[AVR-ICD] Emancipation Angel

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Emancipation Angel

Emancipation Angel (Uncommon) -
Creature - Angel
Flying
When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
"You have done your best. I give you leave to rest."
3/3

Source: GatheringMagic preview
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Should be pretty strong in limited since the drawback isn't really a drawback in this set.

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Most definitely playable. Excellent card for limited and constructed.
That art is amazing. Card should be great in limited, however I'm not sold on this for constructed. Still, she does have potential there.
I'm not really sure why I would want to bounce one of my own guys at sorcery speed.
It resets Undying, I guess?
Kor Skyfisher, except it costs more and has +1/+0. Also, it's uncommon instead of common.
yeah honestly pretty bad compared to kor skyfisher
I'm not really sure why I would want to bounce one of my own guys at sorcery speed.
It resets Undying, I guess?



And soulbond. And puts the flicker angel back in hand. Reuse Snapcaster. ETB triggers basically.
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Not terrible!  It might have some utility with certain cards, but that's about it.

I like how we're seeing smaller and larger angels now!
LOVE the art on this card.
Not amazing, but fine.
Efficient beaters with drawbacks are nice, and a staple of the game. Kor Skyfisher was fun enough to draft with and this should be too.

The art though...ugh. Reminds me of a wallpaper I would have had in 2004.
Seems decent. You can drop a 0 mana cost artifact then bounce it to play her. Also bounce things like Oblivion Ring then cast it on something else. 
A 3/3 flyer for 3 with a negligble draw back is immense in both limited and constructed.  Given the number of flicker abilities already spoiled, I am sure there will be plenty of permanents with good ETB effects for this girl to bounce back to hand.
The fact that it is a 3-drop I think improves it over skyfisher. Admittedly, for +1/+0 doesn't seem like a great deal, but on turn 3 bouncing a permanent is less of a drawback (assuming you used your 2 drop slot wisely). And as falcon says, all these flicker abilities point to some good ETB abilities to complement them.

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Actually, some :W: non-Esper control decks have been starving for a Skyfisher, so this does have constructed potential. Being a 3/3 Flyer that allows you to reconfigure the field is a huge deal whether it's fending off opponents until turn 6 or getting value from that early Oblivion Ring.
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she's pretty sexy. oh and she'll probably be pretty sweet in limited. fringe constructed playable? idk.
I definitely think she has potential.
So this is what we've come to.
Power-creep has made it so that a 3/3 flyer for 3 is only OK, or 'not good enough'.

Yikes!

"We wlll kill them all."

Course, if you are casting her any time after turn three and you don't have a land to drop, you can sort of fake it by tapping to play her, then bouncing a land and re-playing it as your land drop for the turn...

I like it! 
So this is what we've come to.
Power-creep has made it so that a 3/3 flyer for 3 is only OK, or 'not good enough'.

Yikes!

Setting back your mana by 1 is a pretty significant drawback though.

This + Emeria Angel could be fun.
So this is what we've come to.
Power-creep has made it so that a 3/3 flyer for 3 is only OK, or 'not good enough'.

Yikes!

Setting back your mana by 1 is a pretty significant drawback though.




Capt- I'm still pretty against the idea that power creep really exists. And in the case of this card in particular it's really that it sets you back a card which makes it a fairly traditional flyer which in some eyes puts it "below the curve", similar to Scythe Tiger or other small creatures which trade card advantage for quick presence. That said, this isn't a card to "curve out" with

Flop- If you're playing this on t3 and putting a land back into your hand, I'm pretty sure that's doing it wrong.
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This is good for returning "spent" permanents, such as used up charge counters on an artifact or something, giving it a new lease on life the next turn. Proliferate won't be around forever.

This is good, as good as Kor Skyfisher. I think I'm seeing that Wizards is printing a bunch of cards trying to slow the format down a lot more. I wouldn't be surprised if in the next block cards also follow similar stifling mana costs, or otherwise "drawbacks" in their abilities. This seems very deliberate to me. So while the 2 mana Fisher was great in a standard where that was valuable to have a two drop in that way, I think this is
indicative to the current (future) standard where Turn 3 will be the new Turn 2.

...

But more pointedly, hooray, another terribly named angel!
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Course, if you are casting her any time after turn three and you don't have a land to drop, you can sort of fake it by tapping to play her, then bouncing a land and re-playing it as your land drop for the turn... 



Yeah, if you're missing your land drop, then this effectively costs 2, and can even colour-fix a little.  (Let's say you have 4 lands but only one swamp and need double black.  Cast her, float black, return swamp, replay swamp).

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Love the idea of returning and replaying a land.
Kind of like Kor Skyfisher. Not really sure how good it is considering it costs 1 more for only 1 more power.
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Love the idea of returning and replaying a land.



I just thought of the idea to combo with Mycosynth Wellspring or Ichor Wellspring.  The combo won't be standard for long, but at least it mitigates the card disadvantage normally associated with her.
She needs a beard and tophat, then it would be power-creep.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
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