[mtgnexus] Random Card of the Day - Leonin Shikari

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3drinks
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Post by 3drinks » 4 years ago

I should get one of the UNL printings of this for all my forays into white border building...that's totes a thing and it's totes gonna be the subject of some grand ole stories every time it's cast...not really excited to spend $65, but hey, that's what, uhm, "creative alters" are for I guess. Totally unsanctioned play. :)

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Post by 3drinks » 4 years ago

Tuesday, December 10th, 2019; Wonder, and the rest of the uncommon incarnation cycle.


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Post by Sinis » 4 years ago

3drinks wrote:
4 years ago
Tuesday, December 10th, 2019; Wonder, and the rest of the uncommon incarnation cycle.
Except for Anger, these almost never make the cut in my decks. Trying to get them in the bin seems kind of hard (except for red, who already plays a lot of looting-as-draw effects).

But, I'd really love to run Wonder someday. Team Flight sounds pretty good (unless your opponent has a Sandwurm Convergence).

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Post by 3drinks » 4 years ago

I always jam these in any Survival based deck since that's the easiest home I find for them. I reckon Filth is a pretty easy fit in a world where everyone is playing Urborg at least.

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Post by Sinis » 4 years ago

3drinks wrote:
4 years ago
I always jam these in any Survival based deck since that's the easiest home I find for them. I reckon Filth is a pretty easy fit in a world where everyone is playing Urborg at least.
Survival is one of those cards that's on the edge of 'too good' for my playgroup. It subtly wins games, and it feels kind of bad. The card only gets better as WotC prints more and more silly good creatures with spells glued on them (not just Adventurers, every card with a powerful ETB).

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Post by RedCheese » 4 years ago

I lvoe these cards, and only Valor doesn't have a home.

My Jarad deck has Filth and Brawn. Making my commander and other giant monster getting evasion is sweet. Dredge style of deck so putting them in the yard is easy.

My Varinna deck has Wonder. Easy to dump in the yard and giving my zombies evasion is fantastic.

My Korvold deck has Anger. Deck has sac outlets, the commander kinda makes it easy. Having a hasty Korvold is a scary thing.

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Post by 3drinks » 4 years ago

Sinis wrote:
4 years ago
3drinks wrote:
4 years ago
I always jam these in any Survival based deck since that's the easiest home I find for them. I reckon Filth is a pretty easy fit in a world where everyone is playing Urborg at least.
Survival is one of those cards that's on the edge of 'too good' for my playgroup. It subtly wins games, and it feels kind of bad. The card only gets better as WotC prints more and more silly good creatures with spells glued on them (not just Adventurers, every card with a powerful ETB).
Edge? It's strong enough to spawn entire archetypes off it lol. It literally got banned in legacy because no one could beat the vengevine decks. People burn tutours early for this card and recursion to rebuy it when it does die.

I'd say that's more than "edge of too good" - unless you guys play with Power lol.

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Post by hyalopterouslemur » 4 years ago

Anger is the best, but any of these has potential value, especially the combination of Filth and Urborg, Tomb of Yawgmoth.
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Post by Mookie » 4 years ago

The incarnations are pretty sweet - free bonuses are always good. You do want some way to get them into your graveyard consistently though - either mill, looting, or sacrifice outlets. If you need to both play them and wait for them to die in combat, it's going to be too slow.

The keywords are all combat-related, so I generally wouldn't play them in a deck that didn't care about combat. The one exception is Anger - I did test it in my Samut (tap ability tribal) deck for a bit, which is one deck that doesn't care about combat but does care about haste, but ultimately cut because I couldn't get it in my graveyard consistently enough. Haste is a pretty necessary keyword for the decks that want it though. Not sure if I would prefer to get it from Anger compared to something like Rhythm of the Wild or Temur Ascendancy, but the best option depends on what colors you have available and how much graveyard synergy you have.

On the other hand, if you really care about attacking, granting your team flying or swampwalk is pretty potent - I could definitely see Wonder and Filth in a deck like Yuriko, the Tiger's Shadow that really wants evasion.

I'm not quite as impressed by Brawn and Valor - many big green beaters already have trample, while mass first strike is generally better on defense. Maybe if you have Fumiko the Lowblood to force attacks into your first-striking army? Hmmm.....

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Post by lyonhaert » 4 years ago

I would like the first strike better if my creatures had vigilance. Almost wished the white incarnation granted that instead.

