So, we get a much better kindle, and a much worse accumulated knowledge. I'm not mad, but blue really needs a real draw spell right now, not real enough
Galvic Bombarment (if it could target players) round 1: 2 damage, Round 2: 3,4 damage Round 3: 5 damage while magic Christmas land, 14 damage in 3 rounds makes it where they can't allow it to target players.
Not only is that "omg 14 damage in 3 turns!" magical christmasland as all hell, you've then completely burned through your hand and have no good way to try and force through the last 6 points of damage except from lucky topdecks, and many decks will be able to use that time to turn the tables.
Honestly, if you're lucky enough to rip all 4 of them in your opener then I take that as a sign that I wasn't meant to win that one. Wizards needs to get over their "we don't want players to feel bad" phase, because it results in crap like this where a 2-mana creature has a 5-turn clock, but red can't get searing spear anymore because "it invalidates half the card pool", which is complete BS.
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The only way GB would have targeted players is if it said X was 1 plus the number of GBs in grave.
Also, Blessed Alliance works well with Lone Rider. I play U/W control and once Ojutai's Command rotates out, I'll stick some in the deck and Lone Rider in the sideboard instead of Cleric of the Forward Order.
Galvic Bombarment (if it could target players) round 1: 2 damage, Round 2: 3,4 damage Round 3: 5 damage while magic Christmas land, 14 damage in 3 rounds makes it where they can't allow it to target players.
Not only is that "omg 14 damage in 3 turns!" magical christmasland as all hell, you've then completely burned through your hand and have no good way to try and force through the last 6 points of damage except from lucky topdecks, and many decks will be able to use that time to turn the tables.
Honestly, if you're lucky enough to rip all 4 of them in your opener then I take that as a sign that I wasn't meant to win that one. Wizards needs to get over their "we don't want players to feel bad" phase, because it results in crap like this where a 2-mana creature has a 5-turn clock, but red can't get searing spear anymore because "it invalidates half the card pool", which is complete BS.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
There is no way they should have allowed Galvic Bombardment to hit players, since it becomes Lightning Bolt once you a single copy in your graveyard, and everyone should agree that Lightning Bolt would horribly warp current standard.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
Galvic Bombarment (if it could target players) round 1: 2 damage, Round 2: 3,4 damage Round 3: 5 damage while magic Christmas land, 14 damage in 3 rounds makes it where they can't allow it to target players.
Not only is that "omg 14 damage in 3 turns!" magical christmasland as all hell, you've then completely burned through your hand and have no good way to try and force through the last 6 points of damage except from lucky topdecks, and many decks will be able to use that time to turn the tables.
Honestly, if you're lucky enough to rip all 4 of them in your opener then I take that as a sign that I wasn't meant to win that one. Wizards needs to get over their "we don't want players to feel bad" phase, because it results in crap like this where a 2-mana creature has a 5-turn clock, but red can't get searing spear anymore because "it invalidates half the card pool", which is complete BS.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
Fiery Impulse cannot target a player.
I do agree with you that letting it hit a player would make this too strong. I'm all for powerful spells, but the baseline would a Shock (a very playable card). The 3rd and 4th castings trump Lightning Bolt (a card that I would like back in standard but has been deemed too powerful by R&D). I think there's a good argument that this should have just been Kindle, but I do not think we want burn to have access to a 1 mana Kindle.
So, we get a much better kindle, and a much worse accumulated knowledge. I'm not mad, but blue really needs a real draw spell right now, not real enough
Uh...Kindle can target players. We didn't need another Fiery Impulse.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
There is no way they should have allowed Galvic Bombardment to hit players, since it becomes Lightning Bolt once you a single copy in your graveyard, and everyone should agree that Lightning Bolt would horribly warp current standard.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
There is no way they should have allowed Galvic Bombardment to hit players, since it becomes Lightning Bolt once you a single copy in your graveyard, and everyone should agree that Lightning Bolt would horribly warp current standard.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
Agreed. Give us effective 3 and 4 mana board wipes and 2 mana kill spells. #FreeDamnation #FreeLightning Bolt
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Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
All of these transform cards and not a werewolf in sight. And if I do get one it's probably going to be a stupid Eldrazi Werewolf.
Wish the Alphas card was more interesting or actually did something for wolf/werewolf tribal.
My fears as well. Especially after Episode 2 on the mother ship specifically talks about Hermit of the Natterknolls becoming an Eldrazi Werewolf. Who in the world wants that? lol
Divination was NOT considered playable from 2009-2013. When M14 was released in fall of 2013, it began to see occasional play in Esper and UW control. It is only considered playable in the radically low power environment of some recent Standard formats.
