I think I'd just cast Insidious Dreams first and put a few copies of Emrakul, the Aeons Torn on top. On the other hand, I think I'd rather just cast Explosive Revelation. Or Riddle of Lightning. Or Erratic Explosion.
Also, Goblin Charbelcher is probably better, since you can precede that with Mana Severance anyways and win even faster.
Posted By:
Ragamander
(12/15/2011 3:18:20 PM)
@macbizzle: common sense.
Posted By:
TheWrathofShane
(3/15/2012 2:08:25 PM)
Huh. No comments on an epic? Odd.
Posted By:
PolskiSuzeren
(8/19/2009 8:16:37 PM)
EPICNESS
Posted By:
Duskdale_Wurm
(3/22/2011 2:11:02 AM)
Wizards hadn't really embraced remembering Multiplayer while Designing Kamigawa block.
Not just 'because I can', but also because it's actually quite natural to do so, if I were a Designer today making a new Cycle of Epic cards, I would definitely have the Red one Hit Everything Forever. This is a fantastic card to apply "Overload logic" to.
Eternal Destruction: 5RRR
Sorcery
Exile cards from the top of your library until you reveal a nonland card. Eternal Destruction deals damage to each creature and planeswalker equal to twice the converted mana cost of that card.
Epic.
Of course, this card on it's own could not win any games, but I'm positive deck brewers would immediately find solace in the right kinds of Black enchantment cards to make sure they can 'finish the job', and I think an Epic spell doesn't have to win the game by itself to be cool. In fact I think this one would be improved if it were forced to rely on synergies to work, in exchange for having more high end poten... (see all)
Posted By:
DarthParallax
(12/4/2012 5:43:26 PM)
Emrakul?
What an amazing game that would make.
Posted By:
Totema
(12/26/2011 12:42:30 AM)
Actually useful in Kamigawa because of how insanely costed everything ended up.
Posted By:
DoragonShinzui
(4/9/2013 7:46:28 AM)
I honestly think all of the Epic spells could've just copied the Epic ability anyway. They *should* be nigh-guaranteed finishers. Afterall, a simple counterspell every turn (quite achievable *even within the block*) shuts it down and you can't do anything.
They tend to be only somewhat fun as you as a player have basically exited the game. What makes a game fun is a series of interesting choices and these take choice away from the player. Therefore, the effect should be as huge as possible to keep it entertaining and end the game (or lack of game) quickly. The epic instead allows the player a *single action* every turn, out of their control, and this one could easily hit for 1-3 damage even in a deck based around 6-10 mana cost cards.
Maybe I'm being somewhat unfair as you could have creatures with various activated abilities and such; you could combo next to AEther Vial or similar; but it just seems painfully "meh" when you spend loads on ... (see all)
Posted By:
blurrymadness
(5/1/2013 9:53:34 AM)
@MacBizzle: Or just, y'know, Reverberate this. Probably easier.
Posted By:
LordRandomness
(7/16/2013 4:52:10 AM)
If you're casting any of the Epic spells, make sure to use Chandra, the Firebrand first so that 2 keep going off, as the initial copy will get epic as well. This also goes for any other fork effect on the initial casting of an epic spell.
Posted By:
the_unthinkable
(2/9/2014 6:43:13 PM)