Holy shit! The new Time Walk reads as follows:
Walk of Aeons -
Sorcery (R)
Target player gains an additional turn after this one.
Buyback - sacrifice three islands (You may sacrifice three islands in addition to any other costs as you play this spell. If you do, put Walk of Aeons into your hand instead of your graveyard as part of its resolution.)
Still seems busted with Loam tricks. However, I can't really think of a deck that would run it in Legacy.
Crucible/Loam + Exploration...never let your opponent have another turn....seems fair..... Even in Type 2, they are bringing back Crucible in 10th & Loam will be around for a while as well plus there is always some way they print to cheat extra lands into play (even if the ability is usually attached to an elf).
TL,DR: if you think Saito is ok, check your moral compass. It may be broken. - Spikey Mikey, amen brother
WE know what the price of progress is (often 8-10 life). - Cait Sith
A casual stasis deck? You must not really like your friends. Do you play it before or after you pull the wings off of flys and microwave the neighbor's cat? - EwokSlayer
Azusa in Extended.
I'm not sure what in Standard...
It's busted even without the silly tricks (T2), for example:
get about 12 land into play
play time walk, buyback - 9 lands
next turn play this- 6 lands
next turn play this 3 lands
thats 4 turns in a row, and with crucible out its like this
get about 12 land into play
play time walk, buyback - 9 lands
next turn play this- 6 lands, play a land- 7lands
next turn play this 4 lands, play a land - 5 lands
next turn play a land, time walk+butback- 3 lands
5th turn in a row play a land- 4 lands
thats plenty of time to bash face with a few critters
Survival of the Fittest
Enchantment
, discard a creature card: Do whatever the fuck you want.
:D
Those that wanted a Solidarity hoser, your wish has come true. That SS Boomerang, assuming it doesn't have the dreaded "nonland" bit, could really frustrate Solidarity early in their combo. They won't be able to sit around until lethal damage goes on the stack anymore, since one bounced land would lose them the game (assuming it's early on). Thanks to High Tide itself, you only need one Island and one other land to use it, and if they go tap-Tide-Tide you can stop their combo with one untapped Island.
Oh, and it looks like my deckbox is going to get a bit fancier, once the chase-rare period dies down. Thanks for putting incredible art on a bad rare, WotC!
"This unholy weapon is obviously intended for Quality Assurance to massacre any creature in their path as quickly as possible." - Planescape: Torment
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