I think he can be really useful in an Bant Mythic deck. The 3 ccm means that you can bring him out with an Lotus Cobra and a fetchland. And wenn ever you have mana open just spend it on him hence you don´t need to leave mana open for your opponents turn. Once you have pumped im up to be indestructible it will be almost an autowin against Jund or eldrazi green.
And everyone who playes Mythic knows how much Mana you can produce in a very short time.
AngelxLegna
☆☆☆☆☆ (0.5/5.0)(1 vote)
My jaw dropped when this card was previewed. BANANAS!!!
wolfbear2
★★☆☆☆ (2.1/5.0)(9 votes)
I think I'm the only one who doesn't like this guy... :( something about him just makes me not like it, and I love most the other levels.
Zulp
★★★★☆ (4.5/5.0)(3 votes)
My absolute favorite card from RotE. I couldn't really tell you why, but it's just something about how the art, the name, and the mechanics all come together. I need four.
Osmodius
☆☆☆☆☆ (0.0/5.0)
The art IS great, and the card IS strong. But once hes at his strongest he will most likely get smacked with an Oust.
Johnald
☆☆☆☆☆ (0.0/5.0)
Shouldn't be mythic and is adequately priced and not too ridiculous. I rather like it. 15 overall mana for a 9/9 lifelinker indest? Heck yes.
Cute-Hydra
★★★★☆ (4.4/5.0)(8 votes)
Remember people a 3/3 for 2W is something we rarely see, with an incredibly good ability, lifelink is key and 1 cost activation, he is great. Maybe not constructed good, but definately a great card.
Sidek
☆☆☆☆☆ (0.9/5.0)(16 votes)
This card is horrible. I don't see how anyone would give it more than a 4.
alman
★★★☆☆ (3.1/5.0)(4 votes)
This dude is really awesome! anyone who says he's not good should definitely try to play him.. even just once! Then they'll know why he deserves a mythic status. ;)
statiefreez
★★☆☆☆ (2.0/5.0)(1 vote)
Surprisingly, this card wasn't the best card in my prerelease deck. Dawnglare Invoker was.
This card isn't standard material, since it's bolt-able until you dump 6 mana on it, but it's powerful in Limited, which is all WotC cares about anyway.
cbenedict1
☆☆☆☆☆ (0.0/5.0)
it would be nice to have flying. but hey, a 9/9 with lifelink and indestructible is great too. not worth a mythic tho
GrimjawxRULES
☆☆☆☆☆ (0.0/5.0)
This card rocked the prerelease. Honestly, if nothing else, it's definately playable in casual. And I like this card a lot. At first when I saw it in the spoilers, I thought it would be pretty much useless. But after playing with it for a while, it actually seems to work pretty well.
SocialExperiment
☆☆☆☆☆ (0.0/5.0)
Worst case scenario, you have one less removal card to worry about. Best case scenario, you have a 9/9 lifelinking indestructible on your side.
Never be afraid to play something just because its removal bait. There's a REASON cards like this smoke out removal so quickly.
@Cute-Hydra: Exactly. People are forgetting that most level-up creatures start out as being weak for their casting cost, which is a fair tradeoff for the potential to get much stronger. This guy is a 3/3 for 3 right off the bat. In older times that alone would've given it rare status and some terrible drawback. Even now, green is the only color that gets such efficient creatures. Playing a white vanilla 3/3 on your third turn and having your opponent waste a Path or Terminate on it is certainly not the most terrible turn of events.
WhiteyMcFly
☆☆☆☆☆ (0.0/5.0)
ROE is probably the most Johnny set in standard. possibly ever. this makes it very versatile. take this card for example. I know what you're thinking: 9 for a 6/6 lifelinl?! yeah. there's a reason why Venerated Teacher exists.
And let's be honest; how many times is white going to end up tapping out at the end of the turn? this card allows an outlet for that extra mana (assuming you have the appropriate protection for your source of aggro).
FogRaider
☆☆☆☆☆ (0.0/5.0)
Overkill Timmy card is overkill and for Timmies. Shiny, but impractical. Even after shelling out the mana, it still dies to white removal, sac effects, or bounce, and any aggro deck worth their salt will have you dead before this thing even hits level 6.
