Weird mechanic. I feel that its neat side will not be in the mechanic itself, but around the tacked-on ability they'll put on it. Things that will care about having a +1/+1 counter on them or not. I also find that they designed it not to scale: they locked the singleton +1/+1 in, so even a unleashed mythic will only get a single +1/+1 counter.
So the value will be based more on the surrounding cards and abilities triggered by being in unleashed mode rather than the +1/+1 counter itself. I mean it's only really worth something at very low CMC. Around 5+ CMC, one more or less power/toughness starts to blur a bit. Not entirely irrelevant, as there are known threshold, especially for toughness (3 vs. 4, 5 vs. 6), but it would be quite a let down if its limited to that.
2/2 for 2, 1B: Regen isn't unplayable, but it becomes useless pretty quick.
I'm afraid super-aggressive-suicide aggro Rakdos will suffer from the same problem they had last time: their good creatures will be in the 3,4,5 midrange level when they need to be in the 1-3 range. At least there will be blood artist zombies to help out.
Guys they can't have ten new different mindblowing mechanics in one limited environment. It just won't work. Some of these mechanics are going to have to be load bearing. The Rakdos just seemed to draw the short straw this time around. It's still going to be really cool in limited.
Private Mod Note
():
Rollback Post to RevisionRollBack
You've got a rat in your walls, and cheese won't solve anything.
How so? It looks like Rakdos will have creatures that are better with +1/+1 counters, so with Scavenge, you will have nothing but upside. And the synergy of their dying mechanics.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
They botched it. Regeneration+black: not a good pairing these days. More importantly, Unleashed should have been this:
You may have this creature enter the battlefield with a +1/+1 counter on it. If you do, it can't block.
Much less verbose, and better captures the cavalier attitude of the Rakdos.
But that changes how the mechanic works completely. If you find a way to put a +1/+1 counter on an Unleash creature, you can make it not block under the current way its templated. With your change, it makes this not true. I'm sure there's gonna be more interplay with +1/+1 counters in this block that makes that relevant.
They botched it. Regeneration+black: not a good pairing these days. More importantly, Unleashed should have been this:
You may have this creature enter the battlefield with a +1/+1 counter on it. If you do, it can't block.
Much less verbose, and better captures the cavalier attitude of the Rakdos.
That causes memory issues if you have other things in the meta like scavenge and undying and such. Cards can get +1/+1 in multiple ways, and having some able to block and others not is...confusing.
I guess OP wants it to be 'keyworded' like "dies" was. What word would you replace ETB with though?
When Aegis Angel is born?
When Huntmaster of the Fells arrives?
When Kitchen Sphinx lands?
When Faerie Imposter busts in?
When Dread Cacodemon pops in?
When Malfegor shows up?
Hey, thanks for posting the image or the card text for those of us who can't access DailyMTG.
Instead of being an ******* how about asking nicely?
Grim Roustabout - 1B
Creature - Skeleton Warrior - Common
Unleash
(You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter.)
1B: Regenerate.
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Level 34 Invoker
Currently Playing:
Brewing for Rotation
And some EDH
Guys they can't have ten new different mindblowing mechanics in one limited environment. It just won't work. Some of these mechanics are going to have to be load bearing. The Rakdos just seemed to draw the short straw this time around. It's still going to be really cool in limited.
If they didn't have 5 good new mechanics, they shouldn't have printed 5 new mechanics. Instead they should have reused some of the good Ravnica mechanics.
How so? It looks like Rakdos will have creatures that are better with +1/+1 counters, so with Scavenge, you will have nothing but upside. And the synergy of their dying mechanics.
If you Scavenge targeted a non-unleashed creature with unleash, it loses the ability to block.
I'm not sure we'll see creatures with unleash which get a bonus for it other than the +1/+1 the counters provide. This may be the twist they save for Sinker. If we do see it, it may only be at rare/mythic.
Yeah, I like this mechanic. Unleash on a 1/1 for 1 would be good. If they do unleash on a Raging Goblin that will be insane. Basically, it's good in aggro decks where you want to be unleashing all the time unless you need to play a chump blocker to win the race. I like it; simple, powerful, and gives choices.
The template should have been Cost: Unleas X (You may cast this card by i'ts Unleash costs, if you do, it enters the battlefield with X +1/+1 counters and it can´t block (maybe grant Haste, csause it sounds very unleashy) as long as it has a +1/+1 counter.
It's a lot more flexible, it could be either cost or X so you have a loot more room to design but ohh well... we'll work with what they give us...
2/2 for 2, 1BI'm afraid super-aggressive-suicide aggro Rakdos will suffer from the same problem they had last time: their good creatures will be in the 3,4,5 midrange level when they need to be in the 1-3 range. At least there will be blood artist zombies to help out.
That brings up another downer with this ability -- the returns diminish very quickly. On a 1/1, power and toughness both double. By time you get up to 3/3, Unleashed only yields a ~33% increase.
Guys they can't have ten new different mindblowing mechanics in one limited environment. It just won't work. Some of these mechanics are going to have to be load bearing. The Rakdos just seems to draw the short straw every time around.
Fixed
Quote from Yamikiri »
How so? It looks like Rakdos will have creatures that are better with +1/+1 counters, so with Scavenge, you will have nothing but upside. And the synergy of their dying mechanics.
