Imperiosaur

Imperiosaur

Creature — Lizard

Spend only mana produced by basic lands to play Imperiosaur.

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Printings View all

Set Rarity
Modern Masters (MMA) Common
Future Sight (FUT) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Pauper EDH Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Pauper Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Imperiosaur Discussion

passimo on King Crocodile's Key Party

8 months ago

Really like this Crocodile. The only thing I can say, is that if you wanted you could sneak in some Imperiosaur by switching the good ol' Llanowar Elves with some Arbor Elf (and fixing the lands to be more basic), but I don't know if It would actually fit, it's up to you. It would be a good friend for the crock though! Anyway, a solid +1 from me!

lagotripha on Mono Green Budget Dinos

1 year ago

Mono green stompy is competitive (in some metas). Aspect of Hydra or Nykthos, Shrine to Nyx etc. Similarly, there are a bunch of ramp decks that look to play 4/5 drops, with Leyline of Abundance offering a lot to that.

Carnage Tyrant is a solid anti-control card. Deathmist Raptor is likely consigned to weird morph/cloudshift/reanimator brews. Imperiosaur is the most solid of the modern dinos- and underwhelming. Territorial Allosaurus is flat better and still not great. Runic Armasaur or shaper's sanctuary might be sideboard-worthy.

I could see a Wayward Swordtooth/Ranging Raptors setup existing, but I doubt it would be budget by any means.

derpor on Skred Jund!

1 year ago

Nice. I'm working on a similar list. What do you think about Imperiosaur and Frostwalla ?

Landonius on Forests - the Deck

1 year ago

Mathmagician I bet something like Imperiosaur or Murasa Behemoth wouldn't be a half-bad replacement.

MontaukMonster on more

1 year ago

Funkydiscogod good point about losing species identity.

cdkime good eye on the druid; I didn't do the math on that. At 3 it's more comparable to a Far Wanderings with threshold, which on turn 2 is downright abusive. As for the blue one, remember it's draw+discard so copare to a Merfolk Looter which is perpetual, I don't think 5 is too high.

As for the green card drawing, to be sure all colors 'ought' to have card drawing. That blue has grown to have a de facto monopoly on card-drawing is a travesty IMHO; not only does it give the color pie imbalance but it also doesn't make sense flavor-wise. Black gets card drawing because it trades anything for power a la Necropotence , Dark Confidant , Minions' Murmurs and the like. Red being the color of power, chaos, and resources has its own mechanics like Wheel of Fortune and Browbeat . White 'ought' to have its own if it reflects the idea of patience being rewarded with blessing or soemthing to that effect. Green has traditionally had its own in cards like Natural Selection , Sylvan Library , Wall of Blossoms , Recycle , Ohran Viper and even Harmonize . The idea being the abundance of resources, renewal, refreshing, and regrowth. It does fit. As for the farmer, I patterned him after Merfolk Looter but I do see your point about the shuffling. Perhaps bottom of library instead.

I forgot about Imperiosaur . It's been a while.

Yes, I agree with you Gleeful Pyre is a terrible way to showcase the design mechanic.

The issue with the book, now that I think about it, is that thi scard doesn't reflect what the thing actually does, from a flavor perspective. The Book of Knowledge was held in the City of Hoffu after the great uprising in which the demon Onawantue was imprisoned and mortals won their freedom. Shortly thereafter, it became lost and at the same time, the Guild grew seemingly out of nowhere. The way it works is that when you read a page, you gain knowledge but you also imprint a page of knowledge onto it, so that anyone who reads the book after you can gain your knowledge. The Guild initially consisted of the Guildmaster and the six Guild Wizards. But they shared the book among themselves and in so doing grew extremely powerful. Too powrerful for the Guildmaster to control and so he sparked division among them that tore the region apart. The most powerful of them all was Meekay (, but he was also profoundly schizophrenic. Meekay had discovered the Guildmaster's plan: to use the Book of Knowledge to gain the key to unlocking Onawantue, the evil nasty demon that he secretly served so that she could re-enslave the mortal world. And so, the Guildmaster destroyed Meekay's thought receptacle which had previously allowed him to function more or less normally.

