Sunday, January 12, 2020

Ruin of Seffala – Blue Scry, Red Ramp

Ok, out of the vanilla and back to more complicated rules.

Saltwater Djinn, Drove Occultist, Shape the Future, Freshwater Djinn
Actual stuff to look at! Click to embiggen.
Blue, of course, is the primary scry color, so like Red's rummaging, I included a few scriers (above the few I've already posted). Shape the Future is a massive amount of scry, but it comes with a flavorful warning: you may like the idea of stacking your deck so much, but so much can change by the time you'd draw those cards you scried that you've ended up possibly making bad decisions. Saltwater Djinn is a Scry payoff, so whenever you bottom a card with scry, your Saltwater Djinn becomes unblockable. I also included here Freshwater Djinn, which has nothing to do with scry but is Saltwater Djinn's partner is some ways.

Dabbling Jarren, Man Burn, Perfect the Offensive, Jarren Peakfinder, Manapulse Brighter

Red's version of ramp tends to be momentary and impulsive, so each of these cards give a temporary boost of mana. Mana Burn in particular is a fun one, since the term is an old rule and I wanted to give a new take on it. For the most part, you're storing up the two mana you spent to cast the aura onto a creature, but it has a possible Followthrough upside. Mana Burn and Perfect the Offensive are very tricky about when to have their mana ability matter, since, if you do them at instant speed, they're not going to carry over between steps or phases so you better use that mana immediately. Perfect the Offensive also gives you the temporary card draw Red is now known for, should you desire that instead.

No comments:

Post a Comment