We don't know yet if there will be an additional upside for these creatures to have +1/+1 counters on them. All we know right now is that they can't block. They may have synergy, but it isn't apparent yet.
how in the world does this have any synergy with hellbent? I guess the statement that the new mechanics will support the old ones only applies to some guilds. what could you possibly argue, that it fits an aggro deck?
the mechanic seems like too little, and is disappointing that it seems to be only for creatures.
as for the card? either an ok blocker or a bear with regenerate. both aren't great.
We don't know yet if there will be an additional upside for these creatures to have +1/+1 counters on them. All we know right now is that they can't block. They may have synergy, but it isn't apparent yet.
We don't have physical evidence, but we can reasonably assume the team explored the design space beyond a +1/+1 counter.
Yet another +1/+1 counter mechanic, not to mention it has no synergy at all with hellbent. The RTR mechanics are overall somewhat disappointing, they all feel vanilla and boring.
Aggro decks are going to use unleash 95% of the time, not much choice in this at all.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
how in the world does this have any synergy with hellbent? I guess the statement that the new mechanics will support the old ones only applies to some guilds. what could you possibly argue, that it fits an aggro deck?
the mechanic seems like too little, and is disappointing that it seems to be only for creatures.
as for the card? either an ok blocker or a bear with regenerate. both aren't great.
It was never stated that the new mechanics would support the old ones. It was simply stated that they would fit in well in a similar deck. This doesn't imply there is some inherent combo or synergy there, but rather that both mechanics fit the guild's flavor and themes.
Private Mod Note
():
Rollback Post to RevisionRollBack
Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
To post a comment, please login or register a new account.
So the value will be based more on the surrounding cards and abilities triggered by being in unleashed mode rather than the +1/+1 counter itself. I mean it's only really worth something at very low CMC. Around 5+ CMC, one more or less power/toughness starts to blur a bit. Not entirely irrelevant, as there are known threshold, especially for toughness (3 vs. 4, 5 vs. 6), but it would be quite a let down if its limited to that.
You may have this creature enter the battlefield with a +1/+1 counter on it. If you do, it can't block.
Much less verbose, and better captures the cavalier attitude of the Rakdos.
I'm afraid super-aggressive-suicide aggro Rakdos will suffer from the same problem they had last time: their good creatures will be in the 3,4,5 midrange level when they need to be in the 1-3 range. At least there will be blood artist zombies to help out.
Why? Unleash has antisynergy with scavenge.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
[[b]B]DCI Level 2 Judge[/B][/b]How so? It looks like Rakdos will have creatures that are better with +1/+1 counters, so with Scavenge, you will have nothing but upside. And the synergy of their dying mechanics.
- To my youngest sister when she was 6.
But that changes how the mechanic works completely. If you find a way to put a +1/+1 counter on an Unleash creature, you can make it not block under the current way its templated. With your change, it makes this not true. I'm sure there's gonna be more interplay with +1/+1 counters in this block that makes that relevant.
"~ has haste/deathtouch/effect as long as it has a +1/+1 counter on it."
That causes memory issues if you have other things in the meta like scavenge and undying and such. Cards can get +1/+1 in multiple ways, and having some able to block and others not is...confusing.
Also, regen is first in black.
Instead of being an ******* how about asking nicely?
Grim Roustabout - 1B
Creature - Skeleton Warrior - Common
Unleash
(You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter.)
1B: Regenerate.
1/1
Currently Playing:
Brewing for Rotation
And some EDH
I actually like the mechanic. It allows Rakdos to be really aggro but have something to fall back if they're into trouble against other aggro deck.
I'm a Spike Vorthos - I love lore and flavor, but only if the cards are competition worthy.
If they didn't have 5 good new mechanics, they shouldn't have printed 5 new mechanics. Instead they should have reused some of the good Ravnica mechanics.
If you Scavenge targeted a non-unleashed creature with unleash, it loses the ability to block.
I'm not sure we'll see creatures with unleash which get a bonus for it other than the +1/+1 the counters provide. This may be the twist they save for Sinker. If we do see it, it may only be at rare/mythic.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
It's a lot more flexible, it could be either cost or X so you have a loot more room to design but ohh well... we'll work with what they give us...
Fixed
We don't know yet if there will be an additional upside for these creatures to have +1/+1 counters on them. All we know right now is that they can't block. They may have synergy, but it isn't apparent yet.
the mechanic seems like too little, and is disappointing that it seems to be only for creatures.
as for the card? either an ok blocker or a bear with regenerate. both aren't great.
We don't have physical evidence, but we can reasonably assume the team explored the design space beyond a +1/+1 counter.
Aggro decks are going to use unleash 95% of the time, not much choice in this at all.
If I'm behind, I can play as a blocker and regen as well.
Cool beans for limited. Wanna see what they do with unleash!
Executive Infiltrator of [House Dimir].
My Trade Thread
Current EDH Decks
Braids
Wrexial
Bruna
Marath
Vorel
Tariel WIP
Still say it shoulda been Madness though.
Higher rarities, I bet we will get some insanely aggressive dudes with this..
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
It seems like it should belong to a Zombie tribe instead :\
Also, I sincerely hope whoever wrote that flavor text has been sacked...
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
It was never stated that the new mechanics would support the old ones. It was simply stated that they would fit in well in a similar deck. This doesn't imply there is some inherent combo or synergy there, but rather that both mechanics fit the guild's flavor and themes.