my uneducated opinion is that the treasure creation and the discard are part of the same ability resolving therefore when you would choose to pay for madness, you have the treasure out
Madness is weird. It used to be even weirder*! But it's still weird. So basically, you resolve all of the stuff that happens when you activate the Vault, and then the Madness triggered ability goes on the stack (the card is now in exile), and then it resolves and you get the choice to cast it (you have the treasure cause Vault's all done by now).702.35a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”
See this is my kinda bullshitMadness is weird. It used to be even weirder*! But it's still weird. So basically, you resolve all of the stuff that happens when you activate the Vault, and then the Madness triggered ability goes on the stack (the card is now in exile), and then it resolves and you get the choice to cast it (you have the treasure cause Vault's all done by now).
Speaking of casting stuff from exile:
Wow is this one ever strong in WOE limited. If you have any creatures-cast-from-exile subthemes (madness, adventures, cascade, suspend, and flickering off the top of my head) you have the ability to just run it out there for 2 and start cantripping. Also, sometimes you get to 6 and exile their board and also get to draw at least one card as they slooowly recast it.
*edit: for historical interest, even though we're all collectively very old we may not remember that 2002 madness had two weird nuances to it:
It used to be "When you discard this card, you may exile it. If you do, you can cast it until the next time you pass priority."
So you had two loopholes:
1) if you discard it on your own main phase, you can play a land because that involves zero priority passing. So you can loot with UU untapped, draw a Forest, discard an Arrogant Wurm with UU open, play the Forest and cast it.
2) if you discard Circular Logic on your opponent's main phase (say, to Compulsion), you now have a Logic hanging out that you can cast until the next time you pass priority. Which, since you're not the active player, won't happen until they pass priority to you. Which means that if they want to cast anything else during this main phase, that something else has to run into this Logic that you have face-up, in exile, staring at them. No choice. That or they know about this, and they do whatever provoked you into discarding in main phase one, and go through combat Mana Drain style to use the second main phase to get past that Logic. But it did come up.
Yes, but I don't know what card interactions would actually make it relevant in practice. Some sort of metalcraft effect that modifies card draw or similar.If someone was to proxy Collector's Vault and reword it so it says "create a treasure" first and then "loot", would that make any rules difference?
celebration is hard to trigger but dragons are good as hell. i agree 50%
Honestly I thought she was just talking about how easy it can be thanks to all of the cards in WOE limited that make two permanents for the price of one. There are a bunch of cards that ETB to make a creature token, make a food, and make a role, coupled with good ‘ol fashion token spells that it’s not too hard to have a celebration when it matters. Plus most of the cards are pretty good for what they are in the context of the draft environment.When sarcasm backfires because one hasn’t played with the card but evaluated it from a distance on the internet.
I made the same mistake all through spoiler seasonUgh, my brain was doing a thing where I skipped over the word "non-land" - it does that sometimes.
I though the adventure for Spellscorn Coven cost for the entirety of spoiler season, I only realized it was different like a week after prerelease lol.I made the same mistake all through spoiler season
tbf it should cost 1 less on both halvesI though the adventure for Spellscorn Coven cost for the entirety of spoiler season, I only realized it was different like a week after prerelease lol.
Yeah this card would be sweet if both halves cost less.yeah i think celebration IS easy to trigger in woe retail
tbf it should cost 1 less on both halves
You guys are nuts, seriously.
I mean, lots of cards are good in limited that don’t do much anywhere else. Like, Triplicate Spirits was a top card in M15 draft, yet it was never seriously played in constructed. I think it’s ok to want a card to be pushed a little more if you’re hoping to use it in a different context.You guys are nuts, seriously.
This card is very good even when you don't have the blue in limited.
Also are we seriously at the point where 2/3 flier discard a card is good in limited?
I mean, lots of cards are good in limited that don’t do much anywhere else. Like, Triplicate Spirits was a top card in M15 draft, yet it was never seriously played in constructed. I think it’s ok to want a card to be pushed a little more if you’re hoping to use it in a different context.
My favorite card of the set is probably
It ties together a lot of different themes, namely ETB, sacrifice, lifegain and artifacts. The easiest way to abuse Brenard is to pair it alongside ETB creatures and a sacrifice outlet. But the great thing is that it works through combat too, making it easy to trigger. It gives a counterpoint to the Rakdos color pair which is more often associated with the sacrifice archetype and helps your otherwise narrow sacrifice outlets be more broadly applicable.
Which means that if you want this to work for you, I would highly recommend at least 2 or 3 colorless sacrifice outlets like Spawning Pit and Altar of Dementia so you don't have to splash a fourth color.
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1. It's 3 colors. That won't fly in some cubes, but I like having a powerful reward for going into more colors that allows you to get creative and do things those colors usually can't do.
2. It's a 3/3 for 4 mana that doesn't affect the board. You can mitigate that by having a sacrifice outlet on hand before you cast Brenard, but you definitely are opening yourself up to a timely removal spell. For that reason, it won't work for my 1 vs 1 cube, but it will be right at home in my MP cube.
3. It exiles the card. Green has good recursion, which can sometimes clash with the ability. Thankfully it's a "may" so you can chose when it's the right time to exile or not.
4. Gameplay wise, it gets really tough to race. Each blocker of yours that dies comes back as a 3/3 that can then be sacrificed for 3 life. You need to remove Brenard or find evasive beaters if you want to win.
Have any of you played with or against it yet?
As someone who runs at least one card for every 3-color combo (because my cube is 720 cards and therefore I can/must), I'm eager for a better Bant card. I'm currently on Shanna, Purifying Blade, and I was excited about Brenard when he was first spoiled, but then I realized he's essentially just a harder-to-cast Luminous Broodmoth. I think you make some great arguments here, but I'm with you that it's a bit too durdly on its own for a 1v1-focused cube. Appreciate you sharing though!