I wanted to state that this mechanic is different from kinship and delver flip(and it actually is, trust me), but i found out that i don't actually understand how it works.
Also, two things:
- somehow this looks like cascade for me
- drawing on your opponent's turn just became sooo cool
so, I'm a little confused on the soulbond wording.
"soulbond - you may pair this creature with another unpaired creature when either enters the battlefield. they remain pIaired for as long as you control both of them.)"
Lets say i control a silverblade paladin paired with another creature on my battlefield. I then play yet another creature. Soulbond says you may pair this creature with ANOTHER UNPAIRED creature when either enters the battlefield.
So when I play the 3rd creature can i add another pair for silverblade paladin? The wording never specifies that silverblade has to be unpaired to then pair with another creature. it only states the other creature must be unpaired
I think the act of Soulbonding a target would pair both the host and the target. They are both considered "paired", and therefore not "unpaired". If you have two paired targets on the battlefield, and you play another Soulbond creature, you won't have any legal targets to pair it with.
Also, suppose Silverblade Paladin's target died or didn't have a target to Soulbond when it came into play. You could play a different Soulbond creature, pairing it with Silverblade Paladin, giving both creatures Double Strike and whatever bonus that the other creature granted.
Restoration Angel could also blink Silverblade Paladin, having it come back Soulbonded to Restoration Angel.
2) Watching people's heads asplode from another aggressively costed hexproof creature, as if the game is basically summed up by "this creature is bad because it dies to removal" and "oh my god how do we stop a creature that cannot be removed like other creatures this is the end make our time". Seriously, even in standard there are plenty of ways to deal with a 5/5 flying hexproof: DoJ, a large enough BSZ or Corrosive Gail, Mana Leak, chumping with infect critters, racing them to death with sword-wielding spirit tokens and delvers...
3) Soulbond, which is not even a little bit like banding but seems like a fun casual mechanic.
Not excited about Miracles. Some people find excitement in "HE GOT THE LIGHTNING HELIX!!!!" or "DOUBLE WHIPFLARE FOR THE WIN!!!!", but I tend to not, and Miracle is basically that awful feeling of getting blown out by a lucky topdeck...as a mechanic. I'm sure the cheating thing will get figured out, but that doesn't endear me to the mechanic.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
so, I'm a little confused on the soulbond wording.
"soulbond - you may pair this creature with another unpaired creature when either enters the battlefield. they remain pIaired for as long as you control both of them.)"
Lets say i control a silverblade paladin paired with another creature on my battlefield. I then play yet another creature. Soulbond says you may pair this creature with ANOTHER UNPAIRED creature when either enters the battlefield.
So when I play the 3rd creature can i add another pair for silverblade paladin? The wording never specifies that silverblade has to be unpaired to then pair with another creature. it only states the other creature must be unpaired
Without the FAQ yet available to handle questions like this I can only assume that a creature with Soulbond can be paired with any number of creatures, so long as those creatures aren't paired with anything else when they enter the battlefield since there is nothing to imply otherwise.
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Lapsed DCI Rules Advisor - Retired from playing but still hanging around
I once farted during the final match for prizes at an FNM. It was a tense moment, everything was quiet, control vs control, I was about to mana leak, thought about it.. and farted. Then mana leaked.
so, I'm a little confused on the soulbond wording.
"soulbond - you may pair this creature with another unpaired creature when either enters the battlefield. they remain pIaired for as long as you control both of them.)"
Lets say i control a silverblade paladin paired with another creature on my battlefield. I then play yet another creature. Soulbond says you may pair this creature with ANOTHER UNPAIRED creature when either enters the battlefield.
So when I play the 3rd creature can i add another pair for silverblade paladin? The wording never specifies that silverblade has to be unpaired to then pair with another creature. it only states the other creature must be unpaired
I take it that they're either bound for life til one dies or that you can switch pairs like this:
A is in play
B comes into play
B soulbounds A
C comes into play
B soulbounds C leaving A unpaired
Miracle in AVR limited is certainly going to make a very interesting format. Waiting with bated breath to see if the opponent is going to rip that Thunderous Wrath to blast you in the face, or vice-versa. It seems fun in constructed--you have to be careful with it, since if it's in your top 7 or 8, Thunderous Wrath suddenly becomes very bad. I like swingy cards like this.
As for soulbound, that's certainly interesting. Plays up the concept of unity, and the card we saw certainly rewards you for playing with it.
