correct, and it's 'each turn' so you get a freebie instant/flash on your opponent's turn too.
correct, and it's 'each turn' so you get a freebie instant/flash on your opponent's turn too.
The card is insanely good with Ancestral Visions. It makes drawing them mid or late-game very good, instead of very bad.
Well this could've been kind of crazy with split cards... if they hadn't just changed the rules to make it so no one will play most of the ones currently being played
I find it kind of amusing it uses time counters which are only otherwise used on suspend and vanishing I think... basically telling us to use it on suspend cards lol
wait what happened with the rules change? i definitely missed that
I could have this wrong. I'll use Wear/Tear as the example.
When a split card is NOT on the stack, it has a total casting cost of both costs combined. In this case, Wear/Tear has a CMC of 3. This is bad for Miracles.
When a split card IS on the stack, it has a total casting cost of the piece being cast. Wear would have a CMC of 2 and Tear has a CMC of 1. This is *really* bad for those modern decks that cheat out the more expensive half. I don't believe any of them are playable anymore in that archetype.
It's gonna be fun for decks based around Cascade
wear/tear being CMC3 seems like it'd be pretty good for miracles since they're rarely if ever hard up for CMC1 flips
I would much, much rather have a card on top of my library (or top 3) that can be used as a 1 or 2 versus a 3 in Legacy lol.
This is how it is as of the rules change however that second part is how it's always been. The cheating happened because I believe all of them say something like target card (or like in darkdwellers case instant or sorcery card) so not a spell on the stack yet and still had both characteristics of both halfs individually.
Only ones I think would still see play is wear and tear though obviously not as good and maybe beck and call in that weird modern elf deck that tries to just use the one half as a bad glimpse of nature. Well and obviously maybe some of the aftermath cards... almost feels like that was the goal. Out with the old please buy the new
hmm OK for some reason i was interpreting wear/tear as strictly CMC1 on a counterbalance flip, didn't realize you could choose either/or. through some stroke of luck i don't think i've ever actually had to deal with that card in post-board games, lol.
Before it was somewhat weird too. If it was being used as a comparison such as counterbalance it would be 1 or 2. If it wasn't being used as a comparison such as say confidant it would be 1 and 2 to be 3 life loss
the important part is this rule change does not affect the jank shelldock isle + breaking/entering combo in my homebrew mill deck
it does however mean the dream of the isochron scepter variation i never threw together is now dead
Now this, is a very good card.
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shame this doesn't have a planeswalkers and/or enchantments clause, then it would be the ultimate fuck you sideboard card for miracles. still pretty sweet all the same though! if you can actually stick it, it sure makes a spin > fetch > spin an awful lot less attractive.
Activated abilities, not triggered. Otherwise it would be so busted it'd be banned before the ink finished drying. But yes Miracles get jammed up hard every turn they don't have an answer for it.
This card has great potential in Legacy and I foresee a lot of uncontrollable eye twitching every time this thing hits the board.
Fantastic card and one I would never, ever play.
FUCK MIRACLES
http://magic.wizards.com/en/articles...ent-2017-04-24
Legacy:
Sensei's Divining Top BANNED
Vintage:
Gush RESTRICTED
Gitaxian Probe RESTRICTED