[quote from="Aesnath »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/new-card-discussion/754214-kaladesh-worst-set-since-homelands-or-worst-set?comment=128"]-If I was you, I wouldn't buy packs at all. It's always bad value.
Bad value on average? Yeah, sure, depending on the details. Always bad value? That's not how gambling works. Sometimes a person spends $4 and cracks that $50+ foil mythic or what have you. That's why people keep doing it.
</blockquote>
And that's why we have expeditions and masterpieces Because they work in making people seek them out.
On topic, I genuinely do not like this set. I think the vehicles are cheesy and mostly unplayable. Energy will be playable in some cases, but it is going to dictate the structure of any deck that includes any of them. Also, I dislike the new expeds. Why? Basically they represent the end of any powerful rare re-print in standard. They are also another lottery, which is bad for the game IMO. More than ever, the value of packs will be determined by a scant few cards at the top of the chain. I suppose I'll buy even fewer packs than I do now.
-While it's impossible to comment on the term "cheezy", one cannot use the term unplayable to refer to cards that no one has played with yet. Many things are deemed unplayable during preview season.
-Any mechanic that you center a deck around dictates the structure of that deck. Energy acts the same way.
-Cards that are deemed too powerful for standard usually do not get reprinted at all. So you won't lose anything there. You actually gain something that wouldn't have been there otherwise. There's no way in hell they'd have reprinted mana crypt or sol ring. Now you get them reprinted anyway without affecting the format.
-None of the masterpieces are cards that they would have reprinted in a set.
-The masterpieces will all be of the same type (In this case artifacts) So they can't really stop "powerful" rare reprints. Since they can hardly pick the Masterpieces type based solely on which particular card players want reprinted.
-I'm sure you've noticed that most reprints are uncommons and commons. Rares define a set, so we don't get that many rare reprints. They did that in core sets and nobody cared.
-Buying boosters is a lottery from the start. You have no idea what cards you're buying. If that was bad for the game, it would no longer exist today.
-If I was you, I wouldn't buy packs at all. It's always bad value.
OK, fair points, especially about vehicles. However, it seems like an ascended limited mechanic. I despise it when rares and mythics have such mechanics. I view energy counters like infect--very narrow deckbuilding options. I also dislike such mechanics. Sure, card choices, by nature, dictate deck choices, but parasitic mechanics impose such structure to an extreme degree.
I suppose I enjoy buying packs occasionally, but they are rarely good value. However, it has generally been getting worse as we go along and the masterpieces are the next evolution of that. Powerful reprints were occasionally a thing, and one that I liked. Heck, I often enjoyed returning to standard when something I liked from older sets came back around. Right now, none of the masterpieces are things that would see print in a standard set. However, I promise you that will not be the case going forward. If they are trying to hit 50+ cards per block, you are going to see many re-printable cards used, along with a fair amount of chaff. Give it a couple of years. Moreover, it is going to suck to play limited against some of these. Sure it won't happen a lot, but when it does, it will be unfortunate
[quote from="Aesnath »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/new-card-discussion/754214-kaladesh-worst-set-since-homelands-or-worst-set?comment=128"]-If I was you, I wouldn't buy packs at all. It's always bad value.
Bad value on average? Yeah, sure, depending on the details. Always bad value? That's not how gambling works. Sometimes a person spends $4 and cracks that $50+ foil mythic or what have you. That's why people keep doing it.
Yeah, "always" is clearly hyperbolic. Sorry. "Mostly" and soon to be "even more often" bad value is more accurate. Winners win even bigger, but more losers all around.
I will say that there is some merit to the idea that these lotteries could make standard cheaper. Big chase cards at the top deflate the value of everything else. Since these aren't standard playable, it could work, which would be a boon for many players. It will be interesting to see how it plays out.
</blockquote>
Fair point in limited. I agree completely. I actually had to read the text twice when it said that they would be playable in limited events. I'm going to be pretty sad when my opponents open with sol ring, aether vial or turn 3 champion's helm or ANY of the swords.