As for more individual cards-- The demon looks like it could be fun in some sort of more token-centric/swarm build, but...it won't be me playing it. Man, do I miss Abyssal Persecutor.
The legendary angel is fine, though not overly exciting. It's sort of hard to evaluate her, but she seems like she could be okay. Hexproof certainly helps her.
And, last, but not least, I am VERY excited for the Return to Ravnica. Not the most...creative of names, but first sets usually aren't that creative anyways. Whatever, it's Ravnica, I'll get over it.
Not a big fan. I'm fine with sequestering your cards from one another; that's awkward but not too bad. What I'm not fine with is the fact that having miracle cards in your deck alters the process of how you draw and how you react to what you've drawn, more or less forcing you to give away extra information.
Im not sure how soulbound works? Doesn't make sense to me.
When the creature with soulbound enters the battlefield or another creature enters the battlefield while "insert creature with soulbound" is in play. You can pair them together. Each of those creatures gains whatever the ability says.
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
The Blink Angel seems okay, the others are kinda meh.
Being only 3W so it is splashable, nearly meeting its curve as a 3/4 FLYING for 4, capable of being relevant the entire duration of the game, synergizing with nearly every card currently in standard like nobodies business.
You know, it just sounds OKAY... right? This card is going to redefine standard as we see it. At least until October rotation.
how is this a card? so answers are wraths and countermagic? sweet how are we suppose to deal with this in something like block?
I think the card is fine, good but more obnoxious than anything.
it's still a 5 drop, and loses in combat against runechanter's pike. It's not that big of a deal. Phantasmal Image makes this look extremely silly too.
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
Being only 3W so it is splashable, nearly meeting its curve as a 3/4 FLYING for 4, capable of being relevant the entire duration of the game, energizing with nearly every card currently in standard like nobodies business.
You know, it just sounds OKAY... right? This card is going to redefine standard as we see it. At least until October rotation.
That's going pretty overboard. It seems fine in the naya pod deck with splicer, huntmaster, and a geist with a token.
Delver isn't exactly longing for a 4 drop. Its cute with snapcaster, but you would need 5 mana+ to get a though scour out of it.
Im going to list cards that redefined standard coming out the last few years
Jace, the Mind Sculptor
Stoneforge Mystic
Primeval Titan
Sword of Feast and Famine
Dismember
Mental Misstep
Batterskull
Snapcaster Mage
Delver of Secrets
this isn't even close to any of those cards. It's a good card, but it's not on a format defining power level.
Wow. This ranks up there with phasing, frenzy and clash as the stupidest mechanic of all time. What are they thinking!? I was pretty excited for the spoilers for AVR, but now my expectations have dropped completely after seeing this.
I guess MTG will now be played on the honor system from now on. Yay.
Example of how Miracle will work, and I garauntee this will happen ALOT especially in tourneys -
I draw my opening 7. In my opening hand is this Miracle card. Play a mountain. Next card I draw is a Mountain or whatever. Oops, I decide to cheat because I can and no one will know! Tap Mountain, play Miracle card that was in my opening hand even though it wasn't the first card I drew.
Awesome! Great idea guys!
For those who think players will be watching your draws like a hawk now just because of miracle cards, I doubt it. How annoyying is it to do that anyways? Plus, if you REALLY want to cheat you can hide your hand and shuffle the cards around right after you drew your first and then play your miracle card.
BBe the broke or the breakerB
Be the giver or the undertaker
Unlock and open the door
Be the healer or the breaker
The keys are in your hands
Realize you are your own source of all creation BOf your own master planB
Geez, guys, stop with the cheating. Does any one of you got cheated in tournament play with Delver flip? If yes, you deserved it, really. Miracle mechanic is the same. I am sure the FAQ/official rules will make it clear how to use this mechanic. If not, quote me as a dumbass.
Delver hits the field first, so you just need to be paying attention after it gets there and stop worrying when it dies. With the "Miracle" cards you will need to be looking at your opponent's hand every turn, every game. This might be easy for a few rounds, but it'll get tiring. Delver and Kinship both came in the form of creatures that served as "alarms" to the opponent to tell him to pay attention.
Delver is also simply a removal magnet in both forms once he is played. 5 instant damage to the dome can end games quite often. If the other Miracle cards have power differences between Normal and Miracle Costs similar to those of Thunderous Wrath, the cheating player is getting a huge "reward" for pulling off his "trick".
