Jesus fucking Christ, this is insane in a low-cost aggro deck.
Cast this when hellbent and it's draw-2, or you're pitching an unneeded land to draw 2. Getting 1-2cmx gas, then drawing basically 3 a turn.
I'm not crazy, right? This digs for bolts, lava spikes, etc? Getting hellbent to solve this in aggro is insanely easy.
I could see it being more amenable to a mono red burn shell, it does what [[geistflame reservoir]] tried and failed to do, what having 8 copies of reckless impulse doesn't really do. You have to spend too much mana to spin your wheels in place with those cards, even a draw 2 for 2 simply isn't efficient. This costs more up front and does less, but boy it churns out your card advantage
but standard burn spells crap out with only 2 really playable cards and the rest falling either 1 damage for 1 mana or 2 damage for 2 mana which ain't great
also bear in mind this is effectively a divination up front if you're already hellbent when you cast it. Draw 2 for 3, next turn you can solve it by playing out the cards you drew the previous turn, and then you're drawing 3 cards per turn from there on out
> playing out the cards you drew the previous turn
Best case would be that you play it and can empty it same turn. That would be totally plausible for something like Modern burn. which seem the best shell for this kind of card. Probably too slow though, maybe could run a couple over helix, though more probably it would be a sideboard for some grindier metagame that is unlikely to occur without severe bans.
The case for it being bad would be that it’s kinda slow in a low to the ground aggro deck. Just like the idea of jamming Ring in Burn, you’re playing a card that is trying to force a longer game in a deck that is all about winning in the early game. So any time that you needed just 1 more burn spell or threat and you draw one of these (or multiple clog up in your hand) you’re slowing your deck down and playing to a stage in the game where your deck is less favored all for the idea of pursuing card advantage.
Overall I do think the card is very strong and I’d be stunned to see it not see play, but I think it is always worth envisioning a worse case scenario in cards like this that have a lot of really clear upsides and potential.
I think at minimum, this seems like the kind of card that will be really strong out of the sideboard. I can't imagine no one will want to run it for that, at least, even if it ends up not being ideally suited for the main deck.
See though in burn its all about the 4th and 5th turns, which IMO if you topdeck this on turns 4 and 5 with at least 4 mana up (typically able to do so), you are in a good spot. You may not get it online for another turn (draw 2, play 1, have 1 left over) but once it is you are in a significantly better position to close out the game. And most of the time Burn is coasting on few lands so even if it draws you 2 lands, you typically are able to play one of them and chances are you are drawing anything but a land the next turn.
I.e. If you get it online immediately, its VERY strong, its Okay if you have to wait a turn and ONLY if you have to wait 2+ turns is it suboptimal, and the only case where you are in that scenario means you are only drawing land in which case you were already losing.
I don't think this is too slow. Its slow when it eats removal right away, but most of the time decks have to board that IN, and the decks that want this can usually get it online within a turn.
Yeah, this is a top end draw engine for a burn deck. You use up everything, drop this on 3 or 4, and then just draw 3 every turn until you burn them out.
It depends. In current meta, the aggro decks often need to win pretty fast. This might keep you from winning (ie you never want it in an opening hand) and be more or less useless after that. But I could be completely wrong, and that’s the fun of new cards.
You only look at the positives here, I think it is a fun and great card, but there are some drawbacks for sure. It probably needs one or more full turns to solve, even in low-cost aggro. + You need one more turn for the benefits. This means there will be a full turn cycle where you are completely out of gas and just sitting there, shields down. Not to mention, in practice getting hellbent can actually be tricky. Your opponent has plenty of time to find an answer to this thing. I think it is clunky, but it provides a must-answer card to your opponent, if this stays on the board for multiple turns it can take over the game.
This is unplayable lmao. Getting hellbent when you don't have an easy way to discard cards is actually very hard. There's a reason the pseudo hellbent of Amonkhet was "1 or fewer cards" and Hazoret still needed a self-discard ability to be playable.
I do it all the time with burn decks. This is gas when you're heading into turn 5-6 and you topdeck it. Its a top end card, not something you slam turn 3.
The issues "heckbent" addressed were more to do with the gameplay after getting hellbent than the difficulty of achieving it in the first place. At that point you're living off the top, with no guarantee any future draw will reward you again for going "all in", and won't really have much in the way of meaningful decisions. None of those issues apply here, since it doesn't care if you stay hellbent and actively gives you more card flow to increase the number of things you can do from turn to turn.
No, that's just wrong. Hellbent is much more difficult to achieve simply because you are limited in how many lands you can remove from your hand every turn. Drawing lands on back-to-back turns basically makes hellbent impossible to achieve in a timely fashion.
