It's going to be four-color creatures. Mixing in planeswalkers is just muddling the message.
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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.
I'm not expecting them to, but it would be insane if all the commanders in each of these decks were new cards.
I believe that Shaping the identity of what these color combinations are is going to mean exploring what each color shares in common with the others, where each color differs from the absent color and why, and of course the flavor that the colors have in common and the flavor they have that opposes the absent color.
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"Pop in, find a dragon, roast a dragon."
-Chandra Nalaar
Commander 2013 didn't include a similar cycle for ally pairs. Shard and/or wedge legends for C16 would be exercising the same concept, and while it's possible we might see tricolor legends, it's dubious as they've only done a sub-commander cycle once.
The only thing Wizards has shown with previous Commander products is that there really aren't any rules as to what they could contain besides 100 card decks and new legal Commanders.
Commander 2013 didn't include a similar cycle for ally pairs. Shard and/or wedge legends for C16 would be exercising the same concept, and while it's possible we might see tricolor legends, it's dubious as they've only done a sub-commander cycle once.
The only thing Wizards has shown with previous Commander products is that there really aren't any rules as to what they could contain besides 100 card decks and new legal Commanders.
Commander 2013 didn't include a similar cycle for ally pairs. Shard and/or wedge legends for C16 would be exercising the same concept, and while it's possible we might see tricolor legends, it's dubious as they've only done a sub-commander cycle once.
The only thing Wizards has shown with previous Commander products is that there really aren't any rules as to what they could contain besides 100 card decks and new legal Commanders.
Commander 2013 didn't include a similar cycle for ally pairs. Shard and/or wedge legends for C16 would be exercising the same concept, and while it's possible we might see tricolor legends, it's dubious as they've only done a sub-commander cycle once.
The only thing Wizards has shown with previous Commander products is that there really aren't any rules as to what they could contain besides 100 card decks and new legal Commanders.
Commander 2013 did have some weird inclusions for mono color backup commanders, including some Portal 3 Kingdoms legendary creatures... that were rather tame compared to some of the other stuff from that block.
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.
I wonder what the theme will be for these. Random 4-color legends? Old ones as cards? And if the former, from which plane(s)?
Maybe they won't all be creatures. Something like Urza as a WUBR planeswalker commander?
They are going to sit on planeswalkers commanders I think.
Doesn't make much sense to go 4 colour creatures AND planeswalkers in the same product when this is an annual release.
It does if RG Legend flips into BW walker. And gets rid of the pesky need for "~ can be your commander," text. Although I agree I don't think it will be planeswalkers again for a bit.
Because conservative bias is a far, far worse thing. Liberal bias doesn't, statistically speaking, make people stupid. Conservative bias (or at least Fox's version of it) does.
Well in terms of color pie/legend here is what I suspect they'll combine the most like Shard/Wedges
----
Jeskai-Esper= (WBUR) Some form of Non-Creature-Permanent matter theme, so Enchantment/Artifact Non-Creatures. Or instants/Sorcery focused that care which type of non-creatures permanent you control in vein of affinity or spell mastery. Likely Non-Creature Artifact focused however.
----
Naya-Temur = (WURG) Some form of power matter theme, obviously. I guess am going out on a limb and it'll be if you control a singular creature it'll be power 6, and if it looks at board it'll be power 7. Just to fit 4-5-8 scheme for power matter cards.
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Bant-Abzan (WBUG) = In a kinda irony the opposite is why. But reason I choose this pairing is both are hierarchical societies based on some level of equality. However both groups favor holding back, and like token strategies, but still attacking (Exalted and Outlast.). And our lack of a better way to put it intelligent about how they attack. And not doing full team swings to allow using exalted or bolster.
If Mardu was not two color off (WBR) I would have combined Bant with them. Mechanically Convoke, and aura focused Voltron with cards like Eidolon of Countless Battle would represent such a tactic well.
----
Sultai-Grixis = (BURG) Pretty simple graveyard matter theme. Through Sultai could also go with Jund, due to sacrifice theme. However the difference is Grixis wants certain cards in graveyard (Unearth), and Sultai just wants cards in graveyard.
Delirium and Threshold would represent such a mechanic and tie in both mechanical ideals of he deck well. And would focus on controllable mass mill (like Brood Tyrant controllable triggered mill vs Nyx Weaver or Splintefright mandatory mill). And have cards like Wonder and Anger.
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Jund-Mardu = (WBGR) These two I'll be honest fit the absolute worst togethor. With the only overlapping synergies are token based, as Devour/Sacrificing Permanents, Raid, and Dash, have very little mechanical overlap. A simple way to combine these playable which in one respect is your permanent/cards are only temporary is do have high impact cards with time delayed drawbacks.
Then sacrifice outlet to well sacrifice said cards before said drawbacks take effect. Otherwise about the only thing these two at all fit is Sarkhan was part of both of them. Likely a token strategy, of some kind. And being the aggro deck, that shifts into Dragons or something.
I hope that we see three new commanders, period and do not have wedge sub commanders taking up slots. This is something that we're really only going to see once every 4-5 years.
