Except for the dragons who's faces he punches off. Just sayin'.
He is a cool card. 5 power that will frequently be hasty, and he's bolt-proof. If he lives for a turn, he can make Knight of the Reliquary or Tarmogoyf have Haste, which is nifty.
Printable View
I don't get you guys. As if having a total of 8 Bolt/Decay-proof power on the table without getting Terminused/comboed out is not already more than enough. The card is a win-more for Legacy purposes.
It's not that they made him a Dash creature with EtB fight-ability, which would have been awesome for green, while being a complete flavor-wise win and also within the colorpie. Missed opportunities, right WotC?
We have zombie turtles
http://media-dominaria.cursecdn.com/...3894024597.png
In Design news, this kid got hired at WotC a little while ago
https://www.youtube.com/watch?v=CMNry4PE93Y
Right! (even without the lovely Rhino, T2-Players can use Polukranos, World Eater over Surrak - sadly the missed the opportunities, to get him work like the flavour around his cool punch: Epic Confrontation - but his 5/4 Body isn't a match for all the Dragons, without a usefull ability...)
We see a lot of crap stuff, but some rares/mythics are still missing - also only 2 Exploit Cards so far... it seems WotC hyped the wrong stuff, a lot of useless dragons, megamorph, formidable etc....
Red draw spell, Commune with Lava, looks solid, upgrade over Braingeyser.
Unique effect in red too.
Dash is the red-black clan ability, so they wouldn't do that. Maybe if they revisit dash at some point in the future, though.
http://mythicspoiler.com/dtk/cards/communewithlava.jpg
This card seems sweet. Not Legacy-playable sweet, but sweet nonetheless.
Is this playable in Burn? As a 2-of, maybe?
http://www.themagictutor.com/images/...th_lava_en.png
I have no hope for Exploit after the 5 mana Demonic. I asume it will end up as a mechanic used for like 6 cards and then vanish like Fateful hour which is an AMAZING keyword if WotC would have ever given a serious try to push comeback-mechanics rather than trump-on-trump-gameplay pushing players against the wall.
In regards to Surrak, you could have given him protection from Dragons or the like. It would have not bothered me if he was only able to take down smaller dragons (aka the usual 5/5 dragons in the game) with the hypotetical EtB, so the Legendary Dragons ending up immune to him. It would have been perfectly acceptable if the mono-colored and clan-colored dragons were 4/4, 5/4 or 5/5 for a less bulky manacost to Bridge the gap between the legendary dragons and the clans footfolk.
It's totally alien to me how you can pat your own shoulder for "bottom-up" design and fail so miserably within creating a manacurve within clans, create badass dragonpunchers which can't actually touch a Dragon and create clan Dragons which have absolutely no connection to clan mechanics
Edit:
Braingeyer is sorcery and not only gives you the cards for a mere turn. This is a bad Blue Suns Zenith
Sure. You want to play Inferno Titan as well, right?
Touché. Make him a RG Legend instead? Make a Fight-Ability based on Formidable? He's an Atarka-allied Legend after all, so even mono-green dash isn't unthinkable imo.
This set is very many brilliant so far. For example there's a cmc6 3/3 dragon. And it has MEGAMORPH!
:rolleyes:
Considering their high mana costs, most dragons in this set are surprisingly small.
Only 6 of the 26 spoiled dragons so far are likely to survive a fight with Surrak on their own.
And that's including megamorphed Stormwing Dragon and a Foe-Razer Regent that fought something else before.
I could see the red thing being neato. It would have to be a slower combo deck more dedicated to making consistent land drops, though. Which isn't exactly something you aim to do in your standard combo.
Myth Realized; an enchantment that turns into a creature and gets bigger the more spells you cast. A decent control finisher; not sure it is better than Angels but could be a different direction to go in.
http://manadeprived.com/wp-content/u...d_20150312.png
Or something that takes advantage of the synergy with hand-droppers like Lion's Eye Diamond, Ill-Gotten Gains or Diminishing Returns.
Considering that cards like Blue Sun's Zenith are already only playable in very specific decks, I don't think commune with lava has much of a chance in legacy.
Just getting bigger is not enough, this card need you land it down, which means card-disadvantage in the first playce, while angel can be put back with brainstorm and can be cast eot, also most time is immune to spot removal.
Also I don't think this can replace anything in Enchantress.
Commune with Lava is a great card. You'll be able to cast those cards until the end of your next turn, which means that this is a fine card to cast even at Sorcery speed and 'draw' into tools without implicitly losing them right away. It does not count against hand size; the cards you exile are not subject to discard; the only requirement is that you are actually able to cast them within the allotted time frame.
Also, not that it's a *huge* hurdle for Blue decks, but a double-red casting cost makes it less attractive to dedicated Blue decks.
Honestly, the fact that such a potent draw X spell exists without any :u: in the cost is exceptional. Yes yes yes, a random Blue cantrippy deck could adopt it, but it can be played in non-Blue decks with a similar degree of success. It's very encouraging to see such an effect.
EDIT: Also Black just got "Target player draws X cards and loses X life" for :x::b::b:. Everyone gets draw except stupid Blue! Plus you can kill a sucker with the Black one. Heh. Not sure if it's *as* potent as Commune with Lava but I just really like seeing 'non-forced' card draw in colors that aren't Blue. These are both on-point for the colors they're in.
This is NOT card disadvantage. This is essentially a creature (one which basically has an upkeep of :w:), and creatures are never card disadvantage.
It baffles me how some people disregard it so much. Lay it down, spam a bunch of blue cantrip bullshit, have a huge creature to smash face with. Not to mention it has permanent pump at instant speed, so even if you run out of spells lategame, you can still invest excess mana to pump it to your heart's content whenever you like it.
It mostly comes down to opportunity cost. When a deck like Miracles chooses to drop this early, it foregoes the opportunity to drop a lockpiece/keep up mana for removal ie. advance/execute it's gameplan. And by the time the deck would want to cast it, it could probably just as well cast EtA on opponents' EoT and close the game in 2 turns.
Also, the Myth Realized doesn't have evasion/trample. So there's that.
They did create this card:
http://media-dominaria.cursecdn.com/...4095563908.png