All Spells Primer under construction: https://docs.google.com/document/d/e...Tl7utWpLo0/pub
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This seems like it has potential.
Dies to Bolt early, but has attached utility.
Might be good with Pteramander builds but non-bos with Arcanist.
The deck would be UR, but 100% incorrect to add green (the moment you do this Uro, Oko, Klothys, Ice-Fang, Veil, Dreadhorde disappear all the slots). Adding black is okay, and a card like Cling to Dust is pretty good asymmetrical attack angle (inherently anti-Uro, anti-Dreadhorde). It would also be fine with white’s usual suspects.
The real reason you’re looking at this card over Dreadhorde probably coincides heavily with Goblin Welder or Reanimator or See the Truth.
It could work OK in sligh or burn decks, or in the Vengevine / Hollow One / Arclight Phoenix stuff, though it seems a little slow.
I wonder a little about Jeskai Ascendancy with the tap ability.
It's also a draw engine with card selection with the original Squee. I just checked the Gatherer, there are no red creatures at CMC 2 or less that allow repeated looting for just tapping, so there's that.
Jwar Isle Disturbance
1U
Instant
Counter target spell unless it's controller pays 1.
//Flip//
Land, makes U, ETB tapped.
That definitely seems playable. I don't think everyone wants it, but that's a strong spell/land selection right there.
So it looks like every color gets 5 land/spell DFCs. 1 Mythic, 1 Rare, 3 Uncommon. A fair number of them are standard playable. I mean, just looking at my planned standard deck, it's probably going to have around 30 total "lands" but only about 10 of them will be full time "lands". Rock Party is looking Strongk so far. See how it plays in two weeks. I'm fired up.
Scourge of the Skyclaves
Mythic
1B
Demon
Kicker 4B - if kicker is paid, both players lose half of life total, rounding up
P/T are equal to 20 minus highest life total among all players.
*/*
So basically it's a 2 mana Death's Shadow that starts at 20/20, but goes off the highest life total in the game, rather than your own.
I dunno, do Death's Shadow decks want shadows #5-8? Definitely potential for Suicide Black and Shadow type lists.
I like this design alot. Reminds me of the good old days of Suicide Black. If there's a home for it, then probably in Death's Shadow. We'll see.
It's (20 - highest_life_total) so it's never 20/20 unless both players are liches.
Well, managing both life totals is a tall order, especially when this guy doesn't have any form of evasion.
Outside of suicide, I don't see a place for this.
Then again, suicide has been largely replaced by cards who do the same without the life loss, so I'm unsure if this is worth it.
It also sucks mucho grande against decks with Swords to Plowshares.
If it counters your "stronk through suicide" plan then I guess the Swords player is also ok with it.
Again you also need to cause live loss on part of your opponent as well since it considers the highest life total among players.
It might work in Modern where everyone loses half their life to their mana base.
For legacy, the conditions seem to strict.
Not saying this is a bad thing, tho.
Set your life at 1 (you’re the Shadow player), on board you have Shadow and this new guy - your opponent has a Plow that will resolve. It doesn’t matter what their life is (1 to 20), you can’t kill through that Plow in a 1-shot.
The fact that situations exist where this new guy + Shadow fail to kill, whereas Gurmag and Shadow do kill is the problem. Gurmag still wins the slot.
The main reason not to play this card in UB shadow is that the deck is still a tempo deck that's relatively threat-light and you want all of your threats to be powerful standalone cards (especially if it's a threat that costs 2 mana).
Imagine you have a hand that's like land, land, threat, daze, force, thoughtseize, snuff out. This is a pretty good hand but with this setup if your threat is the 1B demon then it's probably going to be at most a 1/1 or 2/2 depending on how many fetchlands your opponent uses and against some opponents it might even be totally uncastable.
For the card to be more reliably good it needs to be played in a deck with burn spells and/or a lot of aggressive creatures that can be played on turn 1
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