This thread is for the discussion of my latest article, MTGCast #72: O-Ring and Pre-release Hints!. We would be grateful if you would let us know what you think, but please keep your comments on topic.
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
WPut Soaring Hope on top of its owner's library.
So let's take a look at this. Flight costs one mana and is nonetheless not normally playable even in Limited. Soaring hope cost five! And for your extra four mana you get... gain three life. Ooh, a whole three!
When I first read the card I thought I saw the point. You can pay W to put the card back in your hand. Then I noticed... it goes on your library!
This card is so bad that Kithkin mothers scare their children by saying "If you're naughty you'll get Soaring Hope in your Sealed Deck!". That bad.
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
And you are correct bataleur, I think my brain had immediately skipped over Soaring Hope when browsing the list, it is horrifically bad! "You take the good, you take the bad, and then you have ... Lorwyn!". For some odd reason, I revel in the terrible commons of each set, reminds me of the days when you only had the set and actually played with Earthbind.
Soaring Hope goes back on top of your library so you can win Clashes with it!!!
It's blatantly not good, and I guess we'll never want to play with it, but it's interesting I reckon.
That is a good point and had not thought of clash. Are any of the clash abilities or effects strong enough to be worth losing a card draw for that advantage? Overall, I felt the clash mechanic as a bit weak and "meh", but I just have not been a fan of cards that are so highly situational.
AFAIK, whenever you clash, the card that got revealed goes to the bottom of your library. So yup, Soaring Hope will go to the bottom of your library, where it belongs, should it even be in your pile.
AFAIK, whenever you clash, the card that got revealed goes to the bottom of your library. So yup, Soaring Hope will go to the bottom of your library, where it belongs, should it even be in your pile.
When you clash, you can put the card on the bottom or keep it on top.
I have to say, that for soaring hoe to be played, clash would have to be crazy broken. Something like:
Clash is broken R
Instant
Clash is broken deals one damage to target creature or player.
Clash with an opponent. IF you win, clash is broken deals ten additional damage to target creature or player, can't be countered, and the damage can't be prevented. Even if this card is played, Soaring Wings is still bad
I just caught the flavor text for the "Clash is broken" card. :^)
Clash seems to have sucker-punched most of us and definitely seems like the weakest mechanic from the set. Is it meant to be more of a "flavor" mechanic representing planeswalkers clashing in battle since they can't really attack one another, but can throw around their mana around like Hugh Hefner with viagra? Only Maro knows.
This card is so bad that Kithkin mothers scare their children by saying "If you're naughty you'll get Soaring Hope in your Sealed Deck!". That bad.
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Quote from KOTOR locker »
"HAHAHA That's what you think? Fishy think that too. These walls and door are six centimetres... no twelve centimetres of Durasteel. I'm invunerable behind my walls! Nobodys getting in here! HAHAHAHAHAHAHA!"
Is it sub-optimal? sure. Is it as bad as people are making it out to be? Not really. When you really want it, in my opinion, is when you have big guys who can't get through the ground scrum(flying is still good), weenies who can put small fliers in a bad situation(combat damage on the stack, send soaring hope to library), winning non-hoarders greed clashes most of the time, or are racing an opponent who is ahead in the race--gaining 3 life a turn can make things harder for them, although it's risking them drawing removal/stoppers for your creatures while your draws are stuck. So, while not overall good at anything, there are some limited situations I'd want it. Depending on quality available to your pool/draft, I could see this as a 23rd card.
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"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
MTGCast Facebook Group
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Nah, I think you guys missed it.
I vote: Soaring Hope.
Enchantment - Aura
Enchant creature
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
WPut Soaring Hope on top of its owner's library.
So let's take a look at this. Flight costs one mana and is nonetheless not normally playable even in Limited. Soaring hope cost five! And for your extra four mana you get... gain three life. Ooh, a whole three!
When I first read the card I thought I saw the point. You can pay W to put the card back in your hand. Then I noticed... it goes on your library!
This card is so bad that Kithkin mothers scare their children by saying "If you're naughty you'll get Soaring Hope in your Sealed Deck!". That bad.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
And you are correct bataleur, I think my brain had immediately skipped over Soaring Hope when browsing the list, it is horrifically bad! "You take the good, you take the bad, and then you have ... Lorwyn!". For some odd reason, I revel in the terrible commons of each set, reminds me of the days when you only had the set and actually played with Earthbind.
Cheers,
Tom
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That is a good point and had not thought of clash. Are any of the clash abilities or effects strong enough to be worth losing a card draw for that advantage? Overall, I felt the clash mechanic as a bit weak and "meh", but I just have not been a fan of cards that are so highly situational.
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When you clash, you can put the card on the bottom or keep it on top.
Clash is broken R
Instant
Clash is broken deals one damage to target creature or player.
Clash with an opponent. IF you win, clash is broken deals ten additional damage to target creature or player, can't be countered, and the damage can't be prevented.
Even if this card is played, Soaring Wings is still bad
Clash seems to have sucker-punched most of us and definitely seems like the weakest mechanic from the set. Is it meant to be more of a "flavor" mechanic representing planeswalkers clashing in battle since they can't really attack one another, but can throw around their mana around like Hugh Hefner with viagra? Only Maro knows.
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