I feel like the current environment for straight UW doesn't have a better draw spell than divination. During RTR-Theros you would see a divination or two in control lists. As it stands, I misunderstood the card. It's still ok, but not as crazy as I initially thought
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
All of these transform cards and not a werewolf in sight. And if I do get one it's probably going to be a stupid Eldrazi Werewolf.
Wish the Alphas card was more interesting or actually did something for wolf/werewolf tribal.
My fears as well. Especially after Episode 2 on the mother ship specifically talks about Hermit of the Natterknolls becoming an Eldrazi Werewolf. Who in the world wants that? lol
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
There is no way they should have allowed Galvic Bombardment to hit players, since it becomes Lightning Bolt once you a single copy in your graveyard, and everyone should agree that Lightning Bolt would horribly warp current standard.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
Agreed. Give us effective 3 and 4 mana board wipes and 2 mana kill spells. #FreeDamnation #FreeLightning Bolt
In all seriousness, I think we'll get back there one day. The game moves through ebbs and flows. What used to be strong is not guaranteed to be strong, and what used to be weak will not always be weak. Tropes and assumptions will be violated, then they will happen again. I used to hate this. I wanted equity in the game across all levels, all the time. But I came to realize that this ebb and flow is all for the best. It keeps the game from stagnating.
Galvanic Bombardment would be a stupid card if it went to the face. It'd be an immediate 4 of in burn where the third and fourth copy are better than Lightning Bolt.
It would be a good card, but not stupid. 90% of the time it would be a duplicate of Shock. Sometimes you would get to cast a second and that second copy would be lightning bolt, which is great obviously. Getting to the third or fourth copy would be very rare.
It would be better than shock, but worse than bolt. Legacy or Modern burn decks wouldn't want it because you'd almost always get only 2 damage out of it. If the game has gone long enough for you to get more, you're probably not winning as burn anyway.
I don't disagree that Red needs more reach, and I would have no problem with a Lightning Strike reprint at the moment. But Lightning Bolt is the most played card in Modern, and in the current, low power standard, it would be horribly warping, with creatures with less than 4 toughness in non aggro decks being useless. In the future, in a higher power standard, sure, but not at the moment.Unless we want to repeat Thoughtseize in RTR/Theros Standard
Everyone is going on the assumption that you would always draw at least 2 galvanic blasts. You realize in most games that's actually really unlikely, right? Unless you build your deck around filling your yard, but that's a hurdle you have to clear to get to 3 damage. Lightning bolt is always 3. Even if galvanic blast hit the face, it's only going to be 2 damage 90% of the time it's played.
Dunno but I always think about "trade 2CMC spell to opponent's 10CMC creature" as something unfair. That's why I will never understand blue players.
Do you want to play a game where there are no opportunity risks or "checks and balances" to just throwing big fatties on the table or casting big game winning spells? Like said before, we're heading to all threats, and no answers. Also, like combo? Too bad. Without permission/control to keep it in check, they can't print much of that, either. Or, you get ham-handed, archetype killing hosers instead of balance.
Dunno but I always think about "trade 2CMC spell to opponent's 10CMC creature" as something unfair. That's why I will never understand blue players.
Do you want to play a game where there are no opportunity risks or "checks and balances" to just throwing big fatties on the table or casting big game winning spells? Like said before, we're heading to all threats, and no answers. Also, like combo? Too bad. Without permission/control to keep it in check, they can't print much of that, either. Or, you get ham-handed, archetype killing hosers instead of balance.
Yeah, I do miss the old rock-paper-scissors thing where an aggro (or burn) deck was weak to the combo deck that could go off fast enough to ignore the damage, the combo deck was weak to the control deck that could just carefully choose the right spells to counter, and the control deck was weak to the aggro deck that could play too many threats to counter.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
Agreed. Give us effective 3 and 4 mana board wipes and 2 mana kill spells. #FreeDamnation #FreeLightning Bolt
In all seriousness, I think we'll get back there one day. The game moves through ebbs and flows. What used to be strong is not guaranteed to be strong, and what used to be weak will not always be weak. Tropes and assumptions will be violated, then they will happen again. I used to hate this. I wanted equity in the game across all levels, all the time. But I came to realize that this ebb and flow is all for the best. It keeps the game from stagnating.
