At what point does this end up being kinda oppressive if you have a bunch of good auras like rancor and gryff's boon?
In today's cubing world, I don't think the Troll is overpowered except in very low powered or super durdly cubes.
Love this as low powered. I thought lifelink / spell fx (sofi, etc.), and then evasion as the most egregious abilities to grant shroud critters. You can also add first strike/double strike to fight this type of creature. Probably acceptible with only a few cards that turn it into a sphinx of the steel wind. Any more than that in a given color pair is GRBS.
For troll to be really good it has to be able to act as a source of inevitability: real credible pressure being asserted that the game is now about. In that board state it can feel overwhelming, or even unbeatable with evasive auras, but outside of it, negligible or even anemic. Really weird card.
Shriekmaw is another card that I like at least conceptually for similar reasons, but I can run bone shredder for a more reasonable alternative.
Who here has experience with the echo creatures I've thrown in Generally Playable/More Questionable? I'd be interested in exploring more echo creatures.
Wait, torrent + siege gang commander doesn't give the tokens haste, right?
This is correct.I don't think targeting siege gang in your yard gives the tokens +2/+0 and haste because those tokens trigger after Torrent of Souls resolves.
The GR one let's your opponent untap with a loot of mana (6 or 8). What if they play a threat and then answer the mana doubler? I don't think that would be worth the 3-4 damage that would've dealt.