As a player who returned to magic because dinos, i am really disapointed. I was hopping for better dinos cards. Something great like Carnage, Alpha, Ripjaw.
Some human who gives dinos +1/+1 and to cost 1 more less or to give trample or vigilance.
And ascend is too slow. 10 pernaments?? 5-7 would be real deal.
5-7 would make it far more consistent, almost guaranteed. Making it an inherently bad mechanic. 10 is an achievable number, easily for some decks, while still difficult enough so that it feels like an accomplishment when its done.
Here's the logic there're using right now... aren't we changing to a single large set for every release? Doesn't that mean that every set will be a block monster? The whole logic of spreading 75% 25% (or 50/50) between releases, especially if flavor and plot are where they start with design, going to naturally gravitate towards 100% per set?
Is this the next Trainwreck we can expect? Every set is it's own block monster?
We need modern cards printed in Standard sets and delete the Modern Masters product line. Get back to the basics of good game.
I'd do a wait and see because I don't think this is going to work the way people are expecting. They may be doing one big set, but they aren't going to just abandon the interlocked card strategies they've been employing for a decade or more. The main thing they are trying to address is if they are doing a block like this one and they have a tribal theme, they want all the options in the same set so people aren't hamstrung in a stale format with something like energy. It's basically another strategy to try and solve the problem they encountered by more quickly bringing out the power of the next set. Right now the big problem they have is that they are bringing out the next big set and the entire thing crashes into the ground because the new strategies they are bringing in don't blossom until all the cards get released. This leads to standard often just having this phase of "lets pop these options in and take these options out, new energy build!" instead of people building new decks to compete. It also makes the hate cards they do print more impactful.
This mostly just impacts competitive players, though. Enfranchised players who don't really have the time to do FNM 3-4 hour stints don't really care all that much as they just play whatever.
As for the set it's pretty clear which cards are going to be good and which to pass at this point. Merfolk are going to be more about explore / +1/+1 counter mid-range so I'm not sure the lord is worth it for them. Vampires are still lifelink go wide and they finally got the one drop they needed. Pirates have an aggro build, tempo build, and treasure build to work with, but I'm feeling the tempo / flying build is stronger than the treasure build. Dinosaurs I got no idea how to build since they need ramp to get to the best ones and they got a ton of options to provide that ramp. They mostly got to survive long enough to actually drop anything is the problem. All the walkers are junk status outside of maybe vraska from ixalan unless the new Angrath gets some kind of niche in a dire fleet build (yes, rakdos is now dire fleet).
Also can't believe sellers are trying to pawn off the fake blood moons for near 10 dollars a pop. The only deck that hits in standard is ramunap and the only deck that runs red seriously right now IS ramunap. So that's kind of some hilarious irony. It's mostly a plausible modern / legacy card and there's going to be a ton of them flying around. Also the red pirate that lets someone play a sorcery / instant from an opponents graveyard... I'm seriously hoping people understand that the reason Snapcaster Mage is good is because it has flash and gives a lot more control to the guy running the deck. It's still a fun card, but the kind of deck that would run her would likely be a more aggressive build and they wont have a lot of mana floating around, so at best maybe they'd get a shock in the mirror match or maybe an early draw spell like opt.
Edit: Favorite card from the set: MOG FANATIC IS BACK! Fanatical Firebrand = MONKEYS!
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!
As a player who returned to magic because dinos, i am really disapointed. I was hopping for better dinos cards. Something great like Carnage, Alpha, Ripjaw.
Some human who gives dinos +1/+1 and to cost 1 more less or to give trample or vigilance.
And ascend is too slow. 10 pernaments?? 5-7 would be real deal.
5-7 would make it far more consistent, almost guaranteed. Making it an inherently bad mechanic. 10 is an achievable number, easily for some decks, while still difficult enough so that it feels like an accomplishment when its done.
I firmly believe it is a bad mechanic. Not overpowered, just not good. It's what they call a flavor mechanic which they're more concerned with than solid game function and balance.
It feels like they made ascend with the intention that a player would hit it turn 5-6 in a game if they were playing some kind of mid-range build. I'm just surprised they did this again considering how well the monarch token thing worked out in conspiracy 2.
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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!
Here's the logic there're using right now... aren't we changing to a single large set for every release? Doesn't that mean that every set will be a block monster? The whole logic of spreading 75% 25% (or 50/50) between releases, especially if flavor and plot are where they start with design, going to naturally gravitate towards 100% per set?
