Firewild Shaman(R/G)
Creature - Elf Shaman
Discard a land card, T: Add two mana in any combination of colors.
1/1
"It lives in the wild places, and draws energy from them"
Designed this as a sort of red/green counterpart to Deathrite Shaman.
This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
What do you mean by "trap"?
It encourages the player to mana screw themselves. Cards that encourage players to make bad or incorrect plays have almost completely been phased out of the game.
Compare it to an effect with a similar cost Molten Vortex. The vortex 'can' be used to screw yourself early but it's main use is to add value to your late game lands. While your card is meant to be used in the early turns when you are still deploying lands. Hitting a 4 drop on turn 2 can end the game, but if you discarded your third land and fail to draw anouther for a few turns then it will certainly end the game. Even if you draw your fourth land its actually only your third now. These types of play decisions are way above the heads of most players and can lead to feel bad moments. In a product where you expect a more knowledgeable player, like the masters sets, this can be an actual skill testing card rather than a dangerous trap.
This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
What do you mean by "trap"?
It encourages the player to mana screw themselves. Cards that encourage players to make bad or incorrect plays have almost completely been phased out of the game.
Compare it to an effect with a similar cost Molten Vortex. The vortex 'can' be used to screw yourself early but it's main use is to add value to your late game lands. While your card is meant to be used in the early turns when you are still deploying lands. Hitting a 4 drop on turn 2 can end the game, but if you discarded your third land and fail to draw anouther for a few turns then it will certainly end the game. Even if you draw your fourth land its actually only your third now. These types of play decisions are way above the heads of most players and can lead to feel bad moments. In a product where you expect a more knowledgeable player, like the masters sets, this can be an actual skill testing card rather than a dangerous trap.
I don't think it's the fault of the card if players are unable to make good risk assessments.
It would be very sad if Wizards has completely phased these type of cards out of the game.
This kind of ramp is exceedingly dangerous. Both as acceleration and as a trap. I'm skeptical it is reasonable on strength and certain the trap aspect makes it DOA.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
What do you mean by "trap"?
It encourages the player to mana screw themselves. Cards that encourage players to make bad or incorrect plays have almost completely been phased out of the game.
Compare it to an effect with a similar cost Molten Vortex. The vortex 'can' be used to screw yourself early but it's main use is to add value to your late game lands. While your card is meant to be used in the early turns when you are still deploying lands. Hitting a 4 drop on turn 2 can end the game, but if you discarded your third land and fail to draw anouther for a few turns then it will certainly end the game. Even if you draw your fourth land its actually only your third now. These types of play decisions are way above the heads of most players and can lead to feel bad moments. In a product where you expect a more knowledgeable player, like the masters sets, this can be an actual skill testing card rather than a dangerous trap.
I don't think it's the fault of the card if players are unable to make good risk assessments.
It would be very sad if Wizards has completely phased these type of cards out of the game.
It is 100% the fault of the designer if their game is unfun and cards that encourage bad decisions are unfun, even if in the designers intended function they are fun.
When you're designing anything you have to worry about human behaviour, and when designing pieces for a game you have to be careful not to make pieces that can too easily remove the fun from the game; even if it's actually the player's fault for misplaying, they'll blame you if the card you created led them to an un-fun place.
This card is near exactly what killed the original version of Landfall: less-skilled players were skipping their land drops to get a more powerful early game, then losing because they had almost no land on the board.
Played correctly, this could be a good card. Expect it not to be played correctly.
Private Mod Note
():
Rollback Post to RevisionRollBack
“Tell me who you walk with, and I'll tell you who you are.” Esmeralda Santiago Art is life itself.
When you're designing anything you have to worry about human behaviour, and when designing pieces for a game you have to be careful not to make pieces that can too easily remove the fun from the game; even if it's actually the player's fault for misplaying, they'll blame you if the card you created led them to an un-fun place.
This card is near exactly what killed the original version of Landfall: less-skilled players were skipping their land drops to get a more powerful early game, then losing because they had almost no land on the board.
Played correctly, this could be a good card. Expect it not to be played correctly.
Yes but this is one (presumably) rare card, not a whole set mechanic. If Magic’s success lived and died on rares that are unintuitive and/or counterintuitive to new players, the game would have died long ago.
Creature - Elf Shaman
Discard a land card, T: Add two mana in any combination of colors.
1/1
"It lives in the wild places, and draws energy from them"
Designed this as a sort of red/green counterpart to Deathrite Shaman.
It's the kind of effect I would expect to only see in a masters set. Though as new cards don't get those I don't know where such a card could be put.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
What do you mean by "trap"?
Compare it to an effect with a similar cost Molten Vortex. The vortex 'can' be used to screw yourself early but it's main use is to add value to your late game lands. While your card is meant to be used in the early turns when you are still deploying lands. Hitting a 4 drop on turn 2 can end the game, but if you discarded your third land and fail to draw anouther for a few turns then it will certainly end the game. Even if you draw your fourth land its actually only your third now. These types of play decisions are way above the heads of most players and can lead to feel bad moments. In a product where you expect a more knowledgeable player, like the masters sets, this can be an actual skill testing card rather than a dangerous trap.
I don't think it's the fault of the card if players are unable to make good risk assessments.
It would be very sad if Wizards has completely phased these type of cards out of the game.
This card is near exactly what killed the original version of Landfall: less-skilled players were skipping their land drops to get a more powerful early game, then losing because they had almost no land on the board.
Played correctly, this could be a good card. Expect it not to be played correctly.
Art is life itself.
Yes but this is one (presumably) rare card, not a whole set mechanic. If Magic’s success lived and died on rares that are unintuitive and/or counterintuitive to new players, the game would have died long ago.
Obviously it's not the fault of the card, but of the designer who was unable to make a good player assessment, don't you think?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO