Counter target activated or triggered ability. (Mana abilities can't be targeted.)
|Have (2)||metalmagic ,|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
4 days ago
I have a small correction to make that isn't relevant to this example, but is an important distinction.
Mana Reflection never triggers off of anything. It is a replacement effect. Since this example deals with mana abilities it is a distinction without a difference. For similarly worded cards such as Doubling Season that apply to other things it matters though. A flashed back Increasing Devotion with Doubling Season out will make 20 tokens and nothing in the interaction can be Stifled.
1 week ago
- the effect is symmetrical in this instance. It's very similar to Bearer of the Heavens. Also, titans exist and this Raze mechanic seems a lot more fair to me than annailator. There are answers for the death trigger like Stifle, Eerie Interlude and Teferi's Protection. Having to build with the constant of having loads of artifacts for something to be effective is an opportunity cost. Its definitely strong but I don't see it as being unbeatable or entirely unfair.
2 weeks ago
1 month ago
I agree that the +1 should not have Fight attached OR it should be a minus ability.
The -4 is incredibly weak. Compare it to Garruk, Caller of Beasts who reveals top 5 and puts ALL creatures revealed into your hand. And that's a +1 ability... He is also 6 CMC but this one is 3 colors against Garruk's green.
What if you turned the two abilities around?
Different take Show
Champions of Might
Legendary Planeswalker - Garruk & Huatli
+2: Look at the top five cards of your library. You may reveal a land card or a creature card from among them and put it into your hand. Then put the rest on the bottom of your library in a random order.
-1: Choose one:
- Create a 3/3 green Dinosaur Beast creature token with Trample.
- Put a +1/+1 counter on target creature you control.
Then you may have that creature fight target creature you don't control.
-8: You get an emblem with "Whenever you cast a creature spell, copy it twice." (A copy of a permanent spell becomes a token.)
The card advantage ability is now only one card per activation, to accommodate it being a +2 and due to the fact that the -1 ability is still very very powerful.
The -1 now has two modes: We create a body that can fight, or we strengthen a body to fight. Initially I had the -1 as "put two +1/+1 counters on target creature" but I figured with the rest of the kit, it would be too strong. It would also make the point of creating a new body less appealing except as a body when none was available.
It could be considered to have the last line read: "Then you may have any number of creatures you control Fight target creature you don't control."
Thus a pile on solution could be beneficial, but it costs you some bodies, as each creature fighting takes the same amount of damage - unlike say an upside down Living Inferno.
For purely removal, it makes the most sense to make a new 3/3 as that is +3 damage. However it will also most likely cost you those creatures if the Fight target has 3+ power.
For sustain you'd want the +1/+1 counter to make the creature survive the Fight.
The ultimate is reworded slightly to take advantage of the new wording from Lithoform Engine where copies of permanent spells becomes tokens. This makes the copy portion use the stack and makes it possible to counter spell the tokens or in any way manipulate those copies while they are on the stack. Additionally they enter the battlefield one at a time, instead of the two tokens simultaneously. The current wording is a triggered ability where the tokens bypasses the stack, except for a Stifle (which could also be used to counter both the copies under the new wording I think).
1 month ago
Protean Hulk got worse with the banning of Flash, but it's still a fine "one card combo" in non cEDH environments. One of the go tos of you are in at least Bant is to tutor up Cephalid Illusionist, Nomads en-Kor and Thassa's Oracle, targeting the fish with your nomads ~30 times in response to the Oracle trigger, where nothing short of a Stifle can stop you from winning on the spot.
2 months ago
There is no Jeskai Ascendancy in this list.
Also confused as to how you take "infinite turns"...Chance for Glory makes you lose the game upon end step. So I get you use Tale's End, but you would need 2 bounce effects to be able to recast either, and a create that can be cast at instant speed that has the mutate ability. Wouldn't it just be easier to play Sundial of the Infinite as well as other support cards such as Nimble Obstructionist, Trickbind and Stifle...
2 months ago
That’s a really nice suggestion! While the token can only save Lazav from a single sacrifice trigger (Grave Pact effects will still be a problem), the card is extremely flexible being able to protect against single target removal and graveyard hate. I think it is strictly better than any of the Stifle effects, so it will probably replace one of those. Thanks a lot!
2 months ago
I think as far as the cycle goes, I think Lich's Mastery is a pretty good standard for a black one, so Green it is! And as a side note, pretty janky combo in Esper to Fractured Identity then Stifle or Trickbind the lose the game trigger. Too much mana? perhaps. Stupid? Definitely.
Whenever you tap a permanent for mana, you may add three mana of any type that permanent could produce to your mana pool.
Mana in your mana pool does not empty as turns and phases end.
Creatures you control enter the battlefield tapped.
Creatures you control attack each turn if able.
You cannot cast non-creature spells, or activate abilities of non-creature permanents.
At the beginning of your endstep, if you do not control any creatures, sacrifice ~, and tap all permanents you control. They do not untap during your untap step.
I'd say that alone, 4 mana to triple your mana is beyond broken, but the 3 draw backs keep this card somewhat in check. Sure, you can just try to out ramp your opponent(s), but with no fetches, draw spells, or removal, eventually you will either fall prey to a wrath, like Damnation, but you can explode for one turn. If that's all you need, then this should do well.
Either create a black or blue one, or previous challenge!