Chris Taylor
Contributor
Some of the abovementioned cool ideas as I can see why people might not trust that:
This defends itself really well, but fundamentally gets its value via upgrading your creatures which is nice.
The middle ability is actually inspired, it protects itself while also offering some synergy opportunities with untap themes, where this can target a land with utopia sprawl on it or something with a powerful tap ability.
This card is amazing! Look maybe you aren't running merfolk specifically in your cube, but if you are, those decks can run this in place of lands for the most part, as the ability to turn a merfolk into a land if necessary is a big boon. Upgrading a land in your hand to become tropical island isn't bad either, and this is a 2/1 for if you look at it sideways.
That's a lot of great words said about a blue one drop
Honestly, while I doubt they'll go super deep on "cards that conjure alpha duals", the more of these we see, the better.
This one I'm less sure about the ability to run in paper, and if one point of damage ever becomes relevant and you get into an argument about it, I can see the downside.
However, this is also kinda just red hero's downfall. I think this is close enough to soul sear that I don't need the swap, but if 6 toughness is common in your environment, this might be something you need.
This has been brought up above obviously, but this is a powerful fight spell, and that's something mostly new.
Blizzard Brawl has been doing a lot of work in post-rotation standard, but has its own host of issues (Snow, sometimes you have 2 snow basics and the math is off, discourages people running nonbasic lands, etc).
I think somewhere here we've got the germ of a card we'll all love, and I like to celebrate getting closer
This defends itself really well, but fundamentally gets its value via upgrading your creatures which is nice.
The middle ability is actually inspired, it protects itself while also offering some synergy opportunities with untap themes, where this can target a land with utopia sprawl on it or something with a powerful tap ability.
This card is amazing! Look maybe you aren't running merfolk specifically in your cube, but if you are, those decks can run this in place of lands for the most part, as the ability to turn a merfolk into a land if necessary is a big boon. Upgrading a land in your hand to become tropical island isn't bad either, and this is a 2/1 for if you look at it sideways.
That's a lot of great words said about a blue one drop
Honestly, while I doubt they'll go super deep on "cards that conjure alpha duals", the more of these we see, the better.
This one I'm less sure about the ability to run in paper, and if one point of damage ever becomes relevant and you get into an argument about it, I can see the downside.
However, this is also kinda just red hero's downfall. I think this is close enough to soul sear that I don't need the swap, but if 6 toughness is common in your environment, this might be something you need.
This has been brought up above obviously, but this is a powerful fight spell, and that's something mostly new.
Blizzard Brawl has been doing a lot of work in post-rotation standard, but has its own host of issues (Snow, sometimes you have 2 snow basics and the math is off, discourages people running nonbasic lands, etc).
I think somewhere here we've got the germ of a card we'll all love, and I like to celebrate getting closer