I just wanted to start a discussion so people could begin speculating on what they think the next 5 guild mechanics will be. I do not have any exact predictions, but some ideas:
Gruul - Variable effect based on if you control the creature with the greatest power or tied for the greatest power.
Orzhov - I would like something like a "sacrifice a creature - get an effect" type of mechanic, but its hard to guess.
Simic - Would be surprised if it was not something that involved +1/+1 counters.
Rakdos - I would love to see Madness return or maybe even something similar to it, but its hard to say.
Azorius - Another hard one for me to imagine. Maybe something that "taxes" your opponents when they attack / cast spells that target you?
Also it is worth looking at M19 and also Guilds of Ravnica to see if there are any hidden clues as to what the other guild mechanics could be. Often times there will be cards hidden in sets that foreshadow a certain strategy or future mechanic.
I think that it's more likely that we see Ferocious return for Gruul than a "greatest power" mechanic. The board state checking is more of a hassle for the latter, especially if you count every other player's creatures. It's also extremely unfriendly to 2HG.
Orzhov has a weird sort of duality between its lifegain/drain and aristocrats themes, with the former representing the Ghost Council and the latter belonging to Teysa. If the plot has Kaya kill the Ghost Council, I expect the creature sacrifice theme to be stronger. If Orzhov gets a returning mechanic, Exploit would be an excellent choice.
Your prediction for Simic is likely right on the money, but people are getting tired of it being the +1/+1 counter guild...
Rakdos is not getting Madness, no way no how. Shadows over Innistrad and Eldritch Moon got Madness only because it was a perfect fit for the story WoTC wanted to tell. It's decidedly less of a perfect fit for Rakdos, which has since moved away from discard. Rakdos will likely have the least graveyard interaction of any of the four black guilds. I predict a new, aggro-centric mechanic for Rakdos.
Azorius might get detain back as a potential returning mechanic. Isperia's death has turned the guild upside-down, though, so we might get a paradigm shift in how the guild approaches its color combo.
Madness could work for Rakdos, they tend to be crazylunatics after all. And Izzet's Jump-start in GRN could help enable it.
Either Rakdos or Orzhov I can see getting a sacrifice mechanic to play with Golgari's Undergrowth, though truth be told I'd rather Rakdos get the sac mechanic and Orzhov get something related to the graveyard itself or to lifegain. Lifegain matters would play nicely with Ixalan's WB Vampires.
Gruul was going to get Enrage, but Ixalan ended up yoinking it. I would suggest a mechanic that puts +1/+1 counters on them whenever they attack, but Boros just got Mentor so that's out the window. Honestly I could see Bloodthirst returning, though Ferocious isn't a bad choice either save for its storm scale rating of 7.
Maro's spoken about Simic getting Proliferate in the past, so that's an option. Plus it would work well with Dominaria's Sagas, and the +1/+1 counter theme Ixalan's GU Merfolk have.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
I would love proliferate Simic. New Phyrexia was long enough ago that I also don't think new players are going to get confused about the flavor or anything, in terms of why the Simic are using the Phyrexians' mechanic.
Incidentally, Selesnya in the current set has a number of effects that distribute +1/+1 counters among multiple creatures, and Boros has Mentor. So I also think proliferate for Simic seems likely due to the synergies it would have with this set's mechanics.
Jump-Start and Undergrowth make me think Rakdos will have something discard-related (as opposed to something like Unleash). Madness is a good bet.
But the current set has only one old mechanic, assuming you're willing to count Undergrowth as 'new'. I doubt the next set will have more than two old mechanics.
Orzhov might have something related to returning from the graveyard. Maybe something like "Whenever a creature you control with toughness greater than this card's CMC dies, return this card from your graveyard to your hand." That would fuel Jump-Start nicely as well, and add value to the various fatties you'll get from spreading around all of those +1/+1 counters.
I don't really have any guesses for Gruul or Azorious.
For azorious I would love to see a variant of revolt but only if your opponent cast a spell this turn.... Makes the guild play well on the stack but is weak to the board. It would greatly encourage 2nd main phase casts and be a fun mechanic. As a cost reduction OR rider, I would imagine design space would be quite plentiful. Relying on an opponent keeps it in check for enteral formats.
If Gruul was going to get the enrage mechanic, then I expect something that benefits from fight style effects. There had to have been a reason they wanted to that specific mechanic.
