If you’ve ever listened to me ramble on about Magic cards, you’ll know the facet I’m most intrigued by is the design. I applaud when the design team designs elegant and functional limited playables like Fume Spitter or Glimmerpoint Stag. I clap my hands with delight when I see marquee uncommons like Vampire Nighthawk or Sprouting Thrinax. And more often than not, I loudly complain about giving flagship removal spells stupid names like “Doom Blade,” or letting Jace The Mind Sculptor make it to print? Anyhow, what better way to celebrate the upcoming release of Magic 2012, then by taking a look at the ever-evolving design of core sets. Though the core sets do change greatly, there are often some very deliberate substitutions, and you can usually tell if a color is on the decline if it happens to lose some of its best stuff. We call this one…
(M12) Magic 2012 Set Review: Upgrade or Downgrade?
White:
White’s changes aren’t entirely drastic, still maintaining a very decent mix of small to medium sized ground and air beaters, with some removal and tricks to keep the beats coming. Unfortunately, despite the addition of Oblivion Ring, the tricks have all suffered and the flyers just aren’t as aggressive as they were the last time around. Safe Passage is gone, Armored Ascension is gone, and don’t expect Griffin Sentinel to really dominate any games (although Grifin Rider could prove to be surprisingly effective…)

Ajanis Mantra vs. Angels Mercy [Minor Downgrade]
Though lifegain cards are usually all equally bad, the flavor of Ajani’s mantra was at least kind of cool, meant to make your Avatar token a bit bigger each turn, while also interacting spectacuarly with Ajanis Pridemate. Has anything of value truly been lost? Not really. Though as someone currently designing a custom set that completely revolves around a functional Ajani’s Mantra reprint, I’m sad to see a flavorful card with interactions be replaced with “OMG GAIN LIFE.”
Blinding Mage vs. Gideons Avenger [Upgrade]
If Magic 2012 had an abundance of ping effects I’d be wishing for the 1/2 body of Blinding Mage. A quick look at the set however reveals that Prodgical Pyromancer is gone, and there really aren’t any true ping effects to be found. Another reason this is a major upgrade is less about the cheap mana cost, and more about the set its being printed in. With blue’s Illusions as a potential threat, white has a huge weapon in this tapper. Blinding Mage was good, but he never got to snipe dragons out of the sky. Definitely a marquee card for white.
Condemn vs. Oblivion Ring [Major Upgrade]
Oblivion Ring has seen major play in every standard format where its been legal, and for good reason. It is a three-mana catch-all removal spell, which though potentially fragile, will always be one of the white’s best cards. Its also one of the only ways to reliably deal with Planeswalkers, and Wizards has finally realized that yeah, players like having ways to deal with things like Jace other than hoping they have a board ready to swing in. To compensate for the power of O-Ring, we lose the purely defensive potential of Condemn. We are more than okay with this trade.
Inspired Charge vs. Guardians Pledge [Major Downgrade]
There’s a reason people rarely run Honor of the Pure in limited. Unless your deck is mono white, the effect just isn’t powerful enough on its own. Inspired Charge could end games, especially as part of a UW flying deck. On attack the replacement looks to net four damage or so, which just isn’t enough. The two toughness boost could make this a decent combat trick, but again, you need to be running some sort of master-race pile of Caucasians in order to use it reliably.
Goldenglow Moth vs. Pride Guardian [Upgrade]
I will happily run a Wall of Wood with a lifegain ability against the right deck. Great sideboard against some of the bloodthirst aggro I expect, where preventing that damage from getting through is going to be crucial. Again, not a gamebreaker, but obviously better than the moth.
Silvercoat Lion vs. Armored Warhorse [Upgrade]
White gets an Elvish Warrior. Though not as cool as Veteran Armorsmith (Why did they abandon soldiers!? Great tribe), obviously better than the bear.
Blue:
Blue’s new best friends are illusions, undercosted creatures that die to any targetting. Luckily, there aren’t many repeatable effects in the format to take them out, with Gideon’s Lawkeeper really the only major threat. It’s going to be very interesting to see people try and build blue aggro decks with these phantasmal threats, and it will be equally interesting to see how the format evolves, whether people start packing substandard creature enchantments just to knock dragons from the sky.

Azure Drake vs. Amphin Cutthroat [Major Downgrade]
Though ‘Salamander Rogue’ is a damn cool creature type, blue just lost its best common flyer. It has some replacements in the illusion suite, but we are crying inside. Theoretically the Cutthroat is more likely a replacement for Armored Cancrix, but as its unable to reliably block Cudgel Troll, it still sucks.