FinalAtonement
★★★★☆ (4.3/5.0)(10 votes)
So many people just don't get level up. They seem to think you have to pay it all at once or tap out every turn to reach the maximum as fast as possible. You don't.
You have the option to play your spells as if you creature never had level up to begin with. If you have the spare mana after playing your turn normally, then level up your creature. Playing this way basically means the creature levels up for FREE since you weren't going to use that mana anyway.
They also effectively have "pseudo-kicker" so they can be early game or late game plays and still be relavent.
That said, I'm sure Student of Warfare and Kargan Dragonlord will see competitive play. This guy doesn't seem to have a home quite yet, but I feel he shows promise. Time will tell.
ClowWizardEriol
☆☆☆☆☆ (0.0/5.0)
While a 3/3 for CMC is good, it takes too long to get to level 6, when lifelink becomes available. Outside of Rise of the Eldrazi limited games, It's probably not that useful as a standalone creature. Student of Warfare is a faster creature with level-up attributes available within one/two turns.
Qazior
☆☆☆☆☆ (0.0/5.0)
Has anyone else noticed that it needs a total of 12!!!!!! level counters on to get fully effective? It's not horrible but it's not that great either and definetly not a mythic
thornraven
☆☆☆☆☆ (0.0/5.0)
I noticed that he is very strong in a White Weenie deck. A perfect tempo hand will include Student of Warfare, then Stoneforge Mystic, Transcendent Master him self, then Ranger of Eos. After you make that round, you can start dedicating mana to your two level up creatures. He would fit perfectly since I can't think of any standout, main deck 3 drops for WW. This is good, I think he's a sleeper rare.
As of late, people have been giving level up a lot of heat and then there are those who love it. I think this is a good sign of a well designed mechanic. Believe it or not, level up is a mind game. You can get out all your threats and then threat to level up your "level zero" creatures into threats. Converting a basic 3 for 3/3 into a 9/9 with lifelink and indestructibility is no joke, especially in the competitive environment. No extra mana is ever wasted per turn. After your opponent has taken out your problem creautures, he has left the 1 for 1/1 and 3 for 3/3, who did nothing earlier, but now...
I believe level up is underrated, but only in the case of the one cost level up creatures, a mana cost which provides a lot of flexibility in how you make your installments.
Dragonlord, Commander, Master, Chronologist and Student. All very potent creatures.
3.5/5 for the potential to break into standard.
Froenx
☆☆☆☆☆ (0.0/5.0)
this + quick mana ramp + whispersilk cloak = dead opponent in two turns.
Jedijoe
☆☆☆☆☆ (0.0/5.0)
I can just see this guy swinging around a Worldslayer just for kicks and giggles...
I'd say let's Channel him up to his ultimate level...
Pwnsaw
★★★★☆ (4.0/5.0)(1 vote)
"Losing his body led his soul to burn ever brighter"
ww_boy6
☆☆☆☆☆ (0.0/5.0)
It's even stronger than big eldrazi...
EvilCleavage
☆☆☆☆☆ (0.0/5.0)
WHAT?? How are all you bashing this card! It's awesome! Like everyone is saying it's a 3/3 for 3 in white, for 6 it's a 6/6 lifelink, and after that you can sink all your extra mana into it and in a few turns have a 9/9 indestructible lifelinker??? What am I missing here please tell me lol. 5/5
Eved
★★★☆☆ (3.5/5.0)(3 votes)
The card itself is great, it just came into MTG at a point where games are won and lost in only a few turns. To bad too, before M10 came out this would have easily been a 4.5-5.0 star card. Just my opinion, don't flame me.
RobinHood3000
☆☆☆☆☆ (0.0/5.0)
Obviously potent, but the 1-level cost in exchange for a lot of levels required to max it out also means that Training Grounds is no help at all and Venerated Teacher is of minimal help. Good way to balance it, I imagine.
bluelaser
☆☆☆☆☆ (0.5/5.0)(1 vote)
Amazing card. Before you judge him play him. Getting him to level 6 is a sinch. And level 12 is just one step from. You just lay him down and watch him build up. While gaining a shit load of life of course.
BiOhyBr
☆☆☆☆☆ (0.0/5.0)
BOLT HIM NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Rhymes
☆☆☆☆☆ (0.0/5.0)
W/U deck for better protection. Add a little Time of Heroes and Venerated Teacher x 4 and you're set. (Not to mention Venerated Teacher helps out ALL of your levelers). Still complaining about level up costs? Training Grounds. While some of these cards seem to take a while, if you use them with blue spells you'll be claiming victory in no time.
