Era of Innovation 1U
Enchantment (Uncommon)
Whenever an artifact or creature enters the battlefield under your control, you may pay {1}. If you do, you get {E}{E}.
Pay {E}{E}{E}{E}{E}{E}, sacrifice Era of Innovation: Draw three cards.
When looking at this card without considering other Energy Sources, this is yet another Draw Three for Five Mana card, but this one is payment over time instead of all at once. Unfortunately the payment is probably over too much time unless you can dump your hand or make lots of tokens, so it's probably not worth it outside of Energy Decks.
An all-star in energy decks, not much use outside of that.
On that note, it feels a lot like Yu-Gi-Oh, where you have a specific theme and things that go with it, but rarely interact with any other theme and are usually totally forgotten by the time the next set rolls around. Not sure how I feel about that.
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Level 1 Judge
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
In a deck built around energy, I'd be hard pressed to sacrifice this when I could keep it around for additional energy production.
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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.
It can generate energy permanenly. On the other hand, unless you can immediately follow it up with a creature or artifact, it essentially "does nothing" in the turn you play it. And generating energy costs you additional mana. This looks like a typical "enabler enchantment" that looks good on paper, especially for certain decks, but isn't really worth it in the end.
Still waiting for a rock-type artifact or mana dork that produces both mana and energy!
Maybe in an energy control deck? But then, would you really want to have multiples of these in that deck and have to pay 6 energy to activate every oen you draw? I'm not really considering this for an energy producer becasue the rate isn't too good imo. Would you rather spend that energy clearing the board to end the game with the Leviathan?
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"Pop in, find a dragon, roast a dragon."
-Chandra Nalaar
An all-star in energy decks, not much use outside of that.
On that note, it feels a lot like Yu-Gi-Oh, where you have a specific theme and things that go with it, but rarely interact with any other theme and are usually totally forgotten by the time the next set rolls around. Not sure how I feel about that.
I believe this is called 'parasitic' design. Champions of Kamigawa suffered from it, since nowhere else in the game were there cards that supported stuff like arcane spells.
Kaladesh doesnt have quite the same problem though, because the energy users also make energy and (generally) vice versa, so at the very least, even with no other cards that have E, you can expect to draw 3 cards at some point
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
The biggest issue with energy so far is that there is no payoff card thats worth building a deck around it. And a lot of the energy cards are one shot self contained effects, which makes me wonder why they even made it a mechanic at all and didnt just put the one shot effects actually on the cards. Maybe they have yet to spoil the payoff yet, or maybe we will have to wait until the next set like delirium.
Unfortunatly adding the pay 1 clause to his removes any chance of going nuts with it.
So Era of Innovation followed by Thriving Turtle for U1 to get eeee? I am certain there are plenty of ways we will be able to use and abuse effects to maximize the number of energy counters we may receive.
At this point I expect some as-yet-unspoiled card with "at the beginning of your upkeep if you have x energy counters you win the game" where x is some ridiculous number like 40 or 50.
The biggest issue with energy so far is that there is no payoff card thats worth building a deck around it. And a lot of the energy cards are one shot self contained effects, which makes me wonder why they even made it a mechanic at all and didnt just put the one shot effects actually on the cards. Maybe they have yet to spoil the payoff yet, or maybe we will have to wait until the next set like delirium.
Unfortunatly adding the pay 1 clause to his removes any chance of going nuts with it.
Energy has two pay offs that are very different. Either you are playing/swinging bigger than normal creatures for the curve of standard(a la Voltaic Brawler) or you are comboing with Whirler Virtuoso. The problem with the first one is that you have a constant consumption of energy. The second one is interesting as a combo deck, but I'm not sure if it is standard viable.
Let's pretend that the energy mechanic isn't just a clunky as *&^&*(^ 6th color of mana - just for a second.
What does this do? It generates energy. And gives you a way to spend LOTS AND LOTS OF ENERGY. So it seems like all of the energy cards out there suffer from Yugioh syndrome - where numbers have to be big, IE their 1/1s are 1000/1000s
I get the feeling someone had all energy producers produce 1 mana... I mean energy... when they enter or trigger. And then someone said "NO! Make it bigger!" so they doubled the energy produced and doubled the costs. Because spending TWO energy on a +1/+1 counter or 6 energy on 3 cards is so much RADDER and MORE EPIC than spending 1 and 3 respectively.
Don't you feel better and more fulfilled now that we've doubled how much energy you get (and have to spend)? (PS, please don't point out the 1 or 2 cards that use odd-numbered, largely arbitrarily high energy costs. I know they exist - and they're equally garbage design rounded up or down).
PS - lots of people have noted that energy works well with proliferate - not so... since a single energy is worth jack and squat. Do you think someone at WOTC said "OH NO! Proliferate exists; gotta double everything that uses and produces energy to make it balanced?" Because I don't. I think they didn't think AT ALL about proliferate when taking Energy out of the rejected mechanic file, and this makes it only more apparent why it was in that file - because it's mana - flavorfully, functionally. But clunky and bad mana.
Let's pretend that the energy mechanic isn't just a clunky as *&^&*(^ 6th color of mana - just for a second.
