"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
I think it's a pretty cringey design. Kind of an Ajani Vengeant rehash. The two loyalty counters aren't a meaningful incentive because doing a curve with a 5 defending a planeswalker is going to be way better than a curve with a 4 defending a planeswalker. It seems like a failure to address what the issue with Phyrexian mana is.
Combining the unleash mechanic with Phyrexian mana with unleash is what I'd do if I was designing a set and I was told I needed to bring back Phyrexian mana even though it was a problematic banfest. This is the -opposite- of that.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
Maybe you play both but ancient ziggurat is already a card too.
Activated abilities are surprisingly rare
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
I guess I never really thought about the synergy of fetch lands and dual lands with basic land types and how you can get any color of mana you want from a fetch land by fetching a dual land that combines what you can fetch and what you need.
imo commander is an absurdly good format when decks are roughly evenly matched, but 70+% of commander games ive played have had quite a large deck power level gap for various reasons.
presumably you're playing this in a shrine deck, so you're playing this with a bunch of other cards that don't care about mill. so either your deck is built around this card specifically or you're playing a regular damage card in your infect deck basically. what?
plus if they kill this then they're probably not getting milled out, so you were actually giving them an advantage that whole time...i really don't get it
The shrines are designed for limited. People win from mill from permanents that mill 2 cards per turn all the time when there are forty cards in the starting deck. You could raise some questions about whether incidental mill is fun in limited, but I'd be shocked if the blue shrine isn't draftable.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
In post 8318, Isis wrote:The shrines are designed for limited. People win from mill from permanents that mill 2 cards per turn all the time when there are forty cards in the starting deck. You could raise some questions about whether incidental mill is fun in limited, but I'd be shocked if the blue shrine isn't draftable.
i'd be shocked if it was at all playable in limited honestly. limited games just don't last ~13 turns anymore.
also i think jordan just dislikes the conflict of mill vs damage, it's like either you should probably focus on milling by attacking with creatures or the mill card is the most important card and the game revolves around whether your opponent can remove it
In post 239, tris wrote:what do you think of the new kamigawa?
i like it for commander (a couple commons fit in my decks actually), as for the other formats i havent thought about them much and would have to play with the cards, i think it has us slightly more excited than the average set
In post 8318, Isis wrote:The shrines are designed for limited. People win from mill from permanents that mill 2 cards per turn all the time when there are forty cards in the starting deck. You could raise some questions about whether incidental mill is fun in limited, but I'd be shocked if the blue shrine isn't draftable.
i'd be shocked if it was at all playable in limited honestly. limited games just don't last ~13 turns anymore.
also i think jordan just dislikes the conflict of mill vs damage, it's like either you should probably focus on milling by attacking with creatures or the mill card is the most important card and the game revolves around whether your opponent can remove it
-ace
and you have to pay 1 for it each time too. like you spend 7 mana over the course of the game on this and then your opponent kills it with 15 cards left in deck? no thanks