These differences are not only big gameplay-wise, but also psychologically. Since the cards are strictly worse without the "Miracle" cost and might often stay in his hand for the entire game if not used as "miracles", they will be screaming CHEAT to a losing player every draw, which means he'll actively start looking for moments in which the opponent is distracted. While Delver will be in play for about 1-2 turns before transforming, during all of which the opponent is being told to pay attention, Thunderous Wrath will be in your hand from the start against an opponent which might not even be prepared for it. In this case, having maybe 8-4 times more opportunities to cheat (6-8 turns to 1-2 turns) will probably result in the amount of cheating increasing by at least an equal percentage.
And there is also one final psychological "push" towards cheating for the player with the "Miracle" card. While Kinship and Delver offer you with a 50+% chance of getting their effects every next draw (if you have built the deck right), Miracle cost is dead once it hits your hand and you don't play it. Even in a win-or-lose scenario, your Delver and Kinship Creature will be telling you "you have a 60% chance of drawing the right card and winning, or you can cheat and increase it to 100%", while the "Miracle" card sitting in your hand will be saying "you have a 5% chance of drawing another copy of me and winning or you can cheat and increase it to 100%".
Also, two things:
- somehow this looks like cascade for me
- drawing on your opponent's turn just became sooo cool
I'm going to Soulbond my Sun Titan
Currently Playing
UTron
Tahngarth, Talruum Hero
TRADE ME!!!
"Return Block" is gonna be sweet!
I think the act of Soulbonding a target would pair both the host and the target. They are both considered "paired", and therefore not "unpaired". If you have two paired targets on the battlefield, and you play another Soulbond creature, you won't have any legal targets to pair it with.
Also, suppose Silverblade Paladin's target died or didn't have a target to Soulbond when it came into play. You could play a different Soulbond creature, pairing it with Silverblade Paladin, giving both creatures Double Strike and whatever bonus that the other creature granted.
Restoration Angel could also blink Silverblade Paladin, having it come back Soulbonded to Restoration Angel.
1) Return to Ravnica. YEAAAAAHHHHHHH!!!!!
2) Watching people's heads asplode from another aggressively costed hexproof creature, as if the game is basically summed up by "this creature is bad because it dies to removal" and "oh my god how do we stop a creature that cannot be removed like other creatures this is the end make our time". Seriously, even in standard there are plenty of ways to deal with a 5/5 flying hexproof: DoJ, a large enough BSZ or Corrosive Gail, Mana Leak, chumping with infect critters, racing them to death with sword-wielding spirit tokens and delvers...
3) Soulbond, which is not even a little bit like banding but seems like a fun casual mechanic.
Not excited about Miracles. Some people find excitement in "HE GOT THE LIGHTNING HELIX!!!!" or "DOUBLE WHIPFLARE FOR THE WIN!!!!", but I tend to not, and Miracle is basically that awful feeling of getting blown out by a lucky topdeck...as a mechanic. I'm sure the cheating thing will get figured out, but that doesn't endear me to the mechanic.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
wow. They know how to sell boxes. Interesting.
Also, Restoration Angel will be huge. Ya heard it here first.
Reminds me of forcast
RBUThraximundarUBRRUNiv-Mizzet, the FiremindUR
BWGhost Council of OrzhovaWBWUBRGChild of AlaraGRBUW
WBRKaalia of the VastRBWGBSapling of ColfenorGB
Without the FAQ yet available to handle questions like this I can only assume that a creature with Soulbond can be paired with any number of creatures, so long as those creatures aren't paired with anything else when they enter the battlefield since there is nothing to imply otherwise.
I'm going to Soulbond my Soulbound Guardians.
RBUThraximundarUBRRUNiv-Mizzet, the FiremindUR
BWGhost Council of OrzhovaWBWUBRGChild of AlaraGRBUW
WBRKaalia of the VastRBWGBSapling of ColfenorGB
RBUThraximundarUBRRUNiv-Mizzet, the FiremindUR
BWGhost Council of OrzhovaWBWUBRGChild of AlaraGRBUW
WBRKaalia of the VastRBWGBSapling of ColfenorGB
I take it that they're either bound for life til one dies or that you can switch pairs like this:
A is in play
B comes into play
B soulbounds A
C comes into play
B soulbounds C leaving A unpaired
Miracle in AVR limited is certainly going to make a very interesting format. Waiting with bated breath to see if the opponent is going to rip that Thunderous Wrath to blast you in the face, or vice-versa. It seems fun in constructed--you have to be careful with it, since if it's in your top 7 or 8, Thunderous Wrath suddenly becomes very bad. I like swingy cards like this.