Air Servant vs. Phantasmal Dragon [Upgrade]
I keep going back on forth on this one, but the Dragon seems to have won out in my heart. The 5/5 body is what does it, since the turn this card comes down he wards off the hordes of smaller attackers that would’ve happily beat against Air Servant. Very close, but this beefy yet fragile beater seems a step up.
Cloud Elemental vs. Skywinder Drake [Upgrade]
In M11, I was honestly happy when my opponents played a Cloud Elemental. After all, even 2/2 unblockable creatures for three have never been insurmountable threats, and the card’s inability to halt my ground offense often ensured victory. Skywinder Drake however, is a goddamn clock on speed. M10′s Illusionary Servant was a terrifying card to see on turn 3, and any 3-power flyer usually demands a swift answer. Giant Spider can obviously run some defense, but I still see the Drake rushing out ground based decks before they know what hit them.
Sleep vs. Frost Breath [Major Downgrade]
Let me be clear, I think this was a good decision. Magic wants to stray away from the “feels bad man” kind of cards, and stupid sorceries that negate someone’s entire board of blockers for two full turns… feels bad man. Frost Breath is still highly playable, especially since its an instant. Though since I can no longer yell ‘NAPTIME’ and put a full team to sleep, I am a sad panda.
Scroll Thief vs. Merfolk Looter [Major Upgrade]
I saw Scroll Thief steal more than a few games just by coming out early and beating in for savage card advantage with the help of Aether Adept and other tricks. That being said, Merfolk Looter is a house in limited, and I’m honestly baffled that Wizards would choose to reprint one of the most complained about cards from M10 limited. Core set drafts are usually won by whoever keeps dropping creatures on the board, since so many creatures are just vanilla beaters trying to outclass each other in the numbers game. Being able to turn your unwanted lands into moar d00ds is the best thing in the world. And again, no Pyromancer?!
Preordain vs. Ponder [Minor Downgrade]
Just watch this video -> http://www.youtube.com/watch?v=zDax9tJN0L4. Most pros have the right opinion, which is that being able to truly manage the top of your library is a lot better than being forced to keep cards you don’t like on top, or trying to randomly stumble into a card you do like. That being said, I think Preordain is a little too cute for one blue mana. After all, the randomness of card draw is part of the game, and I like that Ponder doesn’t allow the blue mages to be as crafty as they would like!
Black:
I can’t really blame Wizards for feeding into Twilight mania, but the return of Sengir Vampire at least lends a bit of old school credibility to the vampire push introduced in Zendikar. Lots of pretty-boy bloodsuckers running around, but of much more interest is how much black’s removal has suffered. It seems as though the beaters are a lot more aggressive, though with the loss of its reliable removal suite, black seems to have taken a huge hit overall.
Assassinate vs. Brink of Disaster [Major Downgrade]
Black lost an essential piece of its common removal suite so it could hit lands? Assassinate wasn’t the best card to start with, but at least it got the job done. This turns their big dumb attacking threat into a big dumb blocking threat, for four goddamn mana. Get out of here.
Lilianas Specter vs. Devouring Swarm [Major Downgrade]
Specter was probably the best Kelinore Bat ever printed. Swarm has potential with Reassembling Skeleton, but the card advantage the Specter offered was an amazing upside to the already strong 2/1 flying body. We miss you Liliana!

Duress didn’t hit creatures, the most common limited threat. As a catch-all “get rid of a problem” card, Distress is worth playing even ignoring the prohibitive double mana cost. Additionally, you likely want to play this turn three or four to have a better chance of taking their bomb, so the fact that you can’t drop it turn one really isn’t a problem. Maybe worse for constructed, but that remains to be seen.
Howling Banshee vs. Sengir Vampire [Downgrade]
This is a really tough one, but the truth is that Banshee fits perfectly into black’s plan of surprise life total manipulation, winning the game out of nowhere with an unexpected burst of sudden life gain or loss. Though the effect hit both players, the one putting a 3/3 flyer in the air usually stood to gain the most from this, and Sengir Vampire’s special ability is largely negligible. The 4/4 body is obviously fantastic, and both are insanely high picks, but the sheer rush potential offered by Banshee will be missed.
Nightwing Shade vs. Drifting Shade [Upgrade]
The best shades are the earliest shades, letting players start beating in with opponents unable to reliably block well. Not to mention, the pump cost is a single black, which means this card beats just as hard as its more expensive brother just by sinking one mana into him. I still miss the ultra-aggressive potential Looming Shade offered, but this is just fine.
