The Royal Scions

The Royal Scions

Legendary Planeswalker — Will Rowan

+1: Draw a card, then discard a card.

+1: Target creature gets +2/+0 and gains first strike and trample until end of turn.

-8: Draw four cards. When you do, the Royal Scions deals damage to target creature, player or planeswalker equal to the number of cards in your hand.

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Printings View all

Set Rarity
Throne of Eldraine (ELD) Mythic Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

The Royal Scions Discussion

DemonDragonJ on Through the looking glass

1 day ago

Vash98, this deck seems to be off to a good start, but 35 lands is rather low for EDH; I would recommend 38 to 40 lands, so that you can reliably draw them without experiencing mana flooding. Also, on the subject of lands, unless you have a limited monetary budget, I would recommend better lands than what you currently have, such as the shocklands or filter lands.

What role do Kasmina and The Royal Scions play in this deck?

Also, if you were to copy Apocalypse Hydra with Riku, the value of X in the copy would be 0, so the copy would enter the battlefield with no +1/+1 counters on it, unless some other effect granted it such counters.

Frosto on Standard Phoenix

6 days ago

I like your idea of the Arclight Phoenix deck, keep the Phoenix's alive! I guess Crackling Drake is kinda obsolete now. Have you thought about Ox of Agonas or The Royal Scions?

Monduck on Shadow Zoo "Shadowcat"

1 week ago

The blue is for Tribal Flames. At that point, I think it just makes sense to take advantage and use some SB slots for countermagic, but I've actually been thinking a lot about cutting The Royal Scions as you suggest so there's less tension in the maindeck prioritizing your 4th-most important color (between U and W).

I'm not really sure what I'd replace Scions with, and I'd like to test them a bit more to see how good they really are, but ideally that slot would be something that can a) push past blockers & b) mitigate flood. Do you have any suggestions?

As for Disdainful Stroke the #1 target is Primeval Titan, but I like that the card has a lot of other matchup applications (like Tron).

ZendikariWol on Shadow Zoo "Shadowcat"

1 week ago

Why is this list running blue? I mean, you could definitely cut The Royal Scions and Disdainful Stroke (is that a Tron hate card??) and save the strain on your mana base.

Titus7007 on SuPeR FiReS

2 weeks ago

Hearing it out makes me feel better about it. I would like to see this in action. Seems like it could be fun (for you) My Arena tag is the same as it is here. Feel free to friend me on there. You can usually find me on around 8 or 9 in the evenings after I get my kids to sleep. I have an aggro deck that has been rollin lately, which might make an interesting match-up Torbran's Revenge

Those decks you mention on Arena give me trouble too. Mayhem Devil / Cat decks and Simic ramp decks love to give me fits.

As for my Grixis Fires This deck has gone through a lot of changes. This is where I am at now. Narset did get traded out for The Royal Scions. Not only because Narset dumps all my Fae's and lands in the graveyard, but also because I found she is hard to keep alive. She was often only able to replace herself before dying. The Scions are sticky, and if you can get them built up, they pay-off is legit. One card that may be great for this deck is Chandra, Acolyte of Flame Not only can she recast your Role Reversals and Dismissals, but you can also trade away 1/1 elementals that are going to die at the end of the turn, which seems like fun.

BaneOfLordran on SuPeR FiReS

2 weeks ago

Titus7007 , first off thanks for the feedback homie!

As for aggro, I want to run a few scenarios by you so that you can better get an idea of what it is I am trying to do here.
Let's say everything goes perfect, and wether I am on play or draw, I turn two Callous Dismissal to bounce and make a token, turn three Teferi, Time Raveler bounce and draw a card, then turn four Fires of Invention into Role Reversal to swap the 1/1 for whatever 3-4 drop they play. Any aggro deck in the meta is gonna have a tough time playing against that. If they are low to the ground, I dont bother swapping I just drop a second walker - preferably Elspeth, Sun's Nemesis to gain life if necessary or to make two more blockers until I drop sarkhan or visitation.

Ok so everything isn't perfect, I can still turn two dismissal to slow the opponent and slam down Saheeli, Sublime Artificer and if they don't focus her down, the 1/1's she makes can help me stabilize quickly, especially if I am casting two non-creatures a turn with Fires of Invention next turn.

Let's say things are worse than even that against aggro. I play Omen of the Sea turn two, and Narset, Parter of Veils turn three. I am in a very rough spot. If the incremental life gain from Interplanar Beacon can't help me get a leg up i am prob dead in the water. Assuming I cant get to sarkahn, make a dragon, and lean on his passive, I say gg and swap out role reversal for Deafening Clarion and swap visitation for Time Wipe and hopefully games 2 and 3 go my way. Can't win em all kind of thing.

Keep in mind a majority of the cards I play create tokens so blockers are less of an issue than you think. -- a reason why I feel callous dismal should stay.
Not only that, but dismissal sets up role reversal turn three if I am on the draw, and makes a 4/4 with visitation out.(popular targets are nightmare shepherd, torbran, questing beast, ect..)

Fae of Wishes is one of the first cards I looked at when making the list and the reason I settled on a one of Karn, the Great Creator in the deck. The problem with fae is exactly what you said, it works against Narset... I feel like making the deck creatureless creates more advantages than the small amount of utility fae brings to the table.

Narset is the only real card advantage I have in the list if you don't count Omen, which I don't. She lets me more often than not get something extra I can play or get thru the deck to fires if I am missing it. Not only that but the passive is valuable and she works perfectly with both fires (making sure I dont have to get into top deck mode) and sarkahn. Being able to grab non creature spell from the board is sweet, and might warrant a second look, but not at the cost of whiffing with narset and having a little less synergy among the deck. If I do decide on fae, I will have to rebuild the deck and might consider running The Royal Scions in narsets place, but end of day that looks weaker than what I have listed currently.