Graphec
★★★★☆ (4.8/5.0)(9 votes)
Training Grounds wouldn't help this card at all, EnV.
this card is only ok if you take your time leveling him up bye the time he gets to level 12 there will be much better stuff out if you rush you could get him to level 12 on the 6th turn but if they doomblade him in response then you are in troble you just spent all of your mana on turn 3 turn 4 turn 5 and turn 6 on nothing so if your apponit cant beat you they deserve to die... as for training grounds that combo is to overpowered for casual and to to week for torniments no point to it.
Evermint
☆☆☆☆☆ (0.0/5.0)
Would've been really cool with some sort of protection. As is, it's just a hugely obvious choice for any sort of RFG... or even Terminate or Smother before it hits the big Level 12.
It's a shame, because this card has my favorite art within all of Magic. It's just a shame the most flavorful cards are either so ridiculously good that prices skyrocket or that they are so bad that they see no play in Constructed.
That art is the ****.
spectermonger
☆☆☆☆☆ (0.0/5.0)
He has a giant "bolt" sign etched on his glowing forehead, but he's a nice outlet for spare mana and can be even scarier than a scute mob once you stick a canopy cover on him.
Splashability aside, I do understand why this is a mythic; the end result is severly game warping in limited; but so is Double Strike.
Daikoru
☆☆☆☆☆ (0.0/5.0)
Cradle of Vitality + Boon Reflection + fully leveled-up Transcendent Master = A life-link indestructible creature that triples his power and toughness every turn, all in only one color. Add in a Sanguine Bond and you got an overkill right there, even if the opponent blocks.
So far, I played twice with my lifelink deck, and this creature have both time been my win creature. It may take a while to get him to level 12, but once he is, your opponent got a big creature to fear if he doesn't have any removal card. Give him Shroud and he'll most likely be protected from any attempt of removal.
Something great to do once he's fully boosted is to play the popular Wrath of God before he attacks. My last opponent made the mistake of using something to wipe out nearly the whole board with Austere Command, letting alive only my 43/43 Transcendant Master and my Sanguine Bond that was removed long before with Oblivion Ring. 86 damage hurts a lot~
Soulcakeduckling
☆☆☆☆☆ (0.0/5.0)
I don't mind using a good level up card "only" to have an opponent burn a removal spell like Path/Swords/Oust. That means the next time I get a big threat out, that removal isn't available.
What terribly weakens this card is you can dump 9 mana into it only to have it bolted in response. 9 mana, even on a level up creature, should have you well out of bolt range. If someone has an instant source of damage to respond as you level, they save their removal spell for your next big threat.
I would never level this card up unless I had no other use for the mana. Then, I won't miss it if the card gets removed. That's in stark contrast with the few other good levels that are actually worth the mana sink, even if you have other plays. This card is OK but not mythic rare status.
Nagoragama
☆☆☆☆☆ (0.0/5.0)
I like everything about this card. The art, the name, the effect.
I would love a couple for my cleric deck.
Richard_Hawk
☆☆☆☆☆ (0.0/5.0)
this card is so good. use shroud artifacts to protect it for a few turns while it builds up. recommend a cloak or two to get a good 3/3 attacker, then you can pretty much dominate.
thrallallmighty
☆☆☆☆☆ (0.0/5.0)
hmm,ur opponent must use some destruction spell. if he don't u just get this guy to lvl 12 and u win =p
shinhawk
☆☆☆☆☆ (0.0/5.0)
Its The Stig in MtG form.
EnV
☆☆☆☆☆ (0.0/5.0)
Comment deleted, shit. Well at least I dug myself from the pits of noobsire and checked up on the rules of Training Grounds in regards to Transcendent Master.
Smauls
☆☆☆☆☆ (0.0/5.0)
You know a card is good when you never get a chance to play him!!! Everytime I play one, my opponents off it as soon as possible!! (by the way, I opened a booster to find a foil one the other day. my wife finally witnessed the nerd in me that day, haha). 4/5
pzfreez7
☆☆☆☆☆ (0.0/5.0)
The first mythic i pulled :) my fav card by far
Hoonster
★☆☆☆☆ (1.7/5.0)(5 votes)
I don't like cards that are useful only for limited and may be casual . . There are too many level up variables that are far superior for other formats, such as EDH, Singleton, and since this is MYTHIC for no apparent reason, this card cannot be used for Pauper. Yes . . 6/6 lifelink is a great creature . . but not for 9 MANA He is NOT MYTHIC WORTHY If he was uncommon or common with reduced p/t I probably would have written a different comment.
