Better than Ravine on defense with 4 power initially (and giving vigilance to another creature), doesn't die to bolt, and generally better initially if you have another creature. Ravine is better on an empty board or over a long game, and very occasionallyyou can stack the triggers if you have stupid mana. It's pretty close between the two, honestly, but maybe this has the edge since it's a bit fresher of an inclusion and the art is great.
Descend triggers when a permanent card is put into the graveyard from anywhere, is that right? So a T1 fetch would trigger this, but also loot/rummage effects work?
I really like Rona. Being a big win-con on a utility card is pricing to be a great thing. This is also very nice and I have a soft spot for looters, and the counters will be more than flavour text on occasion. Will think about testing it.
The fact that it can fill a 1 drop or 2 drop role on the curve is extremely relevant, not to mention being a useful topdeck into unfavourable boards late-game.
Not a fan of Craterhoof whatsoever, and this has less immediate impact on a colour arguably less suited for such an effect. It's good to have new playable white high end targets nonetheless.
An interesting variation on the regular punisher formula.
Always getting to scry 2 on your end step is fine, especially since burn decks don't get it as often and it helps them dig for more burn to finish the game.
Option A is card draw, which with the previous scry becomes Preordain, definitely a solid option. Beyond some 3 or 4 influence counters, I'd expect this to be the default option.
Option B is milling for you and damage for them. Note that influence counters are given every EOT, not just when this option is picked. The mill is not insignificant, since it could kill you if your opponents have SoBaM, Ashiok 1.0 or Court of Cunning, but one could assume the damage would be more dangerous than the mill.
Here's my approximate evaluation of probability of choice between Option A and B for each number of influence counters:
1 counter:
10% A, 90% B.
1 damage is negligible unless it's losing you the game.
2 counters:
20% A, 80% B.
2 damage isn't a big deal for most decks to shrug off, as it isn't a big advancement of the burn deck's clock.
3 counters:
60% A, 40% B.
If the burn player would gladly spend a card to deal 3 damage to you, you probably don't want to take that amount. Still, there are cases where it's a valid choice, such as the critical turn before you can play a wrath or stabilize some other way.
4+ counters:
90% > A, 10% < B.
Even if the burn player draw their best card, this is at worst turn 7 at this point. Either you've stabilized most of their offense, or you'll have the mana and cards to do so now.
Overall, the most common scenario for this card has the burn player deal 6 damage with this card to the opposing player, spread over multple turns. I'm not sure that this is enough, especially since all of these approximations go out the window if they have a Batterskull or such card, which Sulfuric Vortex doesn't care about.
Bottom line for me is that it's probably not worth it. Preordain every turn for 3 is nice, but your opponent gets to choose if they give it to you or if they take the damage, unlike say Jace where you choose to Brainstorm or to bounce their threat.
Interesting card though. I wonder if punisher cards will be worth it one day.
It deals damage equal to the total mana value of the revealed cards, not 1 -> 2 -> 3
Aragorn's attack trigger when you don't have Monarch is 'up to one target creature can't block this turn', rather than 'target creature can't be blocked this turn'.
Obviously this would be insane if it were printed. A vanilla 2/2 like Isamaru is still very playable, if unexciting, and Yoshimaru is not miles off being playable on its own (note it triggers off any Legendary permanent, so it grows from lands, artifacts and Planeswalkers as well).
GK i think it only triggers off legendary creatures & 1 drop creatures, unless the spoiler image is incorrect.
Obviously this would be insane if it were printed. A vanilla 2/2 like Isamaru is still very playable, if unexciting, and Yoshimaru is not miles off being playable on its own (note it triggers off any Legendary permanent, so it grows from lands, artifacts and Planeswalkers as well).
I cut all my one drop ramp creatures that don't either tap for 2+ mana in the long run, or fix multiple colours. This doesn't always fix mana, but the uncounterability and second toughness are nice bonuses. I think I'll be trying this out.
I don't like the other Jeskai options that much (Kykar, Wind's Fury and Soulfire Grand Master) that much. I don't think Narset is an S or A tier option either, but this looks fun to swap around to to take a look at, and I like that it also does good work in the artifact deck. I don't mind a four mana card having no immediate impact, but having to attack into (presumably) danger to have an effect is awkward, plus the fact that spells matter decks don't often go wide. But it's good enough as a value engine and global pump to try in the weakest 3-colour slot.
This has been in my original testing pile as well as I wanted another spells matter piece in red. OP summarises it well. It's a efficient card and the flip is reasonably costed to fill out the curve, it also hits very hard with double prowess.
It deals damage equal to the total mana value of the revealed cards, not 1 -> 2 -> 3
Yoshimaru, Ever Faithful