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Thread: [DTK] Dragons of Tarkir spoiler thread

  1. #401
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Echelon View Post
    Also, the Myth Realized doesn't have evasion/trample. So there's that.
    Or hexproof or indestructible or blink or a cmc of >3.

    So, basically, it dodges bolt, but gets hosed by every piece of common creature removal, random Maverick creatures, and Wear/Tear.

    Wooooo...
    Quote Originally Posted by sdematt View Post
    tits.

  2. #402
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by iamajellydonut View Post
    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.
    This card strikes me as a control card. You get a bunch of cards for your next turn at their EOT. If you hit a land and one playable option it's a two-for-one. The problem is finding a control deck that doesn't have a better card-draw engine. Obviously in blue decks cantrips + the occasional SDT/Library overrule this. Jund and Junk have Sylvan Library (+Top), Bob if you want it (I still don't, but it's still pretty good).

    Honestly, the thing I am thinking is some sort of Dega control/midrange deck that uses this to refuel in the mid-to-late game. You have access to a lot of cheap removal/disruption in those colors (Bolt/STP/Thoughtseize) and you can even stack your deck with Top if you want. And if you flip this off Bob it's only two life. Functionally it's like Sphinx's Revelation or USZ but in a color that doesn't get such an effect. Also gets around Spirit of the Labyinth if you want it.

    I would've loved it at XR but I bet that was insanely broken in modern Pyromancer Ascension (where I believe this card really shines, you ritual-ritual-this EOT, draw more rituals, trigger your Ascensions the next turn, play Past in Flames and go nuts)

    Quote Originally Posted by Barook View Post
    This is NOT card disadvantage. This is essentially a creature (one which basically has an upkeep of ), 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.
    UW Mentor loves this card. 4 Delver and some mix of this and Mentor (3-3 maybe?), then the rest of your deck is cantrip bullshit. You grow both high and wide, you have two T1 threats, and it can't be bolted unless you're a colossal moron. And unlike a SFM package you don't have 6 cards that don't trigger Delver or Mentor. This even triggers Mentor and itself! It might be slightly worse against Terminus than SFM but you are playing any number of cards that can combat miracles.

  3. #403
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Final command spell spoiled:
    [Picture]
    Dromoka's Command
    Instant (Rare)
    Choose two -
    - Prevent all damage target instant or sorcery spell would deal this turn.
    - Target player sacrifices an enchantment.
    - Put a +1/+1 counter on target creature.
    - Target creature you control fights target creature you don't control.
    Current Legacy Decks: Elves, 12Post, Eldrazi Stompy, Burn, Reanimator, Death&Taxes

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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Sylphnir View Post
    Final command spell
    Well, that was a waste of a cycle.

    Edit: I do still like the UW Command from a localized perspective.
    Quote Originally Posted by sdematt View Post
    tits.

  5. #405

    Re: [DTK] Dragons of Tarkir spoiler thread

    Dega seems like a good home for Commune with Lava.

    For legacy it is too slow, sure but for modern maybe, for standard certainly.

    Any red tapout control deck, or burn deck, or in general deck with cheap playable active cards.

    I have toyed with Dega in modern with some success (Young Pyromancer, Dark Confidant, Lightning Bolt, Thoughtseize, Path to Exile, Lightning Helix, Boros Charm, Lingering Souls, Gods Willing). With FRF probably add Monastery Mentor in here. Commmune with Lava would be a good finisher, getting gas like Burn to fuel Mentor/Pyromacer.

  6. #406
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by iamajellydonut View Post
    Or hexproof or indestructible or blink or a cmc of >3.

    So, basically, it dodges bolt, but gets hosed by every piece of common creature removal, random Maverick creatures, and Wear/Tear.
    Quote Originally Posted by Echelon View Post
    Also, the Myth Realized doesn't have evasion/trample. So there's that.
    Neither has Goyf, but that never stopped it from being a thing. Just because combines well with SDT doesn't mean it's meant for Miracles. It dies to the rarely played enchantment removal, but is immune to GY hate. Edit: It also dodges sorcery speed creature removal.

    Who knows, maybe it becomes a thing with Mentor.

  7. #407
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Barook View Post
    Neither has Goyf, but that never stopped it from being a thing. Just because combines well with SDT doesn't mean it's meant for Miracles. It dies to the rarely played enchantment removal, but is immune to GY hate. Edit: It also dodges sorcery speed creature removal.
    Although I made no indication of it, I was commenting more with regards to the suggestion of "why not Miracles?!". I suppose it could work in a UWx Delver shell, but then again I've never felt hurting for yet another vaguely aggressive creature. I'll reserve a majority of judgement until it's gotten a fair testing.
    Quote Originally Posted by sdematt View Post
    tits.

  8. #408

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by iamajellydonut View Post
    Well, that was a waste of a cycle.

    Edit: I do still like the UW Command from a localized perspective.
    I'm pretty certain Atarka's Command is going to be a staple in Modern Burn. Definitely won't make the cut in Legacy, but it's very nearly strictly better than Skullcrack, which already sees Modern play, with the only drawbacks being its inability to kill Kor Firewalker when an opponent blocks with him (something an intelligent opponent would never do if you had mana open for Skullcrack) and the fact that you have to splash Green for it (something that most Modern Burn decks already do for Destructive Revelry out of the SB).

    Outside of that, can agree, most of the Commands are pretty meh.

  9. #409

    Re: [DTK] Dragons of Tarkir spoiler thread

    3 of the 5 commands are pretty good..

