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Magic: The Gathering Card Comments Archive

Rune-Tail, Kitsune Ascendant // Rune-Tail's Essence

Multiverse ID: 87600

Rune-Tail, Kitsune Ascendant // Rune-Tail's Essence

Comments (19)

Mode
★☆☆☆☆ (1.8/5.0) (5 votes)
if this guy is in your opening hand in a multiplayer game, he'll be nearly always flipped as he enters play. immunity to damage for your creatures for 2W doesn't appear much fairer to me than Erayo, Soratami Ascendant.
Khias
★★☆☆☆ (2.2/5.0) (6 votes)
I would hope this card is banned in EDH, seeing as how you begin the game with 40 health.
Ava_Adore
★★★★☆ (4.5/5.0) (3 votes)
I really want to make an edh deck outta this lol

no matter how much of an *** i would have to be to do that lol
EternalLurker
★★★☆☆ (3.9/5.0) (4 votes)
He's hardly broken in EDH. He doesn't provide indestructibility, only damage prevention. He definitely shouldn't be banned. Blue still generally crushes him, as it crushes most things.

He's pretty amusing, though. :P
nammertime
★★★★★ (5.0/5.0) (5 votes)
It's not banned in EDH.
A3Kitsune
★★★★★ (5.0/5.0) (1 vote)
And now, there's Archenemy, where the player in the role of the archenemy starts at 40 life. Add in Samurai of the Pale Curtain to keep certain Ongoing Scheme cards in play, and you have beginning of a real nice creature-heavy white deck with a reanimation stratergy. Add blue for milling and discard to maximise the reanimation, include whatever other Schemes you think will help (Every Hope Shall Vanish goes well with the reanimation), and round it off with whatever the deck still needs.
Diachronos
☆☆☆☆☆ (0.0/5.0)
He might not be the best choice ever for White, but I think he makes a pretty nice EDH general. Creatures that don't take damage from turn 3 onward are a major advantage, especially if one of those creatures is Palace Guard.

Druindo
★★☆☆☆ (2.0/5.0) (3 votes)
You also have to remember that he doesn't keep you from taking damage, so, if your opponents' generals have flying, well, you're playing mono white, so good luck taking them out. There's also the kill spells, like Doomblade or Deathmark, which will take out your creatures. Green still has trample, so you can still get whacked in the head. White has enchantment killers, along with green. And blue has enough tricks that the game stalls out rapidly.
Other than that he's solid, he just needs more to back him up, since he turns into an enchantment.
Sironos
☆☆☆☆☆ (0.0/5.0)
Don't pick this guy as an EDH general, it's just lame when you start at 40 life.
Huffytreefolkman
☆☆☆☆☆ (0.0/5.0)
This card so broken i'm going to make a red white deck With Deep-Slumber Titan and Spitemare. best ones to use with
Cthulhu_Shin
★★★★★ (5.0/5.0) (1 vote)
He is in my Captain Sisay EDH Deck
nope.avi
☆☆☆☆☆ (0.5/5.0) (2 votes)
OH NOES IT HOSES RED EDH DECKS
who plays monored in edh anyways?
Luke_BPC
★★★★★ (5.0/5.0) (2 votes)
@Druindo Last time I checked, White had both the most unfair creature removal AND Angels... A Serra Angel or Serra Avenger that won't take damage would be pretty good keeping you safe in the air.
KokoshoForPresident
★★★★★ (5.0/5.0) (2 votes)
Veeeeery nice with Empyrial Archangel.
DrSakuyaPhD
☆☆☆☆☆ (0.0/5.0)
Banning it might be a bit much, I'd suggest an errata to have it function like Chalice of Life, so in EDH/Archenemy you need 50 life instead of turn-3 pillow fort.
divinewind08
☆☆☆☆☆ (0.0/5.0)
I've seen people commenting about this guy in EDH, and I wanted to give my thoughts. I don't think that this card should be outright banned in EDH. Unless you are lucky, this thing will have a hard time flipping, by the time you draw it. However, I DO think it should be banned as a General. The fact that you will be able to drop this guy and flip him on turn three almost every game is absurd. Even if your opponent is able to destroy him, you can pay 5 and bring him right back. By the time your opponent is able to fetch up more removal, you will have had plenty of time to get the mana to cast him again at his increased cost. All it takes is a hand full of creatures and/or some kind of catch all (like Pariah), and creatures can't touch you. This is probably the second most unfair General that is currently legal. The first spot goes to Zur the Enchanter.
TheFarran
★★★★★ (5.0/5.0) (1 vote)
@nope.avi Ummm, I do, because Akroma, Angel of Fury is hilarious with Soul's fire in EDH, and Homura, Human Ascendant is pretty neat aswell. Like Homura though, this card is gonna make people hate you, it's not fun to just take yourself out of the game until someone draws enchantment destruction
Mosstone
☆☆☆☆☆ (0.0/5.0)
Nice card just I think that it really should be written along the lines of "whenever you have health equal to 150% of the amount of health that you started with, flip ". That way, it's not just an instant immortality if you're playing 2hg or something like it where everyone already has 30+ health most of the time
strider24seven
☆☆☆☆☆ (0.0/5.0)
To all those complaining about how "unfair" this card is in EDH:

Rune-Tail only prevents damage to creatures.

1. He does not prevent creature removal
2. He does not provide any sort of protection to himself and dies to removal
3. He does not help against creatures with trample
4. He does not prevent damage to you
5. He does not prevent loss of life
6. He does not prevent death via mill
7. He does not prevent other "lose the game" effects

That said, he is a strong protective effect that will likely allow you to establish a better board presence. If enchantment removal were not so cheap and accessible to every choice of colours except mono-black, mono-red, and Rakdos colours, then this would be a much stronger effect.

Search gatherer for Rules Text: "Destroy Enchantment" and "Destroy Permanent" and sort by descending community rating. That's how easy it is to remove Rune-Tail in EDH.

Many (if not most) win conditions also bypass Rune-Tail, such as Tendrils of Agony, Exsanguinate, Helm of Obedience, Blue Sun's Zenith, Craterhoof Behemoth, Triumph of the Hordes... and the list goes on.

Here's a list of some common EDH archetypes that Rune-Tail has minimal effect on:
1. Mill (ignores Rune-Tail and mills you out)
2. Storm (ignores Rune-Tail and combos out)
3. Tokens (prevents some early free damage, then overruns and ignores Rune-Tail, or ignores Rune-Tail and combos out)
4. Control (prevents Lightning Bolt-esque removal, otherwise removes Rune-Tail and continues controlling)
5. Non-Token Overrun (prevents some early free damage then overruns and ignores Rune-Tail)
6. Big-Mana Combo (ignores Rune-Tail and combos out)
7. Blue Aggro (plays evasive dudes and ignores Rune-Tail)

Here's a list of the archetypes that Rune-Tail has a slight dampening effect on:
1. Non-Blue Aggro
2. Burn (not an effective archetype, but there you go)

Here's a list of the archetypes that Rune-Tail is truly oppressive against:
(null)

For those comparing him to Erayo, Erayo is actually oppressive. With Arcane Laboratory (or simply a healthy supply of counter-magic), no player other than the one controlling Erayo and those running and have drawn Vexing Shusher can cast spells after turn three or four.

See my post on Serra Ascendant about why strong plays in EDH should not be banned. The TL;DR is:

If you're deck can't handle (insert strong card here), then your deck is not a strong deck. Don't blame the card... build a better deck.