Mana artifacts (Moxen, Sol Ring, and such) are obvious synergies, but it should do stuff with swarming decks like Elves!, and it's an instant so you can play it over SDT activations.
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Even in Vintage, this card rarely draws more than 3 cards. You can Merchant Scroll into Ancestral Recall or SnapcasterMage into Recall for less mana and with less restrictions. Same goes fo Gush. In Legacy the number of returnable artifacts and stuff is limited. 4 mana is imo too much to build around it or run it as an opportunity card
If you can draw 3 cards for U and a card it's a good deal, right?
Each of the original moxen as well as Mox Opal and Sol Ring and Grim Monolith that's in play effectively reduces the casting cost by 1, and draws a card.
Mana Crypt and Mana Vault effectively reduce the casting cost by 2, and draw a card.
Chrome Mox and Mox Diamond reduce the effective cost by 1 and 'loot'.
In something like Vintage belcher, paradoxical outcome would be like ancestral recall a lot of the time.
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In legacy, I wonder if this fits into some kind of high tide deck with cards Candelabra of Tawnos, Cloud of Faeries, Snap and maybe Peregrine Drake.
Given there is no Chalice, Stony Silence, Nullrod, Mana Drain involved and you indeed control 3+ artifacts. It sure can be boil down to some sick plays, but I think this will be more of a cornercase than anything else. Its not that we call TimeSpiral a free draw seven just because it CAN untap all the lands
Given that Retract is not played to generate storm and mana, I think it is clear that this will not be an easy way to generate a lot of card draw for low investment.
I don't say it is unplayable, just that it is not an unconditional card draw for cheap, even in the moxen world.
Well, when people wrote that it would be a recall without real setup, then it would mean that retract would be a +2 manas, +4 storm spell with minimum investment (U, so easier to cast, protect, and less backbreaking if countered). Such a card would definitely see play. The reason it does not is, more often than not, it is not as good as that. Hence, this spell would not be a pseudo recall.
Is there a "Life" shell in the format that was just missing a good win condition?
http://media.wizards.com/2016/bVvMNu...KuDOnPV1qn.png
Not in Legacy, but there is Soul sisters in Modern. That said, that's looks like a sick build around me card in a storm style deck. Even if it is just for the fun of it.
I think that there's heavy setup involved, but the potential pay off is huge - philosophically closer to Ad Nauseam than Ancestral Recall.
I mean . . . I guess you can use the old Breakfist lists that ran both the infinite life combos and the self-mill combo, but replace the self mill with this card and win faster. . . I mean after you get infinite life, you just wait to draw into this card and then deal damage to the opponent?
Best I can come up with:
Aether - Clerics
4 Daru Spiritualist
4 Mother of Runes
4 Nomads en-Kor
4 Task Force
4 SFM
2 Shaman en-Kor
4 Condemn
4 Swords to Plowshare
4 Aether Vial
2 Shuko
2 Aetherflux Reservoir
1 Jitte
1 Batterskull
4 Cavern of Souls
4 Starlit Sanctum
12 Plains
For what it's worth:
Test of Endurance doesn't give you life.
Test of Endurance can't immediately deal the damage/win the game (play it and then activate it to win)
Test of Endurance is White versus Colorless
Test of Endurance can't kill Platinum Angel on the way to dealing fifty to the opponent :)
Not saying that this is good or not - but it seems to be the most efficient way to kill someone if you're playing a deck that relies on gaining an arbitrarily large amount of life/going infinite life. Probably best in a Modern shell (Eggs or Soul Sisters), but there's always en-Kor style decks in Legacy that Modern doesn't have as access to (at least, the efficient en-Kor creatures).
Assuming you start at 20 life that kills after 9 spells. Basically a Tendrils that you play before storming off. Kinda awkward because it only half counts your rituals that power it out, but only needing 9 spells seems very playable in Modern.
Is it just me, or is this set giving out a really "Urza's Saga" vibe? Johnny cards left and right. I love it!
This is the key, I think. This card only "costs" 4 in the sense that you need 4 mana to cast it. If you're returning mana rocks to your hand, it doesn't actually cost that much. It can easily be free or even generate mana.
To make matters worse, this card snowballs. That is, if you deploy one for 3, it fuels the next one to be bigger. Casting it with five or six artifacts on the table is probably game over as it both generates mana and draws you gas.
Now, this plays VERY badly with Sphere Effects (currently headlined by Thalia) so, like all other Storm cards, one needs to take it with a grain of salt. Even so, this is very interesting.
Yeah! I mean, it's good enough that I can overlook CARS
Yeah, these cards are not comparable. Being colorless and gaining life is HUGE, and it's why you'd play this card in the first place. And, this is gaining you life at a rate thats really absurd as you start to storm out:
1 Spell = 1 life
2 Spells = 3 life
3 Spells = 6 life
4 Spells = 10 life
5 Spells = 15 life
6 Spells = 21 life
And so on. When you consider that casting 4 - 6 spells is absolutely reasonable in existing decks like Elves and TPS, and there are lots of other, currently unplayed storm mechanic cards like Shrieking Drake, this is no joke. How is a beats deck supposed to do jack crap if you are able to gain even 6 life a turn, let alone getting the engine going? And, on top of that, it has its own win condition attached. This card seems amazing.
Nitpick: this is not Storm Squared. It's not even Storm Factorial. It's a sequence of the sum of the natural numbers. I think it's called the Triangular Sequence, if I remember correctly.
This is the Triangle of Life.