What does this do? It generates energy. And gives you a way to spend LOTS AND LOTS OF ENERGY. So it seems like all of the energy cards out there suffer from Yugioh syndrome - where numbers have to be big, IE their 1/1s are 1000/1000s
I get the feeling someone had all energy producers produce 1 mana... I mean energy... when they enter or trigger. And then someone said "NO! Make it bigger!" so they doubled the energy produced and doubled the costs. Because spending TWO energy on a +1/+1 counter or 6 energy on 3 cards is so much RADDER and MORE EPIC than spending 1 and 3 respectively.
Don't you feel better and more fulfilled now that we've doubled how much energy you get (and have to spend)? (PS, please don't point out the 1 or 2 cards that use odd-numbered, largely arbitrarily high energy costs. I know they exist - and they're equally garbage design rounded up or down).
PS - lots of people have noted that energy works well with proliferate - not so... since a single energy is worth jack and squat. Do you think someone at WOTC said "OH NO! Proliferate exists; gotta double everything that uses and produces energy to make it balanced?" Because I don't. I think they didn't think AT ALL about proliferate when taking Energy out of the rejected mechanic file, and this makes it only more apparent why it was in that file - because it's mana - flavorfully, functionally. But clunky and bad mana.
I see too many people think energy does nothing. It really isn't true. Voltaic Brawler is a 3/2 that gets +1/+1 and trample as a two drop for 1 energy(and he comes with two). Lanthu Hellion is a 4/4 with haste that lets himself stick around for another turn despite being a three drop. Harnessed Lightning will make or break some matches. Are there tons and tons of competitively viable things to do with energy? No, but almost no unique mechanic for a set ever is. Aggressive energy creatures are GOING to be a part of Zoo next season.
https://www.facebook.com/MagicTheGathering.kr/photos/a.535740456483745.1073741828.532442256813565/1190157424375375/?type=3&theater
Era of Innovation 1U
Enchantment (Uncommon)
Whenever an artifact or creature enters the battlefield under your control, you may pay {1}. If you do, you get {E}{E}.
Pay {E}{E}{E}{E}{E}{E}, sacrifice Era of Innovation: Draw three cards.
The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
On that note, it feels a lot like Yu-Gi-Oh, where you have a specific theme and things that go with it, but rarely interact with any other theme and are usually totally forgotten by the time the next set rolls around. Not sure how I feel about that.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
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.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
Still waiting for a rock-type artifact or mana dork that produces both mana and energy!
-Chandra Nalaar
I believe this is called 'parasitic' design. Champions of Kamigawa suffered from it, since nowhere else in the game were there cards that supported stuff like arcane spells.
Kaladesh doesnt have quite the same problem though, because the energy users also make energy and (generally) vice versa, so at the very least, even with no other cards that have E, you can expect to draw 3 cards at some point
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Unfortunatly adding the pay 1 clause to his removes any chance of going nuts with it.
We will rebuild.
At this point I expect some as-yet-unspoiled card with "at the beginning of your upkeep if you have x energy counters you win the game" where x is some ridiculous number like 40 or 50.
Energy has two pay offs that are very different. Either you are playing/swinging bigger than normal creatures for the curve of standard(a la Voltaic Brawler) or you are comboing with Whirler Virtuoso. The problem with the first one is that you have a constant consumption of energy. The second one is interesting as a combo deck, but I'm not sure if it is standard viable.
What does this do? It generates energy. And gives you a way to spend LOTS AND LOTS OF ENERGY. So it seems like all of the energy cards out there suffer from Yugioh syndrome - where numbers have to be big, IE their 1/1s are 1000/1000s
I get the feeling someone had all energy producers produce 1 mana... I mean energy... when they enter or trigger. And then someone said "NO! Make it bigger!" so they doubled the energy produced and doubled the costs. Because spending TWO energy on a +1/+1 counter or 6 energy on 3 cards is so much RADDER and MORE EPIC than spending 1 and 3 respectively.
Don't you feel better and more fulfilled now that we've doubled how much energy you get (and have to spend)? (PS, please don't point out the 1 or 2 cards that use odd-numbered, largely arbitrarily high energy costs. I know they exist - and they're equally garbage design rounded up or down).
PS - lots of people have noted that energy works well with proliferate - not so... since a single energy is worth jack and squat. Do you think someone at WOTC said "OH NO! Proliferate exists; gotta double everything that uses and produces energy to make it balanced?" Because I don't. I think they didn't think AT ALL about proliferate when taking Energy out of the rejected mechanic file, and this makes it only more apparent why it was in that file - because it's mana - flavorfully, functionally. But clunky and bad mana.
I see too many people think energy does nothing. It really isn't true. Voltaic Brawler is a 3/2 that gets +1/+1 and trample as a two drop for 1 energy(and he comes with two). Lanthu Hellion is a 4/4 with haste that lets himself stick around for another turn despite being a three drop. Harnessed Lightning will make or break some matches. Are there tons and tons of competitively viable things to do with energy? No, but almost no unique mechanic for a set ever is. Aggressive energy creatures are GOING to be a part of Zoo next season.
Especially not one rejected by some of the best designers in magic's history.