Simic Fluxmage

  • #309
    Quote from smorgonoff
    . The story behind it IT'S important, it helps selling the fact that a card is fake or not.


    Since wizards just confirmed evolve, i dont think theres a need to doubt.

    But the kid "pulled" it from an RTR pack at FNM

    Just the like rootborn defenses pulled from an M13 pack.

    Big thanks to Rivenor for the sig!!
  • #310
    Quote from Schulzy
    Seeing as they're all the same kind of counter, I don't see how you would. Why do you need soulbond markers? Just place the two bonded creatures adjacent to each other on the battlefield.


    I've seen plenty of games grind to a standstill and result in a judge call because people claimed a soulbond creature was unpaired or paired to the card on the other side of it. It was a pretty poorly designed mechanic from a tracking perspective. So people started putting counters on creatures that were soulbound. Which works until you soulbound a creature to two other creatures, then you need different colors counters, and then you throw +1/+1 counters into the mix, and then tokens represented with dice which are even more of a headache trying to figure out which ones are tapped or summoning sick or what colors the tokens are...

    It's just a hassle. It's a card game, not a dice game. When your board state looks more like dueling Yahtzee players, maybe we've gone a little overboard on the dice thing.

    Putting counters on things is 'fun'.


    "Fun" is in the eye of the beholder, then. Counters, and the evolve mechanic, are just lazy design IMHO. The "counter" design space has been done to death.
    Last edited by Valarin: 12/24/2012 8:36:10 AM
  • #311
    Oh wow... Evolve looks like something that could get out of hand really, REALLY fast...
  • #312
    Quote from Todris052
    Oh wow... Evolve looks like something that could get out of hand really, REALLY fast...


    Ehh, looks pretty weak to me. Takes to long to make your puny guys real threats, requires you to have perfect tempo to always drop bigger and bigger dudes, and one board wipe and you're back to square 1

    If it was Evolve X, it would have a lot more potential. A 1/1 with Evolve 2 would be a solid card. As it is, IMHO, it's the worst new Mechanic so far.
  • #313
    Quote from Valarin
    "Fun" is in the eye of the beholder, then. Counters, and the evolve mechanic, are just lazy design IMHO. The "counter" design space has been done to death.


    I partially agree. I think it's fine, interesting even, that three (so far!) of the guild mechanics involve +1/+1 counters. Some overlap like that can create some "puzzle-solving" situations like putting counters on Unleash creatures so they can't block, or using Scavenge cards to make your Evolve creatures huge all at once.

    However I do agree with you that +1/+1 and -1/-1 counters have become sort of played recently. They used to be a cool thing that showed up once in awhile. Now they appear in every single block and don't feel nearly as cool or special as they used to.
  • #314
    You know what I want? A bird of paradise with evolve. That seems ridiculously good.
    Standard
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    UR Tempo Twin RU
    UWR UWR Control RWU
    UWG Bant Command GWU
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  • #315
    Quote from A. Smith
    You know what I want? A bird of paradise with evolve. That seems ridiculously good.

    Something CMC = 1 "T: Add {1/G/U} to your mana pool" + Evolve would be, to start, my favorite card ever. Then, it would cost more than Noble Hierarch.

    And I see this coming.

    (Give your LGS judge a hug. He deserves it.)

    Nothing. All I want is Heroes vs. Monsters spoilers.
  • #316
    Quote from Valarin
    I've seen plenty of games grind to a standstill and result in a judge call because people claimed a soulbond creature was unpaired or paired to the card on the other side of it. It was a pretty poorly designed mechanic from a tracking perspective. So people started putting counters on creatures that were soulbound. Which works until you soulbound a creature to two other creatures, then you need different colors counters, and then you throw +1/+1 counters into the mix, and then tokens represented with dice which are even more of a headache trying to figure out which ones are tapped or summoning sick or what colors the tokens are...


    Uhm... You can only soulbond a creature to one other creature, so that shouldn't be an issue.
    Club Flamingo Entries: +50
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  • #317
    Quote from LnGrrrR
    Uhm... You can only soulbond a creature to one other creature, so that shouldn't be an issue.

    The problem he mentioned was the tracking. In my LGS, because my deck uses +1/+1 counters all the time, I place the soulbonded creatures one ahead of the other, and, there goes by the problem. Doing that since the first spoilers of it, on Cockatrice. And yet players find complicated ways to do it, and the worst part is that people exploit the tracking problems to cheat.

    (Give your LGS judge a hug. He deserves it.)

    Nothing. All I want is Heroes vs. Monsters spoilers.
  • #318
    Quote from Valarin
    Ehh, looks pretty weak to me. Takes to long to make your puny guys real threats, requires you to have perfect tempo to always drop bigger and bigger dudes, and one board wipe and you're back to square 1

    If it was Evolve X, it would have a lot more potential. A 1/1 with Evolve 2 would be a solid card. As it is, IMHO, it's the worst new Mechanic so far.


    You have seen two cards with the mechanic. You know nothing of how this limited format plays out. You have not played with the ability, you've just drawn a quick assumption. Watch this:

    Quote from Valarin
    If it was Unleash X, it would have a lot more potential. A 1/1 with Unleash 2 would be a solid card. As it is, IMHO, it's the worst new Mechanic so far.


    Sound familiar?
  • #320
    So the cheaper Evolve creatures or the ones with abilities that trigger off counters would have a bad manacost-to-size ratio (P/W

    I thought at first that larger evolve creatures would not be as good because you would need an even bigger creature to evolve it. Then I realized that you could just make a cost efficient creature with evolve to make up for the difficulties of evolving it.

    There's a lot of design space with this mechanic. I like how it wants a higher power OR toughness. The many high toughness creatures in RTR and possibly GTC will tigger the ability reliably.
  • #321
    Quote from TheElk801
    You have seen two cards with the mechanic. You know nothing of how this limited format plays out. You have not played with the ability, you've just drawn a quick assumption. Watch this:



    Sound familiar?


    The sad thing is, much like this mechanic, when I first saw Unleash I was floored. I really dont understand why ppl dont see whats obviously a beastly mechanic when it's right in front of them. Free 1/1 counter for doing what you want to do anyways is almost NEVER BAD.

    There is buried treasure everywhere...in a graveyard. Golgari
    Quote from Pseudofate
    Shut down the rumor mill. This man has everything under control.
  • #322
    Quote from gemuadrken
    Well every time the creature evolves you will need an even bigger creature to evolve again.


    BUG deck with evolve cards and Desecration Demon to drive 'em! Awesome...
  • #323
    pay 2 to move the +1+1 counter is great so the evolve ability is useful anytime of the game!



    GU Experiment Kraj- all your abilities belong to us
    WB Teysa, Envoy of Ghosts- battlecruiser
    GUB The Mimeoplasm- when graveyards are not safe
    RGW Mayael the Anima- i luv the fatties
  • #324
    I think this is going to be the rakdos of gatecrash, being able to curve off properly with evolve creatures means you'll have an army of 3/3s or 4/4s by turn 4.
  • #325
    Quote from WoodWraith
    I use pennies. As everything. I used to have various colored glass fish tank stones but got tired of hauling them around. It only gets confusing if you dont keep them organised or if your playing in a format supporting both + & - counters. Believe thats part of why we dont see both in a set.


    a simple bag of 6 sided die will do the trick
    i play 3 player a lot and everyone uses them for SOMETHING and we always have enough
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