While I do love making with the hilarious multiplayer moves and forcing my opponents to punch each other in the jaw, cause that never gets old... how is this any more hideous than Aetherize?
they are really on the same level powerwise. Aetherize bounces and disrupts, this thing redirects and causes miscalculations. either way they both cause you opponents grief after what was probably a well calculated move.
as someone who has played Aetherize in this format, I can say that there definitely is a certain sense of satisfaction you get after your opponents meticulously caluculate their attackers and responses for 20 minutes only to make it all pointless in a decision you made 10 minutes ago.
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Overpowered, forced multiplayer baloney. They don't even feel like Magic cards. Awful, just awful.
Do you only play one on one? Commander is meant to be a multi-player game. You can't really complain when they design these cards for a format that is meant for more than two people. That's just a waste of time.
Which is an awesome card, two colors and in colors more used to such effects. Calling cards worse versions of other great cards doesn't really accomplish much, particularly in a singleton format.
I do feel like they're trying too hard with political cards this time. One or two EDH-specific card would be okay, but so many cards spoiled so far are mostly political, it's getting boring and feels pushed.
Also, this new blue card is both a fog (uh green) and a master warcraft variation (uh, white and red). Blue once again breaks the color pie solely based on flavor. I'm kind of tired of seeing blue get weird card. Blue should not mess with combat. That's white or red in modern design.
This is the card I thought master warcraft was until I learned to read.
I want to play this, I'm starting to like this product now.
So if I understand this right, Master Warcraft can decide which creatures attack (no creatures attacking is an option) and it can decide how defending player's creatures block. But once it is decided that a creature can attack, the active player controlling those creature still chooses who to attack. So you can't say, "hey Joe, your Ulamog has to attack Jeff, not me". But you can say "haha, no Ulamog isn't attacking this turn".
So if I understand this right, Master Warcraft can decide which creatures attack (no creatures attacking is an option) and it can decide how defending player's creatures block. But once it is decided that a creature can attack, the active player controlling those creature still chooses who to attack. So you can't say, "hey Joe, your Ulamog has to attack Jeff, not me". But you can say "haha, no Ulamog isn't attacking this turn".
Exactly. Where as with this card, you can go "Oh, Joe, your giant token army is going at someone else this turn, sorry." It doesn't help as much with Ulamog, besides making someone else suffer more than you (darn attack triggers), but still very fun.
Heh, Reconnaissance is so tech against this card. Not completely useless either since it also gives pseudo-vigilance and lets all your creatures attack safely.
Say players named Anzu, Berta, and Carlos are playing. Anzu attacks Berta with everything, so Berta casts the Gambit. In response, Anzu removes all her creatures from combat and untaps them using Reconnaissance. Berta's Gambit ends up mostly useless (Propaganda effects, etc., might make it difficult to attack her again, though); Anzu isn't forced to attack Carlos* with anything and none of her creatures are prevented from attacking Berta* again in the additional combat.
* Or planeswalkers they control.
It makes flavor sense that reconnaissance uncovers the illusionary battleground, too!
That is a lot of fun. I get the flavour and the power here. What I don't get, however, is people complaining about multiplayer cards in a multiplayer product. Huh. Even regular Magic sets have a few cards which are pretty useless outside of multiplayer. If anything, those people should be happy that they're seeing print in here instead, so those people can open less of them when they crack their regular boxes.
they are really on the same level powerwise. Aetherize bounces and disrupts, this thing redirects and causes miscalculations. either way they both cause you opponents grief after what was probably a well calculated move.
as someone who has played Aetherize in this format, I can say that there definitely is a certain sense of satisfaction you get after your opponents meticulously caluculate their attackers and responses for 20 minutes only to make it all pointless in a decision you made 10 minutes ago.
Do you only play one on one? Commander is meant to be a multi-player game. You can't really complain when they design these cards for a format that is meant for more than two people. That's just a waste of time.
Not to some people, unfortunately.
Which is an awesome card, two colors and in colors more used to such effects. Calling cards worse versions of other great cards doesn't really accomplish much, particularly in a singleton format.
Wha... I'm not sure I'm following what you're saying there.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Also, this new blue card is both a fog (uh green) and a master warcraft variation (uh, white and red). Blue once again breaks the color pie solely based on flavor. I'm kind of tired of seeing blue get weird card. Blue should not mess with combat. That's white or red in modern design.
So if I understand this right, Master Warcraft can decide which creatures attack (no creatures attacking is an option) and it can decide how defending player's creatures block. But once it is decided that a creature can attack, the active player controlling those creature still chooses who to attack. So you can't say, "hey Joe, your Ulamog has to attack Jeff, not me". But you can say "haha, no Ulamog isn't attacking this turn".
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I think Master Warcraft doesn't stop the controller of the creatures from choosing whom the creatures are attacking.
Exactly. Where as with this card, you can go "Oh, Joe, your giant token army is going at someone else this turn, sorry." It doesn't help as much with Ulamog, besides making someone else suffer more than you (darn attack triggers), but still very fun.
Say players named Anzu, Berta, and Carlos are playing. Anzu attacks Berta with everything, so Berta casts the Gambit. In response, Anzu removes all her creatures from combat and untaps them using Reconnaissance. Berta's Gambit ends up mostly useless (Propaganda effects, etc., might make it difficult to attack her again, though); Anzu isn't forced to attack Carlos* with anything and none of her creatures are prevented from attacking Berta* again in the additional combat.
* Or planeswalkers they control.
It makes flavor sense that reconnaissance uncovers the illusionary battleground, too!
On spoiled card wishlisting and 'should-have-had'-isms:
(I really wish it let you do this during your turn, though.)
Thanks to Rivenor of Miraculous Recovery Signatures!