This gigantic cyclops is hiding from a currently oblivious adversary in plain torch-augmented sight for no real reason. Unless he's really THAT scared of fire, in which case...wow, that's actually kind of sad. Scooby and Shaggy-approved, though.
anotherfan321
★★★★★ (5.0/5.0)(5 votes)
I find that the Ordeals are one of the most creative blend of flavor and mechanics I have ever seen.
Most of the common heroic creatures simply get a +1/+1 counter whenever they undergo a challenge or are blessed, so I love the way making your heroes go on journeys and trials is how you ensure the gods' work is completed as well as power them. In limited, you can really imagine the stories you're weaving as you play.
As with Chronicler of Heroes, the mechanic and flavor aspects of Heroes being those who grow stronger (+1/+1 counters) is spot on.
Super Noob Tactics: Be careful when using Ordeals with Gods on the same battlefield. If the Ordeal is giving you the fifth point of devotion, your God could suddenly dematerialize. If a God loses its creature-ness, it will be immediately removed from combat.
Purplerooster
★★★★★ (5.0/5.0)(1 vote)
Discard is not as effective when your opponent can see it coming, but this is still a solid reward.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Unfortunately the worst of the cycle, since the time delay doesn't play nice with the discard (although if it's timed so it hits your opponent's last two cards that's actually pretty nasty). An amusing note is that if Zur the Enchanter already has three +1/+1 counters on him, you can have quite a bit of fun with these.
Also interesting: You get the benefit regardless of who controls the creature. Thus, enchanting a buffed up enemy creature can actually be an effective deterrent.
Orichalcum
☆☆☆☆☆ (0.0/5.0)
The fact that this triggers no matter what causes this to be sacrificed is great. For example, simply having some of these (any ordeal really, but this one stands out to me here) on the field suddenly makes the idea of hitting your opponent's Phyrexian Obliterator considerably more desirable. At the same time, it's also great to run with Phyrexian Negator.
limitededition
☆☆☆☆☆ (0.0/5.0)
More dangerous than it seems. I've found this Ordeal to be at its best in a WB deck. The reason is because many of the white heroic guys give themselves a +1/+1 counter when targeted, which speeds up the effect. Discard is most punishing early in the game, so it's important to pop it early and allow your late-game cards such as Scholar of Athreos, Sentry of the Underworld, or Evangel of Heliod to carry you.
MojoVince
☆☆☆☆☆ (0.0/5.0)
Turn 1 Favored Hoplite Turn 2 this on the Hoplite which get +1+1 counter then attack for another counter and can not take combat damage. Turn 3 another of this , hoplite gets his third counter then attack and gets two other counter to be 6/7 and the opponent discard four cards... Sure if you began to play it's game cause the opponent would be on his second turn.
BearClaw13
☆☆☆☆☆ (0.0/5.0)
Anyone else think Desecration Demon has potential for abuse with this card? They're both standard-legal, the Ordeal is likely to trigger soon after you attach it, and your opponent will (probably) discard at least one creature card they might otherwise sac.
Comments (10)
Most of the common heroic creatures simply get a +1/+1 counter whenever they undergo a challenge or are blessed, so I love the way making your heroes go on journeys and trials is how you ensure the gods' work is completed as well as power them. In limited, you can really imagine the stories you're weaving as you play.
As with Chronicler of Heroes, the mechanic and flavor aspects of Heroes being those who grow stronger (+1/+1 counters) is spot on.
Be careful when using Ordeals with Gods on the same battlefield. If the Ordeal is giving you the fifth point of devotion, your God could suddenly dematerialize. If a God loses its creature-ness, it will be immediately removed from combat.
Also interesting: You get the benefit regardless of who controls the creature. Thus, enchanting a buffed up enemy creature can actually be an effective deterrent.
Turn 2 this on the Hoplite which get +1+1 counter then attack for another counter and can not take combat damage.
Turn 3 another of this , hoplite gets his third counter then attack and gets two other counter to be 6/7 and the opponent discard four cards...
Sure if you began to play it's game cause the opponent would be on his second turn.