Here is what was written in Planeswalker's Guide to Tarkir:
"We do not pile the skulls of our enemies, nor make them into ornaments. We grind them into dust. We leave nothing for their families to weep over, nothing for their descendants to honor."
For Abzan, ancestry is everything, so denying their opponent any source of that lineage is what they consider to be the worst punishment. Anafenza's ability to exile dead creatures probably originate from this belief.
Also, its because wizards needed a main-deckable grave hate spell for the meta.
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Anafenza's (the white clan's leader) exile clause not only neuters Sidisi (the black clan), but also prevents Zurgo's (the red clan) +1/+1 counter ability to activate.
Here is what was written in Planeswalker's Guide to Tarkir:
"We do not pile the skulls of our enemies, nor make them into ornaments. We grind them into dust. We leave nothing for their families to weep over, nothing for their descendants to honor."
For Abzan, ancestry is everything, so denying their opponent any source of that lineage is what they consider to be the worst punishment. Anafenza's ability to exile dead creatures probably originate from this belief.
Wow, that's really interesting! Thank you so much for providing this.
Anafenza's (the white clan's leader) exile clause not only neuters Sidisi (the black clan), but also prevents Zurgo's (the red clan) +1/+1 counter ability to activate.
According to Planeswalker's guide's description, Abzan boarders Jeskai and Mardu closest. While Jeskai and them have more civil interactions, they really disliked Mardu, as evident by all Abzan orcs were orphans from Mardu.
Mardu borders Sultai and Temur as far as the description goes, for they seem to take caution of each other intensely, and consider Abzan's orc population they are probably neighbor also, because long distance horseback riding is not effective on sand.
Temur only battles those invading their territory, most often Mardu, but judging from the art there's also Abzan Houses (see Roar of Challenge and Icy Blast).
Jeskai doesn't leave their territory much either, and most of their battles are them outsmarting the Mardu. In fact, there's no picture showing Jeskai being beaten at all, amazing.
Geographically speaking, Abzan can be Gobi Desert, Sultai similar to Southeast Asia, Jeskai Mid-China, Mardu Northern China, and Temur even further Northern China. These are all climates and landscape available in China, thus we can picture their locations accordingly (base on China): Albzan is within the center of other four clans, Mardu and Temur both North, Sultai Southwest, Jeskai Southeast. I'm uncertain if Mardu is Northeast or Northwest, consider they are Tarkir biker gangs who could go anywhere they (impulsively) want, but base on the abundance of (frozen) water in Temur art, I think Temur is more towards Northeast while Mardu Northwest. Again, purely base on China's climates where the Tarkir set seems to be based on.
It was mentioned in Maro's article today that development added the ability on for the sake of metagame concerns. There appears to be no flavour intended behind the addition.
It was mentioned in Maro's article today that development added the ability on for the sake of metagame concerns. There appears to be no flavour intended behind the addition.
Indeed, although regardless of their intention for balance, lore wise her ability also makes sense. It's possible that the lore team worked with the development team to incorporate the flavor together.
"We do not pile the skulls of our enemies, nor make them into ornaments. We grind them into dust. We leave nothing for their families to weep over, nothing for their descendants to honor."
For Abzan, ancestry is everything, so denying their opponent any source of that lineage is what they consider to be the worst punishment. Anafenza's ability to exile dead creatures probably originate from this belief.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
- Manite
Wow, that's really interesting! Thank you so much for providing this.
GWU Bant Manifest - The Future Is Here. Or it will be at the end of turn. GWU
According to Planeswalker's guide's description, Abzan boarders Jeskai and Mardu closest. While Jeskai and them have more civil interactions, they really disliked Mardu, as evident by all Abzan orcs were orphans from Mardu.
Mardu borders Sultai and Temur as far as the description goes, for they seem to take caution of each other intensely, and consider Abzan's orc population they are probably neighbor also, because long distance horseback riding is not effective on sand.
Sultai have been shown battling Temur (Debilitating Injury), Mardu (Blinding Spray), and Abzan (Death Frenzy).
Temur only battles those invading their territory, most often Mardu, but judging from the art there's also Abzan Houses (see Roar of Challenge and Icy Blast).
Jeskai doesn't leave their territory much either, and most of their battles are them outsmarting the Mardu. In fact, there's no picture showing Jeskai being beaten at all, amazing.
Geographically speaking, Abzan can be Gobi Desert, Sultai similar to Southeast Asia, Jeskai Mid-China, Mardu Northern China, and Temur even further Northern China. These are all climates and landscape available in China, thus we can picture their locations accordingly (base on China): Albzan is within the center of other four clans, Mardu and Temur both North, Sultai Southwest, Jeskai Southeast. I'm uncertain if Mardu is Northeast or Northwest, consider they are Tarkir biker gangs who could go anywhere they (impulsively) want, but base on the abundance of (frozen) water in Temur art, I think Temur is more towards Northeast while Mardu Northwest. Again, purely base on China's climates where the Tarkir set seems to be based on.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Indeed, although regardless of their intention for balance, lore wise her ability also makes sense. It's possible that the lore team worked with the development team to incorporate the flavor together.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs