You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Considerations;
1) Its a Red, White and Black mechanic as shown by the wings water mark which is the spoiled Khan's colors.
2) 2 damage and a 2/3 body for 4 mana on an uncommon.
Depending on the power level implemented into the 'Raid' mechanic I could see this going a long way in standard and possibly modern. Consideration #2 basicaly states that the power level of the mechanic is costed likewise then only the rares and potentaly one or two common/uncommon will see constructed play. This is due to the nature of rares being more aggresive on there costing and abilitys.
A 4 mana 2/3 with conditional etb shock in a color that doesn't like high costed cards. Seems like an awesome, early pick in limited.
Here are my thoughts:
This cannot be used to kill potential chump blockers, without some kind of flash.
Generator Servant's haste effect isn't useful here.
This cannot push damage over into a Sylvan Carytid, but can be used to unexpectedly finish off creatures that seemed like a profitable block.
This particular card isn't anything special, but the mechanic seems interesting. It certainly adds some value to attacking, but it will depend on how good the abilities end up being to see if the mechanic is playable.
i like the mechanic alot for dega or mardu... whatever. i am excited to see the rares that have the ability tacked on. also, this will be great in limited, super fun Flametongue kavuesk
RAID has an interesting line of rules text too. Right now, we only see it as a one time trigger when this creature enters the battlefield. The effect could also say "At the beginning of your end step, if a creature you control attacked this turn, [effect]." Or "{activated ability}: [effect]. Activate this ability only if a creature you control attacked this turn." This could open up some interesting long term effects instead of a one-time casting effect. I like this mechanic so far though.
Does Torpor Orb and Torpor Bird put a stop to raid? To me Raid just seems like a nerfed version of "ETB". It does sort of promote new players to cast stuff after a combat phase to get a reaction out of an opponent.
Private Mod Note
():
Rollback Post to RevisionRollBack
To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
Does Torpor Orb and Torpor Bird put a stop to raid? To me Raid just seems like a nerfed version of "ETB". It does sort of promote new players to cast stuff after a combat phase to get a reaction out of an opponent.
Topor Orb will shut off this type of Raid. Given that it's an ability word, however, implementation may vary. I think the key thing here will be the "if a creature attacked" portion, not the ETB part. For an example of a similar mechanic, see Morbid.
If we assume that the Raid condition is only that a creature has attacked this turn, then this ability word could also potentially appear on noncreature spells.
e.g.
Pillage and Rape 2rr
Sorcery
Destroy target land.
Raid - If you attacked with a creature this turn, ~ deals 2 damage to that land's controller.
I like raid from a design perspective. I was thinking about how all of the clan mechanics would have to be broad enough they could fit into both clan-pairs with a unique game feel. In other words, Mardu is RWB, but it's composed of RW and BR. The Mardu mechanic will have had to play differently among the white side of the clan than the black side. I spend some time trying to think about how to do this and was coming up blank. Raid handles this really well, as the white side of Mardu will be using it to reward you for attacking with creatures. The black side, however, will be using it to allow you to "sacrifice" creatures for raid effects (since you don't have to get through to enable the raid effect, this encourages suicidal attacks). As a result, the white side of Mardu will have tougher guys, more likely to survive combat. It will encourage a playstyle that tries to be able to attack each turn. The black side of Mardu will have more fragile, expendable guys. It will encourage a playstyle that gets value from trading creatures with your opponent.
This seems like a mechanic that could assist aggro decks in modern quite nicely, as well as being very significant in standard. We will have to see what development have done with it, but I very much like the concept.
Heavy-Handed Mardu 2W
Creature - Orc Warrior
Defender
Raid - At the beginning of the end step, if you attacked with a creature this turn, exile target creature an opponent controls until ~ leaves the battlefield.
3W: ~ can attack as though it didn't have defender until end of turn.
4/4
This Heart-Piercer guy ain't anything special, save for that 3 toughness. That could be pretty sturdy in limited.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Raid on the other hand, I like it. It is a mechanic built for limited to encourage combat. It's obviously not the most powerful mechanic ever built, but if Wizards uses it correctly, we might see powerful effects printed on solid cards because it's "hard to trigger in constructed".
I can also see a rare with "Raid - At the beginning of your upkeep, return up to one target creature card from your graveyard to your hand. If you attacked with a creature this turn, return that card to the battlefield instead."
