I would've rather they printed a more expensive Erase in White and an Exile target Artifact in Green as a pair of cards. Instead of a catch-all 3 drop.
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Yeah, green doesn't really have anything to deal with that in standard does it? White wouldn't get this card anyway since it can exile creatures and other permanents on the regular.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
What is the specific need for green to have exile effects at common in this set?
Let me ask it a different way. How would you feel if the following card had been printed in Scars of Mirrodin?
Infect Sucks1UU
Instant [C]
Counter target spell. You lose all poison counters.
That's a terrible example. For one thing, they don't remove poison counters. Additionally, stopping a mechanic of the set is just a part of the game. As already mentioned, Scars had Revoke Existence AND Shatter, not to mention plenty of other disenchant effects. Having access to removal is just a part of magic. Your opponents have creatures, you have Doom Blade. Your opponents have spells, you have Negate. This card isn't even that insane given that it's three mana and a sorcery.
Why are there so many complaints about the "rock" to the "scissors" or the "paper" to the "rock" in this set, so to speak? These answers to other powerful cards are what makes the game balanced, skill-tested, and great. It's not like every time you play your god card the other guy is going to immediately have this card ready, and if they don't play it in a couple turns the game should be over or very close to it.
Obviously, it's not just Gods that are at question, here, and that's the whole point. They could print:
God-B-GoneG
Instant [C]
Exile target God.
and it really wouldn't undermine the set mechanics at all.
But you print this card, which is just an extremely broad meta-answer to everything the set is trying to accomplish, and now players don't even have to think about how to deal with your artifact or enchantment threats. They are just dealt with.
If green played the same role in theros as it did in mirridon(not scars you young hooligans) that would be awesome. Molder_Slug.deck was so much fun to play. Just be happy they haven't spoiled acidic slime or Back to Nature level hate cards yet. If this was mirridon we would probably get both.
What is the specific need for green to have exile effects at common in this set?
Let me ask it a different way. How would you feel if the following card had been printed in Scars of Mirrodin?
Infect Sucks1UU
Instant [C]
Counter target spell. You lose all poison counters.
I would have drafted blue because there would be 2 hardcounters at common and counter the **** out of everything that was even remotely good. Then I'd drop my bomb and win.
1) How prevalent are these indestructible enchantments that they need to print an overly broad common answer to them?
2) Why green?
Green can deal with artifacts and enchantments true, but white is the color best at dealing with enchantments (erase) and has exile effects more than green.
Also green can chump-block the gods very easily, especially since the gods don't have trample. I thought green PREFERED the game to be about giant monsters slugging into it other anyway, so why is green becoming a removal color for this set?
Are people seriously arguing that this card is bad because its existence means they can't autowin limited games with a god? Am I missing sarcasm or something?
And there's no such thing as "building around a god" in limited. In limited, building around a god means playing that god's color.
1) How prevalent are these indestructible enchantments that they need to print an overly broad common answer to them?
2) Why green?
Green can deal with artifacts and enchantments true, but white is the color best at dealing with enchantments (erase) and has exile effects more than green.
Clearly they wanted Naturalize but didn't want for it to cost 2 mana. Add a mana, make it a sorcery, and in return increase its power a little. It kills gods, but not explicitly, and it fits limited well. Yes, it's weaker overall, but that seems to be what development intended. It's still entirely possible (and probable) that white has some sort of answer as well.
Also green can chump-block the gods very easily, especially since the gods don't have trample. I thought green PREFERED the game to be about giant monsters slugging into it other anyway, so why is green becoming a removal color for this set?
How is green the removal color? They have a Naturalize variant. That changes nothing.
Disappointed. It's like green gets spot removal for a lot of creatures in this set, including the gods. With the number of artifacts/enchantments, there's absolutely no reason to run at least one MD, which was not the case with the naturalize-like before that.
To the folks complaining about the existence of a God 'hoser', as a limited player I'm tremendously relieved that at least some of the time there will be an answer to the God cards. It really really stinks to get blown away simply because there is no good answer for a rare or mythic bomb. RtR was a pretty good set, but it also had one of the most frustrating ways to lose ever.
It's fine if a set has powerful rares and mythics, those are undeniably part of the fun and excitement, but only if that's balanced by some decent, available answers.
Are people seriously arguing that this card is bad because its existence means they can't autowin limited games with a god? Am I missing sarcasm or something?
And there's no such thing as "building around a god" in limited. In limited, building around a god means playing that god's color.
I think they have been playing too much RTR limited.(or maybe Alara limited?)
