Quote from MobileSuitBoris »damn, i guess Unholy Strength needed some re-balancing.
Quote from Macabre »
Regarding green land-ramp tutors - I strongly feel that land-ramp focused decks tend to dominate most non-competitive tables. It's really kind of sad of just how little hate and negative attention this gets. The sheer volume of landramp tutors that cheat extra permenants in to play is insane compared to what other tutors do. Lands tending to be the hardest to deal with card in the game, and if you happen to run MLD you may be classified as a terrible person.
Mass land-ramp decks tend to plaque casual tables and green/blue/x casual ramp decks are, imo, the worst. I have a typical ramp bant deck and it feels like every win was never deserved. I honestly feel that they are the catalyst for most issues in the format. To answer a deck that can consistently put 8 lands into play around turn 5 to 6, you have to make a quicker deck full of fast mana (which people complain about), and a fast combo win (which people complain about), and the tutors to get these parts (which people complain about).
Quote from Decadent_Creed »I like these lands. It seems like they should be in pretty much every EDH deck that shares the color.
Quote from joejack8445 »I love this card, and it's design is pretty nice, but with so many 5 color designs recently, I feel it's been cheapened and makes me wonder what the point of running commanders in less colors when they keep making commanders that do what they do, but in all colors.
Quote from Rasalghul1989 »True. However, Urza, Lord High Artificer is what makes Winter Orb dangerous because if Urza, Lord High Artificer is out, he can just use any artifact for mana, mana rock or not, for mana so his/her lands only untapping one per turn is no longer a big deal. He can also just tap Winter Orb before his turn so he isn't effected by it at all. Also, Winter Orb is just one example of how Urza, Lord High Artificer can lock out games. The Commandzone and Jumbo Commander did a deck tech on him on YouTube and displayed how to pull off some of the easy/one sided game locks.
Also, until a player gets an artifact removal, this is going to give the Urza, Lord High Artificer player a massive advantage being able to progress rapidly while others are progressing very restrictively.
I had a bad gameplay experience with this so I am definitely coming at this one sided and probably sound like I'm complaining a lot (which I am, LOL). I just feel that in a format where getting ahead on mana is such an advantage, it doesn't seem fair to have a Commander that can so easily mana ramp, especially in the color blue. Then in addition, have an easy way with multiple different artifacts to just lock out the game.