There are a LOT of ways to follow this up with 2 tappable permanents for 2 mana in standard. A 4 mana 4/4 that doesn't affect the board unless it lives to attack isn't really ideal though.
[quote from="Iceheart_Omnis »" url="/forums/magic-fundamentals/the-rumor-mill/827412-dmu-anointed-peacekeeper-yuuki-ichikawa-preview?comment=4"]Elite Spellbinder saw plenty of play and this guy is beefier (albeit minus flying) and can still put the brakes on a planeswalker that managed to slip by. I think we'll see him around in the new Standard.
Difference is, Elite Spellbinder taxes the card quasi perpetually. This guy's tax ends if the opponent removes it.
o.O She seems too slow for most versions of storm I've played, but holy hell that effect is exactly the sort of consistency boost that deck wants, and she dodges bolt....
How does this work with multiple? Does each one track exile separately? If one is at lever 1 and another is at level 3 then the level 1 Rogues exiles but can't be played? Or would one at level 3 enable all of them?
Whenever a card references itself by name it means that specific card, not any card with that name so if you have multiple copies of rogue class then only the cards exiled by the triggered ability of the copies which are at level 3 can be played.
In a long control mirror, uncounterable card draw could be useful.
Card draw on a land slot in a deck that wants 26+ lands is very nice. Most of the time people aren't countering your draw two though unless they are way way way ahead already.
An object entering the battlefield with counters on it counts as something having counters "put" on it, so Bioessence Hydra will see, say, a Kiora, Behemoth Beckoner entering the battlefield and having seven loyalty counters put on it, so it will get seven +1/+1 counters.
The Elderspell, broken? Are you kidding me? Your opponent needs to have 2+ planeswalkers in play for this to be card advantage, and even so, they'll already have gotten at least 2 effects out of those walkers, which may very well negate the card advantage.
On top of that, it's double black, meaning that it's a hoser card with a restrictive mana cost.
Jesus, the overreactions on this subforum.
The fact that it is perfectly acceptable single target PW removal that ALSO lets you come back from a walker deficit in what could be a PW heavy environment without taking additional slots in your deck is amazing, but yeah, being PW only makes it hard to maindeck more than a couple copies even if PWs are everywhere. The biggest upside to this card is that it is a pretty beastly combo piece in a deck that is already PW heavy. For the right list, you can win the game with UBBBBBR which is pretty in line with what your should be getting if you are spending 7+ mana at sorcery speed, but the ability to break it into parts is what makes it interesting to explore. Might turn out not to be viable, aggro and control are both pretty good right now and this is a combo deck that would have to play attackable permanents to the board early and often, but if this card defines the format, that seems more likely to be the reason. This card does make playing the uncommon planeswalkers with no plus abilities in multiples a bit more attractive as well as you can sac redundant copies to build up another or something like Vraska, Relic Seeker.
A fixed "2" is kinda boring, could be much bigger.
And a narrow effect like this could easily be instant, so you can switch stuff that is in combat, or targeted by removal ; which would make this somewhat more usable and playable.
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Will most likely end up playing it anyway in some 5-color clone / switch decks that run plenty of such effects, but its far from satisfying.
I'm seriously curious about why this needed to be conditional to not put there this combat? Is there some sort of loop of extra combats I'm missing? Hmmm maybe to just avoid confusion about whether you could normally target a creature that died in combat? Which double checking it definitely looks like you can. Oh I see, with trample raise deading itself might be a little much, swing, trade a creature and get him back from his own ability would be pretty strong.
Pretty sure that self recursion isn't the reason because the way it's worded you can loop a second copy just fine.
Requires two colors instead of one, so it better be more powerful.
Two colors actually just makes it easier to cast outside of mono red, This guy is forkling a mazeballs. Rakdos is going to have a glut of playables after this set.
Hrm, haven't seen Enrage in this set, right? Could be a useful commander though.
Difference is, Elite Spellbinder taxes the card quasi perpetually. This guy's tax ends if the opponent removes it.
Whenever a card references itself by name it means that specific card, not any card with that name so if you have multiple copies of rogue class then only the cards exiled by the triggered ability of the copies which are at level 3 can be played.
Card draw on a land slot in a deck that wants 26+ lands is very nice. Most of the time people aren't countering your draw two though unless they are way way way ahead already.
Yup. Makes a resolved Bioessence Hydra dangerous as hell. I honestly think I'd prefer my Kiora, Behemoth Beckoner to already be on the battlefield though.
turn 1: Llanowar Elves
turn 2: Kiora, Behemoth Beckoner
turn 3: Bioessence Hydra- Get a 10/10 trampler and draw a card.
Both. The old planeswalker rule is gone. They follow the legend rule now and since the two Domris(sp?) have different names, they can coexist.
The fact that it is perfectly acceptable single target PW removal that ALSO lets you come back from a walker deficit in what could be a PW heavy environment without taking additional slots in your deck is amazing, but yeah, being PW only makes it hard to maindeck more than a couple copies even if PWs are everywhere. The biggest upside to this card is that it is a pretty beastly combo piece in a deck that is already PW heavy. For the right list, you can win the game with UBBBBBR which is pretty in line with what your should be getting if you are spending 7+ mana at sorcery speed, but the ability to break it into parts is what makes it interesting to explore. Might turn out not to be viable, aggro and control are both pretty good right now and this is a combo deck that would have to play attackable permanents to the board early and often, but if this card defines the format, that seems more likely to be the reason. This card does make playing the uncommon planeswalkers with no plus abilities in multiples a bit more attractive as well as you can sac redundant copies to build up another or something like Vraska, Relic Seeker.
I mean, Mass Manipulation is already in the format, this is fine.
Pretty sure that self recursion isn't the reason because the way it's worded you can loop a second copy just fine.
Two colors actually just makes it easier to cast outside of mono red, This guy is forkling a mazeballs. Rakdos is going to have a glut of playables after this set.