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Life is a beautiful engineer, yet a brutal scientist.
WRBG - Focused on tokens, both pumping them and sacrificing them. (U is the color least interested in pumping your team though it happens occasionally)
RBGU - Mill based, graveyard focused deck, with flashback, instant/sorcery matters themes. (Every color has GY recursion, but white is usually limited to creatures)
BGUW - Auras/enchantments, voltron (red can't deal with enchantments)
GUWR - Big creatures, +1/+1 counters, ramp (ramp had to go somewhere... though maybe that should include black since black had rituals too...)
UWRB - Controlly deck, artifacts, angel/demon/dragons? (If this deck isn't artifacts based I will eat my hat... Esper w/Red is the easiest fit)
To be fair, Homeward Path was designed for Commander and its rarity is entirely arbitrary.
It being a $7 card is a direct consequence of its rarity. It is far from arbitrary.
The rarity of new commander cards is determined/set by how many precon decks get it.
lol. The rarity of regular expansions is determined/set by how many packs get it. The only difference is you know the contents of one, but the principle of distribution per product=rarity remains the same.
Because conservative bias is a far, far worse thing. Liberal bias doesn't, statistically speaking, make people stupid. Conservative bias (or at least Fox's version of it) does.
I'm wondering if these might be tribal decks, or at least have strong tribal sub-themes--seems like one way to make four-color decks distinct.
I won't be surprised if something like this was the case. For example, I could see the WUBR deck be artifact based since it could include both esper and the new UR artifact cards.
This makes sense - even if not tribal, I think artifacts makes a lot of sense for the WUBR deck. Essentially, there becomes so much overlap between any 4 color combination that it is really hard to find anything that the combo would "unite" on, to the exclusion of the fifth color, unless you really define the combo's characteristics solely by what it is missing. Green generally hates artifacts and doesn't play around with them (except to kill them). I was hoping the UR deck last year would be artifact anyway, so it would be great if WUBR was.
Why would the non-white quad be the Voltron deck? White cares most about Auras and Equipment and many of the strongest Aura cards are white.
That is true, buttt... I was basically using the (admittedly bad) logic of trying to see what's the core of each color, and building the 4-colors around the opposite. In that regard:
W: Mass creatures. So opposite could be Voltron. Note that red often uses equipment OK and green is at least the second best aura color, if not actually the best due to hexproof strategies.
U: Instants or sorceries, and the color that gets the least token creation really, so tokens it was.
B: This was difficult, I just went with the idea that black can't handle enchantments, even though my favorite enchantments in the game are black...
R: R is the most aggressive color, so I went with some kind of control. Between R and G, R is more focused on spells over creatures. So tapout control (dropping controllish creatures to make it to the end game where your creatures are better) was the most obvious thing to me.
G: This was the most obvious to me. G is still the creature color, so WUBR would be the spell deck. These colors cover the best spells and oversee all the prowess cards.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Standard - RIP Cat
Modern - Death & Taxes
Commander - Mazirek, Trostani, Angry Omnath
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.
I believe that Shaping the identity of what these color combinations are is going to mean exploring what each color shares in common with the others, where each color differs from the absent color and why, and of course the flavor that the colors have in common and the flavor they have that opposes the absent color.
-Chandra Nalaar
The only thing Wizards has shown with previous Commander products is that there really aren't any rules as to what they could contain besides 100 card decks and new legal Commanders.
No rare lands.
You just made Homeward Path cry.
Contested Cliffs was in C13, unless you mean new cards.
Azami, Lady of Scrolls
Hua Tuo, Honored Physician
Kongming, "Sleeping Dragon"
Lu Xun, Scholar General
Uyo, Silent Prophet
Endrek Sahr, Master Breeder
Some of them barely fit into the strategy of the decks they came with.
Azami, Lady of Scrolls and Lu Xun, Scholar General both played into Derevi's untap aggro theme. Uyo, Silent Prophet can copy spells which fits Jeleva's spell-focused deck. Endrek Sahr, Master Breeder and Hua Tuo, Honored Physician fit into Prossh's sacrifice-heavy deck. Kongming, "Sleeping Dragon" is the odd one out being included in Oloro's deck rather than Marath's creature-heavy deck, my guess being to help support lifelink creatures and such.
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.
They are going to sit on planeswalkers commanders I think.
Doesn't make much sense to go 4 colour creatures AND planeswalkers in the same product when this is an annual release.
It does if RG Legend flips into BW walker. And gets rid of the pesky need for "~ can be your commander," text. Although I agree I don't think it will be planeswalkers again for a bit.
It being a $7 card is a direct consequence of its rarity. It is far from arbitrary.
----
Jeskai-Esper= (WBUR) Some form of Non-Creature-Permanent matter theme, so Enchantment/Artifact Non-Creatures. Or instants/Sorcery focused that care which type of non-creatures permanent you control in vein of affinity or spell mastery. Likely Non-Creature Artifact focused however.