They have already established that while each set will be large and stand-alone playable that they will also group them together and allow for continuity between sets e. g. using mechanics for multiple sets if the storyline stays on the same plane, so I expect there to be plenty of cases where they will have mechanical overlap - indeed the best case would be if removing the concept of "block" altogether lead to a more gradual introduction of tools.
We need modern cards printed in Standard sets and delete the Modern Masters product line. Get back to the basics of good game.
Aren't plenty of top modern decks using block monster cards? Eldrazi? Infect?
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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]
I speculated that they would - it's the only way Vraska's Commander deck makes any sense why they wouldn't have revealed her dual land. They didn't tack it on at the end as a 'bonus' card because it was in the set itself, thus her deck can still be BG or WB.
Aren't plenty of top modern decks using block monster cards? Eldrazi? Infect?
You have a lot of faith in em I guess. Recent history isn't supportive of good planning.
Sure plenty of creatures are making the bridge to Modern but I'm talking about enemy lands, spells, and staples that would be good for standard again. Modern Masters is just one more product and players picking up Modern cards as they play standard helps them transfer over without having to buy everything.
All creatures all the time is the problem right now.
Aren't plenty of top modern decks using block monster cards? Eldrazi? Infect?
Infect is NOT a block monster. It relies too heavily on buff spells from other sets. It likely wouldn't be competitive in Modern if you had to take out all the off-block cards.
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Rose tint my world, keep me safe from my trouble and pain.
I speculated that they would - it's the only way Vraska's Commander deck makes any sense why they wouldn't have revealed her dual land. They didn't tack it on at the end as a 'bonus' card because it was in the set itself, thus her deck can still be BG or WB.
I still like how there are a bunch of cards I really like in this set. I think the entire set is weak to dual shot type cards due to having so many aggressive one toughness creatures flying around, though. Also Mogg Fanatic and Dire Fleet Poisoner are some serious work horse cards. Wait, I forgot that the fanatic is called Fanatical Firebrand. Also it looks like they have a lot of cards built around a "Lands matter" type of theme. Two different cards that let you drop more than one land a turn and a double explore creature at 3 cmc. Also they may have printed the first playable pheonix I've seen in ages.
Still wish they reprinted the original fanatic, though. That guy was way more useful since he could attack and sac as well as just block and sac. The new one doesn't have the mode for attack.
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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!
Still wish they reprinted the original fanatic, though. That guy was way more useful since he could attack and sac as well as just block and sac. The new one doesn't have the mode for attack.
Only if your sole use for the card was to sacrifice it. Haste is more than a fair tradeoff, and it makes it a superior raid enabler.
Still wish they reprinted the original fanatic, though. That guy was way more useful since he could attack and sac as well as just block and sac. The new one doesn't have the mode for attack.
Only if your sole use for the card was to sacrifice it. Haste is more than a fair tradeoff, and it makes it a superior raid enabler.
I guess I'm just a sucker for that old fashion free sack. He's great with the new red white enchantment land, too. I think this set has my two favorite flip lands next to the First Fort one for vampires. The merfolk +1/+1 counter one and the red ping land are really good. Unfortunately it seems sellers are still living off the fake blood moon hype and fat caster hype, though. I remember HoU and amonkhet when people went nuts over the hate bear and Solemnity.
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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!
Infect is NOT a block monster. It relies too heavily on buff spells from other sets. It likely wouldn't be competitive in Modern if you had to take out all the off-block cards.
You are right. My perception was skewed there.
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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]
Here's the logic there're using right now... aren't we changing to a single large set for every release? Doesn't that mean that every set will be a block monster? The whole logic of spreading 75% 25% (or 50/50) between releases, especially if flavor and plot are where they start with design, going to naturally gravitate towards 100% per set?
Is this the next Trainwreck we can expect? Every set is it's own block monster?
We need modern cards printed in Standard sets and delete the Modern Masters product line. Get back to the basics of good game.
The issue the article notes with going 100% in the first block is not that the block has 100% of what you need, but that the next set still contributes more to the deck, thus leading to a deck that's at 150% power over where they want it. Going to the 3 and 1 model prevents this, because there is not a next set that has to provide more cards for the deck.
Additionally, they are able to still do seeding to ensure a strategy has to take cards from the previous year's sets, such as their examples of putting pirates and vampires in Kaladesh. Certain mechanics will be more or less difficult to do that for, but that's how the game works, and is something they can compensate for in their designs.
Here's the logic there're using right now... aren't we changing to a single large set for every release? Doesn't that mean that every set will be a block monster? The whole logic of spreading 75% 25% (or 50/50) between releases, especially if flavor and plot are where they start with design, going to naturally gravitate towards 100% per set?