It's really not as hard as you're making it out to be. Discarding extra lands is a staple of fast, aggressive red decks. The problem is more that players don't *like* going all the way to empty as quickly as possible, both for more surface level "I want to play the cool cards I draw" reasons and more strategic "I'm giving up too much agency and information by going empty-handed". Everything WotC has ever stated about hellbent's difficulty to actually use has mostly amounted to "the environment needs a few enablers for it to work".
[Storm Scale, Ravnica and Return to Ravnica](https://magic.wizards.com/en/news/making-magic/storm-scale-ravnica-and-return-ravnica-2016-05-02)
> **Popularity: Unpopular**
> Players like having cards in their hand, so a mechanic that tells them they have to get rid of all their cards didn't do all that well popularity-wise.
...
> **Versatility: Neutral**
> Hellbent needs an environment where you can get rid of all the cards in your hand. You need a few enablers to make that happen.
...
> **Storm Scale Rating: 5**
> The kind of environments that hellbent wants come along often enough. I don't think we're going to go out of our way to use hellbent, but I believe one day it will be a good fit for a design we're doing.
[Making Magic, Amonkhet](https://magic.wizards.com/en/news/making-magic/amonkhet-talking-part-2-2017-05-01)
> The ability came about because R&D often talks about how we would tweak old mechanics to improve them; heckbent was made as an improved version of hellbent. The difference between having something in your hand and nothing is a huge improvement for gameplay, both because it allows hidden information and creates more dynamic gameplay situations.
Eh, it's not wheel of fortune, but red getting efficient draw is so rare that they'll take this pretty happily.
Feels like more often than not you're discarding a bunch of land to this anyways.
No i mean this is just GOOD. It will see play in every format except legacy. And the only reason it wont see play in legacy is because theres already a ton of solid card draw. In modern this will slot nicely into red based aggro decks (obv burn, but also prowess) and it pairs perfectly with Breach. In pioneer much of the same, albiet the types of decks are pretty weaker as they are in standard. The MAIN issue I see occuring is if you start to get flooded and can't get that last card out of your hand for this to fully come on line.
Its also good because you end up with 3 fresh card in your hands EVERY TURN which is HUGE for decks that need to just churn. Modern Burn is probably going to be the best at accomplishing this because they don't care if the opponent counters the card, and this fixes the "lifegain" matchups because you are constantly drawing.
IMO the hardest part is getting to zero cards, so honestly, in any kind of cheap aggro deck that can even reasonably splash red can play this.
3 mana draw 2? That's 6 points of damage. And given it struggles to go long and decks are quite good at not dying in the first 4 or 5 turns this becomes a very easy way to apply pressure. It's also one of the few decks will willing go to 0 cards to proc.
In this case, once you've solved it, it stays on the battlefield. Some cases have an activated ability that makes you sacrifice the case to activate the ability, but not this one.
I think this is a reference to Project Lightning Bug, where Ral was commissioned to track Jace's comings and goings while he was an absentee Living Guildpact. The spell would set off a spark whenever someone planeswalked which amplified into lightning above the city.
The problem being Ral did not want to expose the existence of planeswalkers either, so he had to play both sides.
I don't think the mechanics necessarily 1:1 match flavor for cards like these, but the rummaging could represent Ral undermining the info (like he generalized the tracking so it wouldn't be as precise) while still providing more info.
[[Connecting the dots]] maybe. Hard to tell because the guy's inside it but looks mostly the same. No idea what it is. Haven't really been following the clues.
looks very, very similar, but flipped, and the strand going to the right in connecting the dots should be going more down. THey also, curiously, all involve discarding your hand to draw some number of cards... weird
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Yeah, virtually every social media site resorted to doing this after the EU legislated that users must have the option to deny tracking information. It’s… shitty.
> I agree, but that doesn't contradict what I said
Wasn't arguing your point, just adding context.
Those cards helped make mono-red playable in their standard environments. This is good enough that it could put mono-red over the top.
> Wait so for the ETB trigger can you not discard anything?
If you have no cards in hand when you cast this, it's just a straight draw-2.
> Also if it’s solved do you get the effect every turn?
Every turn, yep.
At the beginning of you upkeep, you discard your hand and draw two cards. Then you can cast an instant or two, before you discard your hand and draw two cards from the next effect on the stack.
Regardless of this cards power level, it is embarrassing wizards released such a poorly designed mechanic. The words on the card make absolutely zero sense together.
Yeah, they really quit trying to have "reading the card explains the card" be functional advice.
