Anybody think this looks interesting?
Mastery of the Unseen
1W
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
3W: Manifest the top card of your library.
Seems like a pretty decent tool for combating Miracles, especially for something like Maverick. Possibly also good in Miracles?
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
That card is so overpowered. If you resolve that, you never have to cast another Spell against Control as long as the game goes on. It's basically a White Bitterblossom, with marginal upsides.
So, assuming you never turn anything face up, which is a logical assumption, it's basically a repeatable engine that charges 4cc for a 2/2.
That is not a unique snowflake. From Sacred Mesa to Luminarch Ascension, there are dozens of white creature generators that do the same thing better.
Oh good, Break Open. I was talking about Angelic Renewal specifically, but thank you for reminding me that this horribad card is a thing.
I expect they'll append something to the current rules for face-down creatures; there is something in there for turning face-down spells face-up, but I understand that to mean spells on the stack, not spells under an already-in-play 2/2.
Holy shit. Humble Defector.
Humble Defector - 1R
Creature -Human Rogue
T: Draw two cards. Target opponent gains control of ~. Activate this ability only during your turn.
Edit: And two cards that do the exact same thing...
http://mythicspoiler.com/frf/cards/f...snurturing.jpg
http://mythicspoiler.com/frf/cards/fierceinvocation.jpg
Does humble defector work with instant untap effects? Or am I imagining it?
(I mean you never let his ability resolve, so you won't actually draw the two cards till everything resolves, but can't you keep untapping him, and then tapping him over and over?)
Well, almost the same thing - the red one costs more and puts two counters, not just one. But yeah.
Defector is probably a lot better than I think it is; I think my brain is poisoned by all these Jeskai Ascendency lists that are showing up everywhere because that was the first deck I thought of for that turd. I mean, sure a dedicated deck could do tricks with like untapping it with its ability on the stack, but it'd need to have a handful of other cromulent tricks up its butt to make it a worthwhile venture. Unless you're geeking out about homeward_path.deck or something equally malfeasant.
Humble Defector + Homeward Path
Question is if it's really worth to run that "combo"?
Based on conversations with Judge friends, they issued rules notes on manifesting Instants and Sorceries recently; if a card is turned face up after being manifested it checks to see if it's in the right zone, so Instants and Sorceries go the graveyard and have no effect because they weren't cast and can't be on the battlefield. Creatures, Artifacts, Enchantments, and Planeswalkers remain in play.
Yes, since the transfer of control is part of the effect.
Defector might be for Zedruu the Greathearted EDH.
That said, he seems not terrible on his own since he can chump block and then activate.
Puca's Mischief, or Perplexing Chimera maybe Gilded Drake?
Edit: Treacherous Pit-Dweller
Last edited by Jander78; 01-06-2015 at 03:43 PM. Reason: Fixed card spelling
Why would you assume you're never turning anything face up? Keep Teeg face down until there's a miracle trigger on the stack. Get a Goyf or Knight through Counterbalance. With Sylvan or Top in play this can also help you power through the top of your library, turning dead draws like lands, and StP into a clock. It also gives any creature on top pseudo-haste to help kill Jaces. There's just a lot of potential there that the average token generator doesn't have.
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
Neither does this. It takes a minimum 7 mana to get there (1 + 2 + 4.) Further it's weak to any legacy kill spell in the process and you have to set it up with top, jace, or brainstorm (or be inherently lucky.) So you're likely paying 8 mana for said trampler across multiple turns, all while getting beaten to death by a batterskull that costed 4 mana.
The only thing that makes this better than the Cleric God or Luminarch is that it doesn't cost 4 mana to start off and it doesn't take 4 turns to get going. I could see it played potentially. However, unlike bitterblossom it's at most a 2-of IMO, as the mana reqs are too high. Bitterblossom is 2 mana and makes evasive dudes for free, and it sees no play.
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