As of now the old versions will still enter in their daytime form, however once they do transform they will be in sync with the new cycle system.
Wrong, if you don't play a spell on your turn but your opponent plays a instant, then all the new werewolf will transform (nightbound) while the old ones will keep being humans.
Yeah, my mind skipped over that only on a players own turn part, tiny text is really annoying on a phone. This does however make the newer werewolves even scarier than the old ones, as with the older version your opponent could try to stall the transformation. Now one turn of no casting or if someone uses Moonmist on someone else's turn things could get dicey.
Even worse now is if you try playing the old and new werewolves in the same deck and try to keep track of everything.
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"new" mechanic? Oh please, they just keyworded to be more in flavor the identical mechanic that all innistradi werewolf already had
Not the same. It's actually quite different. It only tracks the player whose turn it is so you can't interfere with the opponent transforming. However, the shift from day to night changes everyone's cards. While subtle there is a world of difference between the old and new werewolf mechanic.
Gotta say though that it's not a "new" mechanic. What they did is the same mechanic, they just fixed it.
It's better. But only slightly. The only thing that keeps me from being mad about this is the fact that werewolves can enter on their night side now.
Without that factor the change would essentially mean nothing. In Commander, the whole thing barely changes anything. It's so easy for my friends to cast two spells a turn that it doesn't really matter. My werewolves are always going to be transforming back to their human side.
Still have to skip my turn in order to flip them. This does make them slightly less likely to be pigeon-holed into a limited only creature outside of commander.
Arlinn is a great card. Really like what they did with her. Hard to tell in the picture but she looks a bit younger in this art.
Flavorwise its weird that the day/night cycle is not a cycle on a time-interval , so it can just stay day or night for prolonged time, and people can just decide to make it day/night if they want to ... thats quite a failure.
Gameplay wise, i absolutely hated cards that flipped back and forth, as its just plain annoying in paper ... but playing 2 spells is at least not so trivial in sealed formats.
Flavorwise its weird that the day/night cycle is not a cycle on a time-interval , so it can just stay day or night for prolonged time, and people can just decide to make it day/night if they want to ... thats quite a failure.
Gameplay wise, i absolutely hated cards that flipped back and forth, as its just plain annoying in paper ... but playing 2 spells is at least not so trivial in sealed formats.
I think WotC very likely avoided it being on a timer because they thought it would be less fun and more boring. No interaction or build around to a timer, and transformations would become literally routine. No suspense or tension if it always happens at the same time. And while these triggers could leave you in day or night for a few turns in a row, they're also ones that are likely to go back and forth a couple times.
I think WotC very likely avoided it being on a timer because they thought it would be less fun and more boring. No interaction or build around to a timer, and transformations would become literally routine. No suspense or tension if it always happens at the same time. And while these triggers could leave you in day or night for a few turns in a row, they're also ones that are likely to go back and forth a couple times.
I am aware, but it still bites the flavor of the actual idea of having a day/night cycle on the original werewolves it was much more a individual thing to turn, and not connected to an actual day/night cycle.
Here they try to emulate that its a day/night thing, but its not a mechanic about time (like Suspend / Vanishing and the like would be).
Overall the mechanic does its job in gameplay, but it kinda fails to work within its flavor, especially as it has the "old" version that works different, which is just plain annoying if you run a deck with old and new versions of werewolves.
Gameplay wise, i absolutely hated cards that flipped back and forth, as its just plain annoying in paper ... but playing 2 spells is at least not so trivial in sealed formats.
Best way I've solved that is either have other copies of those cards (if they're cheap) or proxies to place over the front of the card. It's so much easier.
As a Dimir control player, I know I don't wanna be staring at a resolved Arlinn. If they sneak it past you and you don't play anything during your own turn, which is quite likely, you're looking at 9 damage heading your way next turn, and the biggest creature is gonna be indestructible...yay! At 4 MV, I can see this being one of the chase cards, any RG midrange deck should be pretty happy with this card.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
They should just make all cards textless and have people use their smartphones to "scan" the card and see what the current text and oracle is ;P
... oh no ... i hope i havent given them any ideas ... oh no ...
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
Yeah, seriously, what the heck are "trample" and "haste?" Write that ***** out.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
Yeah, seriously, what the heck are "trample" and "haste?" Write that ***** out.
Granted, the time that we saw Oko, Thief of Crowns before we saw what Food tokens did was pretty confusing.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
Yeah, seriously, what the heck are "trample" and "haste?" Write that ***** out.
I'm in favor of doing that any time there's room to do so. There's 30 years worth of mechanics in this game.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
Yeah, seriously, what the heck are "trample" and "haste?" Write that ***** out.
I'm in favor of doing that any time there's room to do so. There's 30 years worth of mechanics in this game.
And the reminder text on Day/nightbound pretty well covers what it does. It's substantially less complicated than monarch.
NOOOOOO! Another mechanic where it doesn't say what the cards do on the cards???? No more of that crap!