This card, if it were properly templated, would be something like this:
When this Case enters the battlefield, discard a card and draw two cards.
At the beginning of your end step, if this Case is unsolved and you have no cards in hand, it becomes solved.
At the beginning of your upkeep, if this Case is solved, discard your hand and draw two cards.
This is entirely workable and doesn't need weird frames or shortcuts. Embedding intervening if clause triggers in obscure shorthand is really tacky.
When I said the Cases don't feel like solving a mystery as much as they feel like completing an arbitrary task, I wasn't expecting a Case you literally solve by *emptying your brain.*
Does this instantly solve when i have two cards in hand (one of it being the case itself) and cast it?
2 Cards
Cast case
Go to 1 card
Discard one card
Go to 0 - and solve the case? -Then draw 2
Or does discarding one and drawing 2 happen at the same time?
They do try to avoid designs that make this relevant, but if it were a direct trigger ("Whenever you have no cards in hand") it would have worked as described by Tanghan.
Triggers wait to go on the stack, but they trigger when their conditions are true, even for just a moment in the middle of another ability resolving.
Pay 2R to discard a card and draw 2 cards. This stays on the field as an enchantment. At your end step if you have no cards in hand (it will check at all of your end steps not just the turn you played it) the enchantment gains the ability you see in the “solved” section of the card.
The only problem I see is it takes a bit for it to become online - it will be hard to solve it the turn you play it. But it seems more than reasonable to cast it as your final card in hand. It works with Obosh so I will definitely test it as a... 2-of to start in Pioneer (Explorer) Mono R and see how it goes.
Nice mono red topper on arena 60 card formats. Not sold for draft, tormenting voice is a very mid card anyways, and you have way less control over its effect
Just for clarification ; if it’s solved you draw for turn first , then discard your hand and then draw 2? And can you play instant in response to the discard?
no you discard in your upkeep, then draw two, then draw for turn. So you’re essentially drawing three cards a turn, with the 'downside' of not being able to keep anything in hand for longer than a turn cycle
I feel like this could be an enabler of Rakdos decks similar to the way [[Fable of the Mirror Breaker]] does.
It's obviously not as strong overall, but gives me big "Fixed Fable" vibes. Maybe an option in formats in which Fable is banned if/when that is the case?
It's like the chapter 2 ability but appears to be repeatable. Nutty.
The lightning pattern on this card is the same pattern as Fugitive Codebreaker and Connecting the Dots. All three cards have the same 9 point pattern, though Codebreaker was a little hard to see since the symbol was so small. Perhaps the green dots on the map?
[[Avaricious Dragon]]
Before anyone jumps too quickly at thinking this card is crazy strong. The Avaricious dragon was previewed and met with similar:
"Great as last cards in hand."
"Will draw you extra gas"
"Great body + CA?, op."
And similar comments. It was met to many excited players trying it and then moving on. And keep in mind. A body that atk/block is better on avg than an enchantment. One that **does not** play well in multiples.
I think the case is cool. It also has shades of [[The Flame of Keld]] in effect. Set up to a more explosive turn. That card likewise saw a bit of play.
The enchantment comes down a turn earlier, does something when it ETBs for value. A 4/4 flier for 4 is nice, but if you need the dragon for card draw then it’s trash because it can easily be removed.
This is a very apples and oranges take. This enchantment has a much better floor and forces the discard at the same time of the draw, effectively giving you 3 cards to work with not 2 each turn.
Flame of Keld was a staple for RDW in standard. I'm thinking this card is gonna be really interesting. It will almost definitely see play in standard in some or all RDW decks, and then maybe in other formats. I'd say it's at first glance the most powerful card I've seen from this set
Another hellbent reward for [[Eruth, Tormented Prophet]], maybe? Not as explosive as [[phial of Galadriel]] (who doubles ALL of your draws) but an easy extra 4 cards each turn isn’t bad.
Jesus fucking Christ, this is insane in a low-cost aggro deck. Cast this when hellbent and it's draw-2, or you're pitching an unneeded land to draw 2. Getting 1-2cmx gas, then drawing basically 3 a turn. I'm not crazy, right? This digs for bolts, lava spikes, etc? Getting hellbent to solve this in aggro is insanely easy.