Black Knight vs. Onyx Mage [Uprade]
Mage is just so much more reliable than the Knight, meaning your creatures stay relevant the entire time he’s on the table. Though Black Knight is a much more iconic bad-ass of a card, I’d much rather my Child of Night keeps poking for a four point life swing, with the fatties on the other side of the board running for cover.
Quag Sickness vs. Sorins Thirst [Major Downgrade]
Thirst just doesn’t do enough to take out the kind of big threats that end limited games, and though Sickness took a pile of swamps to take a guy down, at the least it weakened something enough to render it irrelevant. Black’s removal has taken a really big hit in this set, and Smallpox doesn’t really make up for that.
Red:
Wizards has been firmly committed to making sure red sucks in core sets, making their marquee uncommon (Fireball) something easily splashed by any player at the table. M10 was the worst offender, with M11 offering slightly better removal and a few decent beaters, as well as the swingy potential of Fire Servant. For M12 though they seem to have straightened up a bit, giving red some legitimate smashers, most notably some rather powerful Bloodthirst baddies, which is some awesome flavor for the traditional “poke you in the eye” fast play red is known for. Goblin Grenade is also the coolest tribal reprint ever, and you may see me piloting mono-red on MTGO again. Of course, there’s one major change…
Lightning Bolt vs. Shock & Incinerate [Epic Level Downgrade]
Shock sucks, ok? There’s a reason we keep seeing Shock variants such as Burst Lightning or Galvanic Blast, because Wizards knows two damage is only going to get you so far. Incinerate is fine, sure, but honestly, this change is impossible to figure out. Wizards knows players are a bit sick of being unable to take down Planeswalkers, so they take away our best direct damage spell? WTF mate? Obviously feel free to stock up on as many Shocks and Incinerates as you can find, but none will be as effectively awesome as the original king of burn.
Prodigal Pyromancer vs. Goblin Bangchuckers [Major Downgrade]
Really, this is my new pinger? A coin flip card? One that kills itself when you lose the flip? My head hurts at how unfathomably awful this card is. At three mana it’d be a Grey Ogre with a stupid ability that would likely lead to some awesome stories about the guy who nailed five Bangchucker flips in a row. At four mana, forget about it. Why not Orcish Artillery? Better yet, let it target before you flip, so it could at least take out illusions and Ice Cages. And with no way to snipe Merfolk Looter… holy Jesus, this is a huge loss.
Berserkers of Blood Ridge vs. Bonebreaker Giant [Upgrade]
Looks like the berserkers aren’t as pissed as they used to be. We like this change.
Thunder Strike vs. Slaughter Cry [Knock it off WOTC]
Stop. Stop doing this. Kindled Fury in M10, then Thunder Strike in M11, now a reprint of Slaughter Cry in M12. If you guys have a 3R instant that gives +4/+0 and first strike in M13, I officially quit Magic forever.
Fire Servant vs. Volcanic Dragon [Upgrade]
As much as I’m going to miss randomly winning games with a double fireball, hasty dragon beats are going to be a huge problem for a lot of people. The other colors have their big dragons coming out a bit faster, but the surprise factor of this guy makes him my second favorite after Serra Angel.
Green:
The best color in Magic, because hitting people in the face with creatures feels awesome. Green remains what it always was, an unending pile of giant dudes with no real tricks or surprises to speak of. It’s the Magic equivalent of beating your head against a wall until you break through to victory. Though numbers have been shifted around a bit, the creatures remain largely the same, though its worth noting that green now has a few more cards that help it avoid getting overwhelmed by flyers. Also one other thing….
Brindle Boar vs. Bridle Boar [MAJOR UPGRADE]
I love Brindle Boar. Mostly because when I used to play Magic back in Western Massachusetts, my buddy Kevin would lay this guy into play as if he were a Pokemon, loudly chirping out “BRINDLE BOAR” in the same voice as Charmander from the cartoon.
To be honest It’s a strangely fine beater, and the life gain often wins close races. I often find room for one. Oh you want an actual major upgrade? Ok…
Overwhelming Stampede vs. Overrun [Epic Tier Upgrade]
Green’s surefire game-ender is back at uncommon. You know what to do with this one.
Duskdale Wurm vs. Carnage Wurm [Upgrade]
It wasn’t uncommon to see a singleton Duskdale Wurm at the top-end of green decks in M11 limited, and this 9/9 Trampler promises to end the game much faster than it’s brother. Even as a 6/6, this card is fine, and should be a fun one for the Timmy in all of us.