Is this the next Trainwreck we can expect? Every set is it's own block monster?
We need modern cards printed in Standard sets and delete the Modern Masters product line. Get back to the basics of good game.
The issue the article notes with going 100% in the first block is not that the block has 100% of what you need, but that the next set still contributes more to the deck, thus leading to a deck that's at 150% power over where they want it. Going to the 3 and 1 model prevents this, because there is not a next set that has to provide more cards for the deck.
Additionally, they are able to still do seeding to ensure a strategy has to take cards from the previous year's sets, such as their examples of putting pirates and vampires in Kaladesh. Certain mechanics will be more or less difficult to do that for, but that's how the game works, and is something they can compensate for in their designs.
If they go to a large set model they likely will slowly phase out tight coupling between sets because the major reason for doing it will be gone. The whole reason they have to seed tightly coupled cards in a prior set is because the strategy wouldn't be fully fleshed out until the next set in the block gets released, if at all. In two or three more years they may just go back to three set blocks again because of reasons, really. The major benefit of going to one large set over a bunch of smaller sets is that they don't have to spend so many slots on filler cards for draft and can fill out the uncommon and common cards by downshifting. At least, that depends on how much bigger the one big set is. I'm sort of hoping they aren't just taking the top end of the second block and stapling it to the first set.
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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!
Well actually, they're not at all going to a 1-set model. They are going to an x-set model, where they can extend their block to whatever length they want. Dominaria will we a 1-set block, but I doubt that will be the default from thereon out. So all they have to avoid is putting parasitic mechanics in 1-set blocks, and all will be fine.
Wizards literally listened to all the criticism and are putting more emphasis on play testing and making sure to create healthy formats. So lets lay off the doomsayin' until we see how that shakes out =)
Gonna call it right now I think Vargas is wrong on Pitiless Plunderer.
If you need ramp or an off color (outside of straight aggro build) this guy will get you what you need with zero effort.
Sure if you don't have a 3rd color or a 6 drop there's no need but this guy has a purpose for a slower deck looking to go long.
Well actually, they're not at all going to a 1-set model. They are going to an x-set model, where they can extend their block to whatever length they want. Dominaria will we a 1-set block, but I doubt that will be the default from thereon out. So all they have to avoid is putting parasitic mechanics in 1-set blocks, and all will be fine.
I think the most important distinction is that limited will always be a one-set format under their new plan, even if they make multiple, consecutive sets in the same plane.
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I'd do a wait and see because I don't think this is going to work the way people are expecting. They may be doing one big set, but they aren't going to just abandon the interlocked card strategies they've been employing for a decade or more. The main thing they are trying to address is if they are doing a block like this one and they have a tribal theme, they want all the options in the same set so people aren't hamstrung in a stale format with something like energy. It's basically another strategy to try and solve the problem they encountered by more quickly bringing out the power of the next set. Right now the big problem they have is that they are bringing out the next big set and the entire thing crashes into the ground because the new strategies they are bringing in don't blossom until all the cards get released. This leads to standard often just having this phase of "lets pop these options in and take these options out, new energy build!" instead of people building new decks to compete. It also makes the hate cards they do print more impactful.
This mostly just impacts competitive players, though. Enfranchised players who don't really have the time to do FNM 3-4 hour stints don't really care all that much as they just play whatever.
As for the set it's pretty clear which cards are going to be good and which to pass at this point. Merfolk are going to be more about explore / +1/+1 counter mid-range so I'm not sure the lord is worth it for them. Vampires are still lifelink go wide and they finally got the one drop they needed. Pirates have an aggro build, tempo build, and treasure build to work with, but I'm feeling the tempo / flying build is stronger than the treasure build. Dinosaurs I got no idea how to build since they need ramp to get to the best ones and they got a ton of options to provide that ramp. They mostly got to survive long enough to actually drop anything is the problem. All the walkers are junk status outside of maybe vraska from ixalan unless the new Angrath gets some kind of niche in a dire fleet build (yes, rakdos is now dire fleet).
Also can't believe sellers are trying to pawn off the fake blood moons for near 10 dollars a pop. The only deck that hits in standard is ramunap and the only deck that runs red seriously right now IS ramunap. So that's kind of some hilarious irony. It's mostly a plausible modern / legacy card and there's going to be a ton of them flying around. Also the red pirate that lets someone play a sorcery / instant from an opponents graveyard... I'm seriously hoping people understand that the reason Snapcaster Mage is good is because it has flash and gives a lot more control to the guy running the deck. It's still a fun card, but the kind of deck that would run her would likely be a more aggressive build and they wont have a lot of mana floating around, so at best maybe they'd get a shock in the mirror match or maybe an early draw spell like opt.