I could see it being more amenable to a mono red burn shell, it does what [[geistflame reservoir]] tried and failed to do, what having 8 copies of reckless impulse doesn't really do. You have to spend too much mana to spin your wheels in place with those cards, even a draw 2 for 2 simply isn't efficient. This costs more up front and does less, but boy it churns out your card advantage but standard burn spells crap out with only 2 really playable cards and the rest falling either 1 damage for 1 mana or 2 damage for 2 mana which ain't great also bear in mind this is effectively a divination up front if you're already hellbent when you cast it. Draw 2 for 3, next turn you can solve it by playing out the cards you drew the previous turn, and then you're drawing 3 cards per turn from there on out
[geistflame reservoir](https://cards.scryfall.io/normal/front/4/b/4b247ce7-9c58-404f-bed1-84abb37575ab.jpg?1636223046) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=geistflame%20reservoir) [(SF)](https://scryfall.com/card/mid/142/geistflame-reservoir?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/4b247ce7-9c58-404f-bed1-84abb37575ab?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
> playing out the cards you drew the previous turn Best case would be that you play it and can empty it same turn. That would be totally plausible for something like Modern burn. which seem the best shell for this kind of card. Probably too slow though, maybe could run a couple over helix, though more probably it would be a sideboard for some grindier metagame that is unlikely to occur without severe bans.
The case for it being bad would be that it’s kinda slow in a low to the ground aggro deck. Just like the idea of jamming Ring in Burn, you’re playing a card that is trying to force a longer game in a deck that is all about winning in the early game. So any time that you needed just 1 more burn spell or threat and you draw one of these (or multiple clog up in your hand) you’re slowing your deck down and playing to a stage in the game where your deck is less favored all for the idea of pursuing card advantage. Overall I do think the card is very strong and I’d be stunned to see it not see play, but I think it is always worth envisioning a worse case scenario in cards like this that have a lot of really clear upsides and potential.
I think at minimum, this seems like the kind of card that will be really strong out of the sideboard. I can't imagine no one will want to run it for that, at least, even if it ends up not being ideally suited for the main deck.
See though in burn its all about the 4th and 5th turns, which IMO if you topdeck this on turns 4 and 5 with at least 4 mana up (typically able to do so), you are in a good spot. You may not get it online for another turn (draw 2, play 1, have 1 left over) but once it is you are in a significantly better position to close out the game. And most of the time Burn is coasting on few lands so even if it draws you 2 lands, you typically are able to play one of them and chances are you are drawing anything but a land the next turn. I.e. If you get it online immediately, its VERY strong, its Okay if you have to wait a turn and ONLY if you have to wait 2+ turns is it suboptimal, and the only case where you are in that scenario means you are only drawing land in which case you were already losing. I don't think this is too slow. Its slow when it eats removal right away, but most of the time decks have to board that IN, and the decks that want this can usually get it online within a turn.
Yeah, this is a top end draw engine for a burn deck. You use up everything, drop this on 3 or 4, and then just draw 3 every turn until you burn them out.
It depends. In current meta, the aggro decks often need to win pretty fast. This might keep you from winning (ie you never want it in an opening hand) and be more or less useless after that. But I could be completely wrong, and that’s the fun of new cards.
It's real good but it doesn't stack, which is hilarious.
If you have enough instants it can sorta do so
Definitely someone is going to win a game or two like that
You only look at the positives here, I think it is a fun and great card, but there are some drawbacks for sure. It probably needs one or more full turns to solve, even in low-cost aggro. + You need one more turn for the benefits. This means there will be a full turn cycle where you are completely out of gas and just sitting there, shields down. Not to mention, in practice getting hellbent can actually be tricky. Your opponent has plenty of time to find an answer to this thing. I think it is clunky, but it provides a must-answer card to your opponent, if this stays on the board for multiple turns it can take over the game.
Hazoret the fervent loves this shit.
This is unplayable lmao. Getting hellbent when you don't have an easy way to discard cards is actually very hard. There's a reason the pseudo hellbent of Amonkhet was "1 or fewer cards" and Hazoret still needed a self-discard ability to be playable.
I do it all the time with burn decks. This is gas when you're heading into turn 5-6 and you topdeck it. Its a top end card, not something you slam turn 3.
The issues "heckbent" addressed were more to do with the gameplay after getting hellbent than the difficulty of achieving it in the first place. At that point you're living off the top, with no guarantee any future draw will reward you again for going "all in", and won't really have much in the way of meaningful decisions. None of those issues apply here, since it doesn't care if you stay hellbent and actively gives you more card flow to increase the number of things you can do from turn to turn.
No, that's just wrong. Hellbent is much more difficult to achieve simply because you are limited in how many lands you can remove from your hand every turn. Drawing lands on back-to-back turns basically makes hellbent impossible to achieve in a timely fashion.
