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PostPosted: Thu Jan 04, 2018 11:09 am 
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PostPosted: Thu Jan 04, 2018 11:44 am 
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What? Mana equal to your life total? Shall we collect bets on when this gets banned in which format?

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PostPosted: Thu Jan 04, 2018 11:46 am 
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My bets are on not getting banned ever. The setup is too much work and the deck-building requirements are too wonky. Also by the time this might happen, your life total and mana you can make largely won't matter. Plus it is susceptible to like, every artifact and/or land destruction available.

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PostPosted: Thu Jan 04, 2018 11:50 am 
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I am enjoying people's attempts to cheat-transform it. Animate the artifact, give it a werewolf creature type, then play a card that transforms werewolves.


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PostPosted: Thu Jan 04, 2018 12:02 pm 
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PostPosted: Thu Jan 04, 2018 12:05 pm 
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AzureShade wrote:
My bets are on not getting banned ever. The setup is too much work and the deck-building requirements are too wonky. Also by the time this might happen, your life total and mana you can make largely won't matter. Plus it is susceptible to like, every artifact and/or land destruction available.


Its quite possible that the deck building requirements are just not too wonky enough. That things tends to be hard to predict ahead of time. Certainly its not worth it if its triggering itself, but its feasible that there will be a deck that can both use the effect and activate it easily enough that it ends up getting out of control.

God only knows whether or not such a deck will exist though.

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PostPosted: Thu Jan 04, 2018 12:32 pm 
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Its an interesting card, I feel like it will be too slow to build around but many people will try to break it.


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PostPosted: Thu Jan 04, 2018 12:42 pm 
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Eww, having to pay to loot, at least if you banish mostly land the opponents will let you keep it in edh.

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PostPosted: Thu Jan 04, 2018 2:41 pm 
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Just throw it into a control deck. This is very easy to activate, it just takes time

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PostPosted: Thu Jan 04, 2018 8:51 pm 
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I had to read this card 3x to finally realise that you don't get the exiled cards back at any point. Seems bad to me.

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PostPosted: Fri Jan 05, 2018 9:29 am 
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felbatista wrote:
I had to read this card 3x to finally realise that you don't get the exiled cards back at any point. Seems bad to me.



Yeah, you are probably exiling away a lot of cards you really want. I think this card is fool’s gold, unless you can transform it with 1 or 2 cards maximum and even 2 cards can be hard.


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PostPosted: Fri Jan 05, 2018 11:22 am 
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Or you just are interested in a meh looter, thus feeding it the jank you don't need until the late game and plan to flip it to fire off big cut/ribbons

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PostPosted: Fri Jan 05, 2018 5:18 pm 
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HARBiNG3R wrote:
felbatista wrote:
I had to read this card 3x to finally realise that you don't get the exiled cards back at any point. Seems bad to me.



Yeah, you are probably exiling away a lot of cards you really want. I think this card is fool’s gold, unless you can transform it with 1 or 2 cards maximum and even 2 cards can be hard.


I don't see how you can transform it with less than 5 cards.

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PostPosted: Fri Jan 05, 2018 6:29 pm 
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HARBiNG3R wrote:
felbatista wrote:
I had to read this card 3x to finally realise that you don't get the exiled cards back at any point. Seems bad to me.



Yeah, you are probably exiling away a lot of cards you really want. I think this card is fool’s gold, unless you can transform it with 1 or 2 cards maximum and even 2 cards can be hard.


I don't see how you can transform it with less than 5 cards.


Turn 1 Island
Turn 2 Forest, play Azor's Gateway
Turn 3 Island, play Arcane Adaptation naming warewolf
Turn 4 Forest, play Ensoul Artifact + cast Waxing Moon targeting the Azor's Gateway.


There other cards that can do the same thing but you still have to jump through hoops. :/ Its probably much easier to run it on a control deck and fire a big X spell instead.


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PostPosted: Sun Jan 07, 2018 1:35 pm 
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It would be more interesting if Mana Burn was still in the game. Still, pretty damn amazing.

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PostPosted: Sun Jan 07, 2018 5:54 pm 
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Five different CMC exiles is enough hoops to jump through to almost necessitate a win-con. It's arguably harder to do than Coalition Victory because there are so many cheats (3, 4, 5-colored creatures, dual lands).

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PostPosted: Sun Jan 07, 2018 8:43 pm 
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Its really only 4 because you'll hit at least one land. And looting is good so its not like its just sitting around

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I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
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PostPosted: Mon Jan 08, 2018 4:45 pm 
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I think this isn't awful for a slow limited format. There are a couple of mana sinks in the format which are OK. Including 8+ drops.

Probably you always play it in sealed. (Although 6xIXN sealed had some tribal aggro decks if you were lucky)

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PostPosted: Mon Jan 22, 2018 5:07 pm 
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I don't see how you can transform it with less than 5 cards.


I suspect you could make it work with Split or Aftermath cards, since each one has two separate CMCs.


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PostPosted: Mon Jan 22, 2018 5:35 pm 
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Fallingman wrote:
I don't see how you can transform it with less than 5 cards.


I suspect you could make it work with Split or Aftermath cards, since each one has two separate CMCs.

That's no longer the case.

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While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its converted mana cost is 6. This means that if an effect allows you to cast a card with converted mana cost 2 from your hand, you can’t cast Destined. This is a change from the previous rules for split cards.

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