(00:30:36) me: i was saying
(00:30:39) me: what does that card mean
(00:30:44) me: like wtf does that card even do
(00:30:55) k: Oh, it means if your life is less than twenty when it comes into play
(00:30:58) k: your life is 20
(00:31:01) k: or in edh, 40
(00:31:15) me: oh
(00:31:19) me: i thought it was saying like
(00:31:27) me: if you're at 10
(00:31:31) me: and you're playing edh
(00:31:40) me: your starting life total becomes 10 instead of 40
(00:31:47) k: lol what
(00:31:56) k: ohhh
(00:31:58) k: I see how you got that
(00:32:04) me: http://magiccards.info/query?q=o:starting+o:life+o:total&v=card&s=cmc which matters for exactly 2 cards ever
Cruel Sadist seems baaaaaaaad. I'ld much rather play Guul Draz Assassin if I was looking for a black 1-drop assassin.
Guul Draz isn't really a 1 drop, you want to play him turn 3 the earliest, though sometimes it's correct to wait longer. Also, there's usually only two outcomes when you play him: either you invest a lot of mana into him and get blown out by removal, or you "get there" and just start mowing down their team. I'm personally not a fan of cards where it's very likely that one person will be miserable.
The Sadist is a true 1-drop. She can grow at instant speed, and for only one mana, which means you get to grow her and still cast meaningful spells on the same turn. Sure, she's not very efficient at mowing down their team, but she does make combat difficult, as she could potentially block and grow, or just start shooting. Lastly, her damage ability removes counters as part of the resolution, not the cost - so if her opponent responds to her ability and the creature no longer can no longer be killed, you don't have to remove any counters from the Sadist. But despite all this flexibility, if I'm sitting across from a turn 1 sadist - I'll never feel like "gotta draw removal or I'll lose." Definitely possible to play through her, as she can't hold off an entire team by herself.
tl;dr: Unlike Guul Draz Assassin, Cruel Sadist will result in interesting games of Magic.
I would argue that Guul Draz Assassin is by far the better topdeck, and more efficient at its dual role as a beater and removal on a stick. It can attack while growing, unlike Cruel Sadist, and you don't have to choose between the two modes. I'll admit that Cruel Sadist can grow to a bigger thread for less mana, but on that front it irks me that Chronomaton, an uncommon, is more efficient at growing (colorless mana, no life cost). It might be that I'm underestimating Cruel Sadist (it's also a human) but for now I'll wait out the "men this card was awesome in last night's game" feedbackGuul Draz isn't really a 1 drop, you want to play him turn 3 the earliest, though sometimes it's correct to wait longer. Also, there's usually only two outcomes when you play him: either you invest a lot of mana into him and get blown out by removal, or you "get there" and just start mowing down their team. I'm personally not a fan of cards where it's very likely that one person will be miserable.
The Sadist is a true 1-drop. She can grow at instant speed, and for only one mana, which means you get to grow her and still cast meaningful spells on the same turn. Sure, she's not very efficient at mowing down their team, but she does make combat difficult, as she could potentially block and grow, or just start shooting. Lastly, her damage ability removes counters as part of the resolution, not the cost - so if her opponent responds to her ability and the creature no longer can no longer be killed, you don't have to remove any counters from the Sadist. But despite all this flexibility, if I'm sitting across from a turn 1 sadist - I'll never feel like "gotta draw removal or I'll lose." Definitely possible to play through her, as she can't hold off an entire team by herself.
tl;dr: Unlike Guul Draz Assassin, Cruel Sadist will result in interesting games of Magic.
Called shot! Day elf has been in and out of my cube as nomad naturalist, I'm glad to see you guys be able to play with him now.Cruel Sadist seems baaaaaaaad. I'ld much rather play Guul Draz Assassin if I was looking for a black 1-drop assassin.
Chasm Skulker 2U
Creature - Squid Horror (R)
Whenever you draw a card, put a +1/+1 counter on Chasm Skulker.
When Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk onto the battlefield, where X is the number of +1/+1 counters on Chasm Skulker.
1/1
Reclamation Sage 2G
Creature - Elf Shaman (U)
When ~ enters the battlefield, you may destroy target artifact or enchantment.
2/1
Those two caught my attention.
hits enchantments which viridian doesntFINALLY THAT SECOND VIRIDIAN SHAMAN I'VE ALWAYS WANTED THANK YOU WIZARDS (etc. etc.)
Are you kidding me? M14 was awesome!
Archangel of Thune
Banisher Priest
Fiendslayer Paladin
Imposing Sovereign
Path of Bravery
Lifebane Zombie
Shadowborn Demon
Xathrid Necromancer
Chandra, Pyromaster
Mindsparker
Ogre Battledriver
Young Pyromancer
Elvish Mystic
Garruk, Caller of Beasts
Kalonian Hydra
Primeval Bounty
Voracious Wurm
Strionic Resonator
also:
Goblin Rabblemaster 2R
Creature - Goblin Warrior
Other Goblin creatures you control attack each turn if able.
At the beginning of combat on your turn, put a 1/1 red Goblin creature token with haste onto the battlefield.
When Goblin Rabblemaster attacks, it gets +1/+0 for each other attacking Goblin.
2/2
Siege Dragon
Creature - Dragon
Flying
When Siege Dragon enters the battlefield, destroy all Walls your opponents control.
Whenever Siege Dragon attacks, if defending player controls no Walls, it deals 5 damage to each creature without flying that player controls.
5/5
This set already has more playable and interesting cards than the entirety of M14.
Ey mang don't hate on the new titans! I like how they went from "etb trigger so when your mythic gets Dbladed you don't feel so bad" to "when your mythic gets Dbladed you can still use it!" Mildly curious what the other colors will do after seeing how boring green's is vs. the devotiondomain of blue's.