Centuries later, the original six became known as gods: Raojan the god of Fire, Norina the goddess of deception, you get the idea. The Guildmaster still needed minions to carry out his whims, but instead of talented mages he chose common folk with a propensity to greed and kept their knowledge on a tight leash---allowing them just enough knowledge to spark but not enough to challenge his control.

Boza if the requirement is that the card will eventually see print else don't bother why do we even have this forum? Is this a secret wotc R&D lab that I don't know about? The point is as with anything else with this game: to entertain and have fun.

As for being unreceptive to criticism, please understand that I thank all of you for your feedback. Thank you. Sincerely. If I come across as aggressive that's because I'm an asshole in general and I'm too old to apologize for that.

Caerwyn on more

1 year ago

MontaukMonster - as the person designing the proposed cards, the onus is on you to defend their creation. You are the one opening up your cards for critique, after all. It is not enough to just say "because I can," particularly given the abnormal nature of these proposed cards. You also really need to work on your tone--as has been mentioned already, you're coming off very aggressive, and that's not fair to those who took the time to respond.

In the interest of discussion, however, I will offer what you have yet been reluctant to do--a defense of your core concept. Personally, I agree with what others have said--that planeswalkers need to be limited in scope, but I want to move the conversation past the discussion of the core concept so we can address the actual cards themselves.

  • What is the justification for the game design, and the creation of common planeswalkers?

As of right now, Pauper does not have access to any planeswalkers. This proposal would give pauper access to additional cards, as well as make planeswalker-matters cards that are currently at uncommon viable options in pauper, expanding the card pool and increasing diversity.

  • What is the lore justification for common planeswalkers?

The issue here is that Planeswalkers are, by definition, legendary. After all, only a minuscule number of people have a spark, and only a fraction of those have their spark ignited.

The justification here is that someone has figured out how to artificially create the ability to planeswalk (akin to the Planar Bridge or Weatherlight, but embedded in a creature). However, this is a temporary situation, and burns out the person's body (hence why they only have minus abilities).

  • Creature types on Planeswalkers

These are just generic individuals who have an artificial spark; they are not great heroes. We've already seen tribal cards, such as instants and enchantments, which show there can be some mix-ups between creature subtypes and others.

I think a better option would be to come up with a single planeswalker type that could apply to all of these, and then flavour them through the art. Something like "Planeswalker - Ensparked" that captures the essence of what you're trying to do, without getting into the messy situation of adding creature types.

  • Non-humans as planeswalkers.

Boza's point is invalid. In addition to Bolas, Ugin, and Karn, there's Ashiok, Tibalt, Kiora, Sorin, Angrath, Dovin Baan, Ajani Goldmane, Ob Nixilis, Mowu (sort of), Nahiri, Vraska, Kaya, Nissa, and so many more. So, that's not really an issue.

  • Multiple creature types

Contrary to what Funkydiscogod, there is precedent to combine Vampire with another creature type-- Vampiric Dragon , Vampire Hounds , Bloodghast . It's rare, but that's not to say it never happens.

I think that covers a lot of the basics, and at least gets us to the point where we can address the individual cards.


Pyrenisian Druid - this card is costed too aggressively. It's the same cost as Rampant Growth, for effectively the same effect, but repeatable twice.

I think a fair price would be . This is the same CMC as Cultivate , accounting for the fact you can get multiple lands, with the additional green added to offset any potential planeswalker synergies, such as proliferate or The Chain Veil .


Disciple of Raojan - this is a very powerful effect, as it's basically Shock with rebound. That card already exists in the form of Staggershock , and is costed three. Basing this on Staggershock , I think sounds reasonable.

I might also consider reducing this to "target player or planeswalker" to further limit its utility and make it more reasonable as a common.


Minion of Jarius] - this is a painful card, particularly against slower decks. However, there is some precedent for repeatable discard Skull Fracture , and Raven's Crime .

