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CardName: Jund Beast Cost: {2}{B}{B}{R}{R}{G}{G} Type: Creature - Beast Pow/Tgh: 12/12 Rules Text: Jund Beast can't be countered. Haste, hexproof, deathtouch, trample, menace, doublestrike If you control Jund Beast at the beginning of your endstep, you lose the game. Flavour Text: Set/Rarity: Cards With No Home Mythic |
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That's... Quite a drawback.
Sure is. But even if your opponent is at 20 and has four untapped creatures, Jund Beast wins you the game the turn you play it. Deathtouch + Trample is such a cruel combination...
You know, I didn't really parse the whole card. Oof.
Cards like this are dumb. You could print a sorcery that said, "Flip a coin, tails your lose, heads you win" and call it balanced because its got such a big downside but really it just invalidates the game.
I feel like this could just be 12/12 Deathtouch Trample Haste for that cost and it would be a cool card.
Honestly I was okay with this until I read it had double strike, which doesn't fit the card and makes it broken, out-of=pie and also un-fun.
I like the inability to be countered, and the other keywords are okay because it just assures it deals it's 12 or less damage, and if that's not letahl ,you have to sac it or lose.
Maybe just this though:
2bbrrgg
cannot be countered
haste, deathtouch, trample, (maybe not menace)
hexproof if havent attacked yet
if you control this at endstep you lose lmao
12/12
Nothing is out of pie. Those colors get all of those effects. It's just a boring, badly designed card