Maybe that's pedantic, but we're talking about an economy where lots of people sell single Magic cards, so it's useful to say opening a pack is always bad value because once people realize how much they're losing, they can start spending that money on singles instead. During a game of Magic you play towards the random outcomes that our most likely to happen, so why wouldn't you at the counter?
Wouldn't such a shift eventually increase the price of singles? Don't larger single sellers benefit from folks who crack packs and then sell the cards they don't need to reseller (LGS or whatever)? Or does that not really matter? It seems like somebody should lose out if the folks currently buying packs at a loss stop doing so (that money's going somewhere).
Personally, I barely seem to get my money's worth (if at all) when I play at a prerelease and win a fair number of packs. That's one reason I haven't been to a prelease in a little while. Spending the money on singles I want for EDH is more efficient.
Maybe that's pedantic, but we're talking about an economy where lots of people sell single Magic cards, so it's useful to say opening a pack is always bad value because once people realize how much they're losing, they can start spending that money on singles instead. During a game of Magic you play towards the random outcomes that our most likely to happen, so why wouldn't you at the counter?
Wouldn't such a shift eventually increase the price of singles? Don't larger single sellers benefit from folks who crack packs and then sell the cards they don't need to reseller (LGS or whatever)? Or does that not really matter? It seems like somebody should lose out if the folks currently buying packs at a loss stop doing so (that money's going somewhere).
Theoretically, but I imagine enough stores can buy at enough of a discount on a high enough scale that it makes sense for them. Maybe I'm wrong and we're all profiting off the gullibility of kids. I don't have the appropriate data.
It doesn't ever seem correct for an individual with no distribution network to open a pack. I'm sure if that changed significantly, we'd hear about it somewhere.
Originally one of the few issues I had with the set was disappointment at there being little of interest for older eternal formats. However with the addition of the Masterpieces and Authority of the Consuls (a very strong hoser silver bullet/sideboard option) that has turned around.
Even without a full spoiler I can honestly say that Kaladesh is already my most anticipated new set in years. If the limited format is any good it's a sure thing to become one of my top 5 favorite sets.
I rarely post on MTGS, but I wanted to jump in here. I really really like this set. I haven't been to a prerelease since the RTR block, but I just registered for this one because Kaladesh looks like so much fun. The art is gorgeous, I love the emphasis on creativity in the flavor text, and any set where you can crew an express train with dwarves to mow down your opponent's cat monkey hits my sense of the absurd just right.
And when I read about Servos, I just had to use MTGCardsmith for this token. What do you think, sirs?
I have to say that i wasn't happy about a set and actual game play within the set and other formarts since RTR and KTK, EMN was a hit for me but it would be lame to say since EMN. MTG has finally returned to a considerable power level-variety and the developers are giving some bones for combo players too.
For those of you that gave this set a bad review, your going to be disappointed.
Some of the most powerful cards of all-time will come from this set and will be Legacy, Modern, Pauper, Cube and EDH staples. This set reminds me of worldwake.
It has both power and flavor.
PS to those posting about bad sets, Fallen Empires was good, it had pump knights for the day's Standard, practically giving rise to White Weenie standard decks, Hymn which is still playable in Legacy today, Goblin Grenade which was as much damage as 1 mana could do for two cards, cards like Orgg and Breeding Pit might seem weak today but back then were above the normal curve for anything creature based. Homelands it was not- leave it alone!
Thank you, finally somebody gets it. Fallen Empires was amazing at the time it was released; it introduced a lot of interesting dynamics and got a lot of new players into the game. It was also heavily over-printed, but being able to pick up a booster box for $25 can be a good thing when you have a big influx of new players.
Homelands was simply bad, even at the time. Personally I thought the flavor was cool, but the gameplay was an absolute dud.
