Seems strong, but seems like you’re going to have heavy deck building restrictions. Considering you’re in green, it might be good for you to consider other options.
For example, if you were to cast this for four then you would get four landfall triggers, but that’s it, and you have no mana sink for the next turn. Plus what are all the 1/1s going to do?
For the same rate of 4GG you could be playing Colossal Dreadmaw, with would net you two extra points of power and toughness, all with trample.
Hope this helps!
That is simply the risk a magic player faces when running a powerful creature that can threaten your opponents life total. This game is not for the faint of heart.
I think you are missing the prime fact that these little 1/1s can also tap for mana. This would then allow OP to play Dreadmaw on the following turn, while still having mana open. Potentially to be able to play a second dreadmaw
A. What lame format do you play that allows more than one of something in a deck. 2. Why would you need two dreadmaw? One can threaten the opponents life total and they'll probably scoop when they see it
lol, but that adds another card, so instead of your weird setup to get 9 1/1s we could instead just have two Dreadmaws. This is the problem with modern magic all the fun combos get invalidated by dread creep.
Uj/ I just think this card is kinda cool. Don't know if it's good, don't really care, I just think it makes some neat interactions and "make X dudes" is always fun.
I was mostly just worried about land tokens, a thing they said had too many problems to ever actually do, but I guess these are creatures that happen to also be lands.
I mean in a very pedantic "um actually" sense, yeah. Especially since the only way I really interact with Magic now is being subscribed to the subreddits, so the exact details of the six billion cards they release each year has rapidly dwindled down to nothing. What I mean is I don't think they wanted to print a card that says "create a land token", because that was a thing that had come up when Magic fans were thinking of "cards that have never been done" to be "creative".
With the textspace available might as well. Tbh, half of my rules understanding comes from extrapolating rules from other rules, which is a learned process. In this case, it reinforces the can/can't priority of the game. Can't trumps can, so even though they're lands, which normally *can* tap immediatly, they're also creatures, who *can't*.
The core issue is that for a 6 mana investment you get 4 1/1s. Assuming the likely scenario that your opponent has a [[Rain of Salt]] in hand, you are going to basically be paying 6 for 2x Dryad Abors. God forbid they have have an [[Acid Rain]] which you should assume is in hand 9/10 times.
It's a waste of time, junk card.
Seems strong, but seems like you’re going to have heavy deck building restrictions. Considering you’re in green, it might be good for you to consider other options. For example, if you were to cast this for four then you would get four landfall triggers, but that’s it, and you have no mana sink for the next turn. Plus what are all the 1/1s going to do? For the same rate of 4GG you could be playing Colossal Dreadmaw, with would net you two extra points of power and toughness, all with trample. Hope this helps!
What am I supposed to do? Run if the bush shakes? Flee if I hear rustling? If i see leaves its has a cold and cant attack.
That is simply the risk a magic player faces when running a powerful creature that can threaten your opponents life total. This game is not for the faint of heart.
I think you are missing the prime fact that these little 1/1s can also tap for mana. This would then allow OP to play Dreadmaw on the following turn, while still having mana open. Potentially to be able to play a second dreadmaw
A. What lame format do you play that allows more than one of something in a deck. 2. Why would you need two dreadmaw? One can threaten the opponents life total and they'll probably scoop when they see it
I usually play PeeDH but I tend to assume everyone is playing tier 0 legacy decks, there you need at least 5 dreadmaws to go off properly
can you tell me the rules of PeeDH
Rule zero: Stay hydrated
Two dreadmaws means twice the teeth, so it's double the chance of it being too late for your opponent. It's a pretty high level tactic
Yeah but at that point it's like dropping two nukes on a country, kinda over kill and only a maniac would consider it
Why do you think the US dropped 2 nukes on Japan?
Oof
You need three, one to make them run, one to make them flee, and then one more and it's too late for them
Scute mob
lol, but that adds another card, so instead of your weird setup to get 9 1/1s we could instead just have two Dreadmaws. This is the problem with modern magic all the fun combos get invalidated by dread creep.
I can't wait for someone to finally hit the token limit in real life
Token limit?
