Act of Treason with a restriction that costs extra mana? forgive me for not sounding interested. The only thing its got going for it is the fact that its an instant, but really, how often are you going to cast this on there turn?
Elleran
★★★★☆ (4.7/5.0)(3 votes)
The instant makes this card better than Act of Treason, in terms of their effects. Having an instant speed mind control is pretty good, especially since you can uptap it.
DarthParallax
★★★★☆ (4.0/5.0)(2 votes)
Im giving this card 3 and a half stars, and I understand that sounds outrageous to some, so let me explain:
Every so often, I like digging REALLY deep back into the past of DailyMTG to look up Mirrodin-period and pre-Mirrodin-period articles, especially in Making Magic and Latest Developments.
I found the article that mentions when this card was creadted, and why. It is the first Red 'Ray of Command'- (the first 'gain control of target creature until end of turn' effect in that color.)
The reason I rate this high is because it looks like such a great design to represent what is going on by moving that part of the color pie over to red. In blue, gaining control of target creature doesn't have much to do with the creature itself- pick a creature, and creature, the point is you want something and your going to take it. Putting the ability in Red immediately switches all the attention to the creature: its motives, its passions.
Ray of Command, Mind Control, and Control Magic all mostly emphasize the new controller gaining a minion. Temporary Insanity, Mark of Mutiny, and Act of Treason all emphasize the creature switching allegiances. In particular, they open the possibility that the creature is doing so of their own free will, albeit not thinking clearly at the time (hence the temporariness). It makes sense therefore that in addition to 'just' Ray of Commanding, a red card should have some extra line of text relevant to the creature, like adding +1/+1 or defining what kind of creature you can take.
My favorite mental image for a Red steal card is when Anakin Skywalker falls to the Dark Side and becomes Darth Vader in Episode III Revenge of the Sith- that was an Act of Treason Marking his Mutiny resulting from Temporary Insanity.
The card has the exact same cost as Ray of Command, except its red. This helps it to be recognized by players familiar with the Blue card, and connecting it to that card by mirroring the mana cost helps to communicate the whole concept better. If, for example, there were ever going to be a card like '1W: Destroy target black attacking creature' or something like that, then costing 1W, the same as Doom Blade except in color, is important so that you can quickly make the jump to 'this is White Doom Blade'.
Those kinds of 'tells' may not be as important for experienced players as new ones, but since the game needs new players, it needs to invest some thought and attention to the new players as well as the old hats.
All I'm saying is, from a design standpoint, this card seems to be a perfect execution, even if the modern Act of Treason is 'strictly better'.
BuffJittePLZ
★★★★★ (5.0/5.0)(1 vote)
@igniteice: Grab the Reins doesnt untap the creature. With this you can wait for him to commit to an attck, untap his creature and block with it, and maybe get a 2-for-1 while you're at it. Grab the Reins doesnt untap the creature, so when using it as an instant you would have to use it before attackers are declared, at which point he may just not attack and you payed 4 CMC for a red fog.
Sure, GTR is better over-all, but not in EVERY way.
SwordOfKaldra
★★★★☆ (4.5/5.0)(2 votes)
Instant speed is worth the extra mana. You can steal an attacking creature to block another, potentially killing them both.
HaseoYamazaki
☆☆☆☆☆ (0.0/5.0)
red control cards like this, Act of Treason, Grad the Reins, are Insurrection are so few and far between. I feel these cards spice it up for once since the original design for red was either burn spells or goblin rush.
Mode
☆☆☆☆☆ (0.0/5.0)
I think the main thought behind this card was that besides having an Act of Treason on your turn, you could also do use this card in an opponent's turn to grab and untap one of his attackers and use it to block another one from them to kill them each other. The power restriction just makes it a bit tricky to use.
Regarding the use in this duel deck, i think it's pretty decent: You have various sorceries and instants, and small creatures like Skirk Prospector and Cinder Wall lying in your graveyard. If there's a Knight Exemplar or Kinsbaile Cavalier, you can either choose one of them or another knight from their side, either way some knights will get weaker and make it easer for you to kill at least one. Knight of Meadowgrain for example nets you some life and can be used to kill it and either of them (if just one of them is on the field) Grab their Knight of the Reliquary, and it becomes a 2/2 on your side that will get easily killed. And you also have 2 Mudbutton Torchrunners in the deck that can help with these combat tricks.
