The problem with animating your lands is that now they die to practically everything. It doesn't help that they're usually 0/0's with counters on them. Kamahl and his Will offer a simple solution: make them indestructible 1/1's instead. Kamahl then gives your team a free Overrun. Not bad for an 8-mana 5/5.
i still don't like him. he's just an 8 mana you win the game. green has tons of those already.
his will on the other hand i think is pretty decent in the right decks. that they gain indestructible and vigilance makes it a pretty potent card instead of just a blowout
i still don't like him. he's just an 8 mana you win the game. green has tons of those already.
his will on the other hand i think is pretty decent in the right decks. that they gain indestructible and vigilance makes it a pretty potent card instead of just a blowout
I don’t get it. When a good 8+ mana card comes out, you say that there are too many good cards already and that you don’t like it. When a less powerful 8+ mana card comes out, you say that paying that amount of mana should just win you the game.
What do you want from 8+ mana cards (or do you feel that the game as it is simply can’t support such cards in a compelling way)?
Not a fan of the art, it is similar to the old Kamahl, fist of Krosa but i kinda think they should put more effort to show some minor burn marks in his head.
The card is good tho.
I really like this the indestructible part makes it irresistible to make your lands creatures (expect if [card]
Hapatra, Vizier of Poisons[/card] Or The Scorpion God are legends)
and for the will oh I want to cast it to see the look on a evil persons face when they attempt to Armageddon Board after holding mana for Splendid Reclamation then see they plan puffs into smoke when you cast kamahl will
i still don't like him. he's just an 8 mana you win the game. green has tons of those already.
his will on the other hand i think is pretty decent in the right decks. that they gain indestructible and vigilance makes it a pretty potent card instead of just a blowout
I don’t get it. When a good 8+ mana card comes out, you say that there are too many good cards already and that you don’t like it. When a less powerful 8+ mana card comes out, you say that paying that amount of mana should just win you the game.
What do you want from 8+ mana cards (or do you feel that the game as it is simply can’t support such cards in a compelling way)?
i want balance.
here's what i mean: if i stick an 8 mana card the game shouldn't just end, it should be potent, and potentially lead to the game ending. it should push you far enough ahead where you you can score a win through other means but still have the chance to whiff at a reasonable rate. what we keep getting are high cost cards that just blowout the game. they stick, its over. there's no real back and forth, you opponents are dealing with it right then and there or not at all and the game is done.
conversely, we also get high mana cards that... do nothing. they don't push a win, they do something lower mana cost cards already do and do better. i want the middle ground. thats where they should be aiming, thats what makes games dynamic and fun. no one enjoys tooth and nail into win, or expopriate into game over - but they also don't even bother with 9 mana make a token.
there needs to be that refined middle ground to really make the game enjoyable. where your avengers of zendikar, terastodons, archfiend of despairs live. thats what makes good game experiences. not this all or nothing approach we keep getting.
if there are too many cards that are just high mana game over that becomes the entire meta. ramp into high mana thing and game is done. most of the time it even turns out to be an oops. someone runs something because it seems strong, they race to 12 mana and thats it. game over. the more of those printed, the more decks that'll shoot for that kind of gameplay. pods don't become about bombs so much as they become about supernovas. whoever gets there first wins.
further, why even run those high mana do relatively little cards when you can alternatively run that game ender. by emphasizing that middle ground, that impactful threat, more of those less potent high mana cards would actually see play. as long as the game ending race to X mana spell exists and is a focus those other cards just won't see play. it makes games predictable and contrived.
It's an Overrun, but 3 more mana and it can be countered by Swords to Plowshares.
It's good, and seems about as balanced as it could be. My favorite part is that he secures a 3 hit kill with commander damage pretty easily. Love those 7+ power commanders.
The problem with animating your lands is that now they die to practically everything. It doesn't help that they're usually 0/0's with counters on them. Kamahl and his Will offer a simple solution: make them indestructible 1/1's instead. Kamahl then gives your team a free Overrun. Not bad for an 8-mana 5/5.
Unless you control your commander, this card very much requires you to have a decent creatures or a large number of lands to do... anything.
Big fan of Kamahl, though. Not an infinite mana sink but overrun in the command zone isn’t bad.
his will on the other hand i think is pretty decent in the right decks. that they gain indestructible and vigilance makes it a pretty potent card instead of just a blowout
I don’t get it. When a good 8+ mana card comes out, you say that there are too many good cards already and that you don’t like it. When a less powerful 8+ mana card comes out, you say that paying that amount of mana should just win you the game.
What do you want from 8+ mana cards (or do you feel that the game as it is simply can’t support such cards in a compelling way)?
The card is good tho.
Hapatra, Vizier of Poisons[/card] Or The Scorpion God are legends)
and for the will oh I want to cast it to see the look on a evil persons face when they attempt to Armageddon Board after holding mana for Splendid Reclamation then see they plan puffs into smoke when you cast kamahl will
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
i want balance.
here's what i mean: if i stick an 8 mana card the game shouldn't just end, it should be potent, and potentially lead to the game ending. it should push you far enough ahead where you you can score a win through other means but still have the chance to whiff at a reasonable rate. what we keep getting are high cost cards that just blowout the game. they stick, its over. there's no real back and forth, you opponents are dealing with it right then and there or not at all and the game is done.
conversely, we also get high mana cards that... do nothing. they don't push a win, they do something lower mana cost cards already do and do better. i want the middle ground. thats where they should be aiming, thats what makes games dynamic and fun. no one enjoys tooth and nail into win, or expopriate into game over - but they also don't even bother with 9 mana make a token.
there needs to be that refined middle ground to really make the game enjoyable. where your avengers of zendikar, terastodons, archfiend of despairs live. thats what makes good game experiences. not this all or nothing approach we keep getting.
if there are too many cards that are just high mana game over that becomes the entire meta. ramp into high mana thing and game is done. most of the time it even turns out to be an oops. someone runs something because it seems strong, they race to 12 mana and thats it. game over. the more of those printed, the more decks that'll shoot for that kind of gameplay. pods don't become about bombs so much as they become about supernovas. whoever gets there first wins.
further, why even run those high mana do relatively little cards when you can alternatively run that game ender. by emphasizing that middle ground, that impactful threat, more of those less potent high mana cards would actually see play. as long as the game ending race to X mana spell exists and is a focus those other cards just won't see play. it makes games predictable and contrived.
balance is important.
@Xcric: how many go-wide commanders does Kamahl compete with, in your opinion?
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#DefundThePolice
His will is kinda boring but could be good in token decks w/ lots of anthems.
It's good, and seems about as balanced as it could be. My favorite part is that he secures a 3 hit kill with commander damage pretty easily. Love those 7+ power commanders.
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
Alena, Kessig Trapper
Bruse Tarl, Boorish Herder
Ikra Shidiqi, the Usurper
Ravos, Soultender
Tana, the Bloodsower