Consider a lot of Merfolk and islandwalkers also take advantage of that. Not to mention you can mess up a mana base.
Posted By:
MidgetfaceKillah
(7/30/2009 8:40:58 PM)
Also Lingering Mirage and Sea's Claim.
But that certainly doesn't fix this card, just let's it be....less terrible.
Posted By:
SquirePath
(12/15/2011 5:09:16 PM)
i actually like the art, and i can imagine the island-making thing was ok back-then, but spreading seas does that job now.
Posted By:
DlCK
(3/19/2010 10:30:34 PM)
Why? Since when do magic players sac lands just to attack for four with a serpent that cost four in the first place? I guess the stupid ones.
Posted By:
SavageBrain89
(6/24/2009 7:03:03 PM)
ooohh!!!! what an intriguing ability! of course the execution sucks, but this card makes me want to think of ways to turn it into something good:
obviously the first step is to bump it up to rare- because we're going to be making a somewhat strange card in a lot of ways, and the place for strange cards that have worth-playing potential but might flop unless you get your deck right seems to be 'rare' right now, uncommons having taken 'reliable small effects' place and mythics taking 'this is a good card. it wins the game' place. So a really proper-done sacc-ing Serpent is going to be a rare because it will need to be powerful but not too consistent and definitely not small.
The second thing you do, after you say 'let's make it a RARE serpent', is you start looking at the Power, Toughness, and CMC numbers with new eyes. Rares have quite a different budge than commons for this area, even in blue. I think a modern Rare serpent could argue that 2UU should get him a size of 5/6 of 6/5... (see all)
Posted By:
DarthParallax
(8/15/2012 10:48:44 PM)
The second ability should have been to put the land used to pay for the ability under defending player's control until end of turn and untap the land. Add a third ability of Islandwalk.
Of course, this card was meant to enable Threshold... so its mechanics are just fine the way they are. It would be interesting to see them revisit this creature in a new set by slightly adjusting the mechanics for present day MTG. Call it Dreamweaver ;)
Posted By:
Earthdawn
(6/10/2013 4:52:56 AM)
This looks like it would be a fairly useful enabler in any casual Serpent deck.
Serpents as a rule tend to suck: This would at least allow you to attack with all of your is land requiring serpents. The cost is fairly low by serpent standards; in fact, an interesting unexpected ploy would be to drop Dreamwinder late game and immediately activate the ability.
Of course, there's always Phantasmal Terrain/Convincing Mirage. Which is basically about 80x as good. But this guy would get tribal bonuses and stuff, so shrug.
Posted By:
NARFNra
(8/25/2013 9:21:33 PM)