Unreleased and New Card Discussion

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lyonhaert
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Post by lyonhaert » 2 years ago

It's not as easy as Coalition Victory, so I don't think it'll be banned, if that's what you mean.

On another topic, I'm kinda disappointed about Garruk getting cured, or at least (from what I've heard of the story) that they kinda just stumble into him getting cured.
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Post by 3drinks » 2 years ago

Taleran wrote:
2 years ago
Image

Okay how many weeks do you give this?
Your image isn't showing. It literally just says image

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Post by Sharpened » 2 years ago

Taleran wrote:
2 years ago
Image

Okay how many weeks do you give this?
It (generally speaking) gives a turn cycle where it sits in play before you win off of it. It won't need to be banned. As long as alternate wincons give you time to react to them, it's unlikely that they will be problematic.

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Taleran
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Post by Taleran » 2 years ago

I don't actually think it is going to get banned or is powerful enough to warrant that (I don't actually believe Victory itself should be banned necessarily). It is just the kneejerk reaction to cards in this vein a lot of the time.

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Rumpy5897
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Post by Rumpy5897 » 2 years ago

It'll go away with time. I knee-jerked to Shaman of Forgotten Ways. And then nothing happened.
 
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Taleran
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Post by Taleran » 2 years ago

I guess this is also why Adventure's are templated like they are so you can't get Creature/Instant or Creature/Sorcery off of one card.
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DirkGently
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Post by DirkGently » 2 years ago

Ooooh....

Image

That's pretty spicy to be able to fetch.
Taleran wrote:
2 years ago
Okay how many weeks do you give this?
For what, before everyone realizes it's total garbage and never plays it?
Taleran wrote:
2 years ago
I guess this is also why Adventure's are templated like they are so you can't get Creature/Instant or Creature/Sorcery off of one card.
I'm sure that's not why.
Last edited by DirkGently 2 years ago, edited 1 time in total.
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Taleran
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Post by Taleran » 2 years ago

Oh that land is gross with a lot of things, Miracles most especially.

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Post by ISBPathfinder » 2 years ago

Taleran wrote:
2 years ago
Image

Okay how many weeks do you give this?
99.9% certain that it will never eat a ban. It gives opponents an entire turn to respond (unless you can combine it with flash) and their response can be to remove the enchantment or disable whatever you have to let you win. Its the same reason that Felidar Sovereign isn't a problem that people are screaming to be answered.

EDIT: The number of things you have to checkmark to win is also kind of crazy. I really think that this might be one of the hardest ways to win I have ever seen. Essentially every color / type of strategy can interact with it to stop you from winning.
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Post by 3drinks » 2 years ago

[mention]DirkGently[/mention] may be agreeing with me more times on these boards than on @mtgsally whoashit.
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Post by bobthefunny » 2 years ago

Taleran wrote:
2 years ago
Image

Okay how many weeks do you give this?
infinite?

It triggers on the upkeep. That gives plenty of time to respond to it, much like any other current accepted alt-win card. Just because the 5 color thing seems similar to Coalition Victory, doesn't mean they're not very different. It also gets turned off potentially by taking out a card type (possibly even simple as nuking the GY), or straight up attacking the player and dropping their lifetotal.

It's like a more difficult Test of Endurance.
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Taleran
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Post by Taleran » 2 years ago

That land sure does enable some really low investment and cheap mana wise infinite turn loops and other %$#%$#% doesn't it.

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DirkGently
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Post by DirkGently » 2 years ago

3drinks wrote:
2 years ago
DirkGently may be agreeing with me more times on these boards than on @mtgsally whoashit.
Lol, I refreshed the page (to see if anyone has posted about the land), but forgot to check if another page had gotten to the thread, so I thought no one had replied to Taleran :laugh: I wouldn't have bothered if I saw how many people had already said the same thing.

But yeah those requirements are insane, there are so many easier ways to win the game.

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Taleran wrote:
2 years ago
That land sure does enable some really low investment and cheap mana wise infinite turn loops and other %$#%$#% doesn't it.
What are those exactly? trade routes or something?
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Post by ISBPathfinder » 2 years ago

DirkGently wrote:
2 years ago
Taleran wrote:
2 years ago
That land sure does enable some really low investment and cheap mana wise infinite turn loops and other %$#%$#% doesn't it.
What are those exactly? trade routes or something?
Its not amazing but Kefnet the Mindful is a reasonable card and could create the loop. Its 9 mana to do it........ but Kefent and 5 mana extra turns are both very reasonable cards to run in a blue deck. I could see that being reasonable in a UG deck where tutoring for creatures and ramping are likely things that can happen.
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Taleran
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Post by Taleran » 2 years ago

The Moonfolk to who do the return land for effect thing, although they are not all the cheapest creatures.

