StopYou could run it as your only card referencing day/night
This is one of the reasons why the mechanic sucks so much. Not many people get it when they first look at it. And the best explanation is on the token.That's actually kinda fantastic, honestly. It turns from night to day because you have a hand full of lands? Boom, toss two of them and hopefully draw some action.
I want to, but first I need enough cards to "dive" into. I think there's five of them so far I want to play, which is starting to approach being sufficient, but I would ideally want some that aren't red or white (since the blue one isn't good enough). The mana rock is maybe worth it.To anyone looking to dive into the day/night mechanic, this is a pretty good mana-free card filtering outlet in that framework
Isn't the value that you turn it sideways and deal 6 damage in the air?Seems like a sweet build around that requires investment to get value out of. That's what I like to see.
Yep! I expect the people to praise this set mostly do it because the cards already overlap their cube quite a lot. Because it’s not a masterpiece except for the stats are powerful.I unironically hate the mechanic from a design standpoint though and wouldn't consider it if it didn't play into my overarching themes so well.
Anything that isn't an ETB is investment these days...Isn't the value that you turn it sideways and deal 6 damage in the air?
I thought Witherbloom was supposed to be black/green?
i don’t think it is good. but it’s cheap and does SOMETHING in an attacking deck, so maybe it’s OK in retail?
Seems like a pretty fine tempo play? Gets rid of 2 blockers if you cast it back to back over 2 turns right
It's alright. Not the most exciting inclusion in a gold slot, but if you have a counters theme, a UG tempo deck, or some combination of that (maybe with some "GY" sprinkled in) it seems fine enough.
Withdrawn then@Velrun
To be entirely fair, that was a typo on my part. I meant to type it the other way around.
I don't know what this source has been smoking, but they're wrong if they imply that nothing but the day/night mechanic can transform daybound/nightbound cards. There's just not a lot of things that can transform other cards. One thing to note is that daybound/nightbound permanents enter the battlefield on the nightbound side if it's night, so a flicker effect (like Flicker) will not reset them to the front side (which is the daybound side) as is usual for DFC's, because of the extra rules of daybound/nightbound. However, playing Moonmist will transform daybound humans like Hound Tamer to their nightbound side just fine, for example.Someone just brought it to my attention that, in contrast to what's written on the actual cards, Daybound/Nightbound cards are incapable of transforming through other means.
I'm pretty annoyed by this.
TRANSFORMING (THIS IS THE GOOD PART)
As it becomes day, all double-faced cards with nightbound transform to their daybound faces. As it becomes night, all double-faced cards with daybound transform to their nightbound faces. In other words, these double-faced cards should always be in sync, no matter who controls them. What's more, permanents with daybound and nightbound can't transform any other way. Sorry, Moonmist fans. The "bound" part of daybound and nightbound is serious.
What! That makes absolutely no sense whatsoever! What have they been smoking!?"This source" is WotC's official mechanics article for Midnight Hunt.
EDIT: But yeah, your post perfectly encapsulates why this is so damn annoying.