This thread is for discussion of this week's From the Lab, which goes live Monday morning on magicthegathering.com.
I'm always fond of these cards despite my draft attitude being more that of a Spike...because although they're "bad" rares at first glance, they're clever and creative design, and do have the possibility to be broken. I don't mind ending up with one, because at worst it's a card I like thinking about, and that can possibly go in a goofy casual deck.
Incidentally, my first thought for a deck was..."Ooh, lots of Relentless Rats, plus four of this!" :P
The thing that gets me is its 5 mana + a condition to take an extra turn. 4U, meet a condition, take an extra turn, vs 3UU take an extra turn. I'd like to either see this card cheaper or give a bigger payout. Maybe 6 or 7 mana and take two turns?
Noel: Search the City relies on the assumption that your deck has other copies of the cards exiled on it.
Me: Relentless Rats.
Throw in some pricey land and an Alluren and you've got yourself 5 7/7s with haste . . . .
While I think it's an interesting challenge, the reward is utterly underwhelming. If I have to somehow fetch five specific cards, at that point I can just as well create infinite tokens, get infinite life, draw infinite cards, have infinite mana, etc. Hell, it's probably even easier to set up a Magosi combo for a whole lot more turns than this. Not to mention that with blue/red copying (which the Izzet's guidlmage provides in this very set) you might as well just get a whole lot of mana, cast an extra turn sorcery and copy it.
I love a challenge, but with almost no reward it just feels like a waste of time. At least winning with a Homelands deck allows you to say you've won with a Homelands deck, but this card just gives you a mere extra turn, after which you'll be obliterated by your opponents since you've just been wasting so much effort getting this thing to do *something*. Not much of an impressive feat.
This card seems like it was designed by an amatuer, like something you might see on the forums. The card doesn't feel cohesive at all, it just feels like somebody had a cute idea and forced it onto a card. It's not even really flavourfully resonant.
Just pointing out that Search the City is not entirely dead in Commander: Praetor's Grasp .
Intriguing challenge. 5 extra cards and an extra turn if you can pull it off. Duplicate some of your best spells even if you can't pull it off. Can be aided by Riftsweeper , Pull from Eternity , or as Noel spotted Misthollow Griffin .
A few other ideas: Manamorphose is a nice spell to copy, as Pyromancer Ascension players know. Casting that and getting a copy off a Search will net you a bunch of mana and a couple of cards, ready to hopefully cast another Search target. Storm spells are another category of spells that like having copies of themselves around.
Diabolic Revelation or Insidious Dreams could be very nifty followups to casting the Search. Find out what 5 cards you need, then stack your hand/deck with those 5 on top of it in the optimal order.
I agree, the article did seem pretty short; but perhaps that's just in order to leave some of the best ideas for us?
I think the "play one card, get another one into your hand", although only useful in the right deck setup is interesting enough. The extra turn is just bonus. Especially in blue where you can draw, index etc..
It's also interesting for your opponent to play around. Say you have one card in hand and there's a counterspell of some sort between the exiled ones. For your opponent you either have none, or you have two. It makes for interesting play mechanics, and incidental fast turnarounds, which makes Magic interesting for me.
Anyone else thinking about Pyromancer's Ascension? It will combo well with this.
Search the City does work in Commander, ironically, with Scouting Trek and basic lands. However, any deck full of four-of's shouldn't have too much trouble doing this blind if the game lasts long enough, especially if it's full of cheap cantrips. The next thing I'd think of is combining this with Spellweaver Helix.
I had a similar thought. The hard part would be making a deck that both plays with this card, and somehow manages to use it to win the game. Getting 2-3 "free" cards would be nice if you could pull it off. Using something like Mirri's Guile to stack the deck also seems plausible and fits into the same general deck. Flashback is nice too.
This card is more interesting than I originally thought it was.
Okay, this card looks like a lot of fun.
5 mana-draw 5 cards, take an extra turn. Sure there a few hoops to jump through, but well...solving such riddles is a large part of the fun in being a Johnny.
I wonder if this card was originally designed in this set. It kind of screams "Look at me, I'm a Quest" to me loud enough that I would not be surprised if this was a leftover design from Zendikar block, or perhaps an early version of the quests before they finalized their design.
The first thought I had about easy search targets is basic lands, but I also second (third?) the pyromancer's ascension idea.
For such a fun-looking card, the decklist looks way too linear. Lots of ideas with this card, gonna have to grab myself a playset of playsets for this beauty.
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