QuietK
☆☆☆☆☆ (0.0/5.0)
Hello there, Transcendent Master. Meet my good friend, Consume the Meek.
SolidSoldier
☆☆☆☆☆ (0.0/5.0)
Not exactly playable in constructed, but he usually creates some groans when someone drops him on the field in EDH.
Shieldman
☆☆☆☆☆ (0.0/5.0)
This guy is my all-star. He will basically outdo any creature that dares challenge him; and when he's top level, which happens surprisingly fast, he's going to make your opponent cry no matter what. He pays for himself turn 5, in my opinion; 3-3-3 is excellent for a 6/6 lifelink that you've probably got defenses on anyways. Also, to those of you complaining he doesn't have evasion, he does.
Basic opponent's facewalk.
TheSwarm
★★★☆☆ (3.5/5.0)(1 vote)
Seems... really good. I'm trying to imagine how he would play in.. and I'm thinking he adds alot. Early-midgame he can be a good beater, and then if he survives late game hes a giant game-defining threat. And *** you, he dies to bolt. Thats why decks have late game plans. If you never play creatures that die to bolt, your deck could probably be better. Dump mana is such a bad term, you dont "Dump mana." you invest it, and get paid with a giant beater. Thats like syaing "Celestial Collonade isn't good cuz you need to dump five mana into him for one activation" Even though you use him when you have no other better or relevant plays. Same is true here, level him up with the leftover mana that often occurs when you are playing control. Level him up twice, leave leak open, then next turn WHACHA 6/6 lifelink swingin. Seems.. interesting.
swensonator
☆☆☆☆☆ (0.5/5.0)(1 vote)
Exile him or scrafice is the only way at lv.12
Larwick
★★★★☆ (4.0/5.0)(2 votes)
I absolutely adore the art on this card. Reminds me of Magicka.
Paleopaladin
★★★☆☆ (3.2/5.0)(4 votes)
3.0-3.5/5 since he's a mythic.
I don't mind this guy at mythic. No, he isn't a super-powerful mythic, but he's solid and very, very playable. I don't think mythic should necessarily always mean "strictly better," but can sometimes just mean "makes Timmies drop their jaws and open their eyes like saucers." This card definitely fits the bill.
Since most of the time he'll not be leveled up and thus just be a pretty efficient vanilla beater, rare might have been ok. I'd say he's a 3.5-4.0/5, but I totally understand why they made him mythic because, much like Demon of Death's Gate (which is tactically questionable but still mythic-appropriate), he hits the board with a "Thud!" People who think he's useless because he takes forever to level-up are definitely playing this card wrong or playing him in the wrong kind of deck. His 3x3x3 efficiency and removal bait nature are his greatest advantages.
Lord_of_Tresserhorn
★★★★★ (5.0/5.0)(4 votes)
I drew him as my only RotE foil mythic. Very pretty.
From a flavor standpoint, I think he should have gained the Avatar creature type when he reached third level.
Dr.Pingas
★★★★★ (5.0/5.0)(5 votes)
My only problem, aside from the fact that he's a transcendent avatar before leveling, is that he doesn't have flying. I wouldn't even complain flavor-wise, but the picture clearly shows him levitating.
LordRandomness
★★☆☆☆ (2.0/5.0)(1 vote)
The only thing I don't like is that indestructible is kinda pointless: if they haven't removed him by the time you put twelve level up counters on, they probably either couldn't or didn't want to for some reason. It only really helps if they can suddenly muster up more blocking power in a way they couldn't before. I guess it's handy if you keep him to block, too, but who would want to do that? :p
Also, the level up cost of {1} not {W} makes him actually usable in two-color decks with a well-fixed mana base...
