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[AKH] Daily Spoilers - 12 Apr


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This seems terrible in EDH. For the same cost of 1B Sac a guy you can play Vampiric Rites. Like, I don't think being a creature makes enough of a different in the fact that you just outright draw the card with Rites. For standard he is also way to durdly. Unless you have ways to sac creatures for free, being forced to leave up mana to block is terrible. Even trying to go on the offense or you're just burning resources just to swing in so you'll need other things to keep going.

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More spoilers for the spoiler god!

 

[spoiler=Cards.]ntzlXpC.pngezTlDzQ.pngZ2KQbe4.pngdscjNtY.pngbrSKD3l.png

 

[spoiler=Really big card.]qN73swC.jpg

 

 

The German card is:

 

Sweltering Suns 1RR

Sorcery

~ deals 3 damage to each creature.

Cycling 3

 

The big Japanese card is:

 

Guardian of Glyphs 3UU

Creature - Sphinx

Flying

Whenever ~ becomes the target of a spell or ability for the first time each turn, counter that spell or ability.

Embalm 5UU

5/3

 

 

Samut is a very strong creature, but idk what sort of deck wants her. Not even for EDH: she's got a keyword soup, so voltron is the most obvious thought... Being Naya gives you a lot of options, at least. I know I'll probably end up sliding her into Saskia.

 

Sweltering Suns will be a Standard player for sure. Better than Radiant Flames in almost every circumstance.

 

Wayward Servant is nice. Wish there was an Esper zombie commander I could use him in, but sadly we have to resort to partners. ;=;

 

EDIT: By Force is also pretty absurd. Kill off Mardu Vehicles, at long last?

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Wizards is means. They had Frank Karsten (a HUGE fan of affinity) spoiler the artifact clearer. That made me realize the modern implication this could have, but yea, this also does a nice bit of damage to Vehicles.

 

Good old 3 mana for 3 damage to everything. Cycling is nice to have on something like that.

 

Drake is just Spellheart Chimera with 1 more toughness but no trample. Think that makes it better since trample isn't as important on a flier.

 

Samut is certainly best for commander damage kills. Seriously, doublestrike and haste are a mean combo on a commander looking to deal 21. How only competition for that is Uril but she can be built pretty differently. I wonder if the untap ability will have much utility.

 

Zombie soul sister. Man, this makes me miss my BW zombie deck.

 

Sphinx seems like a sweet finisher. Hard to kill and needs to be killed twice.

 

vizierofmanyfaces.jpg

 

Embalmable clone. Neat.

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Last spoilers for the day

 

harvestseason.jpg

Harvest Season

2G

Sorcery

Search for up to X basic land cards from your library and put them onto the battlefield tapped, then shuffle your library. X is equal to number of tapped creature you control.

 

cradleoftheaccursed.jpggraspingdunes.jpgoketrasattendant.jpg

 

Harvest Season seems nuts. Can easily get a lot of mana.

 

The format very much looks like an 18 land one and the two lands seem awesome as #18. The Aven also looks really good. Reminds me a bit of the cycling + unearth card in Alara.

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Because r/edh was being sharty about my reaction to this card, I'll say it again: Harvest Season is the rare of this set that will go into way more EDH decks than it should.

 

The purpose of ramp is to get out cards ahead of curve, and too many people are focusing on the hypothetical upside of getting like five lands. Which is all well and good, but consider these scenarios:

 

1. You're playing this lategame when you have five creatures with which you can swing out, in which case, why do you need more ramp? Shouldn't you be playing spells that actually impact the board?

2. You're playing this early game where you went T1 dork, T2 dork, T3 this. Not only is that unlikely, but very few decks run low enough creature curves to do such. Plus, you have dorks: why do you care about this anyways?

3. More often, you have no creatures on board or will have had a board wipe the previous turn, in which case you draw this and shed a single tear.

 

There are four generals I can think of in which this will be good:

- Edric, because flying_men.dec

- Wort, because she produces goblins that can tap outside the red zone

- Seton, because he can tap your guys without going into the red zone

- Angry!Omnath, because he rewards you for lategame ramp anyways

 

Anywhere else, I'd be hard pressed to play this over Cultivate or Explosive Vegetation or the like. If I need to hold up ramp in order to amass the right circumstances to play it, it isn't the right deck for that ramp.

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I think the major advantage of Harvest Season is that when you draw it off curve (which is very likely in commander) you can play it for a way bigger impact compared to most other ramp cards at that point. That being said you don't play ramp with the plan of playing it later so I'll agree you're starting from a faulty premiss. I might have considered this for some decks, but your likely right in practice I'd just want Cultivate or Explosive Vegetation.

 

This does have potential with Wort since not only does she tap outside of combat, but you copy it and that can result in a LOT of fetched lands. That being said I've found when gold fishing the build I recently made that you take a little to get going, risking your early tokens seems bad, and you REALLY want your ramp online right away since Wort is a pretty expensive commander. So while this might have potential, I'm not sure she really wants it much either.

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Because r/edh was being sharty about my reaction to this card, I'll say it again: Harvest Season is the rare of this set that will go into way more EDH decks than it should.

This is why I like you.

 

I 100% agree. Like, it's not bad, but it really isn't doing what you need to do.

 

Not to mention that it only grabs basics, which in many decks you can pretty easily run out of before using this card to the effect you would like.

 

That said, I think this has a place in some elf decks, notably Ezuri, since it helps you reach that critical mass of mana to just funking win with overruns.

 

 

And yeah, it's actually funking stupid with Wort. Minimum 4 lands for 3 mana.

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