Quick ruling question - can you chain them? Like, can you sneak in the brother, get the sister, sneak in the sister, get another copy of the brother, repeat? If so, you can get lots of cards that way and basically eliminate all colorless mana costs of all your spells. You need a ton of mana to get it started though . . .
This seems really good in painter unless I'm missing something. Tutors both halves of the combo, enables the grindstone/painter swap trick just like Welder, can tutor silver bullets for certain MUs (grafdigger's cage, thorn off the top of my head), makes Mox Opal/artifact lands a lot better. 2 toughness, doesn't fizzle if the artifact in play is killed in response to activation. gets around chalice etc. I like it quite a bit.
I think so.
It's just a trigger upon entering the battlefield, so I don't see why it wouldn't work.702.123f "Partner with [name]" is a variant of the partner ability. "Partner with [name]" represents two abilities. One is a static ability that modifies the rules for deck construction. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has a "partner with [name]" ability with the other's name. You can't designate two legendary cards as your commander if one has a "partner with [name]" ability and the other isn't the named card. The other ability represented by "partner with [name]" is a triggered ability that means "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
however Show and Tell into Griselbrand is still the dumbest move ever
Venser, the Sojourner
Aminatou, the Fateshifter
Kaya, Ghost Assassin
Are the three, I'm pretty sure. Vensor is the best, because you could keep one, then use it to keep any other 'walker you bring in, plus it actually does other relevant things and is easier to cast in case you need to.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Finally some nice Dreadnought/Stifle cards, even got a playable Trinket Mage with stack control (even though it's white). Also guys stop blinking PWs (the self blinkers aren't even red), this card is all about Stifle.
Hardened Scales is already a centerpiece of an affinity variant in Modern, this seems to supercharge it in a big way. If Arcbound Worker is good enough for that deck than this new card will be fantastic.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
All I mean is this: if a 1-drop with modular is good enough for Hardened Scales than a 3-drop with modular that tutors up key cards is definitely going to be good enough. Tutoring Walking Balllista/Hangarback Walker while supporting those synergies will be bonkers for that deck.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
Right, you'd need to have her in play already, then use it on some other 'walker put in, or just double activate the the Accomplice. She does allow double activation of that Planeswalker as well, but I think it' still pretty obviously worse. Even Venser is probably not "Legacy competitive" good, but I guess maybe Modern possibly?
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
I'm really happy with this set so far. Seems like the new team they have really understands some things about the game. Standard is another example of the recent improvements - the format was so shitty for so long - now there are actually a nice variety of decks to play with and against. WOTC is hitting a bunch of home runs lately.
The whole design of flip werewolves is a flop for competitive play. You are an aggro deck that has to take a turn off in order to have your cards be useful. Just doesn't work really. They either have to get a new design in for them or give basically all of them flash.
Thundering Djinn is unplayably expensive, but it's flavor text is definitely for us older players:
It strikes like a bolt from a brainstorm.
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