi's Pet and Hooting Mandrills)
    Quote from mu1000 »
    Quote from Alarid »
    The earliest you can play it is turn three, regardless of what you do, but a 4/4 with trample for three or less is still on curve, and still relevant going into the late game.

    It's relatively easy to play it for 1G turn 2 in older formats. If it's worth it, I dunno...


    I know, but you'll be hard pressed to find a time when you can play it earlier than turn three without bringing up specific cards or specific interactions. Fetch each turn in addition to casting things or having things dying still pushes it to turn three.
    Posted in: The Rumor Mill
  • posted a message on Sultai Monkey Business (Sidisi's Pet and Hooting Mandrills)
    It's playable in a lot of formats. At it's absolute worse, it's still okay for what it is, but the efficiency is nothing but gravy beyond that. At it's best, it's a one mana 4/4 with no other requirements.

    Being able to select specific cards to exile gives it power against Goyf, while having a lot of wiggle room for your own graveyard sensitivities. The earliest you can play it is turn three, regardless of what you do, but a 4/4 with trample for three or less is still on curve, and still relevant going into the late game.
    Posted in: The Rumor Mill
  • posted a message on 9/9 Mothership Previews - Butcher of the Horde, Kheru Lich Lord, Clan Banners!
    Quote from Lord_Anarchy »
    Geeze, these are lazy design. Oh wow, a b/g/u card that gets haste, trample or flying. And then a r/w/b card that gets vigilance, lifelink, and haste. This whole set just seems paint by the numbers.


    Such lazy designs, using game mechanics that exist to create wedge cards that are actually wedge cards.
    Posted in: The Rumor Mill
  • posted a message on Siege Rhino (LSV's Channelfireball preview)
    Quote from Hellboy4311 »
    This card is absolutely bonkers. I don't care what any of you say. This is a much, MUCH better version of Geralf's Messenger, and that saw heavy play. Better P/T, you gain life.. I don't know what else to say. This card is absolutely unreal. Will see heavy standard play without a doubt.


    They aren't even close in power level. Messenger is a tribal Zombie that has natural synergies with basic principles of the game, creating combat advantage with it's efficient body, and aggressive abilities. It thrives off removal, and remains relevant stalling the board, while still dealing damage. When something bigger comes out, it doesn't become useless, instead giving you time to stabilize or answer it, even maintaining aggression against your opponent's attacks.

    Siege Rhino is a 4 mana card that is difficult to cast, and doesn't match the efficiency of other wedge cards. In it's own clan, there are better options. Anafenza, the Foremost can come down earlier, easily outracing Rhino, while creating more aggression just by attacking, on top of having an ability that counters death triggers for your opponent. If it's stats can't surmount your opponent's defense, it still does work.
    Posted in: The Rumor Mill
  • posted a message on Siege Rhino (LSV's Channelfireball preview)
    Quote from Complex Pants »
    Rescue from the Underworld. Seems like a good match Grin

    This card makes me torn between Temur and Abzan. I guess it is more about which beater is better: Savage Knuckleblade or Siege Rhino.


    One is a hyper efficient creature that is relevant in every part of the game, allowing you to pressure and protect against almost anything in the format. The other one is Siege Rhino.
    Posted in: The Rumor Mill
  • posted a message on Hooded Hydra (via GatheringMagic)
    Quote from Dalems44 »
    That is neat! Very cool use of morph. Definitely playable in RUG chord lists.


    Hopefully you don't mean to summon it with Chord of Calling.
    Posted in: The Rumor Mill
  • posted a message on LRR Preview - Meandering Towershell
    Quote from Sagarra »
    Love this card!
    Sad to see people that just want something like:
    G: Instant
    Split second. You win the game.


    Yeah, screw people for wanting a card that actually attacks when you declare an attack with it.
    Posted in: The Rumor Mill
  • posted a message on KTK Murderous Cut
    This is a very efficient kill spell, maybe even the most. With Fetchlands and cheap spells, it is incredibly easy to cast early and destroy nearly all aggression, with an almost trivial cost. It's nearly good enough to reach beyond Standard, but options in other formats attack their respective metas with more potency, and with diverse applications.
    Posted in: New Card Discussion
  • posted a message on Mothership Previews (9/8): Refuge lands and 4 new cards!
    It's a weird card. It's big enough to act like removal, and it can protect itself for what might be a trivial cost, but I doubt anything in this first set will enable it.
    Posted in: The Rumor Mill
  • posted a message on Mothership Previews (9/8): Refuge lands and 4 new cards!
    Murderous Cut is a one mana unconditional removal spell that is easily played early game in all formats. It's gonna get played, a lot.

    Turn 1: Fetch, Spell
    Turn 2: Fetch, Kill
    Posted in: The Rumor Mill
  • posted a message on Burn
    If you are in a position where it's remotely relevant or efficient, you are losing. It's too inefficient, and it's too little too late against.
    Posted in: Aggro & Tempo
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