Igooog
☆☆☆☆☆ (0.0/5.0)
Okay, so when I first pulled this, I was feeling like I was really lucky. Then I saw the level up cost, and got even happier. Then I saw that it needed 12 levels, and I lost interest in it temporarily. First game I got it out, however, I had it up to a 9/9 indestructible, lifelink within two turns of it coming into play. When it hits the table, people get scared. When it gets to level 12, people generally quit.
shotoku64
☆☆☆☆☆ (0.0/5.0)
Play in green ramp for insane speed. Use a land ramping card like cultivate to get your two-of plains, then use whatever else (bop, ramp growth) and then you can get to level 12 in no time
DarthParallax
★★★☆☆ (3.7/5.0)(6 votes)
@FinalAtonement: The reason many people play Level up creatures like that is because they probably have the uncommon and common ones.
a) in Student of Warfare's and Kargan Dragonlord's cases, you should just keep pumping mana into them ASAP. They're worth it. Stupidly so.
b) in the case of commons and uncommons, I wouldn't even use most of them in limited. They begin underpowered, which is something that requires some major explaining in the 'Paragon' and 'Epic' tiers. The rares deliver on their level up abilities. The rares and mythics ALSO level up at a reasonable rate, AND begin as fine creatures for their mana costs WITHOUT level up.
c) Although I really DO like the Rare and Mythic Level up creatures, and I wish they'd made a LEGENDARY Level up creature, the series of cards as a whole is pretty much a Textbook Example of 'POWER CREEP'. No, the mechanic itself is not unbalanced: but the general quality of the cards differs SO greatly between the rares and the commons that it does not seem quite right or fair.
Hivis_of_the_Scale
☆☆☆☆☆ (0.5/5.0)(1 vote)
Ezio?!
Kragash
★★★★☆ (4.5/5.0)(3 votes)
"You have the option to play your spells as if you creature never had level up to begin with. If you have the spare mana after playing your turn normally, then level up your creature. Playing this way basically means the creature levels up for FREE since you weren't going to use that mana anyway."
Leveling up is played at sorcery speed. You can't dump your remaining mana into this guy at the end of your turn. Unless you meant dumping your mana into him last thing during the second main phase. But that usually signals to your opponent that you won't be playing any instants for a full turn. But you're right, if you know you're not going to use the mana and if you don't care to tell your opponent that you've got nothing else to cast, then, yeah, level the guy up.
This guy though takes too long to level up to his full potential. He usually gets removed before he even connects with his lifelink. All the mana that was spent to level him up could have seen better use, imo... like casting a Wurmcoil Engine for 3 less mana. 3/5
RunedServitor
★★★★☆ (4.2/5.0)(2 votes)
My advice to you is: Get him to his second tier, and then Gilder Bairn him into indestructibility.
Worst case, he's a 3/3 for 3 that draws out any removal opponents might have, potentially sparing my Mentor of the Meek or True Believer. Best case, he's a game changing monster and another target for my Pariah's Shield.
I go through my hand quick, so honestly it can be nice just to have a place to put all of that extra mana that makes my opponent(s) sweat
wowsers
★★★★☆ (4.2/5.0)(2 votes)
Aang just went avatar mode. Someone at magic R&D watches last airbender and lives with their parents.
alexrammie
☆☆☆☆☆ (0.0/5.0)
it is a very good card but should have flying
Jerec_Onyx
☆☆☆☆☆ (0.0/5.0)
Wait...waitwaitwait...I just realized there's an overlay of Transcendent Master on the card, look closely. Closleier...
The worst of the Cycle of Mythic levelers, the others being 'Lighthouse Chronologist' and 'Kargan Dragonlord.'
RiftenBlack
☆☆☆☆☆ (0.5/5.0)(1 vote)
I fear that the game is going to be long over by the time I pour 12 mana into him over the course of the game. Sometimes when I read these comments, I wonder if people are playing the same game I am.
Most decks are putting pressure on you by turn 3 or 4, and you can be dead turn 5 or so quite easily. During turn 4 and 5, you can't just sink mana into a stupid card like this - you will probably be playing other spells, either to be active or reactive (And speaking of active, playing this thing is a horrible idea as there were easily better 3 drops than this stupid thing).
I just don't know how people can find the time in a game to sink 12 mana into this. If they put even 2 mana every turn for 6 turns (i.e. turn 9), I think something has gone wrong in the game. Are their opponents just terrible? Was their opponent not capable of doing 2-2.5 damage per turn over 9 turns to kill them? What went wrong?
