It doesn't work that way. Damage is assigned to creatures in the form of -1/-1 counters.
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But Wither still owns Protection from "color" creatures, right? Like if I had a 2/2 Black creature with Wither, and my opponent had a Pro Black Voice of All, does the Voice of All still die? I think it does, but not sure.
You know how you spot the powerful magic cards?
They're the ones that do things that no other card does.
Granted, prevention of life loss, the non-prevention of damage, and wither are all on other cards, but the combination of all three in one card, for so cheap (seriously, three mana, holy christ) is entirely unique.
Mainboard? No, but it's going to fundamentally alter the sideboarding strategies of quite a few decks.
No. Wither still "deals" the damage, but instead of having 2 points of damage on a creature, there would be -1/-1 counters applied instead.
That sucks. I know Protection from "color" isn't too prevelant, but it's annoying to be shut down by a single Mother of Runes sometimes.
Wither, in itself, does not circumvent protection from a color. However, Everlasting Torment does.
502.7e Any damage that would be dealt by sources that have the stated quality to a permanent that has protection is prevented.
Everlasting Torment doesn't seem that great, it doesn't do anything on it's own for three mana. Unless I'm severely underestimating Wither.
Whither...
...punks Goyf, bad.
...lets direct damage (with Everlasting Torment) kill a Stuffy Doll without triggering the ability(!) (not the best Legacy example, but still, it's a neat trick).
...lets weenies meaningfully gang up on huge monsters from turn-to-turn.
...kills the new Persist mechanic (yeh, yeh).
...is just BETTER than damage with respect to critters. (Didn't WoTC say they wanted to make the combat phase meaningful again?)
Wither might not break the game wide open, but it's a nice new mechanic to have exist.
Jeez, what an asshole :laugh: :laugh:
:wink:
Leechridden Swamp
Land - Swamp (U)
Leechridden Swamp comes into play tapped.
:b:, tap: Each opponent loses 1 life. Play this ability only if you control two or more black permanents.
Thoughts on this card?
You seem to have misunderstood my conjecture. Although it does nothing on it's own, it doesn't seem worth the mana for the effects. Jitte is colourless removal, pump, and life gain. Bridge from Below creates creatures for free. Piledriver can suddenly swing for seven. Everlasting Torment prevents life gain, damage prevention, and changes the way creatures hurt each other.
Woo-hoo.
Do the new CIPT cycle not actually produce mana?
They do. If a card has a basic land type, it taps for appropriate mana.For a control deck, when is it better then just removing the creatures outright? In red you have a multitude of burn spells to remove creatures. In black, you have Smother, Shriekmaw, and an almost uncountable number of other ways to remove creatures.
In aggro deck, how is this better then just dropping a creature? In red you have Sulpher Elemental and the oft game ending Magus of the Moon. In black you have Confidant and several other legitimate threats at two black.
Persist, for one.A Mister T. Mongoose calling for you. He doesn't want you to block him with your Wither-creature, but he DOES invite you to attempt to burn or Terror him.
Magus fills a COMPLETELY different role than...wait, what was your point with that? Anyhow, with N.Torment out, your Pyroclasms become RELEVANT to creatures bigger than x/2, for just one example.
It's not a solution to anything -- but I can see it enhancing certain strategies.
I will not lie, you got me there.So you propose playing a three costing enchantment to deal with just Mongoose? Even when there's a new Pyroclasm that deals three in the same set?My point was that there are better things that an aggro or control deck can do, for the same or less mana.Yes, it enhances things. However, it doesn't seem worth the mana, and I especially don't think this is true;
I predict that it will see play in burn/sligh decks as an all-in-one answer to CoP: Red/Sphere of Law, Pulse of the Fields/assorted lifegain, and the Worship + Silver Knight combo (if anyone still plays that). Oh, and obviously against Karach's Energy Field/Lamejaptranslation Wheel combo once my deck absolutely dominates the format.
And that will be it.
I may be still the only person who cares about Fossil Find, but outside the combo potential i see, i think some one also pointed this out: combined with cards like Jotun Grunt and tog it very well can be a recollect for only R or G
Which is good, but the question is: is it a fair trade to cost 1 colourless mana less (than Regrowth) in exchange for requiring another combo piece?
Also, the 'combo' is not as easy as it looks; with Grunt, you will have to wait a few turns to clean your yard from the chaff, and you may not be able to do that at all (what if there are two cards left?). With Psychatog, you have to sacrifice all the food that one assumes you were saving up to turn Tog into a huge monster at a more appropriate time - say, when clashing against a fattie or your opponent's face.
If you are playing Green clearly Regrowth is better, coincidently Regrowth sees next to no play... this new card is bad.
Would Fossil Find work with Boisium Strip combo decks? For fun/casuals of course.....
I see fossil find good in two situations, the first is in combo decks. You play a bunch of rituals and tutors and then play a fossil find (1 of probably) and what do you get? another ritual or tutor for only R/G, for example in storm combo you play a Mountain + SSG then Rite of flame and Seething song. Now if you play your fossil find you'll either add +2 storm count or add +2 storm count and R mana.
With the Psychotog deck and the Jotun Grunt deck lets see what your returning. for Jotun grunt your probably playing W/R or the kind so: either Fetchlands/Burn/removal...either one would be good for you, only problem is that it'll be random, but less random then just R: draw a card. Same for the Tog you'll either be returning a counter/fetchland/removal/ or discard. none of which is bad for you, over all its better than R: Draw a card and it comes with the possibility of being a regrowth for 1.
Im not advocating to run it as a 4 of in these type of decks, on the contrary i expect it to be run as a singleton, since multiples are bad.
Not at all. Paradise Mantle+Puresight Merrow turns every draw into a Demonic Consultation -- getting the two together should basically be "I win". Maybe it's better to combine it with counterbalance, or brainstorm, or a spring tide/solidarity style finish. I guess Shelldock Isle -> whatever isn't necessarily the best way to finish.
Combine that little combo with Future Sight or Magus of the future.....