    RG - seems legacy playable even if it might not be the best route to go for Burn, I'd still call the card playable.
    UW - not as good as cryptic but still very good. In the right deck (powerful 2 drops) this card can be better and more splashable than Cryptic, especially if you play against creature heavy meta. Modern playable
    BR - this command is underrated, definitely modern playable I think, all modes on the card are decent and have applications. It allows artifact removal in the main without getting useless if your opponent does not have artifacts.

  10. #410
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Probably rightfully ignored but this caught my eye

    Icefall Regent 3UU
    Creature - Dragon
    Flying
    When Icefall Regent enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's uptanp step for as long as you control Icefall Regent.
    Spells your opponents cast that target Icefall Regent cost 2 more to cast.
    4/3

    5 mana for 4 power with flying, pseudo removal and pseudo hexproof

  11. #411
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Myth also gets killed by Revoker, Reclamation Sage, made useless by Flickerwisp, and such.

    That said, I could see it having potential. It allows you to keep a strong threat on the board while leaving your mana up for Miracles, it allows you to Toxic Deluge while swinging with a huge threat, and it allows and it doesn't overextend you into Deluge/Terminus/Cataclysm, which are all good attributes to have. It's definitely a control card over a beater-card. It's going to be irrelevant until you've already established control, but once you have it's difficult to remove (outside of decay) if you're in blue/black.

    I'll probably try it out and I imagine Miracles may pick up a couple copies since people decaying this isn't a big deal (you have CB to decay.) Non creature opens the door for enchantress to take advantage of a tutorable beater that costs little mana while helping build your card-draw and such.
    Quote Originally Posted by Nestalim View Post
    Wrong. Gideon Emblem protect you from losing and you can even open your binder and slam some cards on the board, not even the HJ can DQ you now.

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    Re: [DTK] Dragons of Tarkir spoiler thread

    Turn 1 Myth Realized, turn 2 Standstill seems pretty brutal too. This is definitely the card that fits most comfortably into a current Legacy deck.

    The GW command is interesting. It has a little utility: breaks Goyf stalls, hits counterbalance/sneak attack/sulfuric vortex, lets you use your DRS/SFM to kill theirs, beats Price of Progress/Fireblast. But doesn't do anything against Delver of Secrets, Tendrils of Agony or Show and Tell, so probably unplayable.

    Quote Originally Posted by Cire View Post
    Probably rightfully ignored but this caught my eye

    Icefall Regent 3UU
    Creature - Dragon
    Flying
    When Icefall Regent enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's uptanp step for as long as you control Icefall Regent.
    Spells your opponents cast that target Icefall Regent cost 2 more to cast.
    4/3

    5 mana for 4 power with flying, pseudo removal and pseudo hexproof
    Unfortunately the best-case scenario for this card is a Sea Stompy top end...

  13. #413
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by maharis View Post
    But doesn't do anything against Delver of Secrets
    But it can kill Delvers. If it can kill them profitable, now that depends on your creature.

    The dragon is too expensive for Legacy, considering it can even die to Bolt. isn't an issue if your threat costs 5 mana.

  14. #414
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Myth Realized does not go into a Miracles shell. Miracles is already air-tight as far as win-con options. They have CounterTop and then they have Terminus and Entreat, the rest is filler.

    Myth Realized fits better into a Landstill shell alongside man lands, Standstill, and Supreme Verdict. It will regularly be >= 4/4 by the time the pilot activates it for one mana. Much faster clock than than what a landstill deck usually represents. Could be interesting to test there.

    Removal should never be brought up unless we're talking about what removal spells don't affect it. Goyf dies to AD, Delver dies to bolt, everything dies to StP. We already know this.

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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by GenghisTom View Post
    Removal should never be brought up unless we're talking about what removal spells don't affect it. Goyf dies to AD, Delver dies to bolt, everything dies to StP. We already know this.
    But being able to die to Golgari Charm and Reclamation Sage is pretty significant. I will bring those cards in as often as possible for value. Especially if someone were to try and shove it into a current Jetski Delver build, I would be so fucking thrilled. It's always a tempting option to bring in Golgari Charm for any True-Name Nemesis that are run and unflipped Delvers, but too often it gets risky when their Delver flips before you have mana or they don't have the TNN count you thought they did or they Bolt your dude while you don't have mana open and you get swamped with now useless Golgari Charms. Want to give me free enchantments that I can throw more Golgari Charms at?! Pretty sweet deal.
    Quote Originally Posted by sdematt View Post
    tits.

  16. #416
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Barook View Post
    The dragon is too expensive for Legacy, considering it can even die to Bolt. isn't an issue if your threat costs 5 mana.

    Yeah I figured. As maharis stated this can only maybe end up in blue stompy, but even then it's probably a bad option. Shame - it's one of the few cards I liked in this set.

  17. #417

    Re: [DTK] Dragons of Tarkir spoiler thread

    Delver is a better 1 mana win con than Myth so..

  18. #418
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Cire View Post
    Shame - it's one of the few cards I liked in this set.
    Yeah, I really liked Frost Titan, so I was kinda sad when I realized it wouldn't work out, too.
    Quote Originally Posted by sdematt View Post
    tits.

  19. #419

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by kirkusjones View Post
    I am seriously disappointed with Surrak. He uppercuts a dragon and then only gives a creature haste? How does he not have some kind of tap: fight ability? Maybe double strike activated with ferocious? I guess that's wishful thinking, but it just seems like lazy, thoughtless design for such a badass character.
    At least give him 5 toughness so he can attack into Tasigur and Siege Rhino in Modern. He's a shit pile as is.

  20. #420

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by lyracian View Post
    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.
    U/w Standstill. Unlike a white 2/1 creature it's unlikely your on the draw opponent has removal for this in response to your Standstill on your second turn. Pretty terrible mid game card, but 4 x Brainstorm, etc..

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