Gatecrash how many cards




















Some threaten the creature while others threaten the player. Not only do you net another 2 life every time you repeat this, but there is another powerful bonus: It avoids sorcery removal. Now it ranks as honorable mention because not only can you drain a lot of life over a few turns, but you can also keep on trucking despite sorcery attempts to take it out. That right: Nobody dislikes it. Anything bigger in play, and this thing becomes crazy-good.

What keeps it down is the simple fact that it sucks by itself. However, of the ten legendary leaders of the guilds, this is the best one to build a Commander deck around. Combining a Concentrate with an Explore is massively powerful. Assuming you draw a land likely , you can play it immediately and keep on going.

The double-dip is nasty-good, and this is the sort of utility card that will never go out of style. The majority of decks that are playing green and blue will benefit from adding Urban Evolution to the conversation.

It is a staggeringly good foundation card to build combo or control around. AEtherize is the highest-charting uncommon. Why am I so keen on it in multiplayer or casual?

One of the best bounce spells ever printed for multiplayer is Evacuation. It is a great reset-ish button for emergencies.

When you are all-out attacked, you can bounce everything and force the attacking player to spend a few turns replaying stuff. But it obviously has disadvantages. Second, other players can reuse enters-the-battlefield ETB triggers on their creatures. Third, it can make other players mad that they had to bounce and replay their things, too. But none of this is true with AEtherize. It just punishes the person who attacks you, and it does so for 1 mana less in cost.

It helps in about ninety percent of the situations when you want to cast Evacuation , costs a mana less, and only does precisely what you want it to do, no more or less. This is a great card to unload on your foe. This is the highest-charting Simic card and second-highest-charting instant.

I am really enamored with this guy. I love stuff like Draining Whelk , though. This guy nets you a counter and the potential for a ton of creatures for the counter. Even if all you do is counter a 1-mana spell, you spent an extra mana for a better version of Summoner's Bane better because it counters all spells and not just creature spells.

Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost. A Clone-type effect that can also copy artifacts is interesting, and while the Cipher mechanic is unlikely to be used very often, it does present players with more strategic options.

I can see this replacing Clone or other copying effect and nudging its way in to most stacks. I suspect some of you will like this, but can see many bypassing this creature in favor of other creatures that have a more game-breaking effect than just slowly making more dudes.

This is probably good enough for nearly every Type 4 stack, but your own testing will bear this out. Sylvan Primordial 5GG Creature — Avatar Reach When Sylvan Primordial enters the battlefield, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped.

Then shuffle your library. Another Primordial, another Type 4 playable, it seems. This one comes into play and can blow up multiple non-creature permanents planeswalkers, lands, artifacts, enchantments , and is definitely an upgrade over most existing creatures blowing up similar permanents Terastodon and Uktabi Kong are on similar footing in this regard.

Red Molten Primordial 5RR Creature — Avatar Haste When Molten Primordial enters the battlefield, for each opponent, take control of up to one target creature that player controls until end of turn. Untap those creatures. They have haste until end of turn. Similar to the other Primordials in this cycle, Molten Primordial couples a decent size creature with an ability in this case a 6 power creature with haste, ala Ball Lightning with a nice comes into play effect in this case an Insurrection -like ability to jack a number of creatures from opponents until end of turn.

This card has the potential to knock out one or more players every time it successfully resolves, and should not be overlooked, especially in multiplayer ring games. This should be an auto-include. White Luminate Primordial 5WW Creature — Avatar When Luminate Primordial enters the battlefield, for each opponent, exile up to one target creature that player controls and that player gains life equal to its power.

Luminate Primordial doubles as a pseudo- Wrath of God effect, similar to Reiver Demon and Desolation Giant , which are played in many Type 4 stacks currently value! Destroy target land. Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Activate only once each turn. Battalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.

Sacrifice Frontline Medic: Counter target spell with in its mana cost unless its controller pays. Whenever Giant Adephage deals combat damage to a player, create a token that's a copy of Giant Adephage. He's still a planeswalker. Prevent all damage that would be dealt to him this turn. Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.

As Godless Shrine enters the battlefield, you may pay 2 life. Whenever Gruul Ragebeast or another creature enters the battlefield under your control, that creature fights target creature an opponent controls. All Results. Search Criteria Updating search parameters None yet. Ascending Descending. Refine Search. Standard Compact Checklist Visual Spoiler. Act of Treason 3 Sorcery Gain control of target creature until end of turn. Alpha Authority 2 Enchantment — Aura Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.

Angelic Edict 5 Sorcery Exile target creature or enchantment. Arrows of Justice 3 Instant Arrows of Justice deals 4 damage to target attacking or blocking creature. Assemble the Legion 5 Enchantment At the beginning of your upkeep, put a muster counter on Assemble the Legion.

Aurelia's Fury 2 Instant Aurelia's Fury deals X damage divided as you choose among any number of targets. You may look at cards exiled with Bane Alley Broker.

Beckon Apparition 1 Instant Exile target card from a graveyard. Blind Obedience 2 Enchantment Extort Whenever you cast a spell, you may pay. Artifacts and creatures your opponents control enter the battlefield tapped. Discard a land card: Borborygmos Enraged deals 3 damage to any target. Boros Keyrune 3 Artifact : Add or. Coerced Confession 5 Sorcery Target player mills four cards.

Whenever enchanted land becomes tapped, its controller loses 2 life.



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