It's a fine EDH combo card, works with lots of creatures and other things. In Vintage, though, having to pay (1) for the abilities makes it a nobo. It doesn't go infinite. We don't run Thopter Foundry / Sword combo, and that generates dorks even better than this does.
Yeah, I mean, this is a Cog. It's a card that does something unique and its worth knowing about, but it has no machine in which to put itself at the moment. it doesn't work in Vintage playable builds right now. I plumbed the Gatherer today and came up blank on things to do with him. If that one card from Mirrodin that was Survival of the Fittest for 1 cc artifacts allowed you to pitch creatures, you'd be in business, but that requires artifacts to pitch. So... yeah.
You know what it most reminds me of? That one Zombie from... M13? The one with Liliana of the Dark Realms? There's a Zombie that comes back to your hand when you play a swamp. Loads of fun in casual with that one blue Illusionist that lets you pitch a card to get basics (forget his name, too!) but totally unplayable in Vintage.
The Kismet ability is very weak, since it affects neither artifacts nor lands -- I'm more interested in the life-gain trigger. Is there any infinite-life combo enabled by this card? Varchild's War-Riders will quickly accumulate you a large amount of life, if you have some way to stop the tokens from attacking (Moat, Illness in the Ranks, etc).
This card is a great way to make useless counters, yes.
There is a huge difference between this and the Reservoir card people are chatting about. Reservoir combos with itself to deal 50 damage. Tower gives you a bolt every few spells. I'm really not impressed. Put this counter generation ability on that other card that puts something from your deck into play, and THEN we are talking.
I don't know about this. I have the quintessential Monastery vintage deck and it dominates against virtually everything EXCEPT Dark Depths (might be a fluke) and this weird B/W hate-bear deck I put together that this dude fits right into... Monastery is still my favorite to play in terms of sheer fun (except perhaps Glimpse/Haunting Echoes, which is unfortunately not that competitive overall), but this particular B/W deck beats it like 80% of the time.
@CwaM Round 2 (after the bye): Kept a hand of Island, Tundra, Sol Ring, Mana Crypt, Thirst, Paradox (with a force on top off mull to 6) . Figured this hand played through Sphere or even chalice fine, and I KNEW my opponent was on shops (due to a ridiculously pimped Shop Deck he played in teh prelim). He opens with Trinisphere off a wasteland.
Game 2, I smoked him.
Game 3: He ends up with 2 vehicles which domed me for 8 (due to fetch + Fow + 5 + 5) and no cards in hand. Draws a Ravager, and puts me to 3. I fragmentize the Ravager, and then he draws another creature (Revoker or Factory?) , crews, and attacks for lethal, forcing me to hurkyls. He then draws a Triskelion, and I'm forced to counter it. On his next turn, he replays the vehicle and attacks me. Had I drawn my plows instead of my hurkyls, or had I drawn any draw spell, I win the game, as I had taken care of his spheres earlier.
Round 2: Game 1 I smash Grixis Pyromancer. Game 2, I mulligan to 5, and he has turn 1 FlippyJace, turn 2 ancestral/Ancestral and I'm out of it. Game 3 I kept a hand of 2 Islands, Sol Ring, Sensei's Top, Paradox, Thirst and open up Island, Sol Ring go. He opens Ruby, Sapphire, Island, Dack (steal Sol Ring). He has 2 cards in hand at one point with a pyromancer in play and dack, and is sitting on sol ring, ruby, sapphire, volcanic. I decide instead of Demonic Tutor for Swords or something, to Demonic and pass. He draws his next land. Demonic's for Therapy. Therapies me. Flashes back therapy. Gushes. replays a land, and Time Walks.
Thank god we got another token generator for Gush decks... it's been too long!
More seriously, how much better is this than Talrand? While he might not give you X/X tokens, isn't the average power of guys you're creating more or less the same? With Talrand, your Probes and Preordains can become 2/2 fliers, rather than 1/1s. As it's the low CMC stuff that makes up the backbone of the Gush shell, I suspect that might be more relevant than than living the dream of triggering this with a Delve spell (though Gush and FoW are obviously nice).
The recursion is nice of course, but probably not necessary given the prevalence of tiny Jace and/or Snapcaster.
I dunno. Not convinced. But hey, that's never stopped me playing a fun-of before...
The big difference is that your token generator isn't a dude. That has pro's and con's. If Talrand for example was a 2UU Enchantment that would confer benefits and drawbacks.
Panharmonicon? Meh, not a playable combo for Vintage per se, but I guess Torrential will see Modern play. Might be nice to see a thread on Panharmonicon in general, though. I'm a pretty busy dude, but surely there's a way to break this card that someone else here with more "spare time" can figure out...
Painter or Bloodmoon decks seem the obvious start. The RUG (Gush obv) Lotus Cobra/Chandra/Titans deck is gonna catch someone off Guard. Chandra can be both better and worse than jace. Its all about the cards built around it.