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posted in Single-Card Discussion read more

@serracollector

It is, but as noted, having one in your "opening hand" 100% of the time is a big difference.

Also, while Power Artifact is cheaper and blue, this guy is not prone to 2 for 1 removal on your artifact. If your Monolith gets nuked in response, you don't have to find 2 more pieces to assemble the combo again.

Also now you can run 8 Monolith and 8 reducers if you want, making the combo very easy to assemble without tutors.

posted in Single-Card Discussion read more

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So this is a very reliable way to have infinite mana with Grim Monolith.

The casting cost is as bit annoying, but it shouldn't be that bad to get out consistently.

The deckbuilding restriction isn't too bad as you can still have mostly instants and sorceries. It does however prevent you from playing Young Pyro and Mentor, but you can play all the Planeswalker you want.

As a side note, I know they needed to give it some kind of activated ability, but the no block thing is just so out of place on there.

posted in Single-Card Discussion read more

@pilsburydohboy42 Winds of change makes each player shuffle their hand in the library, so it wouldn't work. Burning Inquiry would work. You'd draw 3, discard 3 at random, and draw 3 more.

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@thewhitedragon69 If they PO for 8, I don't think having 8 creatures will save you 😛

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@peterflugzeug

I'm sure they are very aware of it. They just printed a LITERAL JUMPING SHARK!

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posted in Single-Card Discussion read more

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Is it me or that is a very agressive sideboard card for Vintage? Against a lot of decks, it would create easily 9 power at instant speed. One green also means it's very splashable in artifact mirror matchups.

Instant speed means you can just play a more control game and slam this EOT or whenever you find an opening.

posted in Single-Card Discussion read more

It seems very limiting. Compare this to Twincast, which sees zero play.
Is the 3/2 body so important that you're willing to:

  1. Change your deckbuilding (for only 1 card, you can't run a set)
  2. Pay an extra mana
  3. Not be able to target the opponent's spell.
posted in Vintage Strategy read more

Agreed, needed to be much more aggressive if it's that narrow.
Either 2 mana OR hitting all activated abilities of your opponent.

Black version could have discard a card
Red version could have deal 2-3 damage
Green version could have put a 1/1 in play

posted in Single-Card Discussion read more

@protoaddict Imagine this with Thought Scour, it fuels itself and you get to draw and dig for Phoenix for very cheap.

posted in Single-Card Discussion read more

If you're casting this before going off, you're going to cast 6-7 more spells, so lose 6-7 life. If you fizzle, you're most likely just dead as you don't get a second chance. You'd need to run more bounce spells than usual to mitigate that.

For that much life and mana, I think I'd rather cast Infernal Contract, it's better in multiples and you know the cost when you play it.

Also, the artwork makes me think of Michael Jackson.