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
They should just make all cards textless and have people use their smartphones to "scan" the card and see what the current text and oracle is ;P
... oh no ... i hope i havent given them any ideas ... oh no ...
Flavorwise its weird that the day/night cycle is not a cycle on a time-interval , so it can just stay day or night for prolonged time, and people can just decide to make it day/night if they want to ... thats quite a failure.
Gameplay wise, i absolutely hated cards that flipped back and forth, as its just plain annoying in paper ... but playing 2 spells is at least not so trivial in sealed formats.
The video from this morning did make a reference that Emerakul's presence in the moon is causing some weird things like longer nights and an early frost appearing on Innistrad so that could be the flavor aspect of what they are going for.
Edit: Also Teferei was brought to the plane to help ensure that the ritual that the covens of Innistrad are trying to perform go without a hitch. My guess his planeswalker card will have to deal with the day/night mechanic.
Embrace the dark you call a home,
Gaze upon an empty, white throne
A legacy of lies,
A familiar disguise
Sing with me a song of conquest and fate
The black pillar cracks beneath its weight
Night breaks through the day, hard as a stone
Lost in thoughts all alone
Yeah, my mind skipped over that only on a players own turn part, tiny text is really annoying on a phone. This does however make the newer werewolves even scarier than the old ones, as with the older version your opponent could try to stall the transformation. Now one turn of no casting or if someone uses Moonmist on someone else's turn things could get dicey.
Even worse now is if you try playing the old and new werewolves in the same deck and try to keep track of everything.
Gotta say though that it's not a "new" mechanic. What they did is the same mechanic, they just fixed it.
Without that factor the change would essentially mean nothing. In Commander, the whole thing barely changes anything. It's so easy for my friends to cast two spells a turn that it doesn't really matter. My werewolves are always going to be transforming back to their human side.
Still have to skip my turn in order to flip them. This does make them slightly less likely to be pigeon-holed into a limited only creature outside of commander.
Arlinn is a great card. Really like what they did with her. Hard to tell in the picture but she looks a bit younger in this art.
But moving on to the cards. Oh my, that Arlinn and showcase frame and and and…
I’m going to love this set. My inner Wiccan is screaming inside me right now ❤️
‘buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Gameplay wise, i absolutely hated cards that flipped back and forth, as its just plain annoying in paper ... but playing 2 spells is at least not so trivial in sealed formats.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
I think WotC very likely avoided it being on a timer because they thought it would be less fun and more boring. No interaction or build around to a timer, and transformations would become literally routine. No suspense or tension if it always happens at the same time. And while these triggers could leave you in day or night for a few turns in a row, they're also ones that are likely to go back and forth a couple times.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I am aware, but it still bites the flavor of the actual idea of having a day/night cycle on the original werewolves it was much more a individual thing to turn, and not connected to an actual day/night cycle.
Here they try to emulate that its a day/night thing, but its not a mechanic about time (like Suspend / Vanishing and the like would be).
Overall the mechanic does its job in gameplay, but it kinda fails to work within its flavor, especially as it has the "old" version that works different, which is just plain annoying if you run a deck with old and new versions of werewolves.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Best way I've solved that is either have other copies of those cards (if they're cheap) or proxies to place over the front of the card. It's so much easier.
erm....at the risk of admitting things I probably should not be admitting...is it wrong of me to think that I would let Arlinn bite me?
Monarch was bad, the dungeon was worse. This is more like monarch, but still just rats. I've designed day/night mechanics on custom cards, and I think I did a better job. At least the cards said what they did.
Just print what the card does on the card.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
They should just make all cards textless and have people use their smartphones to "scan" the card and see what the current text and oracle is ;P
... oh no ... i hope i havent given them any ideas ... oh no ...
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Less blurry source is the mothership Twitter account.
Yeah, seriously, what the heck are "trample" and "haste?" Write that ***** out.
Granted, the time that we saw Oko, Thief of Crowns before we saw what Food tokens did was pretty confusing.
This Arlinn can not be a commander though. It is not a creature.
I'm in favor of doing that any time there's room to do so. There's 30 years worth of mechanics in this game.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
And the reminder text on Day/nightbound pretty well covers what it does. It's substantially less complicated than monarch.
The Yu-Gi-Oh anime worked basically like that lol
The video from this morning did make a reference that Emerakul's presence in the moon is causing some weird things like longer nights and an early frost appearing on Innistrad so that could be the flavor aspect of what they are going for.
Edit: Also Teferei was brought to the plane to help ensure that the ritual that the covens of Innistrad are trying to perform go without a hitch. My guess his planeswalker card will have to deal with the day/night mechanic.
Gaze upon an empty, white throne
A legacy of lies,
A familiar disguise
Sing with me a song of conquest and fate
The black pillar cracks beneath its weight
Night breaks through the day, hard as a stone
Lost in thoughts all alone
I used to be a demigod, but now I'm an omnimage