Yeah. Priest was bad. I thought he'd be broken, but his drawback is real and 5 mana is so much more than 3 mana (Blade Splicer). Classic example of looking at two similar cards and drawing a completely incorrect conclusion.
The most powerful 5 is probably Drana. It completely takes over games if not removed.
- ambivalentduck
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ahadabans posted a message on Black 5-Drop CreaturesPosted in: Cube Card and Archetype Discussion -
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mrjumbo03 posted a message on Parallax TidePosted in: Cube Card and Archetype DiscussionQuote from Outcryqq »@OP: Just wanted to point out that to my knowledge, a Disenchant effect does nothing besides triggering Parallax Tide's leaves-play ability, which would return the exiled lands. To achieve your desired result, you would need a Trickbind effect.
Edit: Leaves-play ability, not leave-the-battlefield ability
The trick is to put the Remove a Fade Counter: Exile Land ability on the stack, but before they resolve you destroy the Tide. This is similar to the Oblivion Ring/Flickerwisp tricks in DnT.
The stack will look like this.
Disenchant (or Bounce)
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Once the Disenchant resolves and you destroy Tide, the leave play trigger will be put on the stack.
Leave Play Trigger, Return all Lands
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Remove Fade Counter: Exile Land
Now after the Leave Play trigger resolves, it tries to return lands which haven't been exiled yet. After which, the Exile Land ability on the stack resolves one after the other. -
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Jaytron posted a message on [Competitive] Maelstrom WandererPosted in: Multiplayer Commander DecklistsQuote from ambivalentduck »Quote from razzliox »Jokulhaups is pretty good IMO. I'd test it for sure.
It only looks good when it resolves. The difference between Wildfire and Jokulhaups is that you likely still have land but the non-ramp decks at the table do not. While wiping everyone's mana artifacts while you get a 7/5 sounds good, odds are that somebody can float mana to kill or counter it. You're the archenemy, you've burnt your ramp, and now it's 10 mana to cast your general again.
These are my thoughts as well. My playgroup used to auto-concede if I cascaded into Jokulhaups. But one time they didn't, and Wanderer got Swords'. It felt terrible. - To post a comment, please login or register a new account.
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And that's the definition of a house rule: doing what you want when WotC does something different.
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With Daretti, that's flavor text pretty much no matter what outside of commander cubes. With meld, that was the same position WotC took. What's different this time is that in sanctioned draft, it's always collated. So, it's a house rule NOT to collate them, and I know how much you hate house rules.
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My early impression of the card is that it might well be nuts in constructed where you can have a one-of Eldrazi to chuck at someone's head, but in the Boros section of a cube I'm not sure it adds anything.
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Similarly, forcing people to shuffle twenty year old card board will slowly and surely damage these already-rare cards beyond playability.
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I guess I should also remark on Boseiju and the role of countermagic in Commander. Basically, nobody should ever counter a threat that isn't going to win the game NOW. Mana Drain is an exception because it causes a massive tempo swing where I might counter a non-threat just to get 4 mana to cast Wanderer the next turn. If player A plays a "good card" and player B counters it, players A and B are down a card (and tempo) while players C and D are up a card and tempo. Only use countermagic to stop others from winning and to protect yourself. Boseiju is really just protection against bad players and play groups that slows you down since it ETB tapped. The whole point of Wanderer is to lob "I win" and/or "you lose" until the other plays run out of answers.
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