"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.
"new" mechanic? Oh please, they just keyworded to be more in flavor the identical mechanic that all innistradi werewolf already had
In addition to this not actually being the same (cards can enter on the backside and it only cares about the player whose turn it is casting spells) I assume they intend to otherwise care about whether it is day or night or they would not have bothered.
"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.
Also, when it is night, permanents enter the battlefield on their night side. This is another big difference, which completely changes how werewolf decks play.
I do like the reminder cards. It keeps things clear for newer players. And as mentioned previously, more flavor to savor. In a sense,they are sorta new, as the night side can be showing,so some cards (like Arlinn here) can enter on the night side.
The green legend is really interesting. Will make for some fun & casual EDH (but do not see it as being a cEDH general.
Arlinn looks like another great option as a PW that can also be a Commander.
I love it, what a great way to to have them work with the old werewolves, helps remove the weakness of your opponents messing with your wolves on your turn and having werewolves and other stuff ebt transformed which changes how werewolves play. It also lets the werewolves sync up with the other Daybound/Nightbound cards. Immerwolf approves.
Arlinn is fanatic for werewolves decks and is pretty solid outside of a werewolf deck. Pack's Hope +1 helps with transforming your werewolves since you can pass and cast stuff next turn. I run both Arlinn and Vivien from War of the Spark and this Arlinn will likely replace both of them for the +1.
-3 is solid and helps protect her and can also be used if you need the creatures or don't have something to cast with her +1.
Moon's Fury +2 is interesting. In general it will help you go back to day if you want (or gives you fuel for a mana sink) and if you play her at night you could also cast a two drop to make it day right away. Would really work well if we had more Huntmaster of the Fells like werewolves that you wanna transform back and forth. Otherwise just a 4 drop mana dork that nets you two mana.
0 is something people have thought of giving her awhile, a Gideon/Sarkhan ability to show her going full wolf and a 5/5 for four mana with haste, trample and indestructible is really good bargain.
Now what could either a flavor fail or flavor clue but Arlinn in the lore is suppose to be able to control her transformation which was reflected in her first card. I wonder if this version transforming by the day and night is a clue to maybe her losing control over it or just them doing something cool mechanically with her.
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Really this reworking of the old werewolf mechanic is going to be huge. Now whenever relevant cards are in a game, now or in modern, the pacing of the game is influenced before the first land is even played.
I wonder how this change will affect the old werewolf cards and for that matter other cards that used the day and night system from the older sets. I am going to guess the old werewolves and other cards will not function under this other wise we are going to see a lot of turn one Insectile Aberrations and turn three ludevic's Abominations.
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Now thats what im talking about im gonna be furious if i don't see a errata wave for this
i wonder how this is gonna work for cards that can't transform back
also why does sayrth have the world all creatures untapped have hexproof I thought they wanted to point more toward ward? and only occasionally do hexproof
I wish Saryth was actually a legendary snake instead of a human warlock, however. We need more legendary snakes! The flavor fits pretty well. While they are untapped, they are waiting in ambush and camouflaged. While they are attacking, they are dangerous!
Really this reworking of the old werewolf mechanic is going to be huge. Now whenever relevant cards are in a game, now or in modern, the pacing of the game is influenced before the first land is even played.
Not quite. It's hard to make out, but the top of the "Day" reminder token mentions only tracking Day/Night once either a Daybound card enters the battlefield or if an effect makes it Day or Night. So you don't have to worry about it until the first card causes you to track it.
If Arlinn costed 3 (1RG) she would be playable beyond standard and commander.
Green Legendary creature gonna see some standard play with finn (the 1G death touch legendary from kaldheim).
About the Day/Night card i hope it only enters play after you play a transform card otherwise you would need to keep track since turn 1, and yeah, not good.
If Arlinn costed 3 (1RG) she would be playable beyond standard and commander.
Green Legendary creature gonna see some standard play with finn (the 1G death touch legendary from kaldheim).
About the Day/Night card i hope it only enters play after you play a transform card otherwise you would need to keep track since turn 1, and yeah, not good.
It does say on the token card is you keep track only after a daybound card enters play.
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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
Anyone else find it odd that the day/night tokens have a holostamp on them?
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STOP using "dude/bro" as a pejorative or insult. Grow up.
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Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
It does say on the token card is you keep track only after a daybound card enters play.
It says you track day/night once it becomes day or night or a daybound permeant enters the battlefield.
While it would need further clarification, with that reading it becomes night if your turn 1 is play a land pass as you cast no spells and thus day/night needs to be tracked for the rest of the game.
It also says that the token only affects Daybound and Nightbound cards. Since that is the case that means unless WOTC says so the old werewolves will not be completely compatible with this new system. 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.
Unless they plan to reprint all the old werewolves with the new mechanic and that is the reason for the double dipping of innistrad.
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Humm just noticed the If a player played (or didn't) 2 spells in their own turn.
Yeah, werewolfs gonna stay around transformed way more this time. For those that don't remember the old mechanic: "At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.". with the old mechanic you could play a instant on your opponent's turn to make sure their werewolves didn't transform. Well thats a improvement over the first werewolf/transform mechanic (for the werewolf player).
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.
I know that Rosewater talked about a night/day system for Innistrad in the past. So I'm confused why they didn't use this system in the first place since it seems like quite an improvement
It does say on the token card is you keep track only after a daybound card enters play.
It says you track day/night once it becomes day or night or a daybound permeant enters the battlefield.
While it would need further clarification, with that reading it becomes night if your turn 1 is play a land pass as you cast no spells and thus day/night needs to be tracked for the rest of the game.
But there is no permanent on the board checking for that to make it night or day. So you either start tracking when a daybound creature hits the table OR when some other effect like a spell or enchantment that doesn't have daybound cares about making the phase day or night, after that point you have to start tracking, but not before.
I know that Rosewater talked about a night/day system for Innistrad in the past. So I'm confused why they didn't use this system in the first place since it seems like quite an improvement
Unfortunately - it was probably the best implementation of the mechanic at the time of innistrad 1.0. Perhaps the idea of a day/night system outside of the game (essentially the new system functions like an emblem), may have been seen as clunky or whatever. The old werewolves cannot be errata'ed to the new system any more than we could errata regenerate to indestructible. While the new system may be a more elegant implementation, the mechanics are different (this isn't just removing 3 lines of text on opt and dropping the keyword in, this is more like og slivers vs modern slivers).
I think the initial hurdle was what was discussed earlier - tracking this without a purpose would be terrible. The innovation from "city's blessing" solved that game play hurdle by making it something you had to track only after a relevant card was played.
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Hey all some early spoilers.
https://archidekt.com/user/71716
In addition to this not actually being the same (cards can enter on the backside and it only cares about the player whose turn it is casting spells) I assume they intend to otherwise care about whether it is day or night or they would not have bothered.
Also, when it is night, permanents enter the battlefield on their night side. This is another big difference, which completely changes how werewolf decks play.
The green legend is really interesting. Will make for some fun & casual EDH (but do not see it as being a cEDH general.
Arlinn looks like another great option as a PW that can also be a Commander.
Arlinn is fanatic for werewolves decks and is pretty solid outside of a werewolf deck. Pack's Hope +1 helps with transforming your werewolves since you can pass and cast stuff next turn. I run both Arlinn and Vivien from War of the Spark and this Arlinn will likely replace both of them for the +1.
-3 is solid and helps protect her and can also be used if you need the creatures or don't have something to cast with her +1.
Moon's Fury +2 is interesting. In general it will help you go back to day if you want (or gives you fuel for a mana sink) and if you play her at night you could also cast a two drop to make it day right away. Would really work well if we had more Huntmaster of the Fells like werewolves that you wanna transform back and forth. Otherwise just a 4 drop mana dork that nets you two mana.
0 is something people have thought of giving her awhile, a Gideon/Sarkhan ability to show her going full wolf and a 5/5 for four mana with haste, trample and indestructible is really good bargain.
Now what could either a flavor fail or flavor clue but Arlinn in the lore is suppose to be able to control her transformation which was reflected in her first card. I wonder if this version transforming by the day and night is a clue to maybe her losing control over it or just them doing something cool mechanically with her.
"You can tell how dumb someone is by how they use Mary Sue"
I wonder how this change will affect the old werewolf cards and for that matter other cards that used the day and night system from the older sets. I am going to guess the old werewolves and other cards will not function under this other wise we are going to see a lot of turn one Insectile Aberrations and turn three ludevic's Abominations.
Upcoming EDH: Derevi, Roon, Crosis
Legacy deck: Black Weenie
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Vanguard, Planechase, Archenemy, Sliver Horde, Hydra Challenge, Minotaur Horde, Xenagos Challenge, Garruk the Slayer
i wonder how this is gonna work for cards that can't transform back
also why does sayrth have the world all creatures untapped have hexproof I thought they wanted to point more toward ward? and only occasionally do hexproof
Not quite. It's hard to make out, but the top of the "Day" reminder token mentions only tracking Day/Night once either a Daybound card enters the battlefield or if an effect makes it Day or Night. So you don't have to worry about it until the first card causes you to track it.
Green Legendary creature gonna see some standard play with finn (the 1G death touch legendary from kaldheim).
About the Day/Night card i hope it only enters play after you play a transform card otherwise you would need to keep track since turn 1, and yeah, not good.
It does say on the token card is you keep track only after a daybound card enters play.
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
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
It says you track day/night once it becomes day or night or a daybound permeant enters the battlefield.
While it would need further clarification, with that reading it becomes night if your turn 1 is play a land pass as you cast no spells and thus day/night needs to be tracked for the rest of the game.
It also says that the token only affects Daybound and Nightbound cards. Since that is the case that means unless WOTC says so the old werewolves will not be completely compatible with this new system. 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.
Unless they plan to reprint all the old werewolves with the new mechanic and that is the reason for the double dipping of innistrad.
Yeah, werewolfs gonna stay around transformed way more this time. For those that don't remember the old mechanic: "At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.". with the old mechanic you could play a instant on your opponent's turn to make sure their werewolves didn't transform. Well thats a improvement over the first werewolf/transform mechanic (for the werewolf player).
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.
But there is no permanent on the board checking for that to make it night or day. So you either start tracking when a daybound creature hits the table OR when some other effect like a spell or enchantment that doesn't have daybound cares about making the phase day or night, after that point you have to start tracking, but not before.
Unfortunately - it was probably the best implementation of the mechanic at the time of innistrad 1.0. Perhaps the idea of a day/night system outside of the game (essentially the new system functions like an emblem), may have been seen as clunky or whatever. The old werewolves cannot be errata'ed to the new system any more than we could errata regenerate to indestructible. While the new system may be a more elegant implementation, the mechanics are different (this isn't just removing 3 lines of text on opt and dropping the keyword in, this is more like og slivers vs modern slivers).
I think the initial hurdle was what was discussed earlier - tracking this without a purpose would be terrible. The innovation from "city's blessing" solved that game play hurdle by making it something you had to track only after a relevant card was played.