Is it me, or is radical idea just a bad tormenting voice?
It kind of seems that way although I guess it's technically two casts for your firemind's research or Dynavolt Towers or something. It's also not as bad if it gets discarded, I guess.
Glad to see that the Jump Start cards are all over costed garbage played way too safe;
The "Deal 2 damage, Tap a creature" isn't really garbage.
Maybe. I've never felt like effects along the lines of crippling chill were that powerful to begin with, but this is the one card that I think I might be underestimating out of the bunch.
Glad to see that the Jump Start cards are all over costed garbage played way too safe; as predicted.
Glad to see you can make that judgement about all Jump Start cards having only seen 3 commons.
See, I WANT to like this mechanic! I want to see even the commons and feel like there's something worth building with in them. Then you give me a card that's 3 times the cost of it's base while also being slower and I can't help but feel let down a little. The ONE good thing I can say about the card is that it matches well vs the Boros cards revealed today since it nabs a hammer dropper for one less mana. It still feels pretty awful, so here's to hoping the uncommons are a little more inspiring.
Not sure I get this mechanically, is it meant to be played as a blocker, or during combat as an attacker. If it's a defensive card, why does it have trample?
You play it during their combat step, kill their biggest thing (probably) and then swing back in next turn with your massive discounted blocker.
I wish this guy could block more than one creature though. I'm still definitely running it though.
Would that interaction require saccing the token as soon as it gets into play?
Even if it does, it seems like a very solid play!
If the goal is to bounce my own venser, I'd just stack venser's ability above Inalla's and return him to my hand, then let Inalla's trigger resolve to bounce the permanent/spell I'm gunning for.
No there isn't you just keep the token to the Legend rule and let the real one die.
If you have tons of mana to spare and you're going for maximum "prove some guy on the internet wrong" petty, you let the triggered ability go on the stack, return arcanis to your hand before it resolves, and then you make a copy and draw 3 cards.
I'm not sure how I feel about the eminence ability, but I do like the second ability. I think she should have had some way to untap wizards you control, but maybe I'll be pleasantly surprised by the deck itself.
I've only seen one picture of a bunch of Japanese text and a generic picture of a Commander box. Where is there a picture of wizards hanging out that people are debating about? Sorry, I appear to have missed it.
There was a banner on the mothership that showed all 4 arts of the box legendaries. I don't remember where it is though, but here's this ultra pro product where you can see the Wizard lady.
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It kind of seems that way although I guess it's technically two casts for your firemind's research or Dynavolt Towers or something. It's also not as bad if it gets discarded, I guess.
Maybe. I've never felt like effects along the lines of crippling chill were that powerful to begin with, but this is the one card that I think I might be underestimating out of the bunch.
See, I WANT to like this mechanic! I want to see even the commons and feel like there's something worth building with in them. Then you give me a card that's 3 times the cost of it's base while also being slower and I can't help but feel let down a little. The ONE good thing I can say about the card is that it matches well vs the Boros cards revealed today since it nabs a hammer dropper for one less mana. It still feels pretty awful, so here's to hoping the uncommons are a little more inspiring.
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You play it during their combat step, kill their biggest thing (probably) and then swing back in next turn with your massive discounted blocker.
I wish this guy could block more than one creature though. I'm still definitely running it though.
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If the goal is to bounce my own venser, I'd just stack venser's ability above Inalla's and return him to my hand, then let Inalla's trigger resolve to bounce the permanent/spell I'm gunning for.
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If you have tons of mana to spare and you're going for maximum "prove some guy on the internet wrong" petty, you let the triggered ability go on the stack, return arcanis to your hand before it resolves, and then you make a copy and draw 3 cards.
I'm not sure how I feel about the eminence ability, but I do like the second ability. I think she should have had some way to untap wizards you control, but maybe I'll be pleasantly surprised by the deck itself.
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There was a banner on the mothership that showed all 4 arts of the box legendaries. I don't remember where it is though, but here's this ultra pro product where you can see the Wizard lady.
EDIT: Actually nevermind here's an imgur link to the banner images.