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Post by 75chan » 2 years ago

Some nice cards spoiled since I last checked!

The Great Henge: New Malestrom Wanderer staple huh? 2 mana card draw that you can't cascade into, sure you need Wanderer out to cast it but it's not that big of a hurdle, I think. It might be too low impact, but I'll be trying it out, assuming the price drops

Escape to the Wilds: Also something I'll try for Wanderer, 5 mana draw 5 isn't great, but tucking explore onto it might make it playable. Don't expect it to be good enough though.

Drown in the Loch: The versatility makes it interesting for Tasigur, which loves the versatility, Goes poorly with Leyline of the Void, but that's not a biggie.

Castle Garenbrig: This set really likes to give me cards for Wanderer eh? I doubt this is good though, but it's low opportunity ramp, that being said, I might end up wishing this was a basic forest more than not, but it'll be worth trying out to see how it plays.

Castle Ardenvale: I think this is too low-impact in my Gisela deck, but an untapped land that taps for white is low-cost to run enough to at least consider it, but I think it'll be a nonbasic plains too much for me to bother with it, as I don't want to run too many nonbasics.

Fabled Passage: Really wish it was untapped the first three turns, where I want my lands untapped, rather than on turn four and onwards. I might run it in my lands deck so I can get an extra trigger out of the effects that want it. Possibly want it in Gisela as another shuffle effect is nice as well as choice of RW basic. Is it worth ETB tapped early? Ehhhh. I'm not sure but it warrants a test run.
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Post by umtiger » 2 years ago

3drinks wrote:
2 years ago
I for one look forward to playing an eleven fetch base deck.
Man, this is a real thing for my potential Omnath deck that I've been putting off building for 3 years.

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Post by 3drinks » 2 years ago

DirkGently wrote:
2 years ago
What are those exactly? trade routes or something?
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Post by Taleran » 2 years ago

Hmmm that is also 2 mana like Trade Routes I can Muddle the Mixture for either of them....

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Post by folding_music » 2 years ago

looks like we've seen a large portion of the set, now, so I'm looking through the instants and wondering where all the usual staple effects are? the counterspelling is weird, the burn is weird, the pump is weird, the disenchants are weird AND the kill spells are weird, lol, so I suspect we're gonna see a few trusty reprints to round out the spoilers...

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Post by SocorroTortoise » 2 years ago

Everyone is understandably complaining about Happily Ever After and no one is talking about Return of the Wildspeaker. This card is great. An instant speed way to refill your hand in green, doesn't target so you're less likely to get completely blown out by removal, the creature typing restriction is almost nonexistent in green, and it has an alternate mode of combat trick/pseudo-overrun. If you have a 3/x non-human on board, which is almost laughably easy in green, this is on par with blue card draw and it scales up from there. While it won't help you rebuild after a wrath, you can respond to one and use the new hand for that. One of the best green draw spells in a long time.
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Post by vandertroll » 2 years ago

I think that this looks harder to turn on than coalition victory. Much harder.
Mystic Sanctuary looks so good. I want to try it in my Tatyova deck, which already has Trade Routes and Cloudstone Curio with an extra turn spell.
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Post by Artaud » 2 years ago

SocorroTortoise wrote:
2 years ago
Everyone is understandably complaining about Happily Ever After and no one is talking about Return of the Wildspeaker. This card is great. An instant speed way to refill your hand in green, doesn't target so you're less likely to get completely blown out by removal, the creature typing restriction is almost nonexistent in green, and it has an alternate mode of combat trick/pseudo-overrun. If you have a 3/x non-human on board, which is almost laughably easy in green, this is on par with blue card draw and it scales up from there. While it won't help you rebuild after a wrath, you can respond to one and use the new hand for that. One of the best green draw spells in a long time.
Exactly my thoughts. It replaces Momentous Fall right away.

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Post by pokken » 2 years ago

Meloku the clouded mirror goes infinite with a time warp and a fetchland. Pretty gross.

3UU - cast time warp
play fetch crack fetch trigger island time warp on top
pay 1 return land make a 1/1

Seems pretty good, esp since it functionally kills he table and you don't need any other wincon.

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Serenade
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Post by Serenade » 2 years ago

Gonna be pretty hard to not telegraph this card...I think it sees no play.
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