I'd bet ruins might be mostly a tokens but shows up on a few cards (like food did). If they are a major theme of the set I'd also guess the major power house cards will the ruin support cards vs the ruins themselves.
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My gut feeling tells me that runes are going to be auras that buff equipment. I know it sounds narrow and probably not that good which is why they gave it to white.
My guess is that the rune spells will cost 1 mana and most (if not all) will cost 1 colored mana. This card will allow you to play non white rune spells without having the proper color of mana available.
Rune of the Strong 2G
Artifact - Rune
Mark 2 (2: Attach to target equipment you control. Mark only as a sorcery)
Marked equipment provides an additionnal +2/+2.
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I feel like runes could also be similar to seal of fire type enchantments, just from a playability perspective. I have to believe the runes to have moderate effects at best because they never would have printed that cost reduction otherwise, it is too broad if they ever want to go back to it in the future.
Rune of the Strong 2G
Artifact - Rune
Mark 2 (2: Attach to target equipment you control. Mark only as a sorcery)
Marked equipment provides an additionnal +2/+2.
I really hope not. Even powerful equipment like Embercleave ends up being a dead draw if you don't have a creature. A card that requires you to have 2 other specific card types in play would be useless the majority of the time.
Guessing these are like Cattouche, giving a permanent buff and an etb trigger with the vulnerability of having the critter zoinked in response.
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Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
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Since we only have the god dual cards so far, and there's likely to be a nice chunk of design space in the set for dual cards, there will be many more like the gods.
My guess is all the Kaldheim dual cards have equipment on one side, anything else on the other.
This includes runes, which I suspect will be dual cards. A rune as a piece of equipment works REALLY well for many practical fantasy runic concepts. Equipping a rune, for example, could symbolize etching the rune on something someone's wearing, or painting/tattooing it on oneself. Or equipping a piece of gear that has the rune etched upon it, of course.
Then, some sort of spell on the other. Could be instant/sorcery, symbolizing the classic etching of the rune in the air for a magical effect. Or it could be an aura, likely one that does not enchant a creature; land-enchanting auras, as suggested elsewhere, could certainly be interesting and fill some rare design space.
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Like this made-up example:
Rune of the Strong 2G
Artifact - Rune
Mark 2 (2: Attach to target creature you control. Mark only as a sorcery)
Marked creature gets +2/+2.
But to what end? How is this mechanically different enough from equipment to make it worthwhile?
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Rune of the Strong 2G
Artifact - Rune
Mark 2 (2: Attach to target equipment you control. Mark only as a sorcery)
Marked equipment provides an additionnal +2/+2.
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I really hope not. Even powerful equipment like Embercleave ends up being a dead draw if you don't have a creature. A card that requires you to have 2 other specific card types in play would be useless the majority of the time.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Since we only have the god dual cards so far, and there's likely to be a nice chunk of design space in the set for dual cards, there will be many more like the gods.
My guess is all the Kaldheim dual cards have equipment on one side, anything else on the other.
This includes runes, which I suspect will be dual cards. A rune as a piece of equipment works REALLY well for many practical fantasy runic concepts. Equipping a rune, for example, could symbolize etching the rune on something someone's wearing, or painting/tattooing it on oneself. Or equipping a piece of gear that has the rune etched upon it, of course.
Then, some sort of spell on the other. Could be instant/sorcery, symbolizing the classic etching of the rune in the air for a magical effect. Or it could be an aura, likely one that does not enchant a creature; land-enchanting auras, as suggested elsewhere, could certainly be interesting and fill some rare design space.