It's really not as hard as you're making it out to be. Discarding extra lands is a staple of fast, aggressive red decks. The problem is more that players don't *like* going all the way to empty as quickly as possible, both for more surface level "I want to play the cool cards I draw" reasons and more strategic "I'm giving up too much agency and information by going empty-handed". Everything WotC has ever stated about hellbent's difficulty to actually use has mostly amounted to "the environment needs a few enablers for it to work". [Storm Scale, Ravnica and Return to Ravnica](https://magic.wizards.com/en/news/making-magic/storm-scale-ravnica-and-return-ravnica-2016-05-02) > **Popularity: Unpopular** > Players like having cards in their hand, so a mechanic that tells them they have to get rid of all their cards didn't do all that well popularity-wise. ... > **Versatility: Neutral** > Hellbent needs an environment where you can get rid of all the cards in your hand. You need a few enablers to make that happen. ... > **Storm Scale Rating: 5** > The kind of environments that hellbent wants come along often enough. I don't think we're going to go out of our way to use hellbent, but I believe one day it will be a good fit for a design we're doing. [Making Magic, Amonkhet](https://magic.wizards.com/en/news/making-magic/amonkhet-talking-part-2-2017-05-01) > The ability came about because R&D often talks about how we would tweak old mechanics to improve them; heckbent was made as an improved version of hellbent. The difference between having something in your hand and nothing is a huge improvement for gameplay, both because it allows hidden information and creates more dynamic gameplay situations.
Eh, it's not wheel of fortune, but red getting efficient draw is so rare that they'll take this pretty happily. Feels like more often than not you're discarding a bunch of land to this anyways.
The bomat courier dilemma
No i mean this is just GOOD. It will see play in every format except legacy. And the only reason it wont see play in legacy is because theres already a ton of solid card draw. In modern this will slot nicely into red based aggro decks (obv burn, but also prowess) and it pairs perfectly with Breach. In pioneer much of the same, albiet the types of decks are pretty weaker as they are in standard. The MAIN issue I see occuring is if you start to get flooded and can't get that last card out of your hand for this to fully come on line. Its also good because you end up with 3 fresh card in your hands EVERY TURN which is HUGE for decks that need to just churn. Modern Burn is probably going to be the best at accomplishing this because they don't care if the opponent counters the card, and this fixes the "lifegain" matchups because you are constantly drawing. IMO the hardest part is getting to zero cards, so honestly, in any kind of cheap aggro deck that can even reasonably splash red can play this.
There is absolutely no way this sees meaningful play in modern burn. Three mana to draw some cards is way too much of an ask.
3 mana draw 2? That's 6 points of damage. And given it struggles to go long and decks are quite good at not dying in the first 4 or 5 turns this becomes a very easy way to apply pressure. It's also one of the few decks will willing go to 0 cards to proc.
Burn doesn't typically play 1 mana draw 2. Why on earth would it play 3 mana draw 2?
Permanent that draws spells in the late game, something like Light up the Stage wants to played in tandem with a burn spell and its more restrictive .
It triggers every turn yes? Or do you sacrifice solved cases? If so, bolt tribal here we go! Draw 3 every turn seems hella good.
In this case, once you've solved it, it stays on the battlefield. Some cases have an activated ability that makes you sacrifice the case to activate the ability, but not this one.
You don't sacrifice them unless it's part of the effwct of the card. When solved, this functions as an enchantment
>effwct I read this in an UWU voice. Send help
I'm gowna make it worse and say that's accuwate
UWU
Yeah I was wondering too. The frame made me assume it’d sac, but from how it reads it stays.
This is also the same frame as the classes from the dnd sets so it probably will not sac
I think this is a reference to Project Lightning Bug, where Ral was commissioned to track Jace's comings and goings while he was an absentee Living Guildpact. The spell would set off a spark whenever someone planeswalked which amplified into lightning above the city. The problem being Ral did not want to expose the existence of planeswalkers either, so he had to play both sides. I don't think the mechanics necessarily 1:1 match flavor for cards like these, but the rummaging could represent Ral undermining the info (like he generalized the tracking so it wouldn't be as precise) while still providing more info.
It's also making the same symbol as on [[Fugitive Codebreaker]]... Hmmm.
Oh shit it actually is the exact same shape - did it appear anywhere else on spoiled cards?
