I hope they're going to reprint Moonmist and Immerwolf in SOI or EMO. This card ain't gonna do it.
my thoughts exactly. the problem with werewolves is that they keep flipping. every other DFC stays flipped. to be competitive we need a way to force flipping and to keep them flipped. moon mist and immerwolf would be ok, but I'd rather have them coming up with something new.
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Sincw the werewolf tribe mechanic is the flip mechanic i would love for them to actually be good at it. For now and a lot of original innistrad it seems that every other tribe is better at transforming than the transorming tribe.
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
DFC's are printed on a different sheet, so Green mythics aren't out of the running.
I really dislike this "joke" about Green not getting anymore mythics.
15 mythics is the usual number. It shouldn't matter that there are DF mythics.
Recall that the original Innistrad had 16 mythics, with flip-Garruk being the bonus because he's a DFC. I remember that we had all mythics except Tree of Life spoiled, so we thought we had them all (15), and then when that was spoiled everyone was like "Wait, what? 16 mythics?" So maybe that'll happen again because of Arlin
And now that I look at it, Dark Ascension had 12 mythics (normal for a small set is 10, right?) and it had 2 DFC mythics. So, if that pattern holds, we should be getting at least 2 more mythics, and maybe a 3rd if there's another DFC mythic.
I hope they're going to reprint Moonmist and Immerwolf in SOI or EMO. This card ain't gonna do it.
my thoughts exactly. the problem with werewolves is that they keep flipping. every other DFC stays flipped. to be competitive we need a way to force flipping and to keep them flipped. moon mist and immerwolf would be ok, but I'd rather have them coming up with something new.
My guess- A wolf or werewolf that EtB flips all humans (including itself but has a really crappy human side? 0/1?). This would be the killer app that the tribe needs. That silverpelt guy is not really useful to the tribal deck the way the other "lords" in this set are.
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My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Sincw the werewolf tribe mechanic is the flip mechanic i would love for them to actually be good at it. For now and a lot of original innistrad it seems that every other tribe is better at transforming than the transorming tribe.
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
I think they're actually doing a really good job supporting the werewolf tribe this time around, as one of the big problems I remember from original innistrad was that flipping your werewolves involved skipping a turn... but with all the flash permanents they're making available to the tribe, you're not really skipping a turn, and still get to flip your own.
Cool. Thanks for the link. The number crunch thread had calculated 18 mythics a while back. That's basically confirmed now. We know all the rare and mythic DFC except a red one. I doubt that it is mythic, though there is a chance it is.
I hope they're going to reprint Moonmist and Immerwolf in SOI or EMO. This card ain't gonna do it.
my thoughts exactly. the problem with werewolves is that they keep flipping. every other DFC stays flipped. to be competitive we need a way to force flipping and to keep them flipped. moon mist and immerwolf would be ok, but I'd rather have them coming up with something new.
My guess- A wolf or werewolf that EtB flips all humans (including itself but has a really crappy human side? 0/1?). This would be the killer app that the tribe needs. That silverpelt guy is not really useful to the tribal deck the way the other "lords" in this set are.
silverpelt is very useful for making the opponent's spot removal less efficient. for me the key to the deck is the"immerwolf-effect, not the "moonmist-effect"
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I'm hoping we see new cards for Bruna and Gisela, brainwashed and crazy though they may be.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Sincw the werewolf tribe mechanic is the flip mechanic i would love for them to actually be good at it. For now and a lot of original innistrad it seems that every other tribe is better at transforming than the transorming tribe.
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
I think they're actually doing a really good job supporting the werewolf tribe this time around, as one of the big problems I remember from original innistrad was that flipping your werewolves involved skipping a turn... but with all the flash permanents they're making available to the tribe, you're not really skipping a turn, and still get to flip your own.
It helps to have flash support but it doesnt solve thr issue that you are at the mercy of your opponent. You need them to not cast on your turn as well if we dont have a moonmist effect.
Sincw the werewolf tribe mechanic is the flip mechanic i would love for them to actually be good at it. For now and a lot of original innistrad it seems that every other tribe is better at transforming than the transorming tribe.
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
I think they're actually doing a really good job supporting the werewolf tribe this time around, as one of the big problems I remember from original innistrad was that flipping your werewolves involved skipping a turn... but with all the flash permanents they're making available to the tribe, you're not really skipping a turn, and still get to flip your own.
It helps to have flash support but it doesnt solve thr issue that you are at the mercy of your opponent. You need them to not cast on your turn as well if we dont have a moonmist effect.
I think that will be less of an issue than you think. After all, they still had to cast something on their last turn, or your werewolves already flipped, so the chances of them having two cheap spells, one of which is an instant seems pretty low to me. Obviously your opponent always has a chance to flip them back by playing two spells, but that's the tension of the mechanic.
