i love how the rulings emphasize MAGIC creature type. "I choose zerglings"
uncounterable zerglings- now Thats terrifying
Posted By:
DerangedAssistant
(5/1/2013 6:47:51 PM)
@DerangedAssistant
Hellbats too OP!!!
I like this card. I'm glad wizards is printing 'can't be countered' stuff. The thing about removal, is it's more like rock paper scissors with large trade-offs and stuff.
- You can't destroy something that's indestructible, but you can exile it, but exiling costs more than destroying.
- You can't exile or destroy something with shroud or hexproof, but sweepers can take it oout, but then your own stuff gets destroyed too
There are a ton of different things like that.
The thing is, if what you are using is a SPELL, counterspells can stop it. Their only drawback is that if they don't counter it as it's cast, they have to deal with something in play.
Fighting permission decks is stupid. If you get something through, there is a good chance of winning. If you don't get a powerful creature through in the first few turns, you may as well scoop (the only reason island.dec can ever win).
The only problem with this card is that it will never be ... (see all)
Posted By:
SAUS3
(6/25/2013 7:17:00 AM)
I have played against it and its not unbeatable. Most tribal decks rely on casting lots of spells each turn, this only gives one a free ride, so you can counter anything else. (Just make sure your opponent shows which mana are going to what spell so they can't BS you.) Cavern is a land so blue is kind of boned against that, but there are cheap colorless answers, consider Ghost Quarter. Finally, diversifying your control will make you and your opponent have more fun in casual. Blue can reduce power, tap and bounce creatures in addition to just countering them, so consider beefing up your control deck with those.
That said, I dislike this card. No, I do not think its really overpowered, and I think making uncounterable cards is a good idea, but I am not a fan of this one in particular. Time since release has shown this card isn't that great actually. I just think its not a very fun card to play with or against. It is non-interactive in the same way that the permissi... (see all)
Posted By:
Enelysios
(10/10/2013 2:16:27 PM)
Is brutal for vintage, among other things. Someone ran this with a human deck and took 5th.
This is fine even for non-tribal decks just to push through an important creature; on top of further enabling multicolor in said decks.
Mono-color, multicolor, tribal, non-tribal, etc.. creature decks love this.
Posted By:
blurrymadness
(11/7/2013 10:58:34 AM)
Mwawwa, now nothing can stop Sliver Queen and her army!
Posted By:
TheGigiBeast
(1/17/2014 7:16:44 PM)
Is it more powerful than it needed to be? Sure, the last ability probably should have been ", ." But I'm disappointed in all the complaining blue players here. If you want to throw a tantrum, you should be playing red. We're the color of intelligence and logic, let's find a solution!
Even if you ignore the six lands that can kill this, and several blue cards that can steal it, "Can't be countered" doesn't even hose countermagic! Mindbreak Trap, Venser, Shaper Savant and Time Stop will keep the creature from resolving, or you could just steal it with Gather Specimens.
This was a long time coming. I'm only mad at the price tag.
Posted By:
MisterAction
(1/22/2014 12:14:08 AM)
Use this to summon Mystic Snake and you have not only a 2/2 creature with flash, but a counter spell that in turn cannot be countered...
Posted By:
UNATCO
(2/16/2014 4:20:55 PM)
I pack 4 of these in my goblin themed deck. It's a perfect addition to the deck especially when going up against a control deck. This card lets you play vital creatures more comfortably. Of course, the creatures played can still get Doom Bladed, however.
Posted By:
PlagaDeDuendes
(4/29/2014 11:24:50 AM)
Another five-star vote for its use in a tribal creature deck-I got four in my sliver deck. I am surprised that it is not a mythic.
Posted By:
Doufeelthewindcoming
(5/17/2014 11:57:00 AM)