SOOO I get a Goblin Charbelcher but it costs more and I CAN'T DO ANYTHING ELSE? And this can deck you and is rated higher?
Mr_Hendry
★★★★☆ (4.8/5.0)(4 votes)
This not exactly a Goblin Charbelcher. The converted mana cost aspect is quite different than simple summed nonlands. You have more potential for damage with this card on average, especially if you're stocked with fatties and other costly spells. The beauty of this spell is it's continuity. Yes, all consuming continuity but continuity nonetheless. I would never venture to claim it's strictly better than Goblin Charbelcher but it may be. At the very least this card is more gratifying because you translate not order drawn but mana cost into damage.
Magnor_Criol
★★★★☆ (4.8/5.0)(4 votes)
If you're going to do something like that (which isn't a bad idea for this guy), use Crystal Ball. More scry, no sac requirement, and not on the 1/1 body that Viscera Seer sports.
Aburaishi
★★★☆☆ (3.5/5.0)(1 vote)
You could use Viscera Seer to attempt to scry your way to the best cards (though you'd probably want a token engine in that case, seeing as how you can't play any more creatures).
Duskdale_Wurm
★★☆☆☆ (2.0/5.0)(4 votes)
EPICNESS
Sorenssen
★★★☆☆ (3.0/5.0)(1 vote)
amaterasu, endless fire!!!!!!
*** violent, scry first then reverberate it for the win. excellent for U/R decks. 4/5!
@MacBizzle: Why not just use Maelstrom Nexus in addition to the library-stacking shenanigans you were already going to use with Undying Flames? Oh, five colors, right.
Slap down one Epic spell, then before it resolves, quicken, then put another Epic spell on the stack. By the time one resolves, the other one's already been cast, and is not affected by "You can't cast spells". This has been confirmed by a MTG customer support representative via email.
DarthParallax
★☆☆☆☆ (1.8/5.0)(2 votes)
Wizards hadn't really embraced remembering Multiplayer while Designing Kamigawa block.
Not just 'because I can', but also because it's actually quite natural to do so, if I were a Designer today making a new Cycle of Epic cards, I would definitely have the Red one Hit Everything Forever. This is a fantastic card to apply "Overload logic" to.
Eternal Destruction: 5RRR
Sorcery
Exile cards from the top of your library until you reveal a nonland card. Eternal Destruction deals damage to each creature and planeswalker equal to twice the converted mana cost of that card. Epic.
Of course, this card on it's own could not win any games, but I'm positive deck brewers would immediately find solace in the right kinds of Black enchantment cards to make sure they can 'finish the job', and I think an Epic spell doesn't have to win the game by itself to be cool. In fact I think this one would be improved if it were forced to rely on synergies to work, in exchange for having more high end potential :) I mean jeez, imagine how much life you could gain if you found the right White Enchantment while we're at it. :P
DoragonShinzui
☆☆☆☆☆ (0.0/5.0)
Actually useful in Kamigawa because of how insanely costed everything ended up.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
I honestly think all of the Epic spells could've just copied the Epic ability anyway. They *should* be nigh-guaranteed finishers. Afterall, a simple counterspell every turn (quite achievable *even within the block*) shuts it down and you can't do anything.
They tend to be only somewhat fun as you as a player have basically exited the game. What makes a game fun is a series of interesting choices and these take choice away from the player. Therefore, the effect should be as huge as possible to keep it entertaining and end the game (or lack of game) quickly. The epic instead allows the player a *single action* every turn, out of their control, and this one could easily hit for 1-3 damage even in a deck based around 6-10 mana cost cards.
Maybe I'm being somewhat unfair as you could have creatures with various activated abilities and such; you could combo next to AEther Vial or similar; but it just seems painfully "meh" when you spend loads on a spell. This isn't the worst offender given it's only 6 mana, but I don't think it's unreasonable to see a spell crescendo out of this.
I mean..
they've printed *storm* cards. These adding a quadratic number of spells each turn would hardly be the thing that breaks the game.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
@MacBizzle: Or just, y'know, Reverberate this. Probably easier.
the_unthinkable
☆☆☆☆☆ (0.0/5.0)
If you're casting any of the Epic spells, make sure to use Chandra, the Firebrand first so that 2 keep going off, as the initial copy will get epic as well. This also goes for any other fork effect on the initial casting of an epic spell.
BorosGreengrocer
☆☆☆☆☆ (0.0/5.0)
I want to make a deck that combos this with Hive Mind. Nobody can cast spells, you just take it in turns to reveal cards and burn each other. Hopefully your deck has enough high-cost spells to make sure you win.
Comments (22)
*** violent, scry first then reverberate it for the win. excellent for U/R decks. 4/5!
Also, Goblin Charbelcher is probably better, since you can precede that with Mana Severance anyways and win even faster.
What an amazing game that would make.
@Aburaishi: Add Endless Swarm in order to power Viscera Seer? As in, Mystical Tutor (or scry) into Undying Flames, then Endless Swarm, cascading into Undying Flames via Maelstrom Nexus. It's so crazy it definitely won't work.
P.S. Somebody please prove me wrong.
Slap down one Epic spell, then before it resolves, quicken, then put another Epic spell on the stack. By the time one resolves, the other one's already been cast, and is not affected by "You can't cast spells". This has been confirmed by a MTG customer support representative via email.
Not just 'because I can', but also because it's actually quite natural to do so, if I were a Designer today making a new Cycle of Epic cards, I would definitely have the Red one Hit Everything Forever. This is a fantastic card to apply "Overload logic" to.
Eternal Destruction: 5RRR
Sorcery
Exile cards from the top of your library until you reveal a nonland card. Eternal Destruction deals damage to each creature and planeswalker equal to twice the converted mana cost of that card.
Epic.
Of course, this card on it's own could not win any games, but I'm positive deck brewers would immediately find solace in the right kinds of Black enchantment cards to make sure they can 'finish the job', and I think an Epic spell doesn't have to win the game by itself to be cool. In fact I think this one would be improved if it were forced to rely on synergies to work, in exchange for having more high end potential :) I mean jeez, imagine how much life you could gain if you found the right White Enchantment while we're at it. :P
They tend to be only somewhat fun as you as a player have basically exited the game. What makes a game fun is a series of interesting choices and these take choice away from the player. Therefore, the effect should be as huge as possible to keep it entertaining and end the game (or lack of game) quickly. The epic instead allows the player a *single action* every turn, out of their control, and this one could easily hit for 1-3 damage even in a deck based around 6-10 mana cost cards.
Maybe I'm being somewhat unfair as you could have creatures with various activated abilities and such; you could combo next to AEther Vial or similar; but it just seems painfully "meh" when you spend loads on a spell. This isn't the worst offender given it's only 6 mana, but I don't think it's unreasonable to see a spell crescendo out of this.
I mean..
they've printed *storm* cards. These adding a quadratic number of spells each turn would hardly be the thing that breaks the game.