Sorcery speed is still sorcery speed at two mana. This gets rid of problem 1 and 2-drops, like Deathrite Shaman and Scavenging Ooze. The thing I like most about this is even though it's slow, it's useful whether you draw it turn 2 or turn 10. There will almost always be a threat to eliminate, big or small.
Posted By:
SirLibraryEater
(1/18/2014 3:41:42 PM)
I get that killing planeswalkers at instant speed is confusing since they can still activate their abilities right when they come into play, but isn't that true of any artifact removal and cards like Birthing Pod, which have a sorcery speed ability (and creature removal on hasted creatures for that matter)? I'm really not sure about the rules there, although I would assume its the same.
Additionally, what happens if you somehow flash one of those cards into play when the stack already has something? Then they can't activate their sorcery speed ability until the stack is empty, so you could destroy them right after they enter the battlefield, before they activate their ability, right?
Posted By:
jonrds
(2/17/2014 3:29:29 PM)
Objectively, this card actually compares favorably against Hero's Downfall - for most kind of spells, costing 1 less is better than having instant speed. The reason why this doesn't see as much play as Hero's Downfall is a combination of lack of successful Rakdos decks, and the fact that some of the scariest creatures in Standard has protection from red (Master of Waves) or protection from black (Blood Baron).
Posted By:
sweetgab
(2/21/2014 8:51:24 PM)