Now that's fucking cool. Throw in an Eldrazi Displacer to get rid of the tokens, too, and you can mow down all kinds of nonland permanents. Unlike Containment Priest, that combo can also hit noncreature stuff - pretty nifty.
Estrid's Invocation? Curves right into it and can draw a card every turn from it. Reality Acid would also go well with Invocation, although it's sort of a nonbo when played on lands while Conundrum is in play.
pretty significant to have a vial/cavern out to oko. really nice card.
-rob
As a generic maindeckable card I think the hype around the 1U enchantment is pretty overblown
- Your opponent can ignore it by delaying their fetches by half a turn (they just play the fetch from hand and then crack it in your turn, this is significantly less annoying than e.g. the EMN Thalia where the fetch would etb tapped and the dual would also etb tapped and you would only get mana 2 turns after you played the fetch)
- Your opponent can play a fetch, immediately crack it, and then float mana before bouncing anything, so it might not even force them to play off-curve
- Your opponent can take advantage of the bounce by e.g. picking up their mystic sanctuary or picking up a land for brainstorm
Yes the effect stacks but the more time you spend durdling by casting these enchantments the less pressure the opponent will be under and the happier they will be to wait before cracking their fetchlands
As a dedicated hate card for decks that actively try to play multiple lands per turn it might be ok
It's kinda ironic that Oko leaves behind a 3/3 when the second ability is triggered.
It's worth mentioning that you can do tricks similiar to Tidehollow Sculler, aka put ETB trigger onto stack and flicker it in response. You get two ETB triggers and the opponent gets nothing because the first leave trigger resolved before anything got put under it. Lovely card.
i'm pretty happy to see this card for ruby storm.
it can be played at as a land, which means potentially reducing the number of lands in the deck.
not sure how needed it is, but i'm pretty sure a
turn 1 tomb -> medallion
turn 2 mtn + seething song + bonus round + this card is effectively game over.
the main appeal of the card is having another non-dead card that contributes to the land count. probably pushes sandstone needle out for good though as it's too many tapped lands otherwise.
-rob
This card is a really big deal for my R/u Sligh list. Steppe Lynx wasn't worth dipping into white for, especially with how bad having to run a Tundra was to enable turn 1 Daze. However, given the current metagame, I'm pretty content cutting the 2 maindeck Grim Lavamancer and 2 Price of Progress for them.
When I used to run the 3c Sligh list, Lynx would regularly swing as a 4/5 on turns 2 and 3, which deals more total damage by turn 3 than any other creature. It loses consistency going into the midgame, but given the hyper aggressive nature of the list, is usually irrelevant.
I'd probably sleeve this up:
R/u Sligh
Lands (18)
3 Scalding Tarn
3 Arid Mesa
3 Wooded Foothills
3 Bloodstained Mire
2 Volcanic Island
2 Mountain
2 Barbarian Ring
Creatures (16)
4 Delver of Secrets
4 Hell Hound of Akoum
4 Monastery Swiftspear
4 Goblin Guide
Spells (26)
4 Brainstorm
4 Daze
4 Lightning Bolt
4 Chain Lightning
4 Forked Bolt
4 Rift Bolt
2 Fireblast
Sideboard (15)
4 Smash to Smithereens
4 Force of Will
2 Spell Pierce
2 Seal of Removal
2 Surgical Extraction
1 Pithing Needle
Maybe 2 Volcanic Island isn't enough and I would need to trim a fetchland or two for the extra copies, but I'd start by testing this configuration first.
yea this card effectively could replace goblin guide. you don't get the initial 2 damage, but on turn 2 you are hitting for 4, then 8 (instead of 2 then 4). pretty big deal for the deck.
-rob
So mad that this is a dog instead of a cat.
Blatant dog favoritism.
Cats might actually be playable if they had a 2 mana lord, but no, the dogs get it.
One day I finally get my 2 mana lord of cheezburger and then I can sleeve up thundercats again.
Two copies to start sounds like the right amount. The effect is good, but not so good that it's worth risking a tapped land when you really need an untapped land. I don't think you cut lands to fit it in, you cut something else (some number of Light up the Stage in my non-LED list.) I was on 14 lands (Mountains/Ancient Tomb, no Needles) so I think I would go up to 16 by including this card.
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
Anticognition - Common
1U
Instant
Counter target creature or planeswalker spell unless its controller pays 2.
If they 8+ cards in their graveyard, counter that spell and scry 2.
That doesn't really seem quite good enough for Legacy with the limited targeting, but it's interesting for the reverse threshold, and I'm really glad to see they're starting to tack planeswalker hate onto more and more cards.
The creature/spell lands have at least two cycles, one at rare, one at uncommon. I don't know how many will see Legacy play, but in standard these are incredibly strong. Run 28 lands with 4-8 of them these guys and you're almost never getting mana flooded or screwed. It's a great subtle way to get non-blue decks some more effective card selection/filtering effects wrt mana without printing more cantrips.
I don't think this is legacy playable, but the fact that it wins combat against Thalia is hilarious. It also can mess around with Terminus
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
If the black spell-land turns out to be any good a potential inclusion for Oops All Spells as additional mana for turn 1-2 to set up?
Edit:
4B
Sorcery
Search your library for a card and put it into your hand. Costs 1 less for each party member.
If you have a full party, cast a 4 mana or less spell from your hand without paying the cost.
Assuming there is a way to effectively get a full party out early - is there any card you could search for that could win the game? I . . . don't think there is?
Jeez Louise
I don't think you can do it with just one card, but it should be theoretically possible to just win with a combination of Narset's Reversal and Twincast finishing with Tendrils, right?
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
At a minimum it needs to be able to kill a Strix/Ice-Fang in combat to be playable. If the trigger also stripped flying for the turn it could be considered (random anti-Lage). It’s a miss, but only barely. The deck would be UB with Thieve’s Guild Enforcer and 3-4x Drown in the Loch. Still looking for a 1 drop mill 2 playable for such a deck to bridge the gap to Bitterblossom (on its journey to losing real hard to Plague Engi).
That doesn't seem so great if you mull. Ruby storm does seem like a place where the card would shine if it can, but you still need to find utility from both halves or one of Act on Impulse and Forgotten Cave will be better.
It does circumvent casting cost, so you can cast things like Wheel of Fate. There's a pie-in-the-sky possibility with Breath of Fury and combat damage from the creatures. The 'free cast' gets interrupted by instant speed removal too, so this seems like one for the jank pile.
Looks like Vampire Nighthawk got upgrades. I can see this having 4-6 power rather easily against most decks and the lifelink in combination with flying is going to make it a bitch to race it.
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