----
Naya-Temur = (WURG) Some form of power matter theme, obviously. I guess am going out on a limb and it'll be if you control a singular creature it'll be power 6, and if it looks at board it'll be power 7. Just to fit 4-5-8 scheme for power matter cards.
-----
Bant-Abzan (WBUG) = In a kinda irony the opposite is why. But reason I choose this pairing is both are hierarchical societies based on some level of equality. However both groups favor holding back, and like token strategies, but still attacking (Exalted and Outlast.). And our lack of a better way to put it intelligent about how they attack. And not doing full team swings to allow using exalted or bolster.
If Mardu was not two color off (WBR) I would have combined Bant with them. Mechanically Convoke, and aura focused Voltron with cards like Eidolon of Countless Battle would represent such a tactic well.
----
Sultai-Grixis = (BURG) Pretty simple graveyard matter theme. Through Sultai could also go with Jund, due to sacrifice theme. However the difference is Grixis wants certain cards in graveyard (Unearth), and Sultai just wants cards in graveyard.
Delirium and Threshold would represent such a mechanic and tie in both mechanical ideals of he deck well. And would focus on controllable mass mill (like Brood Tyrant controllable triggered mill vs Nyx Weaver or Splintefright mandatory mill). And have cards like Wonder and Anger.
-----
Jund-Mardu = (WBGR) These two I'll be honest fit the absolute worst togethor. With the only overlapping synergies are token based, as Devour/Sacrificing Permanents, Raid, and Dash, have very little mechanical overlap. A simple way to combine these playable which in one respect is your permanent/cards are only temporary is do have high impact cards with time delayed drawbacks.
Then sacrifice outlet to well sacrifice said cards before said drawbacks take effect. Otherwise about the only thing these two at all fit is Sarkhan was part of both of them. Likely a token strategy, of some kind. And being the aggro deck, that shifts into Dragons or something.
CerberusJund (Modern)GRB
Sidisi, Brood Tyrant Morphentress (Commander) GUB
I also play YGO (DragunFusion) and Hearthstone (Dragon Control Warrior)
Modern
Commander
Cube
<a href="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/588020-unpowered-themed-enchantment-an-enchanted-evening">An Enchanted Evening Cube </a>
Non-W: Voltron.
Non-U: Tokens.
Non-B: Enchantments matter.
Non-R: Tapout control.
Non-G: Instants and sorceries.
If it has a reason for having the rarity, wouldn't that, by definition, make it not arbitrary then?
WRBG - Focused on tokens, both pumping them and sacrificing them. (U is the color least interested in pumping your team though it happens occasionally)
RBGU - Mill based, graveyard focused deck, with flashback, instant/sorcery matters themes. (Every color has GY recursion, but white is usually limited to creatures)
BGUW - Auras/enchantments, voltron (red can't deal with enchantments)
GUWR - Big creatures, +1/+1 counters, ramp (ramp had to go somewhere... though maybe that should include black since black had rituals too...)
UWRB - Controlly deck, artifacts, angel/demon/dragons? (If this deck isn't artifacts based I will eat my hat... Esper w/Red is the easiest fit)
Club Flamingo Wins: 1!
I see GUWR more probable as the Aura/Enchantment deck. Uril meets Bruna kind of.
Legendary: 1088 / 1208.
Planeswalkers: 182 / 226.
(16/03/2017)
Also, casual and semi-competitive Commander player \m/
Why would the non-white quad be the Voltron deck? White cares most about Auras and Equipment and many of the strongest Aura cards are white.
I had that originally too, but then I figured they will have one Animar-ish deck, and that likely will have GR in it.
Club Flamingo Wins: 1!
lol. The rarity of regular expansions is determined/set by how many packs get it. The only difference is you know the contents of one, but the principle of distribution per product=rarity remains the same.
This makes sense - even if not tribal, I think artifacts makes a lot of sense for the WUBR deck. Essentially, there becomes so much overlap between any 4 color combination that it is really hard to find anything that the combo would "unite" on, to the exclusion of the fifth color, unless you really define the combo's characteristics solely by what it is missing. Green generally hates artifacts and doesn't play around with them (except to kill them). I was hoping the UR deck last year would be artifact anyway, so it would be great if WUBR was.
That is true, buttt... I was basically using the (admittedly bad) logic of trying to see what's the core of each color, and building the 4-colors around the opposite. In that regard:
W: Mass creatures. So opposite could be Voltron. Note that red often uses equipment OK and green is at least the second best aura color, if not actually the best due to hexproof strategies.
U: Instants or sorceries, and the color that gets the least token creation really, so tokens it was.
B: This was difficult, I just went with the idea that black can't handle enchantments, even though my favorite enchantments in the game are black...
R: R is the most aggressive color, so I went with some kind of control. Between R and G, R is more focused on spells over creatures. So tapout control (dropping controllish creatures to make it to the end game where your creatures are better) was the most obvious thing to me.
G: This was the most obvious to me. G is still the creature color, so WUBR would be the spell deck. These colors cover the best spells and oversee all the prowess cards.