The question I usually have to ask is "Out of all of the Tempting Offers, which ones are the best when your opponents choose to turn down your offer?" For that reason, I think Tempt with Vengeance is the best of the cycle.
anotherfan321
★★★★☆ (4.6/5.0)(5 votes)
This is great. Even without the offer (which may end up biting you in the butt, to be honest), it is a great variant on cards like Firecat Blitz. Rosheen Meanderer is pleased.
Cyberium
★★★★☆ (4.0/5.0)(2 votes)
Viable in any format, 1-on-1 or multiplayer.
Arachibutyrophobia
★★★☆☆ (3.5/5.0)(1 vote)
so much flavor when other players help you take down the strongest player
Kryptnyt
★★★★☆ (4.5/5.0)(2 votes)
Don't forget Shared Animosity! Or the new Ogre Battledriver! Is this in the deck that has Gahji, Honored One in it? Because that would make a lot of sense.
SpaceMagic
☆☆☆☆☆ (0.0/5.0)
Yeah. Everyone really does have the same plan. Brilliant.
EvilDarkVoid
☆☆☆☆☆ (0.0/5.0)
Imo this is definitely the best of the tempt cards-perhaps the only good one. All of the others are, tempting offer excluded, pretty much strictly worse than something else purely in that color (list below)-and tempting offer is, for the most part, a drawback.
However, the closest card I could find to this would be Goblin Offensive, which actually costs 2 more and doesn't give them haste, although goblins are a better supported tribe. There's also Firecat Blitz which has an interesting flashback cost, but it costs 1 more than this and the tokens it makes aren't permanent. This means I could actually see this card replacing those in certain decks, something I don't think I'd do with any of the other tempting offer cards.
In addition, its relatively rare that the tempting offer on this will backfire. Your opponents don't actually defend themselves at all by copying it, since you'll get extra tokens to trade with theirs. The only thing you really have to watch out for is enemies killing you on the next turn after you swing with the tokens, but that's easily solved by adjusting X or leaving behind a few tokens as blockers.
For reference, the cards that I feel make the other tempt cards inferior:
Tempt with Glory-Meadowboon: Meadowboon's evoked does the same thing as Tempt with Glory and costs less. You can also not evoke it, making Meadowboon more versatile as well. Tempt with Immortality-Rise from the Grave: Rise allows you to reanimate an opponent's creature as well as your own. In addition, the tempt on this card has a high chance of backfiring, since while you might have one or two creatures in your graveyard better than anything in your opponents', you're unlikely to have three or four creatures, each better than what your opponents can reanimate. Tempt with Reflections-Clone-Clone lets you hit an opponent's creature and doesn't target. There's also Rite of Replication, Phyrexian Metamorph, Sakashima the Imposter, and Sakashima's Student, all of which have benefits and drawbacks, though none as severe as the Tempt's. Tempt with Discovery-Reap and Sow: Reap and Sow has the exact same cost but is more versatile at 6 mana and even at 4. Also, a single land for 4 mana is a really underwhelming effect, even if it can be any land you want. If you really need a single nonbasic that badly, Crop Rotation and Sylvan Scrying are usually better too.
manacharged
☆☆☆☆☆ (0.0/5.0)
@Evildarkvoid:
It appears to me that you are missing the point of the Tempting Offer cycle. While it is valid to assess the cards by their minimum possible effect, that is not the only way they end up working. It seems to me that these cards were designed to be used politically in multiplayer games. For example, when casting Tempt With Vengeance, you can turn to another player at the table and tell him that if he accepts the offer, you will not attack him with the Elementals this turn. If he accepts, you might have enough elementals to take out another player at the table, where you didn't previously. Sure, you gave your opponent creatures, but there are any number of ways you can deal with that. Maybe you are holding a Scouring Sands or an Orim's Prayer, or you simply have a high enough life total to take the risk.
