One of the best cards. IT HAS SUPER HASTE!!! An opening hand with 7 of these = gg.
Mode
★★★★☆ (4.9/5.0)(4 votes)
Yeah^^ But unfortunately there is no duplicate of this card available, and even Unhinged rules include the four-card limit.
Btw, this card served (as many Un-Cards) as inspiration for the Pact card cycle. Yet i'm not that happy about the red version. I can remember an article where Wizards explained why they did not give haste to the red card, but having a 4/4 Giant five-drop without haste is not that impressing... :/ (On the other side, it's like a plain 4/4 for with flash - and haste, since you can play it one turn earlier...)
macic666
★☆☆☆☆ (1.9/5.0)(4 votes)
Haha, i wish more cards have Super Haste LOL!
MalleusAetis
★★★☆☆ (3.9/5.0)(4 votes)
@macic66
Kanye West has super haste.
Kryptnyt
★★★☆☆ (3.2/5.0)(7 votes)
should have been in "from the vault-exiled." Would have been LOL. Is Kamahl proposing marriage to Akroma? Wtf? one more thing, can you attack the second turn its out? It doesnt have haste, and technically, you haven't played it yet, right?
darkfury
★★☆☆☆ (2.8/5.0)(4 votes)
if you have 4 of these in your hand, you win if you go first
Eurus
★★★★★ (5.0/5.0)(7 votes)
@can you attack the second turn its out? It doesnt have haste, and technically, you haven't played it yet, right?
You can. It's been under your control since the beginning of your turn.
skoll92
★★★★☆ (4.9/5.0)(8 votes)
all i want to know is what the flavor text says
IshubarashI
★★★★★ (5.0/5.0)(12 votes)
Super haste almost seems like a legitimate ability.
This is one of the most awesome cards ever to be printed in Magic: the Gathering. At some point in my life, I would very much like to win a game due to drawing four Rocket-Powered Turbo Slugs in my opening hand and going first. As it stands, I am somewhat compelled to make an illegal deck with 60 copies of this card just for the epic lulz, much like my equally illegal (but far more expensive) 25 Black Lotus, 25 Timetwister, 10 Fireball deck.
@skoll92: As far as I can tell, the flavor text reads as follows: "Did you go through all the trouble to unscramble this?"
BlippyTheSlug
☆☆☆☆☆ (0.0/5.0)
Funnest slug ever!
Cyberium
☆☆☆☆☆ (0.0/5.0)
I wonder if this card gives Wizards the idea of those 0 casting cost cards like Pact of Negation (pay next turn or lose)? Slug's super haste is pretty much the same mechanic but it's a creature.
Super-shroud: Damage done to this creature by spells is reduced to 0.
dragonking987
☆☆☆☆☆ (0.0/5.0)
is that Akroma is the artwork?
Gameguy602
★★★☆☆ (3.0/5.0)(2 votes)
@blindthrall
Your super-shroud is invalid, the creature would not be targeted by the spell to begin with.
Also, I would hope for super-trample to be able to have its leftover damage carry over to another player rather than carry over to the next game.
and:
Super-Doublestrike: Deal first strike damage twice.
Super first Strike: Faster than first strike damage, and is also fast enough to not take damage from anything without first strike.
Super (land)Walk: Treat any card (including creatures) that provides black mana as a swamp, red mana as a mountain, blue mana as an island, green mana as a forest, white mana as a plains, and any combination thereof as all corresponding land types.
divine_exodus
☆☆☆☆☆ (0.0/5.0)
GOOOOO, BABY, GOOOOOOOOOOOOOO!!!!!!!
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
Akroma and Kamahl are like WTF HAXX.
GrimjawxRULES
☆☆☆☆☆ (0.0/5.0)
1st turn: Slap 4 of these down for 12 damage 2nd turn: swing for the win before you die at end of turn. Doesn't matter if 1 gets blocked - it's still lethal, and you always have the option to cast burn for the rest of the dmg.
ZakFrost
★★★★★ (5.0/5.0)(4 votes)
In response to all of the super-blanks, I would like to point out that some of those already exist: Super-flying: Unblockable.
Super-Shroud(aka troll shroud, from Troll Ascetic): They're adding the keyword in magic 2012 as "Hexproof", but it's already been in cards (possibly the best is the troll, as he also has regeneration, making him almost unkillable), it's a shroud that only effects your opponents, so you can buff your creature all you want with Giant Growth, and the other guy(s) can't lightning bolt it. In normal Shroud no one can target it with a spell or ability, including it's owner.
