This is the exact kind of card that I would hope Wizards prints more of:
--A non-Blue, non-artifact card that has Eternal format impact
--A disruptive creature that isn't White or Colorless.
I particularly like that it hurts durdling cards like Divining Top and planeswalkers.
The fact that it is only for opponents is particularly impressive. I don't even mind that it hurts Saheeli Oath.
Now just make a Green flash creature pitch spell that counters blue/artifact spells!
@gkraigher said in [AKH] Harsh Mentor:
fetch lands, wasteland, bazaar - each opponent is playing at least one of those types of lands.
sensei's top - trashed
time vault key - nope, it's no longer an autowin.
The flavor text is exceedingly apropos.
"Fight through it."
Shocking your Dredge opponent a couple of times is unlikely to change the fact that you die on turn 3.
The immediate thought with this guy is certainly hatebears. I could see him in a more aggressive deck. Played early enough, he could deal enough damage to allow your Elementals or Monks to win a turn earlier.
Quick note on Vault+Key - there's two activations required to take each extra turn. Facing down this duder, from >=17, a player only has 4 Time Vault turns to find an answer and that answer can't require something that will trigger duder again.
Is this bettor or worse than Pithing needle? Better b/c of misstep but worse b/c of plow everywhere? This does do work against Ravager Shops, heck even trying to ballista this to death costs 4 life.
Neither. It's just different. It doesn't shut anything off. But it does put a tax on everything. If a well-placed Needle is your out, this guy won't help you.
This card is pretty obviously playable. First obvious one in the set to date for Vintage, even more so for Legacy.
However... how much does it actually do in the current metagame? Against shops, it burns them as they Ballista it dead. Against dredge, it burns them as they Zombie you dead. Against Mentor it does... not really all that much, really.
I'm not saying its bad or even that it's not playable, I just don't see what it brings to the table in the current metagame.
@thecravenone I agree, but in my head if I am slotting this into an existing deck, my Pithing Needle or 2nd/3rd rod effect is what I am looking at dropping. If this is the missing link in a deck that does not exist/is not playable at this moment, then color me interested.
This makes all fetches bolt your opponent. With most non mud/dredge decks running 7+ fetches, git probe, Derpstep, fow, and other life takers, I cant see how this isnt shy of amazing. You cast this guy turn one and they git probe you and fetch thats already a quarter of thier life gone. Follow up with Kabal or Scab-Clan, and you got them halfway done turn 2. And all this being uncounterable off a single cavern.