Anybody else confused by all the reminder text on some of the cards? Does reach really need reminder text on an expert level set? Same goes for the O-Ring and Mesmeric Fiend styled cards? It just seems very odd given that they generally only do it in core sets for these sorts of abilities.
Also, quite a bit of good stuff in the set it seems so far.
1) Get a band hand and mulligan.
2) Turn one, I get Thoughtseized.
3) Turn 2 I get Brain Maggoted.
4) Scream **** you! and flip table.
5) Get banned from LGS.
You forgot turn 3 Duress and another Maggot. Just to add insult to injury.
Anybody else confused by all the reminder text on some of the cards? Does reach really need reminder text on an expert level set? Same goes for the O-Ring and Mesmeric Fiend styled cards? It just seems very odd given that they generally only do it in core sets for these sorts of abilities.
Also, quite a bit of good stuff in the set it seems so far.
I think most of the reminder text is there for new players who go to pre-release events or old players getting back into the game who don't know all of the newer keywords.
As for O-ring and mesmeric fiend styled cards, I think it's probably necessary since all of the text is sort of necessary for it to function the way it's suppose to function.
Anybody else confused by all the reminder text on some of the cards? Does reach really need reminder text on an expert level set? Same goes for the O-Ring and styled cards? It just seems very odd given that they generally only do it in core sets for these sorts of abilities.
Also, quite a bit of good stuff in the set it seems so far.[/quote]
The new O-Ring doesn't allow you to target your own permanents so printing the differences on such similar cards should help with rulings.
Wow a fixed Mesmeric Fiend it's going to be somewhat oppressive for green/white decks the curve of thoughtseize, brain maggot, lifebane zombie is pretty hard to come back from.
Wow a fixed Mesmeric Fiend it's going to be somewhat oppressive for green/white decks the curve of thoughtseize, brain maggot, lifebane zombie is pretty hard to come back from.
Well gree/white is already not a thing because of that. This will just beat a dead horse.
Brain Maggot
"When Brain Maggot enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield."
Tidehollow Sculler
"When Tidehollow Sculler comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game. When Tidehollow Sculler leaves play, return the removed card to its owner's hand."
Curious. Nowhere on Brain Maggot does it say the card returns to their hand when Brain Maggot leaves play.
Mesmeric Fiend still better, cause with a sac engine. you get to exile a nonland card permanently while you can't abuse Brain Maggot with a sac engine. Although this card is welcome to my EDH.
Wow a fixed Mesmeric Fiend it's going to be somewhat oppressive for green/white decks the curve of thoughtseize, brain maggot, lifebane zombie is pretty hard to come back from.
Well gree/white is already not a thing because of that. This will just beat a dead horse.
Green and White (aka Green-White, aka Selesnya) is not a thing because of that, Green/White (aka Green or White aka any deck using at least one of the colors) decks are still around (GR monsters probably being the most popular one which still has a big vulnerability to Lifebane due to having creatures unlike Esper/UW control).
Look forward to playing turn 1 thoughtseize, turn 2 this then turn 3 sin collector against the control players. If you don't win that game, they drew like Gods.
Private Mod Note
():
Rollback Post to RevisionRollBack
All your base are belong to us!
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
1) Get a band hand and mulligan.
2) Turn one, I get Thoughtseized.
3) Turn 2 I get Brain Maggoted.
4) Scream **** you! and flip table.
5) Get banned from LGS.
You forgot turn 3 Duress and another Maggot. Just to add insult to injury.
It's exactly that which makes this card very powerful.
If you never have the ability to remove the maggot because of the discard effects it effectively become a 2 mana, no life loss Thoughtseize.
It's fragile, but it could see some play. Honestly, I could see running it in MBA. It's not a giant body, but it takes their best card until they aim removal at it instead of a more threatening creature, and can serve as a nice bestow target. I don't see much issue with dropping him on turn two, a threat on turn three, and then bestowing a gnarled scar hide on him turn 4.
I am confused. Where does it go after the Maggot leaves the field? Back to their hand? Have we ever seen an effect that moves things from exile to hand?
I am confused. Where does it go after the Maggot leaves the field? Back to their hand? Have we ever seen an effect that moves things from exile to hand?
I like the new wording on this and Banishing Light (and Banisher Priest). It just means that the cards work how most players think they should work. It's far more intuitive, which in my opinion is a good thing.