The problem with the gods is that they are mana sinks. Indestructable mana sinks with a good passive ability will ruin limited if R&D let it. It would be like that time I opened Linvala in rise of the eldrazi sealed. I literally won every game she came out and ended up with first out of 70 people.
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Sorcery? It already costs an extra mana. Does it really need a double drawback over naturalize? Barf. Still probably good in limited, but sorcery means it likely won't see constructed, unfortunately. Argh.
It seems that people also forget that upcoming standard wont have 3-4 colour decks running rampant.
I predict most decks will be 2 colours, and if you go 3 colours it would demand serious commitments to the way you build your deck and your manabase.
Forget about running any mutavaults f.e., or expect most of your lands to etb tapped.
So what, 1 colour has a sideboard answer to gods, whoopdiedoo. Best case scenario people run 2x this in sideboard if they play green.
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Seems like it could be maindeckable in Limited. Probably not good enough for Constructed over Naturalize, but I guess it could be used as an answer to gods. Being sorcery speed makes it pretty mediocre though.
Being upset that this card exists is like being upset that Shatter was printed in Mirrodin (old and new). Green has had Naturalize consistently for over a decade, more or less, so I'm entirely baffled that people are interpreting doing the same thing with exile as some kind of obscenity. This is entirely predictable, entirely fair, and entirely unremarkable. It's delusional to expect there not to be answers to card types that are going to be important in the upcoming metagame.
Eh I don't really have an issue with it, having Green get access to Exile is meh and I don't like "do everything" utility cards typically. I didn't like Naturalize anyway so I don't like this.
I'll tolerate it though, anyone who wasn't expecting Green to get God-hate was delusional though lol
Edit: So help me if they don't print Deicide (Exile target God) I'll be sad.
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I hate that they printed this at common in this block. Means that pulling a God in limited won't be much of a blowout at all. I really don't like hosing your big powerful Mythics with a common at all.
So when doom blade was common, you were complaining about doom blade being able to kill your big mythic dragon/angel/insert big fatty here? Because that's essentially what this card on a god card feels like. Also, gods shouldn't be unkillable as they would then warp standard around themselves.
I'm fine with this card existing. Won't see much play in standard. Isn't overpowered, which is again fine.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Silly blue players. Complaining that green gets a 3 drop answer, when they get annul
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I fear I won't have much time to play Magic these days.
I get to watch worlds develop around me.
I get to watch great leaders, terrible oppressors, and trend setters rise and fall.
Limited, Standard, Modern, everything is a different playing field I feel I can observe, but will not actually touch.
I look forward to the stories I will hear.
And more so to the ones I will watch unfold first hand.
Isn't the unknown exciting?
Sorcery? It already costs an extra mana. Does it really need a double drawback over naturalize? Barf. Still probably good in limited, but sorcery means it likely won't see constructed, unfortunately. Argh.
I'm pretty sure the sorcery speed restriction on this is important for limited to limit the number of 2 for 1's you can get by removing an aura mid-combat. The exiling is nice because it gives you a way to 1 for 1 answer bestow creatures, and incidentally the gods.
1) How prevalent are these indestructible enchantments that they need to print an overly broad common answer to them?
2) Why green?
Green can deal with artifacts and enchantments true, but white is the color best at dealing with enchantments (erase) and has exile effects more than green.
Also green can chump-block the gods very easily, especially since the gods don't have trample. I thought green PREFERED the game to be about giant monsters slugging into it other anyway, so why is green becoming a removal color for this set?
White deals with everything, green deals specifically with enchantments land and artifacts. (See Acidic Slime) It makes sense to give green a decent way to deal with troublesome artifacts and enchantments WotC is likely to print in this block. This is just their way of balance. Green does concern itself with monsters mainly but it also has a history of enchantment and artifact control.
"There is nothing new under the sun."
I don't see the reason for all these complaints just because of god cards, a somewhat new design, being put (possibly) in check by other cards. I feel like I am on crazy pills.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
What is the specific need for green to have exile effects at common in this set?
Let me ask it a different way. How would you feel if the following card had been printed in Scars of Mirrodin?
Infect Sucks1UU
Instant [C]
Counter target spell. You lose all poison counters.
I wanted this card. So bad.
I'm honestly surprised they didn't just reprint Revoke Existence, since that could have been nicely flavored for this set, too. If the hole was in green, though, I guess that it makes sense.
To deal with indestructible enchantments, maybe?
That isn't comparable...at all.
Those seem much more comparable.
Is this instant speed? No.
