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Mechanics | Concepts, Themes, Mechanics |
Recent updates to Labyrinth: (Generated at 2024-03-29 00:47:50)
Labyrinth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Concepts, Themes, Mechanics |
Recent updates to Labyrinth: (Generated at 2024-03-29 00:47:50)
Possible better wording for Erode,
Erode (Whenever this creature deals damage to a player, that player puts the top card of their library into their graveyard.)
Follows the standard wording of magic a bit better.
Reminds me of Ondu Cleric.
Well, I'd argue that it's a better card than Wellwisher, and that card is pretty damn strong. Gatherer lists it at a very healthy 4.560 stars, and, to make Wellwisher good, you need to keep an entire tribe on the the table. This card only requires you to have any number of creatures safely tucked in your graveyard.
Let's put it another way. How many 2 cost creatures do you know that must, at some point, be killed for you to win the game? One that had no inherent drawback, nor had hidden costs? I can't think of many.
This seems like it could potentially be very strong, but maybe I'm misguided in that belief.
Nice. Early game it's a cheapish small lifegain; late game it's potentially a large lifegain - but yur opponent always has a chance to respond.
Like it.
David Bowie really needs to be a planeswalker in this set.
Major likes! Illume sounds really fitting.
It's definitely beatable. And ending games is a good thing for some cards (usually uncommons) to be doing. This could be Covert Operative cost and fill the Chasm Drake slot though. I suppose it's at 4 to contrast with the Drake eroder. This + Marble Gargoyle would be scary in UW fliers/evasion.
Covert Operative cost one more, but that was Legions, admittedly. This is very, very good. I wouldn't call it unfair so much, though. More like "Warps draft strategies". Snapping Drake, after all, is something like a third or fourth pick?
Would this be better as flying? Flying is more interactive, whereas this an opponent has to race or use removal on. Three power is a lot for a common unblockable creature.
This seems about has hard to accomplish as Blade-Tribe Berserkers. With the Berserkers, it was more about threshold of artifacts in your deck and how fast you could get them out there... which could be tough, or easy, depending on how the draft went. With this guy, it's all about "How many fast, yet potent cards did I draft", which seems about the same to me.
That being said, the Beserkers only got the bonus when they etbed, then the +3/+3 went away. I'm not going to say whether Deepcave is too powerful or not, because I'm not sure. I'm pretty sure hubatish is right that this card is first-pickable, and worth building your deck around. Personally, I like to leave cards like that in the uncommon slot... not because they are powerful, so much so than because I don't want every draft in red to revolve around a card like this. Gorehorn Minotaur seemed fine, since the point behind Bloothirst in 2012 was to find a way to get damage in early, and support with Bloodthirst. That was red's strategy. If this card stuck, I would say that red's strategy in Labyrinth draft would be to "dump my hand at first possible convenience without caring what I put on the table assuming I drafted 3 Deepcave Giants". Hellbent doesn't have to work like that, though that could work, if that's what you're going for. Is that the response you want?
Well, I think would run as many as I got in Sealed pool or Draft. Even if I don't have hellbent on turn 4, I'll still play a Hill Gaint. And on turns 6/7+ I will very happily slam a 6/6 with haste for only 4 mana.
Red just doesn't usually get creatures that big. Eventually, in basically every Limited game, your Hill Giant will upgrade into some giant Green/Blue size monster. With Hellbent, this will often be the biggest dude on the field. For 6 power in red, you might have to get Flameborn Viron. And 6 toughness is almost unheard of in red commons. The card might be all right if it gave +3/+0 instead of +3/+3. That way, late game you can slam it for some surprise damage (6!), but it doesn't dominate the board.
Right now this just looks so much better than, say Blade-Tribe Berserkers and Shatterskull Giant.
And yes, it's just one creature. But it's common, and common's are not supposed to be any where near "answer me in a few turns or you lose". If you use a removal spell on this guy, I may very well have 2 or 3 more, and then at least you can't use it on any of my rares. Again, this is all in Limited.
Mmm, you have to be going faster than "Draw, land, spell" to get it that fast. By no means impossible to get an accelerated early game, and indeed quite nasty when you do.
But still, it's one creature. It's removable, or chumpable (or even boltable during your draw step?) and the cost of keeping it huge is having no fallback position at all.
Seems good, but not hideously "Run 4 no matter what" good; to me.
By the time you've emptied your hand in Limited, though, it'll be some way past turn 4. And making your Hill Giants more relevant in the late game seems perfectly reasonable. This would be a jolly good card in Limited, because on turn 4-5 it's a 3/3 and on turn 8+ it's gigantic, but I don't see why that's a problem. It'll be very rare for this to get 6/6 on turn 5.
Oof, 6/6, haste for 4! In Limited, Hellbent is pretty easy to set up. Gorehorn Minotaurs was very scary in M12, and arguably more difficult to set up.
I thought cards in hand was the theme. This looks like it plays much better with the rest of the set, but it also looks at first glance like overcosted, uncommon Enlightened Guy. Giving it a respectable body could help.
Between this, Mystic, and Enlightened Guy all in White, I'm a bit confused whether I'm supposed to be discarding quickly or holding onto my grip in white.
This is all reminding me a bit of Forced Fruition. Which had some uses, and this could go in the same kind of deck.
Hmm... mill is cheaper nowadays, and I have to assume that that's the main use of this card. Unless you got some Underworld Dreams stuff going on... this card could be argued much worse than Mind Sculpt. Sure it draws you a card, but it draws the opponent seven. In theory, you play Mental Deluge when your opponent has only seven cards left in their deck... but if that was the only time you played this card, then 'Draw a card' would be irrelevant, thus removing the only reason why you'd play it over Mind Sculpt.
On another aside, Wheel and Deal is an instant, and this is not. That seems worth one mana right there.
That forced a discard - this doesn't, so is slightly weaker (they get to keep the best bit of both) though yeah, usually they will have to discard at least some cards from it.
Maybe U2?
Wheel and Deal was a little more expensive last time.