Sylvan Ranger vs. Gladecover Scout [Major Downgrade]
What the hell? You guys go through the trouble of genetically splicing Borderland Ranger and Elvish Visionary together, and then throw their bastard child away for this garbage 1/1 with a useless ability? Not to mention, green’s ability to splash colors was one of the more interesting reasons to try and play the color. You guys suck.
Cultivate vs. Rampant Growth [Downgrade]
I’ve gone back and forth on this one, but in a vacuum, Cultivate seems a bit better, even allowing a potential double splash. The perfect curve was previously a two drop beater, followed by the accelerator on turn three, followed by that big old five drop. Rampant Growth only gets you to a small window of four-cost beaters like Giant Spider, which don’t excite much.
Spined Wurm vs. Stampeding Rhino [Major Downgrade]
Argh! Don’t print big dumb five-toughness walls like Siege Mastodon and not offer green a surefire way to beat through those bastards!
Yavimaya Wurm vs. Vastwood Gorger [Upgrade]
Ok… well I guess that’s a little better. The loss of trample is sad, having moved over to the stupid Rhino, but six toughness means this guy can usually live through the standard double block.
Garruks Packleader vs Stingerfling Spider [Upgrade]
Green’s dragon is funny, as its just a big “F*** You” to the whole cycle. I love this guy for having the body he does, able to completely shut down the airforce. The 4/4 card advantage was nice, but we don’t really miss the body given green’s many other options, and Hunters Insight is going to draw way more cards anyhow. Also, how the hell did an griffin lord see print before a spider lord did? And I’m still waiting for my Ouphe lord!
Prized Unicorn vs. Lure [Upgrade]
Man, that’s messed up. At least with Unicorn you got a turn or so to figure out how not to get stomped into the ground when chasing after that shiny-ass horn. With Lure, something very bad is going to happen, especially when cemented to something like Cudgel Troll.
Giant Growth vs. Titanic Growth [Major Downgrade]
I gotta keep two mana up for my pump tricks? What the hell kind of green deck do you think I’m playing, where I’m not tapping out for my big guys? Besides, Giant Growth has never been anything to write home about, as it opens you up to a savage two for one when they play removal in response. Not to mention, this nerfs infect decks once Groundswell rotates out. This change makes little sense to me.
Artifacts:
I have one thing to say about the artifacts.
Juggernaut vs. Rusted Sentinel [GET OUT OF MY ROOM]
YOU’RE NOT MY REAL DAD RUSTED SENTINEL. I HATE YOU.
In summary, there’s honestly too many cards for me to make a real prediction about which colors will come out on top, though I will say I’m largely keeping my eye on red’s bloodthirst creatures, which paired with either white or black’s early beats, could promise to dominate a game rather quickly, while still having access to two different colors of removal. Blue looks surprisingly weak, lacking in the tricky business it needs to truly dominate the air. Whereas green relies heavily on things like the spiders to help stem the tide of more aggressive beats. Of course, I didn’t go to the prerelease, so I’m largely talking out my ass. I will say that overall the set’s design is a bit too cluttered for my tastes, lacking some of the functional elegance of M11. However I doubt that will stop me from trying pick up a playset of Garruk Primal Hunter.
GO GO GREEN BEATS!
Vito Gesualdi














































































I played a bloodthirst deck with furyborn hellkite as my main man, and boy did Stingerfling Spider shut me down hard in the matches I played against it.
One thing I discovered at the release: dropping a Serra Angel now or 18 years ago still gets a massive groan out of your opponent
it’s the Lawkeeper, not the Avenger. talking about why to pick lawkeeper over avenger would be good, though.
Gotta disagree on the Phantasmal being an upgrade from Air Servant. First of all, the obvious reason is that the Dragon dies to literally anything. If your opponent is running any tappers, he’s a dead card. There are so many maindeckable targeting effects, he just isn’t as good as you would think.
Additionally, even if they don’t have a targeting effect, Dragon can still be multi blocked in the air or by a bunch of spiders. Sure, he gains you card advantage, but at least your opponent has a shot of beating it with blocking. The thing about Air Servant is that once you untap and play another land, if your opponent doesn’t have a 3 damage removal spell, they’re going to die. You can tap down 2 fliers a turn, so he can never be blocked, and your opponent isn’t going to be attacking with their fliers anytime soon. Your entire argument about power and toughness makes no sense given this fact, leading me to believe that you’ve never had the joy of playing with or against this guy. I guess the one exception is if your opponent is playing Giant Spiders.
