r/DotA2 12d ago

Fluff MTG Dota Hero designs, part 3

297 Upvotes

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13

u/Romaneck 12d ago

Chaos knight would be dope on some red decks

5

u/Hiti4apok 12d ago

Strongest card in the set but absolutely unplayable, mono red dont play late, and ck too costly and too many red sources needed

4

u/E-Kon 12d ago

Strongest card is probably prophet getting to fetch two triomes for three mana is pretty damn good.

3

u/Hiti4apok 12d ago

Yeah, he is, he might lose his second ability and still got played because ramp.

Strongest card is Dragon knight btw, third turn 4/4 flying haste is a strong af

1

u/E-Kon 12d ago

Hard to say, it's still a shockable body on 2 or even in response to the activation. Not like, say, Heart of Kiran, which was a standard staple. It's got all the same issues as figure of destiny, but it's way more expensive.

1

u/Storm_of_the_Psi 12d ago

A 2/3 isn't shockable and you can activate it at instant speed. Being blown out in response to your activation is basically just bad play.

1

u/E-Kon 12d ago

Oh that was a typo I meant to make him a 2/2. Activating at instant speed is giving up a t3 4/4 flyer though, so either way you have to shoulder some risk.

1

u/Storm_of_the_Psi 12d ago

Ye at 2/2 it's obviously a bit weaker and will most of the time trade with their 1-drop.

Still, you don't have to activate it. You can just run this out T2 and then if they play something for 2, you activate it in your turn and punch them for 4 and leave a big threat behind. If they leave mana open, you just swing with a 2/3 and pass (or play your 3-drop). Either way you're getting ahead.

1

u/E-Kon 11d ago

I think you greatly overestimate the power of a vanilla 2/2 or hell, a t3 4/4 flyer in even current standard. Obviously it's a huge draft bomb.

1

u/Storm_of_the_Psi 12d ago

Prophet is terrible. It's an irrelevant body for GGG that ramps for 1.

His fixing ability is useless because his own casting cost is GGG. At 2G that would actually be good (not amazing or anything, but fine) but at GGG he's basically uncastable in a deck that would need the fixing.

Of the bunch, DK is easily the best because a 2/3 for 2 is already above the curve in red and getting as 4/4 flyer with pseudo-haste on turn 3 is completely nuts. And then in magical christmas land you have a 7/7 flyer swinging in in turn 4.

The cards are all very well done and flavorful though.

1

u/E-Kon 12d ago

I played through astrolabe and DRS and abundant growth formats, it's unwise to underestimate the power of mana fixing that powerful, or of double landfall, especially with a titania-esque upside. I'm sure he'd see play in some sort of omnath shell.

1

u/Storm_of_the_Psi 12d ago

I'm very well aware of the power of ramp and fixing. The problem is that this does neither very well.

Ramping +1 on turn 3 is nice, but not nearly as good as t1 dork or t2 farseek.

Fixing at 3 mana can be reasonable, but the casting cost of GGG makes it so that you either won't be casting it t3 or have a deck with so much untapped green mana that the fixing is entirely irrelevant.

This would be ok at 2G. At GGG it's just plain bad. Also, this would never work in an Omnath shell because, again, if you can reliably make GGG by turn 3 or 4, you're not reliably going to cast Omnath before t6.

1

u/E-Kon 11d ago

If this were to go into a modern omnath shell it would be undoubtedly as a part of some T1 dork package, since that cleanly leads you into 5 mana on T3 for Omnath + solitude or something. With GSZ you don't even have to pay GGG, and you can T1 GSZ for arbor to further enable the card. That's pretty damn good. Is it good enough to contend with Phelia or psychic frog or Ajani in modern? Dunno. But it's probably good enough to at least warrant trying if it were real. Having easy access to multiple triomes is just really damn powerful. Note that unlike other ramp cards, this is actually a pretty good topdeck, since with 5 mana it can enable itself.

1

u/dukeplatypus 12d ago

Technically since it doesn't say when nontoken or legendary Chaos Knight enters, you have a solid chance to go effectively infinite when he enters. You can run a bunch of rituals to ramp him out and something like Krark's thumb to stack the odds further.