Sincw the werewolf tribe mechanic is the flip mechanic i would love for them to actually be good at it. For now and a lot of original innistrad it seems that every other tribe is better at transforming than the transorming tribe.
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
I think they're actually doing a really good job supporting the werewolf tribe this time around, as one of the big problems I remember from original innistrad was that flipping your werewolves involved skipping a turn... but with all the flash permanents they're making available to the tribe, you're not really skipping a turn, and still get to flip your own.
It helps to have flash support but it doesnt solve thr issue that you are at the mercy of your opponent. You need them to not cast on your turn as well if we dont have a moonmist effect.
I think that will be less of an issue than you think. After all, they still had to cast something on their last turn, or your werewolves already flipped, so the chances of them having two cheap spells, one of which is an instant seems pretty low to me. Obviously your opponent always has a chance to flip them back by playing two spells, but that's the tension of the mechanic.
Im not knocking you man and frankly, i wish you were right about that. But did ypu play during the original innistrad? Your scenario just doesnt play out that often.
Im not knocking you man and frankly, i wish you were right about that. But did ypu play during the original innistrad? Your scenario just doesnt play out that often.
Yes, I did play during original innistrad. But original innistrad also did not have the volume of cards that you can use to skip your turn and cast on your opponent's. Additionally, flashback in original innistrad hurt the werewolves as there was a larger number of small spells that were playable because they had flashback, and thus could be used on your opponent's turn to keep them from flipping without loss of tempo. It's almost as though this set is different than original innistrad. Funny thing, that.
I'm going to need a comparison chart between this and Full Moon's Rise for my Casual deck (I doubt there's space for both). Neither of them are strictly better than the other, but I think it's going to be largely dependent on how flooded the 2-drop and/or the 3-drop slots are in that deck (also, the number of actual wolves in the deck, since this affects them but Rise doesn't.)
Im not knocking you man and frankly, i wish you were right about that. But did ypu play during the original innistrad? Your scenario just doesnt play out that often.
Yes, I did play during original innistrad. But original innistrad also did not have the volume of cards that you can use to skip your turn and cast on your opponent's. Additionally, flashback in original innistrad hurt the werewolves as there was a larger number of small spells that were playable because they had flashback, and thus could be used on your opponent's turn to keep them from flipping without loss of tempo. It's almost as though this set is different than original innistrad. Funny thing, that.
I see. I was being civil and choosing not to make assumptions about your experience. But I see that you're going to try to be that internet smart*** who thinks he's got it all figured out.
If you're trying to tell me that Innistrad didn't have enough instants and cards with flash then you're off your rocker and grasping for straws. Furthermore, while flashback hurt, it wasn't the actual problem. Madness, with its pseudo-flash and reduced casting costs, could be nearly as much of a wrench as flashback if not more. Oh and those pesky little instant spells that are a part of this game still exist.
The fact is that while this is a different set than the original (incredible insight by the way, thank you for that) the werewolf mechanic has remain unchanged and thus its weaknesses are still very much the same. No doubt that there are some new support cards to the tribe, but none of them are solving the issue. The issue being that we don't actively control the flip (unless we have a moonmist effect). We try and control it passively, but that puts us at the mercy of our opponent.
I love werewolves, clearly, and I will play them until my fingers bleed whilst banging my head against the wall because they are awesome. But without active transform controls, it's going to continue to be my favorite casual pet deck.
If you're trying to tell me that Innistrad didn't have enough instants and cards with flash then you're off your rocker and grasping for straws.
I did end up accidentally leaving out a word that was important there. My statement was meant to be "Did not have the volume of cards that you can use to skip your turn and cast on your opponent's to develop your board". Original innistrad had two creatures with flash in the entire set, both of which were obviously intended as combat tricks, and only one of which was in werewolf colors. My intention was not that innistrad did not have instants (and in fact, the ability to "throw away" an instant with flashback was part of what I was saying was a problem), but most were not synergistic with the idea of skipping your turn while still developing your board, a theme we've seen with the flash cards previewed so far.
As for the rest of my comment, it was perhaps a bit flippant, but the point remains: This is a different set completely. All of the other tribes have changed significantly, the mechanics have changed, and design philosophy has changed. The werewolf mechanic seems to me very dependent on the surrounding set, and I'm feeling optimistic about how they've changed the surrounding environment to support it. You seem to be pessimistic about it. Both views are fine, I think. Let's hope WOTC exceeds both our expectation?
If you're trying to tell me that Innistrad didn't have enough instants and cards with flash then you're off your rocker and grasping for straws.
I did end up accidentally leaving out a word that was important there. My statement was meant to be "Did not have the volume of cards that you can use to skip your turn and cast on your opponent's to develop your board". Original innistrad had two creatures with flash in the entire set, both of which were obviously intended as combat tricks, and only one of which was in werewolf colors. My intention was not that innistrad did not have instants (and in fact, the ability to "throw away" an instant with flashback was part of what I was saying was a problem), but most were not synergistic with the idea of skipping your turn while still developing your board, a theme we've seen with the flash cards previewed so far.
