David Fanany
Player since
1995 |
Parallel Lives
I'm guessing this is some sort of assistance for
players who missed Ravnica and the now very rare
Doubling Season? It seems like it's perhaps less
effective as such assistance than just repeating
Doubling Season. I suppose you get a slightly
decreased cost, and it doesn't do crazy
ridiculous thing with planeswalkers. Plus,
Doubling Season spends a lot of time in
Commander now, where those who are inclined can
use this as a "second" copy of it. Tournament
decks, even ones involving tokens, don't usually
make space for this type of card, but the
audience is definitely there, and there are
situations where the effect is almost
unbeatable. Approach with caution.
Constructed: 2/5
Casual: 5/5
Limited: 3/5
Multiplayer: 4/5
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Michael "Maikeruu" Pierno |
Today's card of the day is Parallel Lives which
is a four mana Green enchantment that doubles
the number of tokens under your control produced
by effects. The number of cards this can combine
with are far too many to list and many of them
will be played alongside this in Casual formats
in attempts to fill the field with as many
tokens as possible. In the other Constructed
formats a dedicated token build can work, though
at this time it doesn't seem likely to make a
big impact.
For Limited it would be unlikely to have both
this and a token producing card in your pool
even though Innistrad has a fairly decent
number. The issue here is that most of them are
at the rare or mythic level which reduces this
card to a rare draft at best. In Sealed if both
this and one of the higher end token producing
cards are in your pool it can be worthwhile
playing this in hopes of getting the combo. The
odds may be a bit slim, but achieving it will
likely win the game for you. With Booster there
is no guarantee of drafting a complimentary
rare, which leaves the commons and uncommons and
running two colors to get any use out of
Parallel Lives. In general it is going to be
dead weight on the field or in hand, so drafting
something else is probably the best move.
In Multiplayer the pacing should allow
playing this and a number of tokens if you
aren't targeted by every opponent immediately. A
large enough swarm can power through most
defenses and provide blockers as needed, though
mass removal or responses to large attacks are
more likely with the increased number of
players.
Constructed: 3.5
Casual: 4.5
Limited: 2.0
Multiplayer: 4.0
|
John
Shultis
Phoenix
Gaming |
Welcome back to card of the day here at
Pojo.com. Today we are looking at Parallel Lives
from Innistrad. Parallel Lives is a rare green
enchantment that costs three generic and one
green mana. Parallel Lives says if an effect
would put one or more tokens onto the
battlefield under your control, put twice that
number onto the battlefield instead.
Seldom in Magic does a card come along that so
sincerely causes me to say it is ridiculously
overpowered, but Parallel Lives is just that
card. This card is simply amazing in everyway
shape and form. I have myself an old-school
Saproling deck, and it runs Doubling Season. Now
they come along and print a card that is just
shy of being Doubling Season. I don’t even care
about the fact it does nothing for counters,
with multiples of these out, any creature token
you drop is doubled, and since it stacks, two
Parallel Lives means quadrupling your tokens!
And we all know how wolf decks can be, or at
least people at my store know (Ihave a wolf
token dec, too). And let me tell you something,
one Howlpack Alpha with a Parallel Lives out can
so quickly get out of control. Then factor in
Master of the Wild Hunt, Howl of the Nightpack,
and even Kessig Cagebreakers! These cards all
can produce an army on their own right, but with
Parallel Lives, they produce the entire
military! And it is so easy in standard due to
the Howlpack Alpha and Kessig Cagebreakers to
drop tokens in an instant.
Now this goes far beyond simple wolves as well.
For example, running a green/black zombie deck,
add this, then play Army of the Damned. You’d
get 26 2/2 black zombies! For some real fun, run
a “Jund” deck, and toss out Warstorm Surge.
Because it is even more fun to send damage
downrange while creating your army! Imagine, 26
2/2’s with Warstorm Surge out. That would be 52
damage! Who cares that they entered tapped at
that point, I’m pretty sure there’s just a
crater where your opponent once stood! And that
is a standard combo, made easier using green
mana acceleration!
For vintage, take that combo one step further
and imagine it with Doubling Season out as well.
It’d be 52 tokens, and 104 damage. That is a
multiplayer game, set, match.
Easily exploitable, though can be easily
destroyed as well. A simple Naturalize ends the
reign of terror. Still, devastating if not
prepared for it.
Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 4/5
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