Its a tough call, as I said. It’s really going to depend on how many people start running maindeck enchantments.
You don’t even need enchantments. Stave off, unsummon, or any removal spell in the entire format deals with it. Air Servant demands a specific answer or it will control the rest of the game, as it works on both offense and defense. The Dragon can be answered by too much.
I just thought of the one thing that the Dragon is better at: not killing you when your opponent casts Mind Control.
@Brad: Yup, I had one at the prerelease too, and she got some pretty good groans out of my opponents. Serra Angel is still filthy.
Of course, I also had an Inferno Titan, and if you think Serra gets a reaction, try playing Inferno Titan to kill 3 X/1s and then putting Swiftfoot Boots on it.
Oh, Vito. Someday I will teach you Magic.
Vitally, so no one is uninformed… the Goblin Snapperwhipplemajigees DO kill illusions. every time. and better than any other target.
Announce ability with targets (shoot illusion)
Pay costs (tap)
Put on stack
Illusion triggers and dies
ability is countered to no legal target (do not flip a coin)
Win.
THAT SAID. It’s still worse than Tom.
Bertissim0 – Wrong, you do the card in order, as it is written. The coin is flipped, then after the flip targets are declared (or if you lose, automatically decided). You do not target until after the coinflip. You do not announce the ability with target, this is how it looks.
Pay cost on Goblin (tap)
Flip Coin
If coinflip is won, choose target
if coinflip is lost, goblin X does 2 damage to itself.
There is no opportunity to pick a target before the coinflip.
I’m also personally glad Lightning Bolt is leaving the format after 2 years. It is incredibly format warping, and with Grim Lavamancer entering the cardpool, 3 toughness will require a 2 mana answer.
Also, David is quite right, Phantasmal Dragon is much worse than Air Servant, and also less splashable. Air Servant was a bit too good actually, and contributed to blue/white fliers being far too good in M11 limited.
I’m also glad Azure Drake doesn’t fly anymore, it was a bit absurd. Blue’s four drops outclassed greens in M11, which is just wrong on so many levels.
As someone who has shamelessly (an on occasion, shamefully) picked Air Servant over some of the Planeswalkers and Titans, I can tell you Phantasmal Dragon is one hell of a downgrade.
Black Knight is also leaps and bounds ahead of Onyx Mage. First strike is just very relevant in a coreset, since they’re pretty much dominated by combat. Also, protection from White stole game out of nowhere, and made it such that the knight couldn’t be Doom Bladed OR Pacifised, which makes it really hard to deal with.
I also like Rampant Growth over Cultivate. Sure, Cultivate is the more powerful card, but you’re paying an additional mana for a basic land in your hand. Not the most exciting proposition in the world. Costing 1G makes Rampant Growth a bit better on the curve, and makes it easier to cast. Lets be honest, how many times did you keep 2 lands and a cultivate in M11 and just not get there. For me, it happened more than I’d like it to.
Air Servant vs. Phantasmal Dragon: Air Servant, not close. Even if your Opponent has ‘only’ removal as tageted effects, it still dies on the spot no matter what, and not even a counter will save it. And most decks will have some bounce/trick/tap effect on top of that. Or gang block that thing, knowing you cannot pump it or protect it. Air Servant on the other hand: Dominates Air all by itself, ends games in a hurry, dies to much less removal, is almost impossible to block dead, and can even be protected by counter/ProColor/pump or be equipped/enchanted.
Priced Unicorn Vs. Lure: Priced Unicorn, I’d say. If they have instant removal, they can blow you out no matter what, and Lure is vunerable to a much bigger range of removals. Lure does NOTHING by itself and is not even that impressive without the right creature on the field, resulting in a 2 for 1 quite often. Priced Unicorn, while nothing impressive, is at least still a creature by itself. I’d maindeck Unicorn in most of by green builds, but would only play Lure if I have quite some awesome targets for it.
How is doom blade a bad name? It is a awesome name! You fail at being a geek and need to read up Michael Moorcock :)
this is one of the best articels on draftmagic.. good stuff!!
Eh, gotta disagree on a couple. Having gotten some play time with Phantasmal Dragon, that dude is always croaking to random cards and abilities. Meanwhile, I thought Air Servant was a savage beating in M11.