As for soulbound, that's certainly interesting. Plays up the concept of unity, and the card we saw certainly rewards you for playing with it.
As for more individual cards-- The demon looks like it could be fun in some sort of more token-centric/swarm build, but...it won't be me playing it. Man, do I miss Abyssal Persecutor.
The legendary angel is fine, though not overly exciting. It's sort of hard to evaluate her, but she seems like she could be okay. Hexproof certainly helps her.
And, last, but not least, I am VERY excited for the Return to Ravnica. Not the most...creative of names, but first sets usually aren't that creative anyways. Whatever, it's Ravnica, I'll get over it.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
When the creature with soulbound enters the battlefield or another creature enters the battlefield while "insert creature with soulbound" is in play. You can pair them together. Each of those creatures gains whatever the ability says.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
Being only 3W so it is splashable, nearly meeting its curve as a 3/4 FLYING for 4, capable of being relevant the entire duration of the game, synergizing with nearly every card currently in standard like nobodies business.
You know, it just sounds OKAY... right? This card is going to redefine standard as we see it. At least until October rotation.
it's still a 5 drop, and loses in combat against runechanter's pike. It's not that big of a deal. Phantasmal Image makes this look extremely silly too.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
All day.
That's going pretty overboard. It seems fine in the naya pod deck with splicer, huntmaster, and a geist with a token.
Delver isn't exactly longing for a 4 drop. Its cute with snapcaster, but you would need 5 mana+ to get a though scour out of it.
Im going to list cards that redefined standard coming out the last few years
Jace, the Mind Sculptor
Stoneforge Mystic
Primeval Titan
Sword of Feast and Famine
Dismember
Mental Misstep
Batterskull
Snapcaster Mage
Delver of Secrets
this isn't even close to any of those cards. It's a good card, but it's not on a format defining power level.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
I guess MTG will now be played on the honor system from now on. Yay.
Example of how Miracle will work, and I garauntee this will happen ALOT especially in tourneys -
I draw my opening 7. In my opening hand is this Miracle card. Play a mountain. Next card I draw is a Mountain or whatever. Oops, I decide to cheat because I can and no one will know! Tap Mountain, play Miracle card that was in my opening hand even though it wasn't the first card I drew.
Awesome! Great idea guys!
For those who think players will be watching your draws like a hawk now just because of miracle cards, I doubt it. How annoyying is it to do that anyways? Plus, if you REALLY want to cheat you can hide your hand and shuffle the cards around right after you drew your first and then play your miracle card.
God, this is so stupid!
Be the giver or the undertaker
Unlock and open the door
Be the healer or the breaker
The keys are in your hands
Realize you are your own source of all creation
BOf your own master planB
Delver hits the field first, so you just need to be paying attention after it gets there and stop worrying when it dies. With the "Miracle" cards you will need to be looking at your opponent's hand every turn, every game. This might be easy for a few rounds, but it'll get tiring. Delver and Kinship both came in the form of creatures that served as "alarms" to the opponent to tell him to pay attention.
Delver is also simply a removal magnet in both forms once he is played. 5 instant damage to the dome can end games quite often. If the other Miracle cards have power differences between Normal and Miracle Costs similar to those of Thunderous Wrath, the cheating player is getting a huge "reward" for pulling off his "trick".
These differences are not only big gameplay-wise, but also psychologically. Since the cards are strictly worse without the "Miracle" cost and might often stay in his hand for the entire game if not used as "miracles", they will be screaming CHEAT to a losing player every draw, which means he'll actively start looking for moments in which the opponent is distracted. While Delver will be in play for about 1-2 turns before transforming, during all of which the opponent is being told to pay attention, Thunderous Wrath will be in your hand from the start against an opponent which might not even be prepared for it. In this case, having maybe 8-4 times more opportunities to cheat (6-8 turns to 1-2 turns) will probably result in the amount of cheating increasing by at least an equal percentage.
And there is also one final psychological "push" towards cheating for the player with the "Miracle" card. While Kinship and Delver offer you with a 50+% chance of getting their effects every next draw (if you have built the deck right), Miracle cost is dead once it hits your hand and you don't play it. Even in a win-or-lose scenario, your Delver and Kinship Creature will be telling you "you have a 60% chance of drawing the right card and winning, or you can cheat and increase it to 100%", while the "Miracle" card sitting in your hand will be saying "you have a 5% chance of drawing another copy of me and winning or you can cheat and increase it to 100%".