But I do run Wonder in the spiders deck. I should probably run Filth someday, too.
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Post by Sinis » 4 years ago

3drinks wrote:
4 years ago
Sinis wrote:
4 years ago
Survival is one of those cards that's on the edge of 'too good' for my playgroup. It subtly wins games, and it feels kind of bad. The card only gets better as WotC prints more and more silly good creatures with spells glued on them (not just Adventurers, every card with a powerful ETB).
Edge? It's strong enough to spawn entire archetypes off it lol. It literally got banned in legacy because no one could beat the vengevine decks. People burn tutours early for this card and recursion to rebuy it when it does die.

I'd say that's more than "edge of too good" - unless you guys play with Power lol.
I mean, we mostly try and use cards fairly. We're not the kind of playgroup that's going to activate Survival two or three times to bin Triskelion/Mikaeus and then Living Death.

We'd mostly use it to tutor answers, like... Acidic Slime. Or something.

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Post by Dunharrow » 4 years ago

I can always visualize when Anger, Filth and Brawn should be in a deck, but I just can't picture when Wonder would be good. Mass flying is great, but blue isn't going wide very often. Flying is worse than trample at going tall.
Blue can also tap creatures to get in for damage.

A lot of blue token strategies already make flying creatures.
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Post by toctheyounger » 4 years ago

Anger seems the most versatile, all purpose inclusion, although strangely it's the one I don't have a copy of. Haste is great in a format where your threats otherwise need to survive 3-4 other turns before you can turn them sideways. There's plenty of other ways to get haste going these days, but if you're saccing or discarding it seems valuable.
Dunharrow wrote:
4 years ago
Mass flying is great, but blue isn't going wide very often
As redcheese said, it'd do good work in a Varina zombie build as few of them fly. I think it's more for splashed blue builds, it's obviously redundant in The Locust God or Talrand, Sky Summoner, and yeah, most blue tokens tend to fly.

I've always wondered where Glory fits into this cycle. I wasn't in the game at this point.
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Post by lyonhaert » 4 years ago

Dunharrow wrote:
4 years ago
I can always visualize when Anger, Filth and Brawn should be in a deck, but I just can't picture when Wonder would be good. Mass flying is great, but blue isn't going wide very often. Flying is worse than trample at going tall.
Blue can also tap creatures to get in for damage.

A lot of blue token strategies already make flying creatures.
The Spiders deck I run self-mills a lot, and the main goal is to make an army with Spider Spawning. They usually go wide, sometimes they go tall, but part of the fun is the randomness of what I draw or get into the graveyard. So sometimes they're flying spiders.
toctheyounger wrote:
4 years ago
I've always wondered where Glory fits into this cycle. I wasn't in the game at this point.
Glory and Genesis were also printed with these other 5 in Judgement, but it doesn't seem like they're part of a cycle.

Edit: And apparently Filth has never been reprinted.
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Post by 3drinks » 4 years ago

Wednesday, December 11th, 2019; Glory



I didn't want to add this one yesterday because it's quite different enough, but how good is this really? I know I've blown people out with Entomb in response to removal, planting this there. But is this really playable overall, in the scope of 2019-2020 commander?

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Post by BounceBurnBuff » 4 years ago

For 3 mana in White I'm looking at Eerie Interlude and Teferi's Protection over this and another card to get it in the yard at the same speed.

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Post by ISBPathfinder » 4 years ago

So, I love the flavor and feel of this card. But I also don't think its really that playable either. I constantly want it to be good but I also don't think I have really ever played with it in commander because it never makes my final list.

Such a cool card though. I really would like to play it at some point. I really like the flavor and what it does, it's just not quite where it needs to be these days. :please:
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Post by Sinis » 4 years ago

3drinks wrote:
4 years ago
Wednesday, December 11th, 2019; Glory
Maybe some Varina players will chime in about how good it is?

I think these (and yesterday's uncommon Incarnations) are only really going to be good in a deck that is just discarding all the time as a matter of course. Varina fits the bill. Maybe something like Mageta the Lion?

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Post by 3drinks » 4 years ago

ISBPathfinder wrote:
4 years ago
So, I love the flavor and feel of this card. But I also don't think its really that playable either. I constantly want it to be good but I also don't think I have really ever played with it in commander because it never makes my final list.