Simic suffers from UG not having a super great identity in many multicolor sets. While it is often the +1/+1 counter theme guild, and it would play well with the merfolk of ixalan - I feel like it's uninspired and generally weak. I do expect a very serviceable UG multicolored spell that is potentially external playable. A UG counterspell that's worth running is my hope. The color combo desperately needs some unique design space and format staples for older formats.
Rakdos I have no idea. Discard/hellbent/madness all play well together and then there was unleash - which didn't conform to the prior mechanical theme of the guild at all. The guild has also historically gotten some oddball cards imho that while fit in color pie or themeatically, don't have much overlap mechanically.
Given gruesome menagerie I fully expect an aristocrats build for orzhov. However given how weak bone dragon looked for core 19 spoilers I'm not sure there is going to be anything quite like scrapheap scrounger levels of beater + recursion rolled into one card. Not sure here but I'm thinking a sac theme with spirit tokens (token pump would overlap with selesnya well).
As this is the third trip to Ravnica, I think Wizards will re-use one of the previous mechanics for the next set of guilds, just like they re-used Convoke for Selesnya.
So which one might they re-use?
Azorius
Forecast ended up being complicated and lacked design space. At an 8 on the Storm Scale, we won’t be seeing it.
Detain worked, despite the memory issues. At a 3, Wizards could use it again.
Orzhov
Haunt was too complex. At a 9, it’s out of the question.
Extort was fine, but it had limited design space. I’m not sold on it.
Rakdos
Hellbent was a simple mechanic. Being a 5, we could see it, especially now that Amonkhet block (which had a variation of hellbent) has rotated out, assuming it’s not too recent in players’ minds.
Unleash was a simple mechanic pushing aggro decks. I think it could work, but I think it’s too similar (and comparatively weaker) to Boros’s Mentor for my liking.
Gruul
Bloodthirst was fine, though its extra clause adds to its complexity. Still, it’s a 3, so it could certainly be used again.
Bloodrush ended up being a bit more complicated. It’s also very similar to Boros’ Mentor mechanic.
Simic
Graft ended up being a bit more complicated with counters. It’s an 8, so it’s very unlikely.
Evolve encourages larger creatures, and served RTR just fine. Being a 5, we could maybe see it. (If Ethan Fleischer is on the design team, it’s even more possible.)
I think Wizards will end up re-using either Detain, Hellbent, Bloodthirst or Evolve. My money is on Evolve, as I think it’s the easiest to understand, and has the most design space. Detain has memory issues in my mind, but that may just be me. But I could also see reprinting Hellbent, if Wizards can find a discard mechanic for either Gruul or Orzhov. (Whether it should matter or not, Dimir, Izzet and Golgari all had graveyard abilties.)
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Extort was fine, but it had limited design space. I’m not sold on it.
Limited? You can slap it on any permanent. It encourages cheaper spells, but most sets have those anyway. However, I personally hope we get more graveyard interaction from Orzhov this time, that or some kind of token effect similar to Fabricate or Embalm. Even something simple like "When this dies, create a 1/1 white and black Spirit creature token with flying" or "When this dies, create a token that's a copy of it, except it's a Spirit in addition to its other types and it has no mana cost."
Exploit would also be good for the Orzhov, as much because it plays nicely with Undergrowth as anything else.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
I think Meld is as close as we're getting to combine in black border, and meld requires DFCs which push up the printing cost. Not that Meld wouldn't be fun, it's just unlikely.
Ideally, Simic could get a more flexible variant of Combine, where you can combine any two creatures together rather than two specific types of creature.
Maulhorn Krasis2GG
Creature - Bear Rhino Mutant
Trample
Merge (3G: Put this card onto the battlefield merged with target creature you control.)
As long as ~ is merged with a creature, that creature gets +3/+3, has trample, and is a green Bear Rhino Mutant in addition to its other colors and types.
3/3
Drakefin Krasis3U
Creature - Drake Fish Mutant
Flying
Merge (2U: Put this card onto the battlefield merged with target creature you control.)
As long as ~ is merged with a creature, that creature gets +2/+2, has flying, and is a blue Drake Fish Mutant in addition to its other colors and types.
2/2
Merged creatures count as one creature, much like melded creatures. If the merged creature goes to any zone other than the battlefield, both creature cards go together. In the event they are subsequently returned to the battlefield, say by a flickering effect, they will return as separate creatures.
