Artifact Creature — Golem
: Regenerate Clay Statue.
Printings View all
|Masters Edition IV (ME4)||Uncommon|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
Combos Browse all
|Commander / EDH||Legal|
Clay Statue Discussion
5 months ago
Would I be able to do this by tapping Clay Statue for a blue mana with Urza’s ability then sacrifice if with Ashnod's Altar use the two colorless mana to regenerate Clay Statue and continue to tap it for mana? Or would I not be able to tap Clay Statue once it is regenerated. I think it would be an interesting infinite combo.
1 year ago
I wanted to build on Tyrant-Thanatos's post--Regenerate has a number of major issues that justify its removal from the game.
It's a really clunky ability--"this creature gets a replacement effect preventing it from being destroyed. For good measure, let's also remove it from combat." If I were making a list of rules points new players have difficulty with, it would probably look like:
The stack--Regenerate implicates this. You have to activate Regenerate prior to the creature being destroyed, and thus know to activate it when lethal damage has been assigned (but not dealt) or a destroy effect is on the stack. Heaven forbid you run into an issue where someone is trying to Krosan Grip your Clay Statue, as then the timing gets wonky--if you had proactively used regenerate at the start of your turn you'd be fine, but you can't regenerate once the spell was cast.
Replacement effects--another area that's pretty easy for established players, but not for new ones.
Effects that are not directly connected to the inherent nature of the ability--it seems a bit strange that "remove from combat" is also part of regenerate.
Taken together, Regenerate creates a wonky ability that voltrons together a number of complex issues. I fully understand why it was removed from the modern lexicon--like protection, banding, and Range Strike, it's a deceptively complex ability.
That's a roundabout way to circle back to my response to the main thread--I think Wizards goes overboard in their quest to expunge these ancient keywords. I understand their not being included in standard-legal booster packs or 60-card starter decks--that's how most new players are introduced to the game.
However, I think these abilities should have a home in some of the more complex products designed for more experienced players--most notably Commander precons (which, while "intro-level", still tend to be designed with a more experienced player in mind).
4 years ago
i have some lands that give 1 life ill have to look in my other decks for them and other cards.
that Young Pyromancer iv just been lazy on it mostly cus i wanna get 4 of them and that about 11$ lol. i like to look for cards find ones i like then just sit on the decision, i do want is i see what u mean as its not to fun a card but, for this deck with mostly all instances he is really good and i don't have to worry about casting a card just to get guy out on the field.
the single 1 drop dragon that can become huge is cool stuff i mean every thing u said is to point in ways this is y, as i look at my cards when i find ones i like im taking them out and putting to the side for now, im looking at blue/red and burn deck witch is this one im thinking of doing a dragon deck and goblin. this is fun, just like u said the funds needed will be the hard part but im cool on waiting for money to find me, if anything if i build this stuff to fast ill miss out on a lot of things i wold do could of done and should of done also money wasted.
what do u think about Goblinslide ?