Wouldn't Despise be a more accurate comparison than Thoughtseize?
And that's ignoring the fact that Tumble Magnet can hit artifacts,
and that it can be used the turn it comes down.
I was trying to make a comparison based on my perceived power-level of the cards, rather than on the wording lining up perfectly.
And I don't know, my evaluation could be totally off, here. I guess I'm expecting New Chandra and Dovin Baan to really take off in the upcoming meta, so I feel like a repeatable PW safety valve that can also shut down attackers, blockers, or any random activated ability of a creature, plus be re-uppable with energy in some kind of energy control shell, could be a very good card. But it is based on my reading of the set, so, who knows if I'm reading it right? I think I am, obviously.
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's alright.
It's kind of like a different take on Tumble Magnet.
As a Rare that comes in tapped, it's a bit boring,
but there could be uses for it.
I do like that it taps Planeswalkers for no apparent reason.
Umm... it has a reason to tap them.
If you do it during their upkeep, their walker can't use its abilities.
I don't think that was what Empathogen meant. The question is why it also taps the Planeswalker in addition disabling it's abilities. I think it's made this way because wording it like this is just easier than something like: "Choose a target creature or a Planeswalker. If the chosen permanent is a creature, tap it and its activated abilitie's can't be activated this turn. Otherwise, its activated abilitie's can't be activated this turn".
While that is likely the main reason, it also allows for corner cases (particularly in multiplayer environments) like waiting to see if someone is going to animate their Gideon or Sarkhan before deciding to tap them down and prevent an attack.
I would've never guessed this was the home of Chandra... Were is the burn and young Pyromancers?.
It is not the "home" of Chandra, only her birthplace. Pyromancers and other mages are short of an aberration in Kaladesh. For the things that you'd want to see, we'd have to visit Regatha, Chandra's actual home.
Anyway, lots of great cards left to be revealed. I do think it's a bit silly how Nature's Way is so ridiculously better than Hunt the Weak. Not strictly, maybe, but so much better.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's a very good card against a lot of planeswalkers, assuming you can get it to stick. Against a resolved Nihiri they will probably blow it up, but man, control decks better be ready to have answers for it if they plan on depending on walkers for advantage. Can you use it in response to them trying to use a walker ability? How does that work on the stack?
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's a very good card against a lot of planeswalkers, assuming you can get it to stick. Against a resolved Nihiri they will probably blow it up, but man, control decks better be ready to have answers for it if they plan on depending on walkers for advantage. Can you use it in response to them trying to use a walker ability? How does that work on the stack?
Not well. If you try to use it in response to their walker activation, the walker ability will go on the stack, then you'll respond by tapping them and telling them they can't use abilities anymore. Then their ability will go off anyways. You need to hit them before they gain priority during their upkeep if you want them to stop using their abilities.
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's alright.
It's kind of like a different take on Tumble Magnet.
As a Rare that comes in tapped, it's a bit boring,
but there could be uses for it.
I do like that it taps Planeswalkers for no apparent reason.
Quiet speculation would be a card in this block or another set that turns planeswalkers into creatures with power and toughness equal to mana cost or loyalty.
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Life is a beautiful engineer, yet a brutal scientist.
I wonder why there are like 3 of each basic lands in the list O_o
I was wondering that myself..... some subtle clue in the art or something?
The images linked arebthe same files, so sewrching for differences makes no sense. Argh, the mystery!
Somebody told the person in charge of putting up the spoiler: "Remember it's now three of each basic land" and the person in charge shrugged and put each basic land illustration in there three times.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's alright.
It's kind of like a different take on Tumble Magnet.
As a Rare that comes in tapped, it's a bit boring,
but there could be uses for it.
I do like that it taps Planeswalkers for no apparent reason.
I really like the new vehicles, the most fun part about them, is imagining what crew you could put together. Putting 4 squirrels and an Jeering Homunculus on an Aradara Express, just imagine it driving through the city at full speed with a cute squirrel crew, trying to keep it running, while Mklthd sits atop the thing, yelling and giving everyone the finger, because he is not contributing anything else
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.
Thanks to DarkNightCavalier from Heroes of the Plane Studios for this sick Signature.
The Energy economy looks really strong in this set. There are tons of cards that give you energy, and most of them can use it to do something pretty useful. People will be building things like Energy based cubes forever.
Well, I haven't played against any of it yet, but as a casual player I must confess that I am more than a little nervous about having to get on top of decks that get what appears to be a virtually free resource with little-to-no opportunity cost.
People need to take another look at Deadlock Trap. Card is good. Probably the most efficient, versatile outlet for energy in the whole set. That thing is going to win games.
It's alright.
It's kind of like a different take on Tumble Magnet.
As a Rare that comes in tapped, it's a bit boring,
but there could be uses for it.
I do like that it taps Planeswalkers for no apparent reason.