So i think this was an interesting choice to put in the dragon deck.
jomicore
☆☆☆☆☆ (0.0/5.0)
can i untap an attacking creature and make it block itself?
igniteice
★★★☆☆ (3.0/5.0)(1 vote)
@Elleran
The instant doesn't make this card better than Act of Treason. Act of Treason is a sorcery and costs 1 less, hardly comparable as they are used in different contexts. If you want to compare this card to something, compare it to Grab the Reins. Same rarity, instant, same cost, but with no restrictions. And icing on the cake: an entwine option to sac the creature you gained control of and have it deal direct damage to target player. Grab the Reins is better in every way.
@BuffJittePLZ
Point taken, but I still wouldn't run with this. It requires you to have cards in your graveyard, something that can't be gauranteed. May be slightly easier with a burn deck, but still. It's far too situational though to rely on. I'd much rather sacrafice speed for usability. Furthermore, now with Traitorous Blood out, there are even better options. Less mana and trample at sorcery? Sure.
Comments (13)
Every so often, I like digging REALLY deep back into the past of DailyMTG to look up Mirrodin-period and pre-Mirrodin-period articles, especially in Making Magic and Latest Developments.
I found the article that mentions when this card was creadted, and why. It is the first Red 'Ray of Command'- (the first 'gain control of target creature until end of turn' effect in that color.)
The reason I rate this high is because it looks like such a great design to represent what is going on by moving that part of the color pie over to red. In blue, gaining control of target creature doesn't have much to do with the creature itself- pick a creature, and creature, the point is you want something and your going to take it. Putting the ability in Red immediately switches all the attention to the creature: its motives, its passions.
Ray of Command, Mind Control, and Control Magic all mostly emphasize the new controller gaining a minion. Temporary Insanity, Mark of Mutiny, and Act of Treason all emphasize the creature switching allegiances. In particular, they open the possibility that the creature is doing so of their own free will, albeit not thinking clearly at the time (hence the temporariness). It makes sense therefore that in addition to 'just' Ray of Commanding, a red card should have some extra line of text relevant to the creature, like adding +1/+1 or defining what kind of creature you can take.
My favorite mental image for a Red steal card is when Anakin Skywalker falls to the Dark Side and becomes Darth Vader in Episode III Revenge of the Sith- that was an Act of Treason Marking his Mutiny resulting from Temporary Insanity.
The card has the exact same cost as Ray of Command, except its red. This helps it to be recognized by players familiar with the Blue card, and connecting it to that card by mirroring the mana cost helps to communicate the whole concept better. If, for example, there were ever going to be a card like '1W: Destroy target black attacking creature' or something like that, then costing 1W, the same as Doom Blade except in color, is important so that you can quickly make the jump to 'this is White Doom Blade'.
Those kinds of 'tells' may not be as important for experienced players as new ones, but since the game needs new players, it needs to invest some thought and attention to the new players as well as the old hats.
All I'm saying is, from a design standpoint, this card seems to be a perfect execution, even if the modern Act of Treason is 'strictly better'.
Sure, GTR is better over-all, but not in EVERY way.
The power restriction just makes it a bit tricky to use.
Regarding the use in this duel deck, i think it's pretty decent: You have various sorceries and instants, and small creatures like Skirk Prospector and Cinder Wall lying in your graveyard.
If there's a Knight Exemplar or Kinsbaile Cavalier, you can either choose one of them or another knight from their side, either way some knights will get weaker and make it easer for you to kill at least one. Knight of Meadowgrain for example nets you some life and can be used to kill it and either of them (if just one of them is on the field)
Grab their Knight of the Reliquary, and it becomes a 2/2 on your side that will get easily killed.
And you also have 2 Mudbutton Torchrunners in the deck that can help with these combat tricks.
So i think this was an interesting choice to put in the dragon deck.
The instant doesn't make this card better than Act of Treason. Act of Treason is a sorcery and costs 1 less, hardly comparable as they are used in different contexts. If you want to compare this card to something, compare it to Grab the Reins. Same rarity, instant, same cost, but with no restrictions. And icing on the cake: an entwine option to sac the creature you gained control of and have it deal direct damage to target player. Grab the Reins is better in every way.
@BuffJittePLZ
Point taken, but I still wouldn't run with this. It requires you to have cards in your graveyard, something that can't be gauranteed. May be slightly easier with a burn deck, but still. It's far too situational though to rely on. I'd much rather sacrafice speed for usability. Furthermore, now with Traitorous Blood out, there are even better options. Less mana and trample at sorcery? Sure.