This is exactly where I’m going to put any speed cards. It’s too slow in most situations, imo, but in my group slug deck that’s churning out damage on every turn? I can use it.
Curious to get my hands on it, but since the first turn you can get 2 I think it won't be THAT slow, but certainly group dependent.
The real issue is you will want multiple start your engines to make sure you get it, but is it worth 3 slots just for colorless lands? That is what feels iffy to me
Eh, it's only difficult for some decks and combat is the worst way to do it. Pingers, Extort, Scrawling Crawler, Impact Tremors, Flings. Black and Red do it best but everybody's got access to it.
I plan to run it in a Speed Demon deck, along with all the moon black start your engine cards, just to try and reliably get speed started before my commander comes down.
I really think people are underestimating how easy it’s going to be to get to max speed, and therefore underestimating this mechanic. Now, I don’t know if there is anything I have seen that benefits enough from being at max speed, but if speed doesnt reset, getting it to 4 won’t be hard
Most SYE commanders are two drops. Far Fortune raises speed automatically on attack. I'm building Samut, who provides value at lower than max speed, but with 20 SYE cards to get there faster anyway. I figure max speed is typically turns 4-7 depending on luck, the commander, etc.
But I do agree the land isn’t that great as a “sol land” since you want sol lands on early turns and it’s not a sol land until turn 4 at best. It may be good as a way to start your engines if you care about that.
Depends on the deck. If you miss one turn, that still can get you to speed 4 on turn 4. If you have something like impact tremors, or any other cheap ping/life loss trigger it can be really easy. I don't think you build around speed, but you put it in decks that support it.
The trickiness though really comes from the fact a Singleton card and you are possibly limited on how many max speed you can play in a hundred card deck to even make it a solid land the turn you play it. Still, it's a nice temple of false God variant I say.
oh i know that - but i mean on your turn there are three open targets you might be able to hit instead of one (and yes the on each of your turns things is one of the things that makes it not great)
Yes, but also... I plan on running it in my Rograkh and Kediss deck, where it will pay for the first commander tax that they invariably wrack up because they are just little guys and every one of my opponents persecutes them unjustly.
The one deck I plan to put it in 1) needs colorless sources anyway and 2) always deals damage all the time, so building speed isn't a problem for me. But I agree it's not "every deck needs it" good.
Here is Shivam, back with the bass
The jam is live in effect and he don't waste time
On the play with a card with Entwine
Jump to the rhythm, jump, jump to the rhythm, jump
And he’s here to combine
Effects and spells to make your shake your pants
Take a chance, come on and dance
I mean… it’s not for every deck, but anything that runs Impact Tremors, Blood Artist, Guttersnipe, or evasive creatures is going to hit it pretty reliably.
So it’ll be hard for white weenie and stax decks I guess?
I feel like there are three parameters for running Muraganda Raceway:
- Your Commander Starts their Engines too.
- You are in Red and your deck will casually shock people because it's funny/by accident.
- Your deck sincerely likes "Tap: Add Wingding"
Far Fortune is the best fit as she hits two of the three innately, and adding some ramp in Rakdos is just- nice. It also might not care about having a Wingding source or two just as a part of the deck.
But Ori Chandra would do too, Desert Tribal I guess... a few others. If you have other payoffs.
I think the biggest downside is that for a "nice to have" upside (on turn...X+3?), you're required to track yet another state on your board.
I guess if you don't have any other Cares About Speed cards in your deck, you just treat this as a counter on the land when you get in for damage...but still
I am thinking of building Guidelight and will probably try it in that once the hype has died down since Medicant Core can start engines on turn 2, but does seem risky in most decks
Is it? A start your engines card, and then 3 turns of an opponent losing life on your turn? It's certainly a slow payoff, but idk if I'd call it difficult
Comments
then its easy
The real issue is you will want multiple start your engines to make sure you get it, but is it worth 3 slots just for colorless lands? That is what feels iffy to me
The entire saga of The Brothers War takes 3 turns to complete…
Though I think some will have the game be over before it gets that way.
The jam is live in effect and he don't waste time
On the play with a card with Entwine
Jump to the rhythm, jump, jump to the rhythm, jump
And he’s here to combine
Effects and spells to make your shake your pants
Take a chance, come on and dance
I'm buying it because I want to replace Ancient Tomb in my Greasefang deck
yadda yadda not the same etc
So it’ll be hard for white weenie and stax decks I guess?
- Your Commander Starts their Engines too.
- You are in Red and your deck will casually shock people because it's funny/by accident.
- Your deck sincerely likes "Tap: Add Wingding"
(Which means it'll appear a lot and be useless.)
Fitting, though.
But Ori Chandra would do too, Desert Tribal I guess... a few others. If you have other payoffs.
I guess if you don't have any other Cares About Speed cards in your deck, you just treat this as a counter on the land when you get in for damage...but still