Both tapping a creature down and making a planeswalker unable to activate abilities already accomplishs that.
Tapping a PW down additionally is only relevant in fringe cases like Dream Leash.
I think it's more to make obvious that they can't use abilities that turb. It would take more space to reword it so it didn't tap for no real gain.
I don't think that was what Empathogen meant. The question is why it also taps the Planeswalker in addition disabling it's abilities. I think it's made this way because wording it like this is just easier than something like: "Choose a target creature or a Planeswalker. If the chosen permanent is a creature, tap it and its activated abilitie's can't be activated this turn. Otherwise, its activated abilitie's can't be activated this turn".
The proper template is "Target creature or planeswalker's activated abilities can't be activated this turn. If it's a creature, tap it.". Still sounds weird.
All I got to say is that the set looks like it will bomb in value pretty fast. I've spotted three or four cards that may hold value because of multi-format play, but there seems to be a lot of attention paid towards commander from the new set. Metallurgic Summons is going to slot into UR izzit for sure. Standard looks to be getting impacted more by what is rotating out than what is rotating in.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Aetherworks Marvel has serious potential in Constructed. There are several ways to attain 6 energy counters by turn 4 and if you don't miss any land drops--Aether Hub alone can give you energy counters--then on turn 4 you can spend all your energy counters and cast the best thing you can find in the next six cards, which will ideally be something that essentially wins the game relatively immediately like Ulamog or Emrakul; the card is still being cast so the "when you cast" triggers will occur. In Modern, I suppose the logical target would be the previous version of Emrakul.
Where is my one drop or two drop fabricate creature?
Considering Servo Exhibition what exactly do you expect? An 0/2 with fabricate 1 for two mana is probably the bes you could get and already incredibly redundant with the card I mentioned.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
These vehicles feel like insane creature power creep for Standard and maybe Limited. Do they count as creatures if they're not being "piloted" for the sake of spells and effects?
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There's been other hyena cards! Three. Sort of.
And I don't know, my evaluation could be totally off, here. I guess I'm expecting New Chandra and Dovin Baan to really take off in the upcoming meta, so I feel like a repeatable PW safety valve that can also shut down attackers, blockers, or any random activated ability of a creature, plus be re-uppable with energy in some kind of energy control shell, could be a very good card. But it is based on my reading of the set, so, who knows if I'm reading it right? I think I am, obviously.
While that is likely the main reason, it also allows for corner cases (particularly in multiplayer environments) like waiting to see if someone is going to animate their Gideon or Sarkhan before deciding to tap them down and prevent an attack.
It is not the "home" of Chandra, only her birthplace. Pyromancers and other mages are short of an aberration in Kaladesh. For the things that you'd want to see, we'd have to visit Regatha, Chandra's actual home.
Anyway, lots of great cards left to be revealed. I do think it's a bit silly how Nature's Way is so ridiculously better than Hunt the Weak. Not strictly, maybe, but so much better.
It's a very good card against a lot of planeswalkers, assuming you can get it to stick. Against a resolved Nihiri they will probably blow it up, but man, control decks better be ready to have answers for it if they plan on depending on walkers for advantage. Can you use it in response to them trying to use a walker ability? How does that work on the stack?
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Not well. If you try to use it in response to their walker activation, the walker ability will go on the stack, then you'll respond by tapping them and telling them they can't use abilities anymore. Then their ability will go off anyways. You need to hit them before they gain priority during their upkeep if you want them to stop using their abilities.
Quiet speculation would be a card in this block or another set that turns planeswalkers into creatures with power and toughness equal to mana cost or loyalty.
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>
Somebody told the person in charge of putting up the spoiler: "Remember it's now three of each basic land" and the person in charge shrugged and put each basic land illustration in there three times.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Prevents Gideon from attacking.
UR Murktide
Pauper
RW Monarch
UW Caw-Gate
UBR Affinity
Thanks to DarkNightCavalier from Heroes of the Plane Studios for this sick Signature.
Well, I haven't played against any of it yet, but as a casual player I must confess that I am more than a little nervous about having to get on top of decks that get what appears to be a virtually free resource with little-to-no opportunity cost.
Griiiiind..
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
I think it's more to make obvious that they can't use abilities that turb. It would take more space to reword it so it didn't tap for no real gain.
Club Flamingo Wins: 1!
Makes it easier to remember.
Yeah, i was wondering if it was something similar to the Tamiyo's Journal mystery with the flavor text .
I don't mind official variations it's just annoying as heck they're poorly, if at all, documented.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Edit: Nope, blue gearhulk is instant only, red/white gearhulks seem ok though.
-Chandra Nalaar
Considering Servo Exhibition what exactly do you expect? An 0/2 with fabricate 1 for two mana is probably the bes you could get and already incredibly redundant with the card I mentioned.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Cool, Zada gets another combo piece!