Edit: Favorite card from the set: MOG FANATIC IS BACK! Fanatical Firebrand = MONKEYS!
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!
I firmly believe it is a bad mechanic. Not overpowered, just not good. It's what they call a flavor mechanic which they're more concerned with than solid game function and balance.
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!
They have already established that while each set will be large and stand-alone playable that they will also group them together and allow for continuity between sets e. g. using mechanics for multiple sets if the storyline stays on the same plane, so I expect there to be plenty of cases where they will have mechanical overlap - indeed the best case would be if removing the concept of "block" altogether lead to a more gradual introduction of tools.
Aren't plenty of top modern decks using block monster cards? Eldrazi? Infect?
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
You have a lot of faith in em I guess. Recent history isn't supportive of good planning.
Sure plenty of creatures are making the bridge to Modern but I'm talking about enemy lands, spells, and staples that would be good for standard again. Modern Masters is just one more product and players picking up Modern cards as they play standard helps them transfer over without having to buy everything.
All creatures all the time is the problem right now.
THe only one I can remember is the bear punch from Khan's block [/quote]
I recall a couple of times from Khans... Tormenting Voice was printed in Kahn and Dragons (with different art) ... and then again in SOI
Tormenting Voice
Tormenting Voice
Infect is NOT a block monster. It relies too heavily on buff spells from other sets. It likely wouldn't be competitive in Modern if you had to take out all the off-block cards.
Wouldn't a 1-2 of these still be worth slotting into decks that use those colors? Particularly for control color pairs?
Still wish they reprinted the original fanatic, though. That guy was way more useful since he could attack and sac as well as just block and sac. The new one doesn't have the mode for attack.
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!
Only if your sole use for the card was to sacrifice it. Haste is more than a fair tradeoff, and it makes it a superior raid enabler.
I guess I'm just a sucker for that old fashion free sack. He's great with the new red white enchantment land, too. I think this set has my two favorite flip lands next to the First Fort one for vampires. The merfolk +1/+1 counter one and the red ping land are really good. Unfortunately it seems sellers are still living off the fake blood moon hype and fat caster hype, though. I remember HoU and amonkhet when people went nuts over the hate bear and Solemnity.
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!
You are right. My perception was skewed there.
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
Additionally, they are able to still do seeding to ensure a strategy has to take cards from the previous year's sets, such as their examples of putting pirates and vampires in Kaladesh. Certain mechanics will be more or less difficult to do that for, but that's how the game works, and is something they can compensate for in their designs.
If they go to a large set model they likely will slowly phase out tight coupling between sets because the major reason for doing it will be gone. The whole reason they have to seed tightly coupled cards in a prior set is because the strategy wouldn't be fully fleshed out until the next set in the block gets released, if at all. In two or three more years they may just go back to three set blocks again because of reasons, really. The major benefit of going to one large set over a bunch of smaller sets is that they don't have to spend so many slots on filler cards for draft and can fill out the uncommon and common cards by downshifting. At least, that depends on how much bigger the one big set is. I'm sort of hoping they aren't just taking the top end of the second block and stapling it to the first set.
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!
Wizards literally listened to all the criticism and are putting more emphasis on play testing and making sure to create healthy formats. So lets lay off the doomsayin' until we see how that shakes out =)
UR Mizzix of the Izmagnus ~~~ Build your own win-condition: Finite Spellslinging
UR Brudiclad, Telchor Engineer ~~~ We are the Borg. We will add your biological and technological distinctiveness to our own.
WUB Oloro, Ageless Ascetic ~~~ A Guide to dying slowly
UBR Marchesa, the Black Rose ~~~ Marchesa's undying Marionettes
RGW Mayael the Anima ~~~ All Hail the Big Chungus
GWU Chulane, Teller of Tales ~~~ Permanents Only ETB Shenanigans
BGU Sidisi, Brood Tyrant ~~~ Sidisi's Restless Servants
WUBRG The Ur-Dragon ~~~ Dragons eat your face
If you need ramp or an off color (outside of straight aggro build) this guy will get you what you need with zero effort.
Sure if you don't have a 3rd color or a 6 drop there's no need but this guy has a purpose for a slower deck looking to go long.
I think the most important distinction is that limited will always be a one-set format under their new plan, even if they make multiple, consecutive sets in the same plane.