Super-Trample: It doesn't actually have a name, yet, but it that thing where you can assign your combat damage to a creature to it's controller instead. Some people say that's not better, as it doesn't kill the creature, but it's almost like an unblockable, except you get to decide if you want to kill a creature or be unblocked, and the creature who has it does get hit, but most creatures who have it have plenty of toughness anyway. An old card that has this is Rhox.
GruesomeGoo
★★★★★ (5.0/5.0)(3 votes)
I find the first sentence of the rules text hilarious, for some bizarre reason. Probably just how straight-facedly ridiculous it is, like a serious clown or something. Also, a precursor to the Pact cycle, by any chance...?
TrueBloodWolf
☆☆☆☆☆ (0.0/5.0)
Again, Unhinged has inpired me with an idea for a card type!!! xD have a card effect that says it comes out Tapped and Attacking if you pay it for that said cost. Be a little worst then haste, but it still be awesome I think xD
I don't know, I just wanna see a little more "tapped and attacking" cards.
TherealphatMatt
☆☆☆☆☆ (0.0/5.0)
The sad thing is that this card is actually amazing.
stille_nacht
☆☆☆☆☆ (0.0/5.0)
heh, someone should make a casual "60 turbo slugs" deck :P
Zacklar
☆☆☆☆☆ (0.5/5.0)(1 vote)
Super-Vigilance : This creature cannot be tapped Super-Flanking : When this creature attacks creatures defending player control get -1/-1 Super-Deathtouch : Deathtouch + Cannot be regenerated Hyper-Deathtouch : Sword of Kaldra Super-Protection from X : This card cannot be affected by X not even if its a global effect
Opined_Fluke
☆☆☆☆☆ (0.0/5.0)
@Zacklar I've actually been hoping they'd do super-vigilance like that for a while.
occamsrazorwit
★★★★☆ (4.5/5.0)(4 votes)
I love how they actually made the Super-Haste concept real in the Pact cycle!
Crazycolorz5
☆☆☆☆☆ (0.0/5.0)
@gameguy602 Stormtide Leviathan
ignaeon
☆☆☆☆☆ (0.0/5.0)
@zakfrost super double strike exists already as well (Mage Slayer). it deals pre first strike damage, before blockers are even declared. it then proceeds to deal normal combat damage. put it on a creature with double strike and it has triple strike.
also, @blindthrall there is an enchantment which gives your definition of "super flying", Treetop Bracers. there are also other things with that, but i'm lazy.
Nikeyeia
☆☆☆☆☆ (0.0/5.0)
Super Trample (If this creature would deal enough damage to destroy defending player, you may have it deal the rest of its damage to defending player at the beginning of that player's next game.)
Im hoping for something like this. EDIT: Since everyone is making additional abilities, how about Super Vigilance (Nothing causes this creature to tap.) Super First strike (This creature deals combat damage before combat.) The latter would be very... Interesting.
OmegaSerris
★★★★★ (5.0/5.0)(3 votes)
No, Super Shroud would be:
Whenever a player puts a spell or ability on the stack, this permanent phases out until the stack is empty.
I honestly cannot think of anything that could kill a creature like that short of static effects like Night of Soul's Betrayal and good old combat damage (no combat tricks though).
It is worth noting that this is the ONLY card in the game that 60 copies of will actually win a game.
It is 'effectively' 0 cost, so you don't need lands if you can win Turn 1. Which you can.
It deals damage, which very few 0-cost cards do.
The damage is inequal- it does more damage to your opponent than to you, which is not true of Gut Shot, which is one of the best 0-cost damage spells there are.
You can have 7 of this in your opening hand. 7x3 = 21.
If you were playing EDH, I would suggest bringing 100 Rocket-Powered Turbo Slugs to the table, calling one of them your commander, and playing all 8 on your first turn to kill "That One Guy" that everyone in your group hates immediately with 24 General Damage. When he protests that your deck is the most *** thing he's ever seen (cuz it is), put it to a Vote. If he's really a "That Guy", then he'll deserve to lose and your group will say "yeah, that's totally how that works".
:D
Arachnos
★★★☆☆ (3.0/5.0)(1 vote)
Super-Annihilator (Honestly I don't even want to know)
Super Trample: All damage dealt to the player this game is dealt next game too.