I’m not really sure red suffers from having Bolt split into Shock and Incinerate. Having two slots dedicated to removal of this caliber instead of one is pretty significant.
Sleep was broken, obviously more than Frost Breath, but the Breath IS common, which means you’ll have it a lot more often, and it’s an instant, and it costs less blue. I think it’s closer than it looks.
Also, I think there’s some parity on Lure vs. Unicorn, just because Auras are bad.
Goblin Bangchuckers: “Better yet, let it target before you flip, so it could at least take out illusions and Ice Cages.”
*facepalm* Learn how to play Magic, please. The same goes for you, drn.
Bertissim0 is absolutely correct. You choose the targets as you cast the spell or activate the ability (before you pay costs, by the way). You follow the instructions as the spell or ability resolves.
Read sections 601.2 and 601.3 of the Comprehensive Rules if you want all the details.
@David: Your argument over Dragon vs Servant loses a lot of weight because you said ‘Dragon can still be multi blocked in the air or by a bunch of spiders’. You then went on to say that Air Servant taps down flyers. Air Servant also gets blocked all day by spiders.
In any case, I do agree. Air Servant is better. But it’s closer than a lot of people seem to think. Also, about the targeting mistake: I think people can be forgiven for that one. Saying ‘learn how to play Magic’ is a bit strong and unnecessary. It’s not exactly obvious, and people don’t go reading the Comprehensive Rules for leisure. Anyway, yes, you do choose the target before the ability resolves, so yes it can kill Illusions and Ice Cages. Almost anything with the word ‘target’ in it kills them regardless of whether it resolves.
Also, if you don’t have some awesome targets for Lure, you’re obviously not playing green.
~ Acarna
Green’s actually alot stronger vs. removal this set with all the hexproof. All you need is some nice enchantments to trash red, black, or blue. I haven’t seen any from M11 close to troll hide, either. It’s a bit sad to have too many high power fatties in green, but you still have Primeval and Garruk’s horde.
@Acarna
I’m not sure that you’re pointing out any inconsistencies in my argument. The difference that I mention, which remains very important, is that the Dragon can be blocked by Spiders and fliers, but the Servant can only be blocked by Spiders. I don’t know how relevant it is, but M11 only had one creature with reach, if I remember correctly. To even trade 1:1 with the Servant you need two Giant Spiders. There are many more fliers in the set than Spiders, so chances are your opponent has only one spider, but multiple fliers. Air Servant is going to be effective against more creatures than not.
Obviously this shows how much worse the Dragon is in M12, because not only are there more Spiders, but the uncommon and rare ones kill it with value.
crossing my fingers for R3 +4/+0 first strike in m13
I’m coming around on the Dragon. The two I wasn’t really sure on (Dragon / Rampant Growth) I think I would reverse my position on given the discussion. And yeah, I guess I was wrong about dem Bangchuckers.
@Acarna, you’re right, that was unnecessary. I guess I was frustrated at drn’s “correction” of bertissim0′s explanation, but I could have made my point without being so harsh. Sorry.
P.S. That’s @VitoGesualdi and @drn too.
@Drn, You never pay the cost before you announce the target of the spell. It goes like this:
Declare intention to use goblins ability
declare target
Phantasmal Dragon triggers
Trigger resovles, Dragon dies
Goblins tap
Ability is countered due to no legal target; No coin is flipped.
air servant >>>>>>> dragon
not close
I guess I’ll take this moment to demonstrate the process a spell/ability goes through to get to the stack and resolve.
Announce the ability/spell
-select modes
-choose targets
-set costs
Pay costs
Put on the stack
…
Any triggers caused by ‘casting’ or ‘activating’ go on the stack
…
Players receive priority
Stack resolves last-in first-out
So the goblin is still crap, but it can be a decent sideboard crap against illusions. Or “hot garbage” as someone used to put it :)
Bertissimo, Orcish Artillery, Arcana et al are speaking with the kind of authority that makes me not want to bet against them, but boy is that counter-intuitive. Or counter-English (whatever). The card as written clearly implies (to me anyway!) that if you lose the flip, the target of the effect is the Bangwhackers themselves and nothing else.
@DRN: wow you really should listen to your fellow players and read the comprehensive rules. you WOULD be correct IF bangchuckers was a modal spell; however, it is not. Modal refers to a card saying “choose this or this and that etc” which it does not, therefore you select the target and then resolve the flip. Me and my judge friends agree; though i guess you’ll have to wait for the set to come out on MODO before you realize how dumb you are.