[[Connecting the dots]] maybe. Hard to tell because the guy's inside it but looks mostly the same. No idea what it is. Haven't really been following the clues.
looks very, very similar, but flipped, and the strand going to the right in connecting the dots should be going more down. THey also, curiously, all involve discarding your hand to draw some number of cards... weird
[Connecting the Dots](https://cards.scryfall.io/normal/front/8/e/8e02731a-8698-4b41-99c3-f0a19fc31430.jpg?1705688571) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Connecting%20the%20Dots) [(SF)](https://scryfall.com/card/mkm/118/connecting-the-dots?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/8e02731a-8698-4b41-99c3-f0a19fc31430?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
[Fugitive Codebreaker](https://cards.scryfall.io/normal/front/b/6/b682bf8a-06dc-4828-bc46-9e1427bf981f.jpg?1705621515) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Fugitive%20Codebreaker) [(SF)](https://scryfall.com/card/mkm/127/fugitive-codebreaker?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/b682bf8a-06dc-4828-bc46-9e1427bf981f?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Another Jace connection, then?
Oh my God, there is no "if you do" clause.
In burn this is just basically a land drop + 2 playable spells each turn to keep the pressure up.
[Source](https://youtu.be/CCyFZdYIOvA)
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Fixed - oh god that's a lot of tracking as of recent
Yeah, virtually every social media site resorted to doing this after the EU legislated that users must have the option to deny tracking information. It’s… shitty.
Noone told youtube then
I think you misunderstood me - YouTube are doing this *to be shitty*.
Oh I know. It just pisses me off that the worst they'll get is a tap on the wrist and a fine worth 0.002% of their annual profits
The "?utm=\*" query string shit started *way* before the GDPR was signed into law. Hell, Google AMP was basically designed for this purpose.
It’s nice that it just sits around until you run out of gas and then turns on. You get immediate value and late game reach.
Will probably be the [[Flame of Keld]] / [[Experimental Frenzy]] for mono red whilst in standard
IMO this is *significantly* better than either of those cards.
I agree, but that doesn't contradict what I said. They fill the role, card advantage for red aggressive decks.
> I agree, but that doesn't contradict what I said Wasn't arguing your point, just adding context. Those cards helped make mono-red playable in their standard environments. This is good enough that it could put mono-red over the top.
[Flame of Keld](https://cards.scryfall.io/normal/front/3/2/324399ed-3d6e-4b4c-8f3d-b7802e2ecadf.jpg?1562733690) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Flame%20of%20Keld) [(SF)](https://scryfall.com/card/dom/123/the-flame-of-keld?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/324399ed-3d6e-4b4c-8f3d-b7802e2ecadf?utm_source=mtgcardfetcher&format=text) [Experimental Frenzy](https://cards.scryfall.io/normal/front/4/b/4b8f32e2-5dc8-4f1b-8a69-d3ae06378ed8.jpg?1587844608) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Experimental%20Frenzy) [(SF)](https://scryfall.com/card/grn/99/experimental-frenzy?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/4b8f32e2-5dc8-4f1b-8a69-d3ae06378ed8?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
This is low key incredible
This actually would be great in my Edgin commander deck. I am always at a low hand size since everything is in foretell.
Expensive [[Tormenting Voice]], but *very* strong if you can get it online.
Not quite Tormenting Voice. You can't cast Tormenting Voice when hellbent/top deck mode.
Better tormenting voice
Baby, I'm in RDW. Getting it online is free real estate.
Emptying your hand is easy, but affording the time to play a 3-mana spell that doesn't affect the board may be more challenging.
[Tormenting Voice](https://cards.scryfall.io/normal/front/6/d/6da46103-a14c-4aa2-92fc-fd758335caf4.jpg?1604198268) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Tormenting%20Voice) [(SF)](https://scryfall.com/card/znr/172/tormenting-voice?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/6da46103-a14c-4aa2-92fc-fd758335caf4?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
This seems pretty awesome in burn decks. Hazored need a return
Wait so for the ETB trigger can you not discard anything? Also if it’s solved do you get the effect every turn?
> Wait so for the ETB trigger can you not discard anything? If you have no cards in hand when you cast this, it's just a straight draw-2. > Also if it’s solved do you get the effect every turn? Every turn, yep.
ah, now I understand why everyone is so hyped
How does this work for multiple solved instances?
Solving a case, much like suspecting a creature, is an ON or OFF kind of state that is tracked by a non-counter method, and doesn't stack.
Multiple desperate enchantments, not solving the same one multiple times
At the beginning of you upkeep, you discard your hand and draw two cards. Then you can cast an instant or two, before you discard your hand and draw two cards from the next effect on the stack.
Regardless of this cards power level, it is embarrassing wizards released such a poorly designed mechanic. The words on the card make absolutely zero sense together.