Does it cost more than people would expect? Yes.
Why was Deglamer a common in Morningtide?
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Yeah, green doesn't really have anything to deal with that in standard does it? White wouldn't get this card anyway since it can exile creatures and other permanents on the regular.
Seems fair.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
That's a terrible example. For one thing, they don't remove poison counters. Additionally, stopping a mechanic of the set is just a part of the game. As already mentioned, Scars had Revoke Existence AND Shatter, not to mention plenty of other disenchant effects. Having access to removal is just a part of magic. Your opponents have creatures, you have Doom Blade. Your opponents have spells, you have Negate. This card isn't even that insane given that it's three mana and a sorcery.
If green played the same role in theros as it did in mirridon(not scars you young hooligans) that would be awesome. Molder_Slug.deck was so much fun to play. Just be happy they haven't spoiled acidic slime or Back to Nature level hate cards yet. If this was mirridon we would probably get both.
I would have drafted blue because there would be 2 hardcounters at common and counter the **** out of everything that was even remotely good. Then I'd drop my bomb and win.
1) How prevalent are these indestructible enchantments that they need to print an overly broad common answer to them?
2) Why green?
Green can deal with artifacts and enchantments true, but white is the color best at dealing with enchantments (erase) and has exile effects more than green.
Also green can chump-block the gods very easily, especially since the gods don't have trample. I thought green PREFERED the game to be about giant monsters slugging into it other anyway, so why is green becoming a removal color for this set?
And there's no such thing as "building around a god" in limited. In limited, building around a god means playing that god's color.
How is green the removal color? They have a Naturalize variant. That changes nothing.
It's fine if a set has powerful rares and mythics, those are undeniably part of the fun and excitement, but only if that's balanced by some decent, available answers.
I think they have been playing too much RTR limited.(or maybe Alara limited?)
The problem with the gods is that they are mana sinks. Indestructable mana sinks with a good passive ability will ruin limited if R&D let it. It would be like that time I opened Linvala in rise of the eldrazi sealed. I literally won every game she came out and ended up with first out of 70 people.
I was Golgari before it was cool.
I predict most decks will be 2 colours, and if you go 3 colours it would demand serious commitments to the way you build your deck and your manabase.
Forget about running any mutavaults f.e., or expect most of your lands to etb tapped.
So what, 1 colour has a sideboard answer to gods, whoopdiedoo. Best case scenario people run 2x this in sideboard if they play green.
Give irony and sarcasm, when ignorance and stupidity is found.
The whip is kept for special occasions
You can find me on MTGO. My username is gereffi.
I am also mad that they print heroes downfall, because now I can't play creatures or planeswalkers!!
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
Eh I don't really have an issue with it, having Green get access to Exile is meh and I don't like "do everything" utility cards typically. I didn't like Naturalize anyway so I don't like this.
I'll tolerate it though, anyone who wasn't expecting Green to get God-hate was delusional though lol
Edit: So help me if they don't print Deicide (Exile target God) I'll be sad.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
So when doom blade was common, you were complaining about doom blade being able to kill your big mythic dragon/angel/insert big fatty here? Because that's essentially what this card on a god card feels like. Also, gods shouldn't be unkillable as they would then warp standard around themselves.
I'm fine with this card existing. Won't see much play in standard. Isn't overpowered, which is again fine.
Currently Playing:
Retired
I get to watch great leaders, terrible oppressors, and trend setters rise and fall.
Limited, Standard, Modern, everything is a different playing field I feel I can observe, but will not actually touch.
I look forward to the stories I will hear.
And more so to the ones I will watch unfold first hand.
Isn't the unknown exciting?
I'm pretty sure the sorcery speed restriction on this is important for limited to limit the number of 2 for 1's you can get by removing an aura mid-combat. The exiling is nice because it gives you a way to 1 for 1 answer bestow creatures, and incidentally the gods.
White deals with everything, green deals specifically with enchantments land and artifacts. (See Acidic Slime) It makes sense to give green a decent way to deal with troublesome artifacts and enchantments WotC is likely to print in this block. This is just their way of balance. Green does concern itself with monsters mainly but it also has a history of enchantment and artifact control.
"There is nothing new under the sun."
I don't see the reason for all these complaints just because of god cards, a somewhat new design, being put (possibly) in check by other cards. I feel like I am on crazy pills.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
I wanted this card. So bad.
I'm honestly surprised they didn't just reprint Revoke Existence, since that could have been nicely flavored for this set, too. If the hole was in green, though, I guess that it makes sense.
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