How many years do you think it will be before creatures are weaker than spells? Because I personally don't ever see that happening again. Wizards has made their choice and Magic is never going to return what it used to be like. I hate all these "pendulum swings" arguments because the only way they can be proven false is for the game to basically not be fun for at least 5-10 years of my life since I happen to dislike Magic: the Summoning. It's really easy to take a position that's essentially infallible to throw at everyone who doesn't like your style of Magic.
To be clear, your scenario and the one I was commenting on are not the same. 4-mana board wipes will return sooner than later. 2-mana removal will return sooner than later. 1-mana dorks will return again. I don't have proof of this, obviously, but it doesn't feel unreasonable to imagine them re-crafting the game to support those cards. It wouldn't take much and would allow them to continue mixing things up to keep people interested. There's a strong degree of common sense logic to this approach. It may not happen, sure, but I don't feel like I'm reaching out on some crazy limb to assume it will happen.
But we will probably never see the days of Opposition, Icy Manipulator, Counterspell or other superpowerful non-creature spells again unless the majority of people playing the game decide they want those cards or R&D comes up with a radical way to recreate that portion of the game. I'm sorry you don't think the current version of Magic is fun. I hope you can get to a point of loving Magic for what it is and not what you want it to be. I finally got there. It's nice. Very peaceful.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
Red doesn't need more spot removal it needs more reach. I have been playing this game since 1993-1994 red has always had good burn that goes to the face. This is the softest generation of magic since the game was created. Did I like getting all my spells countered back in the day no but it made me a better player.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
Agreed. Give us effective 3 and 4 mana board wipes and 2 mana kill spells. #FreeDamnation #FreeLightning Bolt
In all seriousness, I think we'll get back there one day. The game moves through ebbs and flows. What used to be strong is not guaranteed to be strong, and what used to be weak will not always be weak. Tropes and assumptions will be violated, then they will happen again. I used to hate this. I wanted equity in the game across all levels, all the time. But I came to realize that this ebb and flow is all for the best. It keeps the game from stagnating.
How many years do you think it will be before creatures are weaker than spells? Because I personally don't ever see that happening again. Wizards has made their choice and Magic is never going to return what it used to be like. I hate all these "pendulum swings" arguments because the only way they can be proven false is for the game to basically not be fun for at least 5-10 years of my life since I happen to dislike Magic: the Summoning. It's really easy to take a position that's essentially infallible to throw at everyone who doesn't like your style of Magic.
Thank you, dude. The "pendulum" argument makes sense and is true in some areas--like when you think about deck types as a whole. Sometimes white weenie is barely there, sometimes it's insane.
But with other things--like burn spells*--they've made their choice very obvious. We don't even have Volcanic Hammer...
*In case other people haven't made this point in this thread: Galvanic bombardment is not burn, it's removal.
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Not only is that "omg 14 damage in 3 turns!" magical christmasland as all hell, you've then completely burned through your hand and have no good way to try and force through the last 6 points of damage except from lucky topdecks, and many decks will be able to use that time to turn the tables.
Honestly, if you're lucky enough to rip all 4 of them in your opener then I take that as a sign that I wasn't meant to win that one. Wizards needs to get over their "we don't want players to feel bad" phase, because it results in crap like this where a 2-mana creature has a 5-turn clock, but red can't get searing spear anymore because "it invalidates half the card pool", which is complete BS.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
|| 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 ||
Also, Blessed Alliance works well with Lone Rider. I play U/W control and once Ojutai's Command rotates out, I'll stick some in the deck and Lone Rider in the sideboard instead of Cleric of the Forward Order.
6 cards out of 9. Two Fiery Impulses, game over turn three.
Yes, its extraordinary unlikely, but it doesn't change the fact that winning the game on turn 3 isn't something players want (as evidence by the mass exodus during Urza Saga and Mirrordin).
Edit> Also Searing Spear isn't a good comparison, this is essentially lightning bolt (which in Fiery Impulse red has anyway). Also, 2 mana creature can be killed negating the 5 turn clock. Most counter spells are now what 3CMC? So if I'm on the play and things go my way the game is over.
Fiery Impulse cannot target a player.
I do agree with you that letting it hit a player would make this too strong. I'm all for powerful spells, but the baseline would a Shock (a very playable card). The 3rd and 4th castings trump Lightning Bolt (a card that I would like back in standard but has been deemed too powerful by R&D). I think there's a good argument that this should have just been Kindle, but I do not think we want burn to have access to a 1 mana Kindle.
UR Blue-Red Control
Modern:
UBR Grixis Control
UWR Jeskai Control
Uh...Kindle can target players. We didn't need another Fiery Impulse.
