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Mechanics | Foundations | Sect Evolution |
Recent updates to Foundations: (Generated at 2025-05-01 14:34:11)
Foundations: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Foundations | Sect Evolution |
Recent updates to Foundations: (Generated at 2025-05-01 14:34:11)
Given that this helps your opponent as well it could easily be upped a little in power, a 2/2 wouldn't be unreasonable
OK, monogreen seems reasonable. Now let's talk about the cost.
Summoning Trap and Polymorph are definitely the closest comparison to this. The relevant differences:
So Summoning Trap is good if your deck has lots of great creatures that are hard to cast. Polymorph and this card are good if your deck has just a few great creatures that are hard to cast. Obviously this is best if it hits something like Emrakul, the Aeons Torn or Blightsteel Colossus. But unlike Polymorph, if you literally only have 2 creatures in your deck, there's a good chance this will kill you.
If you stuff your deck with a large number of gigantic creatures - Eldrazi, Colossi, and so on - and have no other creatures in there, then this will be quite reliable at getting a stupidly large monster on turn 3, or sometimes turn 2. You'll likely get some of them stuck in your hand, of course. Is that as much of a drawback as Polymorph requiring you to make a token first? I'm not sure, but I think not.
Basically, this card is sort-of-okay in many decks, and possibly extremely good in one or two narrow decks. I'd feel a bit more comfortable if it was at 4 mana, like Polymorph. Even then it'll sometimes be crazily effective (especially since it's in green, the colour of acceleration), but it probably wouldn't warp Standard.
That's true, I suppose. The major difference is that your (much simpler!) version may let the opponent negate the spell by somehow protecting the creature that's about to die. However, that's probably pretty unlikely.
Incidentally, it's just about fine as a W-B hybrid for the reasons Alex gives on Daring Curiousity - you're dropping colour-aligned types. It's a little dubious for White to get free zombies, but I think the cleric clause can make it palatable.
It's a bit dubious. If anything the effect is green.
Blue has only got Polymorph effects for the flavour of one creature changing into another, and here that flavour doesn't apply, so I don't think it should be blue. (Blue has occasionally got effects to drop creatures straight onto the battlefield, but either symmetrically as in Show and Tell or Braids, Conjurer Adept, or temporarily as in Aethermage's Touch.)
It's not very black either... dropping creatures straight onto the battlefield is only something black does if they come from a graveyard.
Green, on the other hand, gets this kind of effect frequently: Dramatic Entrance, Elvish Piper, Animal Magnetism, Game Preserve, Hunting Grounds, Hypergenesis, Lure of Prey, Myojin of Life's Web, Oath of Druids, Pattern of Rebirth, Root Elemental, Summoning Trap, Thicket Elemental, Tooth and Nail.
Red dabbles in it sometimes if it's a temporary effect: Sneak Attack, Cauldron Dance, Impromptu Raid, Incandescent Soulstoke, Through the Breach.
(All colours get to do it if it's specific to a colour-aligned creature type: Preeminent Captain, Skirk Drill Sergeant, Goblin Wizard, Seahunter, Skyshroud Poacher, Zirilan of the Claw. Green also gets to do it to lands, white gets to do it to enchantments, and blue gets to do it to artifacts. Other odd unclassifiable versions: Surprise Deployment, Mindwrack Liege.)
So I think this card's effect is only clearly in green. Any other colour is a bit of a stretch, but hybrids in green-blue or green-red would probably be okay.
I think this is fine. It's OK as a red card because it only affects green creatures, and it's OK as a green card because the red isn't determining anything. It could be a bit cheaper; for 3 mana you can get a non-colour-specific, personal, continual version of this effect in Gaea's Anthem.
I think it'd work fine as a 7-mana instant, phrased as "The next time a Zombie or Cleric you control is put into a graveyard from the battlefield this turn, ..." It's very slightly different in effect, but only in the same way that regeneration and damage-prevention changed with the 6th Edition rules from this kind of template to modern wording. (See the reminder text on Regeneration and the way Kitsune Healer is phrased.)
Um, possibly.
The bigger problem is that it doesn't work. Your creatures will only get put into graveyards during resolution of spells (for instance Doom Blade) or as a result of State Based Actions (due to lethal damage, Deathtouch, zero toughness). Neither of those is a time you can cast spells.
The simplest solution I can think of is to give the card no mana cost (making it uncastable normally), and the ability "Whenever a zombie or cleric you control is put into a graveyard from the battlefield, if ~ is in your hand, you may pay

. If you do, cast ~ without paying its mana cost."