the false gods
the false gods by fluffy the terrible
3 cards in Multiverse
3 mythics
3 colourless multicolour
10 comments total
devoid eldrazi titans
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The set creator would like to draw your attention to these comments:
On Cosi, the trickster (reply): |
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Devoid (This card has no color.)
Trample,Haste, Menace
: return target colored permanent to its owners hand
: destroy target land.
Trample,Haste, Menace
: return target colored permanent to its owners hand
: destroy target land.
8/10
Devoid (This card has no color.)
Indestructible, Hexproof
Whenever Uma the all knowing attacks, Fateseal 20.
Indestructible, Hexproof
Whenever Uma the all knowing attacks, Fateseal 20.
10/10
Devoid (This card has no color.)
flying,trample, protection from instants.
At the beginning of each upkeep. put a +1/+1 counter on each creature you control.
flying,trample, protection from instants.
At the beginning of each upkeep. put a +1/+1 counter on each creature you control.
9/9
Recent comments: (all recent activity)
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thanks for all the advice
I do like the "Not quite annihilate - arguably better" ability. That's a nasty way to win.
So yes, even though this has haste and menace - you actually might want to keep it back. Buuut, I guess even if you're doing that, you're gonna be using all your colourless mana on its second ability.
This costs twelve.
For , Endbringer can draw a card without having to discard one. But more importantly, I think this ability is misplaced here: If you've gotten out your 12-cost 8 power creature with trample, haste, and menace, are you really at the point in the game where you're worried about rifling through your deck?
This reminds me of Iona, Shield of Emeria in terms of shutdown potential. It's worse, because if your opponent is playing multiple colors, they can at least deal with Iona.
This can't be targeted or destroyed, and you have no hope of drawing and answer to it once it gets to attack. You have to draw untargeted exile, tuck, or sacrifice the turn after it resolves (hahaha as though it often would be hardcast), or you have to have the answer in your hand already. I think you've made it a bit too hard to answer.
Fateseal 20 seems miserable to resolve. I guess you just leave all the lands on top. I'm with Vitenka, make it a 12/12 that fateseals 12
Any relation to Uma Thurman ?
Yes; but this costs twelve. You're allowed flat out "Win the game" for ten. And practical "I win" buttons at 8 or 9.
"Opponents no longer draw cards" would be irritating as heck; and almost a win button. So sure, that costs 7 or 8. (Though it's the kind of effect wizards mostly avoids; because it's not any fun.)
But twelve? Twelve?!
@Vitenka, Keep in mind your fatesealing for 20, meaning you can just screw your opponent out of all their cards forever
One could argue that since this has no "if put into grave, shuffle into deck" clause in it, the cost doesn't actually matter as you would just reanimate it 🙃
... 12 mana. Twelve mana. Twelve mana. This doesn't even win the game the turn AFTER it comes into play. I think you may have overcosted it by about 5.
Twelve. Yeesh. At least make it a 12/12 to match.