There are several versions of wasteland strangler in the past, but they were all 3/3 for 4. I agree that this tiny power creep is a big deal. Notably, you can choose not to use the effect, so it will not kill itself.
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Retreat to Coralhelm + Knight of the Reliquary
Seems like it could be silly. Pump the knight. Use fetchlands for extra retreat triggers to tap down their creatures, and fetch the blue land with KoR to keep them tapped.
Remember that modern already has Essence Scatter, so the new devoid counter with CMC restrictions is just pointless in terms of Modern.
Also fun useless 3 card combo with Retreat to Coralhelm
1st turn - Land - Hedron Crab
2nd turn - Land - Ruin Ghost
3rd turn - 2 mana Land - Retreat to Coralhelm - exile land - etb - untap Ruin Ghost - repeat - mill opponent
Hey Modern friendly !
(or use Steppe Lynx for infinite attack power. . .)
Too bad every modern deck plays 1 mana removals for creatures and/or enchantments :/
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I mean, sure, they have similar mana costs, but it's not like a deck can't have more than one kill spell. Liliana has to be run in moderation because of the legend rule, and this will have to be run in moderation because it's conditional. The way I see it, the cards work out just fine together.
I understand it's off topic,but I do wonder if there are enough good 'tap' creatures like Jace, Noble Hierach, and Knight of the Reliquary to make Return to Coralhelm worthwhile in Modern.
T1, Noble Hiearch, T2, Knight of the Reliquary, T3 Return to Coralhelm, swing for 20.
I tried a janky brew of it with Tideforce Elemental in WWK during that standard which obviously didnt work as well.
Hangarback Walker seems like another good tap guy.
I'm interested to see the manabase that enables those shenanigans since fetches and sac fodder needs to be kinda balanced.
A manabase with actual duals in Legacy could generate quite a bit mana from the fetched lands as well. Sunhome, Fortress of the Legion or Kessig Wolf Run could cover the last points of damage. Or you could generate mana and go Thespian's Stage + Dark Depths + Slayers' Stronghold for hasty Marit Lage tokens out of fucking nowhere. Probably needs some serious theorycrafting to get the numbers and sequencing right, though. Call me intrigued.
This really does seem worth talking about there is a lot of power here.
This adds a lot of mana to your pool as every fetch you search up can add an extra mana off a Hierarch, and all the lands you are fetching with knight are giving you mana as well, so the turn you go off you have as much mana as you could want. Also there isn't any need to give knight or lynx whatever evasion as you can tap down blockers with every fetch you get (since you get a free activation that you don't need to use on knight).
The fact that this isn't just a do nothing combo piece but can actually scry you to good cards or offensively or defensively tap a bunch of opposing creatures isn't worth nothing either. Without a knight this enchantment essentially turns your mana dorks into Lotus Cobras.
Seems totally possible for a modern deck. Already there is a Knight of the Reliquary Naya deck that has put up a lot of results, not hard to think that a Bant version could be viable.
Depths is banned in modern, Eye of Ugin is legal though and can do things if there's piles of mana available. Alterantively There's a bunch of stuff that could happen in legacy with DRS and such.
That is true. Actually, I think that a Legacy deck wanting to make use of Strangler would have to play StP as well as DRS in order for there to be exiled cards. Without StP, you'd be relying mostly on your own DRS, and your opponent's FoW and Delve spells. I dunno, I want this card to be playable, but I the way I see it, its conditionality and being in competition with Liliana don't bode well.
Speaking of other removal: Bolt or StP backed up with Snapcaster also feel so much better and versatile, even if they don't have the advantage of Devoid.
I was talking about Legacy. Sunhome/Kessig Wolf Run are probably the better solutions since they take 1 slot max, depending on what you want to run.
Anybody interested in doing the math for a proper sequence for either Sunhome or Kessig (<-- which might be better since you can't chump Knight anymore) to go for the kill? It would be nice to know how feasible it actually is.
Just with kessig, each land you cycle through gives the knight +1/+1 by being in the graveyard, and 1 mana for the kessig activation. The knights 2 power offsets the 2 activation cost of Kessig, so that's 10 lands total. With Kessig + Sunhome, you can cycle through 7. So you probably want at least 10 forests or plains that come into play untapped in the deck so that you can start with 3 lands in play and cycle 7 without having to use fetchlands.
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