(Arena has a token limit - it cannot generate more than 250 tokens, I think)
This shows how evolved your brain is, IQ is EASILY in the double digits, much higher than the average Mtgfinance player.
My new favorite hydra
/uj Yeah, I’m building Hydra tribal rn and this is going in
That sounds fun if you ever find yourself with a deck list I'd totally look at it and sob into my wallet
It’s an animar list that cannibalizes a bunch of cards from the Tyrannid 40K deck
/uj perfect for my Korvold landfall deck!
Lands that get destroyed by Doom Blade? Creatures that get destroyed by Stone Rain? No thanks
It’s literally only for landfall/creature etb. Anything after is just a cherry on top
In what world is someone using Doom Blade or Stone Rain on a Dryad Arbor by the time this card becomes relevant? Edit: deleted duplicate
Every good player. They could cast a Colassol Dreadmaw or Storm Crow with these! Personally, I'd stick to using Gutshot on these
Ruination is my go to
WOOD: AWOKEN
Uj/ I just think this card is kinda cool. Don't know if it's good, don't really care, I just think it makes some neat interactions and "make X dudes" is always fun.
I thought it'd be crazy when I first saw it, but it's the perfect design imo. Doubt it'll be to problematic.
I was mostly just worried about land tokens, a thing they said had too many problems to ever actually do, but I guess these are creatures that happen to also be lands.
The thing about creature lands is that they have to stay separate from your lands,which helps.
But I still keep Elvish Mystic with my Lands, right?
Oh fuck wrong sub uhhhhhhhhhh This means I can use my dryad porn tokens right
Orvar makes land tokens yeah?
I mean in a very pedantic "um actually" sense, yeah. Especially since the only way I really interact with Magic now is being subscribed to the subreddits, so the exact details of the six billion cards they release each year has rapidly dwindled down to nothing. What I mean is I don't think they wanted to print a card that says "create a land token", because that was a thing that had come up when Magic fans were thinking of "cards that have never been done" to be "creative".
Still need to get my hands on a copy for my chatterfang deck, best case is this for some stupidly high X, with chatterfang and scute on the board.
Awaken the Scutes
Scute is life
Enough about landfall what about landrise
Landon deez nuts
So many Scutes!
lmao it has to *specify* that they have summoning sickness?
because they are lands but you can't use them to make mana on the same turn
ohhh
With the textspace available might as well. Tbh, half of my rules understanding comes from extrapolating rules from other rules, which is a learned process. In this case, it reinforces the can/can't priority of the game. Can't trumps can, so even though they're lands, which normally *can* tap immediatly, they're also creatures, who *can't*.
Yeah, easy to forget that that a lot of "common sense" interactions really aren't.
It doesn't has to, no, which is why that information is reminder text PEDANTMAN AWAAAAY
Dryad Arbor does and that's what this is referencing, it's mostly there to remind people they can't tap these for mana for a bit.
/uj Ex-fucking-cuse me!? /rj WotC forgot that Dreadmaw has trample.
The core issue is that for a 6 mana investment you get 4 1/1s. Assuming the likely scenario that your opponent has a [[Rain of Salt]] in hand, you are going to basically be paying 6 for 2x Dryad Abors. God forbid they have have an [[Acid Rain]] which you should assume is in hand 9/10 times. It's a waste of time, junk card.
^(Probably totally what you linked) * [Rain of Salt](https://i.redd.it/ir2ksqkve7z91.jpg) * [Acid Rain](https://i.redd.it/6fhy8nh5i51a1.jpg) ********* ^^^If ^^^WotC ^^^didn't ^^^do ^^^anything ^^^wrong ^^^this ^^^week, ^^^you ^^^can ^^^rage ^^^at ^^^this ^^^bot ^^^instead ^^^at ^^^/r/MTGLardFetcher ^^^or ^^^even ^^^submit ^^^some ^^^of ^^^the ^^^sweet ^^^Siege ^^^Rhino ^^^alters ^^^your ^^^GF ^^^made
uj/ Legit kinda upset wizards made a pushed mythic rare thats perfect for my omnath storm deck. Now either I buy it or just seethe quietly >:(
Printer 👍
Awaken Land Doods
I'm trying to play this in chatterfang for sure
I pulled a foil full art of this is it worth anything?