Even beyond politics, the cards are designed to be fun, because they can potentially create huge, board-altering effects. Sure, there may be simpler ways to Clone a creature you control than Tempt with Reflections, if making one copy of a creature is your goal. However, the possibility of all three of your opponents also getting a copy and you getting four for a total of seven new copies entering the battlefield makes for a significantly more interesting game state.
The point is, Tempting Offer is not strictly a downside mechanic. Does it have the potential to backfire? Yes. Does it also have the potential to create fantastic, explosive, multiplayer board states? Absolutely. Is the risk worth the potential payoff? I think so. I love Tempt with Vengeance because I am happy if no one takes the offer and I just get a pseudo-Firecat Blitz, but I am ecstatic if anyone takes the offer, and I end up with exponentially more tokens.
Comments (9)
Is this in the deck that has Gahji, Honored One in it? Because that would make a lot of sense.
However, the closest card I could find to this would be Goblin Offensive, which actually costs 2 more and doesn't give them haste, although goblins are a better supported tribe. There's also Firecat Blitz which has an interesting flashback cost, but it costs 1 more than this and the tokens it makes aren't permanent. This means I could actually see this card replacing those in certain decks, something I don't think I'd do with any of the other tempting offer cards.
In addition, its relatively rare that the tempting offer on this will backfire. Your opponents don't actually defend themselves at all by copying it, since you'll get extra tokens to trade with theirs. The only thing you really have to watch out for is enemies killing you on the next turn after you swing with the tokens, but that's easily solved by adjusting X or leaving behind a few tokens as blockers.
For reference, the cards that I feel make the other tempt cards inferior:
Tempt with Glory-Meadowboon: Meadowboon's evoked does the same thing as Tempt with Glory and costs less. You can also not evoke it, making Meadowboon more versatile as well.
Tempt with Immortality-Rise from the Grave: Rise allows you to reanimate an opponent's creature as well as your own. In addition, the tempt on this card has a high chance of backfiring, since while you might have one or two creatures in your graveyard better than anything in your opponents', you're unlikely to have three or four creatures, each better than what your opponents can reanimate.
Tempt with Reflections-Clone-Clone lets you hit an opponent's creature and doesn't target. There's also Rite of Replication, Phyrexian Metamorph, Sakashima the Imposter, and Sakashima's Student, all of which have benefits and drawbacks, though none as severe as the Tempt's.
Tempt with Discovery-Reap and Sow: Reap and Sow has the exact same cost but is more versatile at 6 mana and even at 4. Also, a single land for 4 mana is a really underwhelming effect, even if it can be any land you want. If you really need a single nonbasic that badly, Crop Rotation and Sylvan Scrying are usually better too.
It appears to me that you are missing the point of the Tempting Offer cycle. While it is valid to assess the cards by their minimum possible effect, that is not the only way they end up working. It seems to me that these cards were designed to be used politically in multiplayer games. For example, when casting Tempt With Vengeance, you can turn to another player at the table and tell him that if he accepts the offer, you will not attack him with the Elementals this turn. If he accepts, you might have enough elementals to take out another player at the table, where you didn't previously. Sure, you gave your opponent creatures, but there are any number of ways you can deal with that. Maybe you are holding a Scouring Sands or an Orim's Prayer, or you simply have a high enough life total to take the risk.
Even beyond politics, the cards are designed to be fun, because they can potentially create huge, board-altering effects. Sure, there may be simpler ways to Clone a creature you control than Tempt with Reflections, if making one copy of a creature is your goal. However, the possibility of all three of your opponents also getting a copy and you getting four for a total of seven new copies entering the battlefield makes for a significantly more interesting game state.
The point is, Tempting Offer is not strictly a downside mechanic. Does it have the potential to backfire? Yes. Does it also have the potential to create fantastic, explosive, multiplayer board states? Absolutely. Is the risk worth the potential payoff? I think so. I love Tempt with Vengeance because I am happy if no one takes the offer and I just get a pseudo-Firecat Blitz, but I am ecstatic if anyone takes the offer, and I end up with exponentially more tokens.