Something akin to splicing creatures could be neat too.
Maulhorn Krasis2GG
Creature - Bear Rhino Mutant
Trample
Merge 2G (While casting another creature card, you may pay this card's merge cost. If you do, merge this card with that card. They become one creature until they leave the battlefield.)
As long as ~ is part of a merged creature, that creature gets +3/+3, has trample, and is a green Bear Rhino Mutant in addition to its other colors and types.
3/3
Drakefin Krasis3U
Creature - Drake Fish Mutant
Flying
Merge 1U (While casting another creature card, you may pay this card's merge cost. If you do, merge this card with that card. They become one creature until they leave the battlefield.)
As long as ~ is part of a merged creature, that creature gets +2/+2, has flying, and is a blue Drake Fish Mutant in addition to its other colors and types.
2/2
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Ideally, Simic could get a more flexible variant of Combine, where you can combine any two creatures together rather than two specific types of creature.
...isn't that just a weaker, cheaper version of bestow?
What's that Magic joke? Everything is a kicker variant, or something.
Kicker is used to represent every optional additional cost in the game, which is extremely broad. The idea of attaching creatures to other creatures is much more specific.
Honestly, I think they could easily bring back rampage as the Gruul mechanic. It's a great way to punch through damage, especially when paired with menace. Players like myself who weren't there two decades ago never got the chance to play with it, really. And it was never a bad mechanic, it's just that creatures back then were all overcosted.
Honestly, I think they could easily bring back rampage as the Gruul mechanic. It's a great way to punch through damage, especially when paired with menace. Players like myself who weren't there two decades ago never got the chance to play with it, really. And it was never a bad mechanic, it's just that creatures back then were all overcosted.
No, rampage was a pretty useless mechanic, and made for weird combat math. They tried to do a "fixed" version later, that worked a little better, but that really didn't work either. I wouldn't mind seeing something like provoke combat, that was a neat combat trick, that fits neatly into Gruul's teritory.
Gruul - Attacking with a creature with greater power or tied. Rakdos - Counts the number of creatures sacrified or that died in the turn. Maybe it is a keyword that reduces the mana cost by the number of creatures that died. Orzhov - Extort Simic - When a creature enters the batlefield it enters with a +1/+1 if it has a subtype that doesn't match with others creatures (like Evolution 2: a elf fish mutant gets 2 +1/+1 counters if there are no other mutants or fishs or elfs on the batlefield) Azorius - I would say Forecast even if it is high on the storm scale. Other option i could see is something with enchants.
Most likely Simic won't have creature combining as it's too soon after Unstable to develop a mechanic based on that. So, I'm going with Proliferate right now.
Hmm, what if the Rakdos got a Vexing Devil-like mechanic? The idea being that when a creature with the keyword enters the battlefield, any opponent may pay N life to make you sacrifice that creature. Most such creatures also get ETB or death triggers.
Tempting Informant1BB
Creature - Human Rogue
Short life 2 (When this creature enters the battlefield, any opponent may have it deal 2 damage to them. If a player does, sacrifice this creature.)
Whenever a creature you control dies, you may draw a card.
2/2
Rakdos FiredrinkerR
Creature - Goblin Shaman
Short life 3 (When this creature enters the battlefield, any opponent may have it deal 1 damage to them. If a player does, sacrifice this creature.)
Whenever a creature you control dies, it deals 1 damage to each opponent. "First, you drink some oil. Then you bend over like this, swallow a lit match, and...!"
1/1
Two-Headed RagemuttBR
Creature - Elemental Hound
Menace, double strike, haste
Short life 4 (When this creature enters the battlefield, any opponent may have it deal 4 damage to them. If a player does, sacrifice this creature.)
2/2
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Gruul - Variable effect based on if you control the creature with the greatest power or tied for the greatest power.
Orzhov - I would like something like a "sacrifice a creature - get an effect" type of mechanic, but its hard to guess.
Simic - Would be surprised if it was not something that involved +1/+1 counters.
Rakdos - I would love to see Madness return or maybe even something similar to it, but its hard to say.
Azorius - Another hard one for me to imagine. Maybe something that "taxes" your opponents when they attack / cast spells that target you?