Aquillion
☆☆☆☆☆ (0.0/5.0)
With slightly different wording, this could be a real card. It's really no different than Pact of the Titan except for slightly different stats on the creature and the fact that it enters play tapped and attacking.
Attack for 20. (Without this guy you get a 1/1 for free with haste, so you'll hit for 16)
Pigfish99
★★★★★ (5.0/5.0)(1 vote)
Now a dreamworks film.
Pick15
★★★★★ (5.0/5.0)(2 votes)
Super Flying: Pick up your cards and throw them at your opponent when they hit. Super Vigilance: Build a house of cards out of them. Super Deathtouch: Rip up any cards that they destroy. Super Trample: Get up on the table and stamp on the cards.
sweetgab
☆☆☆☆☆ (0.0/5.0)
Akroma and Kamahl both have ordinary haste. Which is far too slow for RPTS.
TheVizier
★★★★★ (5.0/5.0)(1 vote)
Super flying: Cannot be blocked by creatures with flying or reach. Super vigilance: Attacking doesn't cause this creature to tap. This creature can block while tapped. Super lifelink: Any damage this creature does causes you to gain that much life. Any damage this creature takes causes you to gain that much life. Super shroud: This creature ignores all abilities (ex., if another creature has an ability that says "this creature can't be blocked except by two or more creatures", this creature may block it. Or if it blocks a creature with lifelink, the creature with lifelink's controller doesn't gain life.) Super hexproof: If a spell or ability an opponent controls targets this creature, instead it targets another target of your choice. Super deathtouch: Any damage this creatures deals counts as lethal damage. If a creature dealt damage by this creature would die, exile it instead. Super intimidate: This creature can only be blocked by creatures that share the exact same color(s) with it. (ex., a white/green creature with super intimidate can only be blocked by another white/green creature.) Super landwalk (a.k.a. colorwalk): This creature can't be blocked as long as defending player controls a permanent of the chosen color. Super reach: This creature can block creatures that can't be blocked, besides creatures with super flying, super landwalk (if it is the color chosen), or super intimidate (if it isn't the same colors). Super indestructible: This creature cannot be destroyed or exiled.
DoragonShinzui
☆☆☆☆☆ (0.0/5.0)
Pact of the Speedy Slug.
Earthdawn
☆☆☆☆☆ (0.0/5.0)
I finally get it... just draft all of these and kill your opponent on turn 1 LOL
Comments (50)
An opening hand with 7 of these = gg.
But unfortunately there is no duplicate of this card available, and even Unhinged rules include the four-card limit.
Btw, this card served (as many Un-Cards) as inspiration for the Pact card cycle.
Yet i'm not that happy about the red version. I can remember an article where Wizards explained why they did not give haste to the red card, but having a 4/4 Giant five-drop without haste is not that impressing... :/
(On the other side, it's like a plain 4/4 for
Kanye West has super haste.
Is Kamahl proposing marriage to Akroma? Wtf?
one more thing, can you attack the second turn its out? It doesnt have haste, and technically, you haven't played it yet, right?
You can. It's been under your control since the beginning of your turn.
4 of these + Blacker Lotus + 2 Fists of the Anvil = 20 Damage. Bam!
@skoll92: As far as I can tell, the flavor text reads as follows: "Did you go through all the trouble to unscramble this?"
Super-regeneration: Works from the graveyard.
Super-lifelink: Acts like Sanguine Bond is in play.
Super-shroud: Damage done to this creature by spells is reduced to 0.
Your super-shroud is invalid, the creature would not be targeted by the spell to begin with.
Also, I would hope for super-trample to be able to have its leftover damage carry over to another player rather than carry over to the next game.
and:
Super-Doublestrike: Deal first strike damage twice.
Super first Strike: Faster than first strike damage, and is also fast enough to not take damage from anything without first strike.
Super (land)Walk: Treat any card (including creatures) that provides black mana as a swamp, red mana as a mountain, blue mana as an island, green mana as a forest, white mana as a plains, and any combination thereof as all corresponding land types.
2nd turn: swing for the win before you die at end of turn. Doesn't matter if 1 gets blocked - it's still lethal, and you always have the option to cast burn for the rest of the dmg.
Super-flying: Unblockable.
Super-regeneration: Meet Reassembling Skeleton.
Super-Shroud(aka troll shroud, from Troll Ascetic): They're adding the keyword in magic 2012 as "Hexproof", but it's already been in cards (possibly the best is the troll, as he also has regeneration, making him almost unkillable), it's a shroud that only effects your opponents, so you can buff your creature all you want with Giant Growth, and the other guy(s) can't lightning bolt it. In normal Shroud no one can target it with a spell or ability, including it's owner.
