Sounds good, but as a GSZ target, it can't get Cradle active before T4. T2 fetch Elf, T3 fetch tapped Cradle, T4 use Cradle. Something to keep in mind, but probably pretty good nonetheless. It also adds Wasteland protection to a certain degree. Or get around Bloodmoon to fetch more basics.
Wait does the red leyline work against tendrils? to the best of my understanding it doesnt, cuz like the copies all go on the stack, and then each pick a target, leyline deals you 2, then tendrils deals 2 adn you gain 2, repeat
Since the leyline triggers on "becoming the target", I'm fairly sure that it kills you before Tendrils will resolve. Since each copy goes on the stack targeting all at once the leyline triggers will all go on at once as well over the Tendrils triggers. Kind of the same way that Valakut triggers happen. But this is defiantly something to ask a real judge.
Stack:
Tendrils
Storm Trigger -- resolved
Leyline Trigger -- resolved
Tendrils xStormCount
Leyline Trigger xStormCount
So, you're never actually going to cast this for 7. But as a creature, and as an effect that doesn't end when the creature dies, and as an effect that can target any permanent type (including lands) - is there some weird use for this in reanimator?
4x Standstill
1x Back to Basics
2x Jace, the Mind Sculptor
2x Narset, Parter of Veils
2x Teferi, Time Raveler
4x Force of Will
4x Swords to Plowshares
4x Brainstorm
2x Dovin's Veto
3x Supreme Verdict
2x Council's Judgment
2x Crucible of Worlds
3x Expedition Map
4x Prismatic Vista
4x Flooded Strand
3x Island
1x Snow-Covered Island
1x Plains
1x Snow-Covered Plains
1x Tundra
1x Karakas
1x Hall of Heliod's Generosity
1x Academy Ruins
1x Field of the Dead
1x Wasteland
Maybe a 4-color "It's the Fear" type shell would be better? I dunno, but it's not remotely hard to build a viable legacy control deck that wins lategame off of Field thanks in very large part to Snow basics. You guys are all really sleeping on this card. It's not a format changer, but it absolutely gives any control or long-game deck a huge advantage in any game that goes long.
No, it won't stop a turn 2 Show and Tell, but why the fuck would it? That's not it's job, that's Force of Will's job. It's job is to be a huge pile of inevitability vs. other controllish decks and to get big value from fetchlands in the late game.
They just spoiled an upgraded Voltaic Key.
Manifold Key 1
1: Tap: Untap another target artifact
3: Tap: Target creature can't be blocked this turn.
Might even lead to a Chalice less Eldrazi Post or MUD deck, that plays 10-12 Monoliths, 8 Voltaic Key, either 4 Metalworker or 4 Cloudpost and a couple of Candelabra of Tawnos and just aim to hardcast massive Eldrazi, Ballistas, KGC + Lattice or an Ugin by turn 3 every game. Will need work to not be a glass canon and to be resilient to mass artifact destruction but it's a going to be a very fun deck to play.
I really like this, especially since I am still fooling around with a Wrenn and Six deck. Maybe something only in Gruul with no splash? Madness.
4 Wrenn and Six
4 Elvish Reclaimer
4 Tarmogoyf
2 Other Flex Search Spots
1 Ramunap Excavator
1 Scavenging Ooze
4 Green Sun Zenith
4 Punishing Fire
4 Lightning Bolt
2 Life from the Loam
2 Sylvan Library
4 Mox Diamond
4 Wooded Foothills
4 Wasteland
4 Grove of the burnwillows
1 GhostQuarter
1 Maze of Ith
1 Karakas
1 Dark Depths
1 Thespian Stage
1 Blast Zone
1 Bojuka Bog
1 Dryad Arbor
1 Mountain
1 Forest
1 Taiga
1 Sheltered Thicket
Looks cool but I would cut a couple of Elvish Reclaimer (you can GSZ for one if you need) and play some Crop Rotations instead.
Crop Rotation does the same thing but a turn faster and for two mana cheaper and the land comes into play untapped, though it can't be done every turn, I still think it's the stronger card, especially when you want to win by grabbing a Thespian's Stage to pair with Dark Depths.
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