Also it is worth looking at M19 and also Guilds of Ravnica to see if there are any hidden clues as to what the other guild mechanics could be. Often times there will be cards hidden in sets that foreshadow a certain strategy or future mechanic.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Orzhov has a weird sort of duality between its lifegain/drain and aristocrats themes, with the former representing the Ghost Council and the latter belonging to Teysa. If the plot has Kaya kill the Ghost Council, I expect the creature sacrifice theme to be stronger. If Orzhov gets a returning mechanic, Exploit would be an excellent choice.
Your prediction for Simic is likely right on the money, but people are getting tired of it being the +1/+1 counter guild...
Rakdos is not getting Madness, no way no how. Shadows over Innistrad and Eldritch Moon got Madness only because it was a perfect fit for the story WoTC wanted to tell. It's decidedly less of a perfect fit for Rakdos, which has since moved away from discard. Rakdos will likely have the least graveyard interaction of any of the four black guilds. I predict a new, aggro-centric mechanic for Rakdos.
Azorius might get detain back as a potential returning mechanic. Isperia's death has turned the guild upside-down, though, so we might get a paradigm shift in how the guild approaches its color combo.
Either Rakdos or Orzhov I can see getting a sacrifice mechanic to play with Golgari's Undergrowth, though truth be told I'd rather Rakdos get the sac mechanic and Orzhov get something related to the graveyard itself or to lifegain. Lifegain matters would play nicely with Ixalan's WB Vampires.
Gruul was going to get Enrage, but Ixalan ended up yoinking it. I would suggest a mechanic that puts +1/+1 counters on them whenever they attack, but Boros just got Mentor so that's out the window. Honestly I could see Bloodthirst returning, though Ferocious isn't a bad choice either save for its storm scale rating of 7.
Maro's spoken about Simic getting Proliferate in the past, so that's an option. Plus it would work well with Dominaria's Sagas, and the +1/+1 counter theme Ixalan's GU Merfolk have.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Incidentally, Selesnya in the current set has a number of effects that distribute +1/+1 counters among multiple creatures, and Boros has Mentor. So I also think proliferate for Simic seems likely due to the synergies it would have with this set's mechanics.
Jump-Start and Undergrowth make me think Rakdos will have something discard-related (as opposed to something like Unleash). Madness is a good bet.
But the current set has only one old mechanic, assuming you're willing to count Undergrowth as 'new'. I doubt the next set will have more than two old mechanics.
Orzhov might have something related to returning from the graveyard. Maybe something like "Whenever a creature you control with toughness greater than this card's CMC dies, return this card from your graveyard to your hand." That would fuel Jump-Start nicely as well, and add value to the various fatties you'll get from spreading around all of those +1/+1 counters.
I don't really have any guesses for Gruul or Azorious.
- Rabid Wombat
If Gruul was going to get the enrage mechanic, then I expect something that benefits from fight style effects. There had to have been a reason they wanted to that specific mechanic.
Simic suffers from UG not having a super great identity in many multicolor sets. While it is often the +1/+1 counter theme guild, and it would play well with the merfolk of ixalan - I feel like it's uninspired and generally weak. I do expect a very serviceable UG multicolored spell that is potentially external playable. A UG counterspell that's worth running is my hope. The color combo desperately needs some unique design space and format staples for older formats.
Rakdos I have no idea. Discard/hellbent/madness all play well together and then there was unleash - which didn't conform to the prior mechanical theme of the guild at all. The guild has also historically gotten some oddball cards imho that while fit in color pie or themeatically, don't have much overlap mechanically.
Given gruesome menagerie I fully expect an aristocrats build for orzhov. However given how weak bone dragon looked for core 19 spoilers I'm not sure there is going to be anything quite like scrapheap scrounger levels of beater + recursion rolled into one card. Not sure here but I'm thinking a sac theme with spirit tokens (token pump would overlap with selesnya well).
So which one might they re-use?
Azorius
I think Wizards will end up re-using either Detain, Hellbent, Bloodthirst or Evolve. My money is on Evolve, as I think it’s the easiest to understand, and has the most design space. Detain has memory issues in my mind, but that may just be me. But I could also see reprinting Hellbent, if Wizards can find a discard mechanic for either Gruul or Orzhov. (Whether it should matter or not, Dimir, Izzet and Golgari all had graveyard abilties.)
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( mproud on reddit )
Art is life itself.