Such a cool card though. I really would like to play it at some point. I really like the flavor and what it does, it's just not quite where it needs to be these days. :please:
I last played this in OG Kaalia, where it alongside Anger made for a decent Entomb package. It was reasonable there since you can't play spot discard in multiplayer so the threat of "counterspelling" their removal for 2W was strong enough for that specific deck. Often I didn't even activate it, just the threat of it was enough to make people point removal elsewhere.

In Alesha, this was a decent buried alive target but it was far less playable since saving 2W{W/B}{W/B} is pretty difficult. And that's the most of my experiences with it.

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Post by ISBPathfinder » 4 years ago

3drinks wrote:
4 years ago
ISBPathfinder wrote:
4 years ago
So, I love the flavor and feel of this card. But I also don't think its really that playable either. I constantly want it to be good but I also don't think I have really ever played with it in commander because it never makes my final list.

Such a cool card though. I really would like to play it at some point. I really like the flavor and what it does, it's just not quite where it needs to be these days. :please:
I last played this in OG Kaalia, where it alongside Anger made for a decent Entomb package. It was reasonable there since you can't play spot discard in multiplayer so the threat of "counterspelling" their removal for 2W was strong enough for that specific deck. Often I didn't even activate it, just the threat of it was enough to make people point removal elsewhere.

In Alesha, this was a decent buried alive target but it was far less playable since saving 2W{W/B}{W/B} is pretty difficult. And that's the most of my experiences with it.
Good to hear it was working in some places. Its such a cool card. It with black for Entomb / Buried Alive tactics does seem to make more sense than usual. I suppose maybe with some sac tactics it might also be a little better as well.

I really do love the card. Its got such cool art and flavor.
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Post by Sinis » 4 years ago

ISBPathfinder wrote:
4 years ago
I suppose maybe with some sac tactics it might also be a little better as well.
Would it really be, though? You wouldn't want to pay 4-5 mana for an incarnation body and then just chuck it for a scry 1 or something...

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Post by bobthefunny » 4 years ago

I used Glory in a Voltron deck for a bit. If you end up casting her, it's not bad as a flier to pick up some swords, and later on you can use the protection to blank some removal, or push through blockers.

There's a fair bit of exile and grave hate these days, so I haven't sleeved Glory up in a while, though I have used Anger and Wonder the most, and Valor was rather nice in several token decks (mostly Heliod, but also anything with Reconnaissance. FS + Vigilance is great).

Valor and Glory were both potentials for my Aryel Knights deck - partially for theme, but also function. Glory especially remains a possibility. The deck only runs 2 discard outlets currently though, but is looking for more (for Haakon).

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Post by ISBPathfinder » 4 years ago

Sinis wrote:
4 years ago
ISBPathfinder wrote:
4 years ago
I suppose maybe with some sac tactics it might also be a little better as well.
Would it really be, though? You wouldn't want to pay 4-5 mana for an incarnation body and then just chuck it for a scry 1 or something...
No not really, I just thought it would be better than casting it to play and hoping it dies in combat or to a wrath lol. Its part of why I haven't really played it. The best results are if you can just put it directly to the graveyard.
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Post by toctheyounger » 4 years ago

Sinis wrote:
4 years ago
3drinks wrote:
4 years ago
Wednesday, December 11th, 2019; Glory
Maybe some Varina players will chime in about how good it is?
Varina player here, and not so much.

Thing is, it doesn't really fit into any of the metrics that my iteration wants.

Esper is tight for mana generally so holding up this much for incidentals isn't ideal. There's better things to have in your yard, and my build runs 3 different mass reanimation spells so there's every chance I can't keep it in the yard.

The other side is that as a general rule there's almost nothing I play that deserves targeted removal. By that I mean any army I build is more than the sum of its parts, and there's no single piece that's a linchpin of the deck, so removing anything is a waste of time. I don't advertise that mid game, but I also don't waste resources protecting my stuff or countering these spells.

There's also a few aristocrats, and a few cards that benefit from my stuff either dying or sitting in my 'yard, so I don't generally mind my stuff getting blown up. Not gonna lie, it's a nice place to have your deck where you can just benefit from any interaction thrown at you.

So yeah, this doesn't do anything to justify itself a place, at least in my build. I could see it in other places, but Varina isn't one of them.
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Post by hyalopterouslemur » 4 years ago

Well, it can make damage-based boardwipes one-sided, and it can actually kill a monocolor player if you have enough creatures. Is it great? Not really, but it has its niche uses.
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