Since Morph is complex and does not use the stack (its a special action) a mechanic like raid is nice and simple, I wonder what the other mechanics are. With lots of morph this guy may be good many places.
Uhh I'd really love for Raid and Ninjutsu to have a child, featuring both mechanics on the same card. Btw in terms of ETB-raid effects: Conjurer's Closet, Restoration Angel and other flicker-effects should be considered.
The interesting part about Raid that isn't present in Bloodthirst is the potential to throw away a little token or useless low CMC to get the effects of a more impressive raid-triggerer. The flavor fail is however present as Raid doesn't seem like it's normally possible to trigger during combat (when you'd normally organize a "raid" - on the other player's HP) and if the Raid trigger happens after combat and your creature got blocked by a fat Ogre or whatsnot, then there wasn't really happening a raid...
Mechanic seems unfaithful to its name.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
https://38.media.tumblr.com/a17a727d707088d4ba75035e19223681/tumblr_naav0qNgSD1qc29lyo3_250.jpg
Raid--When ~ enters the battlefield, if you attacked with a creature this turn, do X.
What does everyone think? Similar design space to Morbid or Bloodthirst, Encourages combat, seems better than heroic at first glace, but we will see.
It seems like it could work pretty well.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Special thanks to Heroes of the Plane Studios for the avatar and Inkfox Aesthetics for the sig.
Vaevictus Asmadi, Creator of [The Spirit of EDH]
EDH Decks
BRGProssh, the Chump-Block DragonBRG
BRGVaevictis Asmadi-Hoarder of ManaBRG
1) Its a Red, White and Black mechanic as shown by the wings water mark which is the spoiled Khan's colors.
2) 2 damage and a 2/3 body for 4 mana on an uncommon.
Depending on the power level implemented into the 'Raid' mechanic I could see this going a long way in standard and possibly modern. Consideration #2 basicaly states that the power level of the mechanic is costed likewise then only the rares and potentaly one or two common/uncommon will see constructed play. This is due to the nature of rares being more aggresive on there costing and abilitys.
Here are my thoughts:
This cannot be used to kill potential chump blockers, without some kind of flash.
Generator Servant's haste effect isn't useful here.
This cannot push damage over into a Sylvan Carytid, but can be used to unexpectedly finish off creatures that seemed like a profitable block.
Decent card, meh in constructed.
Shout out to commandercast for keeping me entertained.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
http://www.youtube.com/watch?v=SY8h2vp5Xis
e.g.
Pillage and Rape 2rr
Sorcery
Destroy target land.
Raid - If you attacked with a creature this turn, ~ deals 2 damage to that land's controller.
........................
I'm not entirely sure where you're going with this. Raid triggers if you've attacked, not if damage was dealt.
Heavy-Handed Mardu 2W
Creature - Orc Warrior
Defender
Raid - At the beginning of the end step, if you attacked with a creature this turn, exile target creature an opponent controls until ~ leaves the battlefield.
3W: ~ can attack as though it didn't have defender until end of turn.
4/4
This Heart-Piercer guy ain't anything special, save for that 3 toughness. That could be pretty sturdy in limited.
"OH GOD MY BRAIN IS EXPLOADING AT HOW BAD THE ART IS ON MY OWN CARD"
-A friend's first impression of Ancestral Recall
10/10, I tapped.
Raid on the other hand, I like it. It is a mechanic built for limited to encourage combat. It's obviously not the most powerful mechanic ever built, but if Wizards uses it correctly, we might see powerful effects printed on solid cards because it's "hard to trigger in constructed".
I can also see a rare with "Raid - At the beginning of your upkeep, return up to one target creature card from your graveyard to your hand. If you attacked with a creature this turn, return that card to the battlefield instead."
I'm worried that between paying life for dual lands and this new mechanic, the next meta will be super aggro-heavy. Of course I shall wait and see.
The interesting part about Raid that isn't present in Bloodthirst is the potential to throw away a little token or useless low CMC to get the effects of a more impressive raid-triggerer. The flavor fail is however present as Raid doesn't seem like it's normally possible to trigger during combat (when you'd normally organize a "raid" - on the other player's HP) and if the Raid trigger happens after combat and your creature got blocked by a fat Ogre or whatsnot, then there wasn't really happening a raid...
Mechanic seems unfaithful to its name.