Do you have your grixis friends list on tapped out? I haven't seen it (would love to tho) but I can only assume your list makes less tokens then this one does, which is why you need every removal spell you can get. Remember, more often than not I can get creatures on the board even in a list with no creatures! My 1/1's chump and get me to the late game where I can make them 4/4's from there or go over the top for tons of damage out of nowhere with sarkhan.

Divine visitation kind of needs to be in the list(however if you can think of more synergistic 5 drops let me know). Originally I ran Nicol Bolas, Dragon-God in it's place, but ran into tons of mana issues (go figure) and it didn't really perform how I wanted it to. Visitation is super synergistic. With Visitation, dismissal becomes OP, saheeli makes a 4/4 a turn(or 2 with fires out), Elspeth makes 2 4/4's twice. Plus if I draw karn and pull The Circle of Loyalty from the board things get bonkers. I like having more than just 4x sarkahn as a wincon in the list.

I don't feel running board wipes main deck makes much sense if playing b03, simply because role reversal is good against most decks. There are also things that role reversal does that most don't see coming, it says permanent, so If i give an interplanar beacon to a mono colored player, especially if I am on the play, I can throw a wrench in their plans. If I trade a used up saheeli or narset for a Nissa, Who Shakes the World that's usually GG. Swapping an Omen for an enchantment god dashes hopes and kills morale. Or my favorite, swapping a 1/1 for a creature equipped with embercleave!

As for Ashiok's Erasure I can't really get the most out of it because I run fires. It would be dead in my hand more often than not. I have considered Banishing Light but end of the day opted to jam as many walkers as I could. That and the 3 drop slot is pretty clogged up anyhow.

I have put about 4 hours on the ladder with the list on arena. I started gold 5 ( I really don't play much ranked usually draft) and after the session got to mid Gold 2. I won about 22 games and lost 5.I lost once to mono green aggro who perfect curved from pelt collector all the way into questing beast(the hardest card for my deck to recover from given all my blockers are 1/1's). I lost twice to mono black devotion ( damn cat oven, making role reversal useless with his sac outlets) once to a simic ramp list that cast nyxborn turn 4-5(I couldnt find my role reversal that game >.<), and once against mono red aggro (crazy turn three kill with run away steam kin and embercleave). I also beat each of those deck types a few times each as well!

It could be just cuz it's gold, but most everyone tried taking out the value generating walkers, allowing me to quickly stabilize, and eventually outvalue them. A quarter of the people I played against scooped when I took their best thing with role reversal. (a couple highlights are swapping a used up narset for an ashiok, the mill one, against a self mill player. stealing a simic ramp players krasis he just tapped out for, Giving a mono white life gain player an omen in exchange for heliod, and stealing a robber the rich against mono red he just equipped with embercleave at instant speed using teferi.)

So far I am having a blast with the list. I recommend you build it out on arena and give it a shot. If not that, message me your arena tag and we can play some games so you can see the list in action!!

again, thank you so much for helping and checking the list out! I look forward to playing you if you are in fact on arena!

Bane

Boza on I don't like where card ...

3 weeks ago

Magnanimous, to answer in order:

  • Here are all the three mana planeswalkers in the game. Of those, the cards that made any splash are Dack (only in Vintage), Veil Lili (way before war of the spark), Last Hope Lili, Narset, Oko, Saheeli (only with Felidar Guardian), and Teferi. Of those 14 3 mana walkers in WAR set, only 2 made any splash, even in standard, while the rest are nowhere to be heard. Nobody is complaining on the powerlevel of Gideon Blackblade, a three mana mythic with 4 abilities that sees 0 play in standard. So, yes, it is quite about a couple of cards misjudged - if teferi or narset cost 1 more mana, they would be next to unplayable - and if you tweak a design by one mana and it takes it there, that is more of an issue of balance than bad design. Or compare Oko and The Royal Scions - two 3 mana planeswalkers with similar designs, one is broken, the other is non-existant in standard.

Balancing and design are two very different things.

  • Questing beast - you cannot both complain that Questing Beast is the best option and say planeswalkers "hit play, do a thing and then need to be answered or they'll gain card advantage and win the game on their own". Wizards print a direct answer to planeswalkers (2 if you count Murderous Rider) in the set following the most "broken" walkers and people still find a way to complain that the answer is too good.

On your suggestions:

  • Put fewer lines of text on most cards - makes no sense, as there is no correlation between text lenght and what the card does. Ice Cauldron is the most wordy card in magic, but it is also one of the most useless. Vindicate has 3 words, but has a lot of utility.

  • Aim for shorter turns and more turns per game - this is related to deck archetypes and deck construction, rather than card design.

  • So fewer explosive "I win" turns and more tight, down to the wire, will I draw a removal spell, threat, engine, etc. in time games that rely on an efficient use of resources. - so make the game a topdecking war of explosive moments? Not a good idea.

My advice - use the existing cards to curate an environment you enjoy to play or play in formats where more archetypes are viable. Modern and Pauper are viable formats with a "plateau" of top tier decks, while Cube is a great way to curate an environment that you enjoy.

TLDR: None of the issues you raise are caused by design, but by balancing.

LeonDaniels on Punisher Red

1 month ago

@Geo67: The Blue also allows us to play The Royal Scions which is a house when combined with our beat down creatures, and acts as a way to smooth draws, much like Smuggler's Copter before it's ban. Appreciate the upvote!

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