You see, relying on this guy as your big finisher is just a stupid strategy in today's magic. It's a bad card.
myztikrice
☆☆☆☆☆ (0.0/5.0)
@RiftenBlack
Saying it's bad against a mono-red aggro deck doesn't mean the card itself is bad. And you can put more than 2 mana into it per turn. While not a constructed powerhouse it's decent and great in limited.
DritzD27
☆☆☆☆☆ (0.0/5.0)
Now that Nykthos, Shrine to Nyx is a thing I wanna give mono-white devotion a try in modern. If mono-U devotion can hit 12+ mana in standard then it sure as hell can happen here too.
Comments (72)
Once you have pumped im up to be indestructible it will be almost an autowin against Jund or eldrazi green.
And everyone who playes Mythic knows how much Mana you can produce in a very short time.
Remember people a 3/3 for 2W is something we rarely see, with an incredibly good ability, lifelink is key and 1 cost activation, he is great. Maybe not constructed good, but definately a great card.
This card isn't standard material, since it's bolt-able until you dump 6 mana on it, but it's powerful in Limited, which is all WotC cares about anyway.
And I like this card a lot. At first when I saw it in the spoilers, I thought it would be pretty much useless. But after playing with it for a while, it actually seems to work pretty well.
Never be afraid to play something just because its removal bait. There's a REASON cards like this smoke out removal so quickly.
And let's be honest; how many times is white going to end up tapping out at the end of the turn? this card allows an outlet for that extra mana (assuming you have the appropriate protection for your source of aggro).
You have the option to play your spells as if you creature never had level up to begin with. If you have the spare mana after playing your turn normally, then level up your creature. Playing this way basically means the creature levels up for FREE since you weren't going to use that mana anyway.
They also effectively have "pseudo-kicker" so they can be early game or late game plays and still be relavent.
That said, I'm sure Student of Warfare and Kargan Dragonlord will see competitive play. This guy doesn't seem to have a home quite yet, but I feel he shows promise. Time will tell.
It's not horrible but it's not that great either and definetly not a mythic
As of late, people have been giving level up a lot of heat and then there are those who love it. I think this is a good sign of a well designed mechanic. Believe it or not, level up is a mind game. You can get out all your threats and then threat to level up your "level zero" creatures into threats. Converting a basic 3 for 3/3 into a 9/9 with lifelink and indestructibility is no joke, especially in the competitive environment. No extra mana is ever wasted per turn. After your opponent has taken out your problem creautures, he has left the 1 for 1/1 and 3 for 3/3, who did nothing earlier, but now...
I believe level up is underrated, but only in the case of the one cost level up creatures, a mana cost which provides a lot of flexibility in how you make your installments.
Dragonlord, Commander, Master, Chronologist and Student. All very potent creatures.
3.5/5 for the potential to break into standard.
I'd say let's Channel him up to his ultimate level...
Add a little Time of Heroes and Venerated Teacher x 4 and you're set. (Not to mention Venerated Teacher helps out ALL of your levelers).
Still complaining about level up costs? Training Grounds. While some of these cards seem to take a while, if you use them with blue spells you'll be claiming victory in no time.
It's a shame, because this card has my favorite art within all of Magic. It's just a shame the most flavorful cards are either so ridiculously good that prices skyrocket or that they are so bad that they see no play in Constructed.
That art is the ****.
Splashability aside, I do understand why this is a mythic; the end result is severly game warping in limited;
but so is Double Strike.
So far, I played twice with my lifelink deck, and this creature have both time been my win creature. It may take a while to get him to level 12, but once he is, your opponent got a big creature to fear if he doesn't have any removal card. Give him Shroud and he'll most likely be protected from any attempt of removal.
Something great to do once he's fully boosted is to play the popular Wrath of God before he attacks. My last opponent made the mistake of using something to wipe out nearly the whole board with Austere Command, letting alive only my 43/43 Transcendant Master and my Sanguine Bond that was removed long before with Oblivion Ring. 86 damage hurts a lot~
What terribly weakens this card is you can dump 9 mana into it only to have it bolted in response. 9 mana, even on a level up creature, should have you well out of bolt range. If someone has an instant source of damage to respond as you level, they save their removal spell for your next big threat.
