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CardName: Vice // Virtue Cost: bb // ww Type: Instant // Instant Pow/Tgh: / // / Rules Text: Target creatures gets +1/+1 for each Swamp you control and gains intimidate until end of turn. fuse (You may cast one or both halves of this card from your hand.) // Target creature gets +1/+1 for each Plains you control and gains indestructible until end of turn. Flavour Text: Set/Rarity: So Ling 素靈 Rare

Vice
{b}{b}
 
 R 
Instant
Target creatures gets +1/+1 for each Swamp you control and gains intimidate until end of turn.

fuse (You may cast one or both halves of this card from your hand.)
Virtue
{w}{w}
 
 R 
Instant
Target creature gets +1/+1 for each Plains you control and gains indestructible until end of turn.
Updated on 10 Oct 2016 by amuseum

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2013-10-12 06:34:20: amuseum created and commented on the card Vice // Virtue

probably for next set

2013-10-12 06:34:48: amuseum edited Vice // Virtue

Ow. Hard to benefit from the Fuse much, unless you've got Prismatic Omen or similar.

or you play a bunch of basics. where it becomes BBWW: target creature gets +x/+x where x is equal to number of lands you control. dual lands just double the bonus.

Alex's comment is appropriate, but I just happen to be one of the minority of players who love it when cards throw a curveball my way. It's very nifty.

you just have to understand the purpose of this card. it's designed for b/w decks. if you have only swamps and plainses, then fusing is not an issue. in that case as said before, fusing basically means +1/+1 for each land, as long as those lands is either swamp or plains.

And as long as you've drawn 2 of each. Ghost Council of Orzhova was hard to cast on turn 4 unless you had a playset of Godless Shrines and similar. Not that you particularly want to cast this on turn 4, of course, but even on turn 6-7 it'd be easy to be stuck on {b}{b}{b}{b}{w} or {b}{w}{w}{w}{w}{w}.

Just casting one half in a mono deck is probably good enough. "All my creatures are huge/huge an unblockable or indestructible"? Yum. That sort of thing usually costs {?}{?}{2} ish.

exactly. even if the small chance you can't fuse with 6+ lands, you can pay 2 mana for almost the full effect. that's only -1/-1 or -2/-2 and one less keyword if you're missing a land type for fusing.

similar effects cost between 1cc to 5cc counting various stuff like plains, swamps, elves, power, cards revealed, etc. where 4 or 5cc are usually permanent effects (i.e. aura and equipment.)

also there are quite a few cards for searching out lands. though probably need some more swamp-search effects.

That's a fair set of points. OK, I'm fine with this.

2016-10-10 07:59:54: amuseum edited Vice // Virtue

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