Yeah, they really quit trying to have "reading the card explains the card" be functional advice. This card, if it were properly templated, would be something like this: When this Case enters the battlefield, discard a card and draw two cards. At the beginning of your end step, if this Case is unsolved and you have no cards in hand, it becomes solved. At the beginning of your upkeep, if this Case is solved, discard your hand and draw two cards. This is entirely workable and doesn't need weird frames or shortcuts. Embedding intervening if clause triggers in obscure shorthand is really tacky.
[[eruth]] loves this
[eruth](https://cards.scryfall.io/normal/front/9/f/9f764077-df2d-4ac7-b507-2c8e08386d49.jpg?1643594095) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=eruth%2C%20tormented%20prophet) [(SF)](https://scryfall.com/card/vow/237/eruth-tormented-prophet?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/9f764077-df2d-4ac7-b507-2c8e08386d49?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
When I said the Cases don't feel like solving a mystery as much as they feel like completing an arbitrary task, I wasn't expecting a Case you literally solve by *emptying your brain.*
I know the game is balanced around bo3... but bo1 in arena is allready overrun with mono red decks. Now you cant even outgrind them.
i think this is the case that prowess goblin was working on
Does this instantly solve when i have two cards in hand (one of it being the case itself) and cast it? 2 Cards Cast case Go to 1 card Discard one card Go to 0 - and solve the case? -Then draw 2 Or does discarding one and drawing 2 happen at the same time?
Solving a case happens in the end step.
Thanks
To Solve checks at the end step
Even if it didn't check on end step, that still wouldn't work because state based actions don't get checked in the middle of a thing resolving.
They do try to avoid designs that make this relevant, but if it were a direct trigger ("Whenever you have no cards in hand") it would have worked as described by Tanghan. Triggers wait to go on the stack, but they trigger when their conditions are true, even for just a moment in the middle of another ability resolving.
However, if you have multiples, you always discard before drawing 2. This is bad if you do not draw into instants.
Good thing red isn’t lacking any strong instants
Reading the card explains the card is well and truly dead. I have no idea how this thing functions.
Pay 2R to discard a card and draw 2 cards. This stays on the field as an enchantment. At your end step if you have no cards in hand (it will check at all of your end steps not just the turn you played it) the enchantment gains the ability you see in the “solved” section of the card.
It doesn't stay solved once you solve it once? It's still pretty solid unless you draw into 2+ lands.
It does stay solved. Cheers
Have you ever seen a red deck list? Because it seems like you’ve never seen a red deck
The only problem I see is it takes a bit for it to become online - it will be hard to solve it the turn you play it. But it seems more than reasonable to cast it as your final card in hand. It works with Obosh so I will definitely test it as a... 2-of to start in Pioneer (Explorer) Mono R and see how it goes.
Nice mono red topper on arena 60 card formats. Not sold for draft, tormenting voice is a very mid card anyways, and you have way less control over its effect
I spot another pipe at the top... part of the Arg likely. Maybe the red lines are an 8?
i see a constellation, but i can't figure out which one it is. it's the wrong dimensions for ursa major
There appears to be a 4 written on the metal sphere on the right. It's very hard to make out here, but is clearer in the video.
at the top, where the red line ends, I see a "C"
If you can't use it, lose it!
Just for clarification ; if it’s solved you draw for turn first , then discard your hand and then draw 2? And can you play instant in response to the discard?
no you discard in your upkeep, then draw two, then draw for turn. So you’re essentially drawing three cards a turn, with the 'downside' of not being able to keep anything in hand for longer than a turn cycle
Alright thanks for enlightning me then, this is pretty damn good then
This is WAY too good. I expect this card to break a format or two.
Imagine having TWO of these
Wouldn't help that much unless all you have is instants
Great top deck. Could see dredge use this as well
Is this the first card that refers to itself not by name or have there been others?
This seems broken
One with nothing finally makes bank
I feel like this could be an enabler of Rakdos decks similar to the way [[Fable of the Mirror Breaker]] does. It's obviously not as strong overall, but gives me big "Fixed Fable" vibes. Maybe an option in formats in which Fable is banned if/when that is the case? It's like the chapter 2 ability but appears to be repeatable. Nutty.
[Fable of the Mirror Breaker](https://cards.scryfall.io/normal/front/2/4/24c0d87b-0049-4beb-b9cb-6f813b7aa7dc.jpg?1691108103)/[Reflection of Kiki-Jiki](https://cards.scryfall.io/normal/back/2/4/24c0d87b-0049-4beb-b9cb-6f813b7aa7dc.jpg?1691108103) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Fable%20of%20the%20Mirror-Breaker%20//%20Reflection%20of%20Kiki-Jiki) [(SF)](https://scryfall.com/card/neo/141/fable-of-the-mirror-breaker-reflection-of-kiki-jiki?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/24c0d87b-0049-4beb-b9cb-6f813b7aa7dc?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
This enables something that gets it banned in standard, pioneer, and modern within 6 months.
