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How many abilities does a four mana creature need to have in order to be good? Seriously though this does some things, right? Dominates creature boards, smashes planeswalkers while still closing out the game, dodges all those tokens, etc. Turns off CoP: Green, which I know a lot of people have wanted to see restricted because it's become so dominant. Can this be a one-of in something, even without the "can't be countered" clause that usually makes green fatties like this one borderline playable?

@craw_advantage Well this had to cost 3GG (phyrexian mana) and be an artifact to see play.

last edited by fsecco

@craw_advantage said in [ELD] Questing Beast:

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How many abilities does a four mana creature need to have in order to be good?

For this casting cost?
"Haste" and
"Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return Vengevine from your graveyard to the battlefield."

Jokes aside, I really don't like that this has so many words yet none of them dodge counterspells or removal. We're not currently in a metagame that rewards combat dominance.

Restricting CoPs wouldn't help as you just register one and then add the second as needed.

Also, why play this four drop when you could just play Goblin Charbelcher?

@chubbyrain said in [ELD] Questing Beast:

Also, why play this four drop when you could just play Goblin Charbelcher?

Pitches to Force of Vigor?

Nice True-Name please block.

I'd take Vexing Shusher and Thrun, over this beast any day.

@mike-noble but ... it has haste. And if you have this in play, a 2nd creature cast will return Vengevine ... so ... autoinclude? 😁

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