Magic 20XX: Recent Activity
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Recent updates to Magic 20XX: (Generated at 2025-05-01 09:19:31)
Magic 20XX: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Magic 20XX: (Generated at 2025-05-01 09:19:31)
We talked about this mechanic in the Multiverse Design Challenge. Originally, this was a
, and that turned out to be insanely oppressive, in ways that you wouldn't guess just by looking at the card. It was a one card uphill battle, than operated a lot like Zuran Orb... it doesn't look like much, but a mysterious 12 point life gain through the process of your limited game without casting any spells is a bit crazy.
It was, however, an excellent wisdom card, since it asked the white player to just hang out and gain life, when casting spells didn't seem critical. Doubling the activation cost and life gain did wonders for the card... the same effect, but harder to get maximum value out of.
Using it when chumping seems pretty foolish to me; but in a pinch, or to enable wisdom, I can see it.
Easily preventable by making it "opponent's creature" if white getting card draw is a problem.
A Swords to Plowshares variant for the Wisdom v. Hellbent set. I'm pretty sure I was aiming for an Oblation variation in there as well. I wonder how many players used this as a draw spell, when chumping, instead of a bad Gray Ogre removal spell...
Reprint of Catapult Squad, and a reason to go R/W in draft (red has soldiers in this set).
Goes infinite with Fastbond; but I doubt you really need to take that into account.
Awesome.
Yeah, this is a pretty powerful card. It would certainly be fun in a landfall deck.
The other non-basic common land in the deck. Mountain Cave represented team Hellbent, and Unstable Landscape roots for team Wisdom. Truth is, this card was probably too powerful... but it was one of those "I enjoy playing it so much, I have a hard time convincing myself to reduce the power level."
So how's it too powerful? Well, sometimes it just wisdom enables for the heck of it. It sure is a good card to have on the table when packing Killer Constrictors, I'll tell you that much.
But it gets really mean when you don't have a land to play for the turn. Activate it, return to hand, then play it again and add
. Granted, multiples don't do anything when you're doing that, but it isn't a very intuitive move for the new player, and... um... might be better than Temple of the False God for this purpose? Geez.
I didn't want to see 'enter the battlefield tapped' on this card, but I'm probably going to add it in a few days, after people got a good look at how broken it once was. I do know this: Toward the end of the draft cycle, this card became pick one for me. Whenever I saw it, unless I already had 4, I would grab it. It was great in wisdom, didn't dedicate me to a color, and allowed me to play just about anything.
I know that, when one sees a dual land like this, they assume there's a cycle behind it. No cycle. I just liked the idea of having a land that helped the black-red Hellbent player. This is also the only card in the set that specifically ties black and red together... you know... not counting all the synergy between the two colors and the nature of Hellbent.
I know it looks bad, but it plays fine. Whenever I saw someone with a dedicated Hellbent deck, they were always packing this, and it worked well for them. I don't think I ever remember anyone holding onto this card in their hand... but it would be hard for me to recognize that.
Part of the 'cycles from play' cycle... and pretty much the simplest execution of it without going to Darksteel Relic territory. Damn strong card too. Limited doesn't have many 1 casting cost cards that people like to play. Also, this card and Ravenous Desire are best buds.
I did get compliments on this card from people who didn't think it would really work, then drafted it, then found out that it was rather good.
Yay, Vampire Hounds! Honestly, if I was involved in helping decide what goes and what stays in the core set, you'd probably have, like, 6 years worth of Vampire Hounds. I love how this card plays mind games with the opponent. "I got 4 cards in hand. How many of them are creatures? Which creatures am I willing to pitch? Zero? All four?".
Heh. Yeah, in Clockwork Wings I wanted a common kill spell along the lines of Go for the Throat but not as good, so I made Extract the Skull similarly. That set's got a lot of good black commons, and a lot of artifact creatures too, but I wouldn't be especially surprised if it ended up being the best kill spell there either.
Yet more Hellbent v. Wisdom stuff. Toxic Spill is a little different than the rest of the black discard suite, in that it asks for a two for one... there's a lot of discard in common in this set, but it's often a tit for tat game. Blackmail and Ravenous Desire and Mind Ravel. I pushed the Mind Rot effect into 4cc and double black to boot, but it's still a good card. Looking at it now, I kind of regret that you can't target yourself to intentionally hit hellbent, just to force an opponent to sacrifice their land. Meh... it's a rare event anyway.
Oh, Soul Feast how you've fallen. You used to be an uncommon, and a key card in Yawgmoth's Bargain decks. I put it in the set as a sort of Lava Axe variant, and it hasn't broken a dang thing. We should probably bring back Soul Feast at common. It's rather good here.
Reprint of Slaughterhouse Bouncer. In theory, half the set is reprint. That, and there are surprisingly few reprintable Hellbent cards (multi-color has something to do with this...). So, yeah, Bouncer was bound to hit the set. He's a weird card, though... I don't hate him, but I get a little flustered when using him... probably too much stress for not enough results.