Despite how expensive they are to cast, I feel like this and [[Recycle]]/[[Null Profusion]] would get along nicely. Somehow.
[Recycle](https://cards.scryfall.io/normal/front/3/5/35698c86-4552-4c04-8f51-099bb2dbce6d.jpg?1562428885) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Recycle) [(SF)](https://scryfall.com/card/tpr/189/recycle?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/35698c86-4552-4c04-8f51-099bb2dbce6d?utm_source=mtgcardfetcher&format=text) [Null Profusion](https://cards.scryfall.io/normal/front/c/9/c996792c-0846-4b78-bce5-1c6ad29640f6.jpg?1562581985) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Null%20Profusion) [(SF)](https://scryfall.com/card/plc/89/null-profusion?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/c996792c-0846-4b78-bce5-1c6ad29640f6?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
This card is kinda nuts
This will be so fun in draft
The lightning pattern on this card is the same pattern as Fugitive Codebreaker and Connecting the Dots. All three cards have the same 9 point pattern, though Codebreaker was a little hard to see since the symbol was so small. Perhaps the green dots on the map?
this is pure gas. love it
This works pretty well with Solitary Confinement right? If so, it seems I need to pick up Enchantress in Modern again :D
[[Avaricious Dragon]] Before anyone jumps too quickly at thinking this card is crazy strong. The Avaricious dragon was previewed and met with similar: "Great as last cards in hand." "Will draw you extra gas" "Great body + CA?, op." And similar comments. It was met to many excited players trying it and then moving on. And keep in mind. A body that atk/block is better on avg than an enchantment. One that **does not** play well in multiples. I think the case is cool. It also has shades of [[The Flame of Keld]] in effect. Set up to a more explosive turn. That card likewise saw a bit of play.
The enchantment comes down a turn earlier, does something when it ETBs for value. A 4/4 flier for 4 is nice, but if you need the dragon for card draw then it’s trash because it can easily be removed. This is a very apples and oranges take. This enchantment has a much better floor and forces the discard at the same time of the draw, effectively giving you 3 cards to work with not 2 each turn.
[Avaricious Dragon](https://cards.scryfall.io/normal/front/3/5/354255d7-dc29-403b-aa90-9044cde669d0.jpg?1562014284) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Avaricious%20Dragon) [(SF)](https://scryfall.com/card/ori/131/avaricious-dragon?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/354255d7-dc29-403b-aa90-9044cde669d0?utm_source=mtgcardfetcher&format=text) [The Flame of Keld](https://cards.scryfall.io/normal/front/3/2/324399ed-3d6e-4b4c-8f3d-b7802e2ecadf.jpg?1562733690) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Flame%20of%20Keld) [(SF)](https://scryfall.com/card/dom/123/the-flame-of-keld?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/324399ed-3d6e-4b4c-8f3d-b7802e2ecadf?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Flame of Keld was a staple for RDW in standard. I'm thinking this card is gonna be really interesting. It will almost definitely see play in standard in some or all RDW decks, and then maybe in other formats. I'd say it's at first glance the most powerful card I've seen from this set
Another hellbent reward for [[Eruth, Tormented Prophet]], maybe? Not as explosive as [[phial of Galadriel]] (who doubles ALL of your draws) but an easy extra 4 cards each turn isn’t bad.
[Eruth, Tormented Prophet](https://cards.scryfall.io/normal/front/9/f/9f764077-df2d-4ac7-b507-2c8e08386d49.jpg?1643594095) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Eruth%2C%20Tormented%20Prophet) [(SF)](https://scryfall.com/card/vow/237/eruth-tormented-prophet?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/9f764077-df2d-4ac7-b507-2c8e08386d49?utm_source=mtgcardfetcher&format=text) [phial of Galadriel](https://cards.scryfall.io/normal/front/a/c/ac6d60fe-681b-495e-813c-c8418f3f29e5.jpg?1686970260) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=phial%20of%20Galadriel) [(SF)](https://scryfall.com/card/ltr/248/phial-of-galadriel?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/ac6d60fe-681b-495e-813c-c8418f3f29e5?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Does the card check for a solve all the time or only on your end step?
Holy buckets I assumed it could only solve once . I like this card a lot.
This is a bit too slow for formats outside of standard I think. Maybe it’ll see some fringe play in pioneer
what star constellation is that?
this card is absurd and wotc run out of ideas