I would never level this card up unless I had no other use for the mana. Then, I won't miss it if the card gets removed. That's in stark contrast with the few other good levels that are actually worth the mana sink, even if you have other plays. This card is OK but not mythic rare status.
I would love a couple for my cleric deck.
if he don't u just get this guy to lvl 12 and u win =p
There are too many level up variables that are far superior for other formats,
such as EDH, Singleton, and since this is MYTHIC for
no apparent reason, this card cannot be used for Pauper.
Yes . . 6/6 lifelink is a great creature . . but not for 9 MANA
He is NOT MYTHIC WORTHY
If he was uncommon or common with reduced p/t I probably would have written a different comment.
Also, to those of you complaining he doesn't have evasion, he does.
Basic opponent's facewalk.
I don't mind this guy at mythic. No, he isn't a super-powerful mythic, but he's solid and very, very playable. I don't think mythic should necessarily always mean "strictly better," but can sometimes just mean "makes Timmies drop their jaws and open their eyes like saucers." This card definitely fits the bill.
Since most of the time he'll not be leveled up and thus just be a pretty efficient vanilla beater, rare might have been ok. I'd say he's a 3.5-4.0/5, but I totally understand why they made him mythic because, much like Demon of Death's Gate (which is tactically questionable but still mythic-appropriate), he hits the board with a "Thud!" People who think he's useless because he takes forever to level-up are definitely playing this card wrong or playing him in the wrong kind of deck. His 3x3x3 efficiency and removal bait nature are his greatest advantages.
From a flavor standpoint, I think he should have gained the Avatar creature type when he reached third level.
I wouldn't even complain flavor-wise, but the picture clearly shows him levitating.
Also, the level up cost of {1} not {W} makes him actually usable in two-color decks with a well-fixed mana base...
a) in Student of Warfare's and Kargan Dragonlord's cases, you should just keep pumping mana into them ASAP. They're worth it. Stupidly so.
b) in the case of commons and uncommons, I wouldn't even use most of them in limited. They begin underpowered, which is something that requires some major explaining in the 'Paragon' and 'Epic' tiers. The rares deliver on their level up abilities. The rares and mythics ALSO level up at a reasonable rate, AND begin as fine creatures for their mana costs WITHOUT level up.
c) Although I really DO like the Rare and Mythic Level up creatures, and I wish they'd made a LEGENDARY Level up creature, the series of cards as a whole is pretty much a Textbook Example of 'POWER CREEP'. No, the mechanic itself is not unbalanced: but the general quality of the cards differs SO greatly between the rares and the commons that it does not seem quite right or fair.
Leveling up is played at sorcery speed. You can't dump your remaining mana into this guy at the end of your turn. Unless you meant dumping your mana into him last thing during the second main phase. But that usually signals to your opponent that you won't be playing any instants for a full turn. But you're right, if you know you're not going to use the mana and if you don't care to tell your opponent that you've got nothing else to cast, then, yeah, level the guy up.
This guy though takes too long to level up to his full potential. He usually gets removed before he even connects with his lifelink. All the mana that was spent to level him up could have seen better use, imo... like casting a Wurmcoil Engine for 3 less mana. 3/5
Worst case, he's a 3/3 for 3 that draws out any removal opponents might have, potentially sparing my Mentor of the Meek or True Believer. Best case, he's a game changing monster and another target for my Pariah's Shield.
I go through my hand quick, so honestly it can be nice just to have a place to put all of that extra mana that makes my opponent(s) sweat
Most decks are putting pressure on you by turn 3 or 4, and you can be dead turn 5 or so quite easily. During turn 4 and 5, you can't just sink mana into a stupid card like this - you will probably be playing other spells, either to be active or reactive (And speaking of active, playing this thing is a horrible idea as there were easily better 3 drops than this stupid thing).
I just don't know how people can find the time in a game to sink 12 mana into this. If they put even 2 mana every turn for 6 turns (i.e. turn 9), I think something has gone wrong in the game. Are their opponents just terrible? Was their opponent not capable of doing 2-2.5 damage per turn over 9 turns to kill them? What went wrong?
You see, relying on this guy as your big finisher is just a stupid strategy in today's magic. It's a bad card.
Saying it's bad against a mono-red aggro deck doesn't mean the card itself is bad. And you can put more than 2 mana into it per turn. While not a constructed powerhouse it's decent and great in limited.