As for the rest of my comment, it was perhaps a bit flippant, but the point remains: This is a different set completely. All of the other tribes have changed significantly, the mechanics have changed, and design philosophy has changed. The werewolf mechanic seems to me very dependent on the surrounding set, and I'm feeling optimistic about how they've changed the surrounding environment to support it. You seem to be pessimistic about it. Both views are fine, I think. Let's hope WOTC exceeds both our expectation?
Fair enough on all counts. I suppose I am a bit pessimistic in a sense. But not in that I don't think they are fun, quite the contrary - they're my favorite tribe BY FAR. But yea, just going off what has been spoiled (which is not entirely fair since the whole set isn't revealed) I am pessimistic about their competiveness from a consistency standpoint.
my thoughts exactly. the problem with werewolves is that they keep flipping. every other DFC stays flipped. to be competitive we need a way to force flipping and to keep them flipped. moon mist and immerwolf would be ok, but I'd rather have them coming up with something new.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
That leaves such a bad taste in my mouth. And i am really bothered by the fact that it seems to remain the same in SOI
I really dislike this "joke" about Green not getting anymore mythics.
EDH: GWCaptain Sisay
15 mythics is the usual number. It shouldn't matter that there are DF mythics.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
This is a larger set than normal, and there are only 15 slots for basic lands, rather than the usual 20.
EDH: GWCaptain Sisay
Recall that the original Innistrad had 16 mythics, with flip-Garruk being the bonus because he's a DFC. I remember that we had all mythics except Tree of Life spoiled, so we thought we had them all (15), and then when that was spoiled everyone was like "Wait, what? 16 mythics?" So maybe that'll happen again because of Arlin
My guess- A wolf or werewolf that EtB flips all humans (including itself but has a really crappy human side? 0/1?). This would be the killer app that the tribe needs. That silverpelt guy is not really useful to the tribal deck the way the other "lords" in this set are.
Feel free to tell me yours!
MaRo himself comments on Mythics. 3 of the ones we've seen have been DFCs.
EDH: GWCaptain Sisay
Oh right, I totally forgot about Startled Awake. So yeah, 3 more mythics.
My guess would be a least one mono-green and one artifact/colorless or something
Cool. Thanks for the link. The number crunch thread had calculated 18 mythics a while back. That's basically confirmed now. We know all the rare and mythic DFC except a red one. I doubt that it is mythic, though there is a chance it is.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
So seems to be the case. I must have missed the note.
I'm hoping we see new cards for Bruna and Gisela, brainwashed and crazy though they may be.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
It helps to have flash support but it doesnt solve thr issue that you are at the mercy of your opponent. You need them to not cast on your turn as well if we dont have a moonmist effect.
Im not knocking you man and frankly, i wish you were right about that. But did ypu play during the original innistrad? Your scenario just doesnt play out that often.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
I see. I was being civil and choosing not to make assumptions about your experience. But I see that you're going to try to be that internet smart*** who thinks he's got it all figured out.
If you're trying to tell me that Innistrad didn't have enough instants and cards with flash then you're off your rocker and grasping for straws. Furthermore, while flashback hurt, it wasn't the actual problem. Madness, with its pseudo-flash and reduced casting costs, could be nearly as much of a wrench as flashback if not more. Oh and those pesky little instant spells that are a part of this game still exist.
The fact is that while this is a different set than the original (incredible insight by the way, thank you for that) the werewolf mechanic has remain unchanged and thus its weaknesses are still very much the same. No doubt that there are some new support cards to the tribe, but none of them are solving the issue. The issue being that we don't actively control the flip (unless we have a moonmist effect). We try and control it passively, but that puts us at the mercy of our opponent.
I love werewolves, clearly, and I will play them until my fingers bleed whilst banging my head against the wall because they are awesome. But without active transform controls, it's going to continue to be my favorite casual pet deck.
As for the rest of my comment, it was perhaps a bit flippant, but the point remains: This is a different set completely. All of the other tribes have changed significantly, the mechanics have changed, and design philosophy has changed. The werewolf mechanic seems to me very dependent on the surrounding set, and I'm feeling optimistic about how they've changed the surrounding environment to support it. You seem to be pessimistic about it. Both views are fine, I think. Let's hope WOTC exceeds both our expectation?
Fair enough on all counts. I suppose I am a bit pessimistic in a sense. But not in that I don't think they are fun, quite the contrary - they're my favorite tribe BY FAR. But yea, just going off what has been spoiled (which is not entirely fair since the whole set isn't revealed) I am pessimistic about their competiveness from a consistency standpoint.