Better yet, will this open the door to the word "banish" just as Path to Exile opened the door to "exile?"
I like the sound of "banish target creature." Sweet idea, yeah?
I actually like the "fix" on the nightmare mechanic.
I feel it is more intuitive as well.
Really? I feel like it's a solution in search of a problem. There was nothing wrong with the previous wording other than maybe forcing people to actually get to know the rules.
The fact that pretty much everyone needed to have it explained to them at some point in time demonstrates that it was a mistake. Not to mention that it was obviously not the intended design. Anyone who thinks Oblivion Ring was intended, when designed, to be able to permanently exile something is delusional. It's a 3 mana answer to anything entirely because it's removable and therefore temporary. They simply didn't realize that their wording, which was also much longer even if not confusing and unintuitive, would make it so these permanent exile strategies were possible. The fix is undeniably a good thing - these are the way they were supposed to work in the first place.
I am confused. Where does it go after the Maggot leaves the field? Back to their hand? Have we ever seen an effect that moves things from exile to hand?
It's the way Lifebane Zombie should have been built. None of the other creatures in that cycle are permanent answers to their enemy colors. GW isn't loaded with removal in standard, so it'd be permanent much of the time anyway.
Also, quite a bit of good stuff in the set it seems so far.
You forgot turn 3 Duress and another Maggot. Just to add insult to injury.
I think most of the reminder text is there for new players who go to pre-release events or old players getting back into the game who don't know all of the newer keywords.
As for O-ring and mesmeric fiend styled cards, I think it's probably necessary since all of the text is sort of necessary for it to function the way it's suppose to function.
Also, quite a bit of good stuff in the set it seems so far.[/quote]
The new O-Ring doesn't allow you to target your own permanents so printing the differences on such similar cards should help with rulings.
Machius proudly supports R_E's right to Rumour!
Well gree/white is already not a thing because of that. This will just beat a dead horse.
I feel it is more intuitive as well.
But dat art! Reminds me of mind maggots
"When Brain Maggot enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield."
Tidehollow Sculler
"When Tidehollow Sculler comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game. When Tidehollow Sculler leaves play, return the removed card to its owner's hand."
Curious. Nowhere on Brain Maggot does it say the card returns to their hand when Brain Maggot leaves play.
Green and White (aka Green-White, aka Selesnya) is not a thing because of that, Green/White (aka Green or White aka any deck using at least one of the colors) decks are still around (GR monsters probably being the most popular one which still has a big vulnerability to Lifebane due to having creatures unlike Esper/UW control).
Machius proudly supports R_E's right to Rumour!
Also that art reminds me of this:
https://www.youtube.com/watch?v=ydXenL7iu0w
T2: Brain Maggot
T3: Lifebane Zombie
is going to annoy a lot of people. Me? I love it. Favorite T1-T3 curve in Standard.
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
It's exactly that which makes this card very powerful.
If you never have the ability to remove the maggot because of the discard effects it effectively become a 2 mana, no life loss Thoughtseize.
Well done, good sir.
It's fragile, but it could see some play. Honestly, I could see running it in MBA. It's not a giant body, but it takes their best card until they aim removal at it instead of a more threatening creature, and can serve as a nice bestow target. I don't see much issue with dropping him on turn two, a threat on turn three, and then bestowing a gnarled scar hide on him turn 4.
It's the "fixed" version of Tidehollow Sculler ability.
yeah, it goes back to hand as the effect ends.
Well, I know what alternate art I want
Better yet, will this open the door to the word "banish" just as Path to Exile opened the door to "exile?"
I like the sound of "banish target creature." Sweet idea, yeah?
The fact that pretty much everyone needed to have it explained to them at some point in time demonstrates that it was a mistake. Not to mention that it was obviously not the intended design. Anyone who thinks Oblivion Ring was intended, when designed, to be able to permanently exile something is delusional. It's a 3 mana answer to anything entirely because it's removable and therefore temporary. They simply didn't realize that their wording, which was also much longer even if not confusing and unintuitive, would make it so these permanent exile strategies were possible. The fix is undeniably a good thing - these are the way they were supposed to work in the first place.
Mesmeric Fiend
Tidehollow Sculler
It's the way Lifebane Zombie should have been built. None of the other creatures in that cycle are permanent answers to their enemy colors. GW isn't loaded with removal in standard, so it'd be permanent much of the time anyway.