Super-Trample: It doesn't actually have a name, yet, but it that thing where you can assign your combat damage to a creature to it's controller instead. Some people say that's not better, as it doesn't kill the creature, but it's almost like an unblockable, except you get to decide if you want to kill a creature or be unblocked, and the creature who has it does get hit, but most creatures who have it have plenty of toughness anyway. An old card that has this is Rhox.
Also, a precursor to the Pact cycle, by any chance...?
xD have a card effect that says it comes out Tapped and Attacking if you pay it for that said cost.
Be a little worst then haste, but it still be awesome I think xD
I don't know, I just wanna see a little more "tapped and attacking" cards.
Super-Flanking : When this creature attacks creatures defending player control get -1/-1
Super-Deathtouch : Deathtouch + Cannot be regenerated
Hyper-Deathtouch : Sword of Kaldra
Super-Protection from X : This card cannot be affected by X not even if its a global effect
I've actually been hoping they'd do super-vigilance like that for a while.
Stormtide Leviathan
also,
@blindthrall there is an enchantment which gives your definition of "super flying", Treetop Bracers. there are also other things with that, but i'm lazy.
Im hoping for something like this.
EDIT: Since everyone is making additional abilities, how about
Super Vigilance (Nothing causes this creature to tap.)
Super First strike (This creature deals combat damage before combat.)
The latter would be very... Interesting.
Whenever a player puts a spell or ability on the stack, this permanent phases out until the stack is empty.
I honestly cannot think of anything that could kill a creature like that short of static effects like Night of Soul's Betrayal and good old combat damage (no combat tricks though).
Oh wait, they did that already. Jace, the Mind Sculptor.
It is worth noting that this is the ONLY card in the game that 60 copies of will actually win a game.
It is 'effectively' 0 cost, so you don't need lands if you can win Turn 1. Which you can.
It deals damage, which very few 0-cost cards do.
The damage is inequal- it does more damage to your opponent than to you, which is not true of Gut Shot, which is one of the best 0-cost damage spells there are.
You can have 7 of this in your opening hand. 7x3 = 21.
If you were playing EDH, I would suggest bringing 100 Rocket-Powered Turbo Slugs to the table, calling one of them your commander, and playing all 8 on your first turn to kill "That One Guy" that everyone in your group hates immediately with 24 General Damage. When he protests that your deck is the most *** thing he's ever seen (cuz it is), put it to a Vote. If he's really a "That Guy", then he'll deserve to lose and your group will say "yeah, that's totally how that works".
:D
"Did you go through all the trouble to unscramble this?"
Incorrect. A freeform deck of 60 Chancellor of the Dross will win turn 0.
Super Lifelink: Any life you gain this game is also gained next game.
Super Death touch: Phage the Untouchable
Super Trample: All damage dealt to the player this game is dealt next game too.
This, Chancellor of the Forge, Blazing Shoal, Assault Stobe
Attack for 20.
(Without this guy you get a 1/1 for free with haste, so you'll hit for 16)
Super Vigilance: Build a house of cards out of them.
Super Deathtouch: Rip up any cards that they destroy.
Super Trample: Get up on the table and stamp on the cards.
Super vigilance: Attacking doesn't cause this creature to tap. This creature can block while tapped.
Super lifelink: Any damage this creature does causes you to gain that much life. Any damage this creature takes causes you to gain that much life.
Super shroud: This creature ignores all abilities (ex., if another creature has an ability that says "this creature can't be blocked except by two or more creatures", this creature may block it. Or if it blocks a creature with lifelink, the creature with lifelink's controller doesn't gain life.)
Super hexproof: If a spell or ability an opponent controls targets this creature, instead it targets another target of your choice.
Super deathtouch: Any damage this creatures deals counts as lethal damage. If a creature dealt damage by this creature would die, exile it instead.
Super intimidate: This creature can only be blocked by creatures that share the exact same color(s) with it. (ex., a white/green creature with super intimidate can only be blocked by another white/green creature.)
Super landwalk (a.k.a. colorwalk): This creature can't be blocked as long as defending player controls a permanent of the chosen color.
Super reach: This creature can block creatures that can't be blocked, besides creatures with super flying, super landwalk (if it is the color chosen), or super intimidate (if it isn't the same colors).
Super indestructible: This creature cannot be destroyed or exiled.