Limited? You can slap it on any permanent. It encourages cheaper spells, but most sets have those anyway. However, I personally hope we get more graveyard interaction from Orzhov this time, that or some kind of token effect similar to Fabricate or Embalm. Even something simple like "When this dies, create a 1/1 white and black Spirit creature token with flying" or "When this dies, create a token that's a copy of it, except it's a Spirit in addition to its other types and it has no mana cost."
Exploit would also be good for the Orzhov, as much because it plays nicely with Undergrowth as anything else.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Art is life itself.
Maulhorn Krasis 2GG
Creature - Bear Rhino Mutant
Trample
Merge (3G: Put this card onto the battlefield merged with target creature you control.)
As long as ~ is merged with a creature, that creature gets +3/+3, has trample, and is a green Bear Rhino Mutant in addition to its other colors and types.
3/3
Drakefin Krasis 3U
Creature - Drake Fish Mutant
Flying
Merge (2U: Put this card onto the battlefield merged with target creature you control.)
As long as ~ is merged with a creature, that creature gets +2/+2, has flying, and is a blue Drake Fish Mutant in addition to its other colors and types.
2/2
Merged creatures count as one creature, much like melded creatures. If the merged creature goes to any zone other than the battlefield, both creature cards go together. In the event they are subsequently returned to the battlefield, say by a flickering effect, they will return as separate creatures.
Something akin to splicing creatures could be neat too.
Maulhorn Krasis 2GG
Creature - Bear Rhino Mutant
Trample
Merge 2G (While casting another creature card, you may pay this card's merge cost. If you do, merge this card with that card. They become one creature until they leave the battlefield.)
As long as ~ is part of a merged creature, that creature gets +3/+3, has trample, and is a green Bear Rhino Mutant in addition to its other colors and types.
3/3
Drakefin Krasis 3U
Creature - Drake Fish Mutant
Flying
Merge 1U (While casting another creature card, you may pay this card's merge cost. If you do, merge this card with that card. They become one creature until they leave the battlefield.)
As long as ~ is part of a merged creature, that creature gets +2/+2, has flying, and is a blue Drake Fish Mutant in addition to its other colors and types.
2/2
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
...isn't that just a weaker, cheaper version of bestow?
Art is life itself.
Kicker is used to represent every optional additional cost in the game, which is extremely broad. The idea of attaching creatures to other creatures is much more specific.
Art is life itself.
No, rampage was a pretty useless mechanic, and made for weird combat math. They tried to do a "fixed" version later, that worked a little better, but that really didn't work either. I wouldn't mind seeing something like provoke combat, that was a neat combat trick, that fits neatly into Gruul's teritory.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Gruul - Attacking with a creature with greater power or tied.
Rakdos - Counts the number of creatures sacrified or that died in the turn. Maybe it is a keyword that reduces the mana cost by the number of creatures that died.
Orzhov - Extort
Simic - When a creature enters the batlefield it enters with a +1/+1 if it has a subtype that doesn't match with others creatures (like Evolution 2: a elf fish mutant gets 2 +1/+1 counters if there are no other mutants or fishs or elfs on the batlefield)
Azorius - I would say Forecast even if it is high on the storm scale. Other option i could see is something with enchants.
Hmm, what if the Rakdos got a Vexing Devil-like mechanic? The idea being that when a creature with the keyword enters the battlefield, any opponent may pay N life to make you sacrifice that creature. Most such creatures also get ETB or death triggers.
Tempting Informant 1BB
Creature - Human Rogue
Short life 2 (When this creature enters the battlefield, any opponent may have it deal 2 damage to them. If a player does, sacrifice this creature.)
Whenever a creature you control dies, you may draw a card.
2/2
Rakdos Firedrinker R
Creature - Goblin Shaman
Short life 3 (When this creature enters the battlefield, any opponent may have it deal 1 damage to them. If a player does, sacrifice this creature.)
Whenever a creature you control dies, it deals 1 damage to each opponent.
"First, you drink some oil. Then you bend over like this, swallow a lit match, and...!"
1/1
Two-Headed Ragemutt BR
Creature - Elemental Hound
Menace, double strike, haste
Short life 4 (When this creature enters the battlefield, any opponent may have it deal 4 damage to them. If a player does, sacrifice this creature.)
2/2
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
That would be a nice keyword.