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Recent updates to Anydria Storage: (Generated at 2024-05-17 04:28:28)
i just realized that magic could live without and would probably be better off without blue given the direction magic is heading. ie catering to a specific playstyle, all creatures all the time, weak combos and control, hatred against counterspells and direct card draw.
when removing blue, there is no need to redistribute its portion of the color pie, because most of it are unwanted and unnecessary. ie people hate counters since they interact poorly with the battlefield. card draw and library manipulation help combos and tempo, both undesirable archetypes.
thus if i were to create a set without blue, i would pretend it never existed. no counters, no card draw, no milling. etc.
Ah! I had not seen Reforge the Soul yet. So they pulled it down to 5? That's good to see. It had been too many years where they were too afraid to touch it. I find it interesting that Miracle also gets around the 'chain into a bunch of these' problem. Hmm... I might need a playset of these...
Fair enough. Reforge the Soul says it can cost , so I'll bump the actual cost up to that. Then it has the pleasing symmetry of costing the same amount cached or not.
I like this mechanic a lot, too. I really want to play with it and try it out.
You know, I just want to say that I really like this mechanic. It's a very elegant way to rethink echo, suspend and traps.
That aside, I'm pretty sure that four mana is too cheap for Wheel of Fortune. Admitedly, I'm not sure what it's supposed to cost. Any time it gets attached to another card (and doesn't have suspend) the card cost 7 mana plus. That seems too high, but it does indicate that Wizards is afraid of the ability. I don't know if you've played with old vintage Wheel of Fortune decks, but they're crazy. Play wheel draw into some fast mana, drop your hand, cast another wheel, cast Time Walk... obviously this isn't that. Wheel was most busted when fast mana and extra turn taking was at its cheapest. It's still crazy good, though.
Cache occurs at instant speed, and casting the spell from the cache occurs at the normal speed for that spell. The only part of Morph that occurs as a special action is turning the card face up for its Morph cost, if I understand Morph correctly. I should probably reword cache slightly to make it sound less similar to Morph.
Cache is actually a sort of cost reduction ability. It lets you spread the cost of a spell out over multiple turns by giving a "down payment" of . It costs more overall but lets you keep more mana open each turn.
EDIT: I changed the name of "cache" to "ready."
Only face-down cards on the battlefield are 2/2 creatures. Cached cards are exiled. And technically, if cache works like morph (I assume it does), it's actually even faster than instant.
Are cached things 2/2 colourless creatures while in the cache? If not, that could be confusing.
Not that it's that important for this particular one - the ability to do it at instant speed is worth the extra cost.
Turn 1, land.
Turn 2, this; tap it and t1 land; cast whatever, get island... tapped. Huh. The comment made it sound like it was untapped. So ok, it's not acceleration after all. I guess all you're getting is an extra landfall trigger after all, which makes it pretty specialised. Ignore my earlier comment.
Hmm? It taps for colourless the turn you play it, and the turn afterwards, but only if you have enough Islands in deck that you don't draw them all before you draw all of these. Doesn't seem excessive. Why not just play an Island in this slot? For the deck-thinning? Some aggro monored decks played Scalding Tarn and Arid Mesa for the deck-thinning, but it was far from universal.
Now, the ability of this to find a Hallowed Fountain or Steam Vents does make it rather better, but I'm guessing that wasn't what you were thinking of?
What an odd little land. An island+; but only if you can actually spend it, so only turn 2 and above.
I'm still getting "Put four of me in every deck; I don't CARE if you're not playing blue" vibes from it, though.