I might reduce the starting loyalty to two, and change the mana cost to (so far, I think they're all pretty consistent at the 1XX level, provided the loyalties are adjusted accordingly). I would consider bumping this up to , due to the card being at common, depending on the removal situation in the hypothetical set.


One, with the potential for three, +1/+1 counters should probably cost more than . Again, I think you can probably get away with , and even keep the loyalty at 3.


Norina's Apprentice - five loyalty is way, way too high for this effect. That's a whole lot of cards it could potentially draw. To keep with the theme I have been using, I think 2 or 3 loyalty would be appropriate for that cost. Leaning toward 2 to make this more palatable as a common.


Moving on to the creatures:


Elvish Mulchkeeper - while Green can draw cards, it's usually in conjuction with lands ( Abundant Growth ), creature power ( Abzan Beastmaster ), or a combat trick ( Aggressive Urge ). It's a pretty big bend of the colour pie to have this type of card draw on a Green creature.

The repeatable shuffling your library is also not ideal--shuffling takes time and is not fun for anyone, and there are enough ways to untap creatures that you could have multiple shuffles in a single turn. That's a nightmare to play with or against.

You could probably do something a bit more green. : Reveal the top card of your library. If it is a land you may put it in your hand."


Tendor's Servant

Counters are players are a bit annoying to keep track of, but there is precedent for it. White also has the ability to search for basic Plains, so, while it's a bit of a bend, it's on the acceptable side.

It's hard to evaluate this card in a vacuum, as I don't know how easy it would be to get service counters. I kind of like the concept, in that it's a decent card at any point in the game.


Scaletian Dreadbeast - the proper language is "Spend only mana produces by basic lands to cast Scaletian Dreadbeast." (Source: Imperiosaur I think this might be too aggressively costed and could be either a 4/2 or one mana more, just to avoid a Tarmogoyf situation, but I think you could probably get away with this in a non-standard set.


Drow Ascendant - As others mentioned, Regenerate has fallen out of use because it was not an intuitive mechanic (removing the creature from combat does not follow from the word itself; replacement effects trip up players; etc.).

This is an extremely problematic card though. Turn 4, Drow Ascendant into a turn 5 Fatal Push for a blood counter, then Damnation with regenerate/indestructible means you can keep this from being wrathed and then swing for a huge amount of damage.

I would probably leave it with the firebreathing and ping ability.


Gleeful Pyre - Nope. There is no reason for this card to exist. Functionally, it's the same as "You may have four copies of Gleeful Pyre and four copies of Lightning Strike in your deck." There might be some use for it in Standard, but standard usually has enough two mana burn spells floating about that I don't see the first ability as ever being all that relevant.


Book of knowledge - the language should read:

[mana cost], tap: Search target player's library for a card and exile it face down. Then that player shuffles their library. (source Praetor's Grasp

Then, as a separate static ability:

You may look at and play cards exiled with Book of Knowledge.

Lhurgyof on Muraganda Set

1 year ago

Hey tappedout! I just wanted to post a set that I've been working on for quite a while. Here's the imgur album: Muraganda

The main new mechanic is primal. A creature with primal may enter the battlefield with a +1/+1 counter on it. If it does, it loses all other abilities. It's similar to unleash, but much more muraganda-y in flavor. Since all we've seen of the plane are The Mimeoplasm, Muraganda Petroglyphs, and Imperiosaur I worked oozes, dinosaurs, and vanilla matters effects into the set. I've been working on this set and making revisions based on feedback for a couple years now (on and off of course.) Any constructive input would be appreciated!

Boza on How Do You Determine the …

2 years ago

the first one is Imperiosaur, while the second one is Ankle Shanker.

You nearly got them, intuitively or by knowing about other cards. There is no exact science on this, but you get a pretty good idea of how things should work.

Think how to not have restrictions and go with your gut feeling. Restrictions still do exist - Nullhide Ferox is a good example of that. A 4 CMC 6/6 better have severe drawbacks. On the other hand, Assassin's Trophy shows that restrictions are optional and printing the most potent removal spell in 25 years of magic is possible.

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