I'm willing to enable the literal one-in-a-million chance of a turn 3 kill from an absolute god hand if it improves the format as a whole. Having options with what to do makes for better cards, better games, and more interaction between players. And cards that can pick off a 4/4 trample first strike lifelinker are very slim, outside of...its own color, surprise surprise. This can't even do it, unless it's the 3rd one you've played - which again, when it's coming at you turn 3 or 4 is very unlikely.
QFT. Players need to understand that a deck with all answers and no threats can never win, it can only not lose. By being SMART with playing cards, sequencing your plays, and baiting out counters or removal, you will win against decks with lots of answers, because they can't answer EVERYTHING. Wizards for whatever reason seems to think the better approach is to just print harder, better, faster, stronger threats and print fewer and fewer answers. They're turning the game very much into the "Battlecruiser Magic" they claim to have wanted to get away from in ROE limited, and for the exact same reasons - over-efficient threats, and a complete lack of ways to deal with them outside of bigger threats.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Agreed. Give us effective 3 and 4 mana board wipes and 2 mana kill spells. #FreeDamnation #FreeLightning Bolt
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Wish the Alphas card was more interesting or actually did something for wolf/werewolf tribal.
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My fears as well. Especially after Episode 2 on the mother ship specifically talks about Hermit of the Natterknolls becoming an Eldrazi Werewolf. Who in the world wants that? lol
I feel like the current environment for straight UW doesn't have a better draw spell than divination. During RTR-Theros you would see a divination or two in control lists. As it stands, I misunderstood the card. It's still ok, but not as crazy as I initially thought
Legacy: UW RiP/Helm, UR Sneak and Show
Touche
In all seriousness, I think we'll get back there one day. The game moves through ebbs and flows. What used to be strong is not guaranteed to be strong, and what used to be weak will not always be weak. Tropes and assumptions will be violated, then they will happen again. I used to hate this. I wanted equity in the game across all levels, all the time. But I came to realize that this ebb and flow is all for the best. It keeps the game from stagnating.
It would be a good card, but not stupid. 90% of the time it would be a duplicate of Shock. Sometimes you would get to cast a second and that second copy would be lightning bolt, which is great obviously. Getting to the third or fourth copy would be very rare.
It would be better than shock, but worse than bolt. Legacy or Modern burn decks wouldn't want it because you'd almost always get only 2 damage out of it. If the game has gone long enough for you to get more, you're probably not winning as burn anyway.
Everyone is going on the assumption that you would always draw at least 2 galvanic blasts. You realize in most games that's actually really unlikely, right? Unless you build your deck around filling your yard, but that's a hurdle you have to clear to get to 3 damage. Lightning bolt is always 3. Even if galvanic blast hit the face, it's only going to be 2 damage 90% of the time it's played.
Do you want to play a game where there are no opportunity risks or "checks and balances" to just throwing big fatties on the table or casting big game winning spells? Like said before, we're heading to all threats, and no answers. Also, like combo? Too bad. Without permission/control to keep it in check, they can't print much of that, either. Or, you get ham-handed, archetype killing hosers instead of balance.
Yeah, I do miss the old rock-paper-scissors thing where an aggro (or burn) deck was weak to the combo deck that could go off fast enough to ignore the damage, the combo deck was weak to the control deck that could just carefully choose the right spells to counter, and the control deck was weak to the aggro deck that could play too many threats to counter.
To be clear, your scenario and the one I was commenting on are not the same. 4-mana board wipes will return sooner than later. 2-mana removal will return sooner than later. 1-mana dorks will return again. I don't have proof of this, obviously, but it doesn't feel unreasonable to imagine them re-crafting the game to support those cards. It wouldn't take much and would allow them to continue mixing things up to keep people interested. There's a strong degree of common sense logic to this approach. It may not happen, sure, but I don't feel like I'm reaching out on some crazy limb to assume it will happen.
But we will probably never see the days of Opposition, Icy Manipulator, Counterspell or other superpowerful non-creature spells again unless the majority of people playing the game decide they want those cards or R&D comes up with a radical way to recreate that portion of the game. I'm sorry you don't think the current version of Magic is fun. I hope you can get to a point of loving Magic for what it is and not what you want it to be. I finally got there. It's nice. Very peaceful.
Thank you, dude. The "pendulum" argument makes sense and is true in some areas--like when you think about deck types as a whole. Sometimes white weenie is barely there, sometimes it's insane.
But with other things--like burn spells*--they've made their choice very obvious. We don't even have Volcanic Hammer...
*In case other people haven't made this point in this thread: Galvanic bombardment is not burn, it's removal.