This is also a small nerf to the card Outwit , which can no longer save planeswalkers from burn spells. Since the universe always has a way of balancing itself out, Not of This World has been buffed and can now save planeswalkers from burn spells. You need to target to be able to damage a planeswalker. This means that the plus ability from Chandra, Torch of Defiance , for example, no longer kills them, which is a sizable nerf to the card though it also means that if you have Chandra, you can play it and minus without fearing their Chandra.
Similarly, I expect cards like Earthquake to now be unable to kill a planeswalker. Now, imagine they print a card like this:. Sagas enchantments, but in practice, they work like planeswalkers.
Overall, I think Sagas may turn out to be quite a bit better than they appear at first glance. This card is great! You attack with whatever you already have, but then you have to pass the turn back to them.
Gideon, Ally of Zendikar is back! Well, kind of. If you have other Knights, however, then this card is very good.
Tezzeret, Agent of Bolas is back! No, really, this card is remarkably similar to Tezzeret. For this card to be good, you have to assume that discarding your hand is not actually a big cost—i. If that is the case, then this card can be good.
As a bonus, it gives you a way of emptying your hand on the spot for Hazoret the Fervent without even feeling very bad about it. This card could be a complete bust, but it can also be good depending on the metagame and what good 6-mana cards exist. Imagine, for example, that your opponent is playing an aggressive deck. On turn 4, you can play a powerful 6-drop, say a Carnage Tyrant. Then, on turn 4, you lose a land but you likely sweep the board, except for whatever it is you just played.
In the end, all the Sagas are interesting, but these are the ones that I think have the most potential. Skip to content. A typical Burn Deck is a deck that seeks to reduce an opponent's life total from 20 to 0 as fast as possible, usually in the form of twenty or more instant and sorceries and a few creatures.
Pure burn decks tend to suffer in the mid-game, when spells have been used up, a hand size is minimal, and there are no creatures to block with. Black is secondary, it will do direct damage to creatures or players and then gain life drain. Like red, black may deal damage to a creature that's been damaged earlier or sacrifice a creature to deal damage.
White's direct damage only used to show up in combat. It also has damage to tapped creatures on the premise that such a creature probably attacked. White used to have access to damage redirection and damage based on color hate, but these are not in the current design pool.
Relatively new, is that white can do N damage where N is the number of creatures you control. Green may deal damage to a creature with flying. Charge of the Forever-Beast and Monstrous Onslaught have different templating that require creatures but have the spell doing the damage.
There are a handful of Green direct damage spells including Hornet Sting and Unyaro Bee Sting , but these are considered mistakes and color pie breaks. As always, colorless cards present a way to get effects in decks that might otherwise not have access to them [9] at rates overcoated relative to colors that are normally able to produce them.
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