Qouted for a lot of thruth. Icatian Javelineers was quite a dominant card. Aeolipile solved problems like nobodies bussiness - Protection from color is unblockable/indestructible/hexproof and it made weenies nasty and that card certainly helped with that. Not to mention it was the first set with sort-of-Seals. The set had proto-equipment (it didn't invent it but it had it). Goblin Chirurgeon was and is a ridiculous card, one of the more exploitable older cards overall. Homarid Spawning Bed was a mean, mean card, and is a good way to get punched in the face if you pair it with even not-too-threatening faeries at any kitchen table. Goblin Kites was mass-fling before there was fling. Icatian Phalanx would be a quality pick in any limited format even today. Soul Exchange was rather good reanimation and Thrull Retainer was totem armor. Hymn to Tourach was one of the best thing to ever happen to casual players, it meant they had something to hit the guys with a ton of money with, but that's getting into the well-known card territory.
Even most of the "junk" made sense in context - it was playetested in a pretty much a limited environment, so you have to evaluate things with that in mind. Homarid Warrior looks like junk when he's 3/3 for 4U , but then you remember you got sac lands and/or High Tide to get him out, and Homarid Spawning Bed to turn him into 5 tokens. Who'll all be 3/1 when Tidal Influence is online and can chump when it isn't.
Anyway, one of the more influential MtG sets ever, in many ways. Drafts rather well if your group knows what they're doing, with a surprising number of archetypes.
---
Kaladesh feels really fun. They seem to have captured something with it, I'm not sure what. Unless something turns out to break things power wise it might be remembered as a great set.
I know it's almost mandatory to post about how each new set is the worst ever, but seriously, this set is great. I think we could skip this thread this time around.
It drafts well and has great art and flavor. It doesn't really add anything truly new to the game, it takes a few aspects and does them very well. This is a limited, cube, commander, and standard set. I just don't see the necessary power level that Khans added to really make for huge innovations and dramatic shifts with new deck types like Grixis.
What I dislike right now is probably the lack of Modern staples within the set and which is more of a power level problem with commons in general. It's basically adding no new archetype to the game. It adds to pre-existing archetype and gives red it's Jace the Mindscuptor after all these years.
It will modify and add to current archetypes in Modern, not create any new ones. Perhaps after Eldrazi Winter this is what people truly want anyway.
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Is anyone else somewhat perterbed that the new mechanic is only in abzan colours? i mean, blue and red are THE artifact colours, with white in a semi-distant second, and they don't get fabricate at all.
this seems like a major fail on the part of design, and attributes heavily to why blue is so weak in limited.
I don't need to look up what they are played in, I know, honestly. I own literally 30 plus complete Modern decks, good to go, no budget- rent a tournament. They get some play in the 3 color decks, especially those running discard, the odd combo deck on top, hatebears too. I own all of those decks. I also own decks where they don't feature and never would- I have a couple of playsets worth of them tops- compared to fetches and shocks in those Modern decks its pretty small potatoes. I am sure there will be some play, but no where near the slam-dunk interest when they put fetches into KTK. All relative of course, but I would have expected more major impact/standout cards for Legacy and Modern than we have seen to date was my original statement's intent, that does not mean we have had none, it means we have less than I expected.
for someone that owns 30+ non-budget tournament ready modern decks you really don't understand the format if you think that fast lands aren't as important as shocks and fetches.
fast lands have been played in modern since they became available in SOM. they've gained more and more popularity as having painless duals on turns 1 and 2 have become more and more important in the format.
the return of burn to tier 1 has made that even more important. jund doesn't pay 5 life for a turn 1 thoughtseize as much anymore now that they're playing more cliffs and gorges. grixis has been playing shores since day 1 and it can't wait to replace sulfur falls with spirebluff canal. elves, hatebears, rally and abzan all rely on thicket.
fast lands are integral to modern, and there are several decks that will get a lot better because of fast lands.
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Standard:
Nothing Modern:
Cruel Control, UR Delver, RUG midrange, Akroma's Elfmorial EDH:
Animar, Chainer, Derevi the Stonehewer Mystic, Nekusar
Which part of "they get some play in three color/colour decks" did you not see?
At no point did I argue they were unimportant or unplayed. If you go back and read my original comment it was about the set having surprisingly little Eternal impact. So I was talking about Legacy, Vintage and Modern, and get argued with about Modern, because of a whole 5 lands, Modern by definition being one third of the formats I was talking about. The set still has surprisingly little eternal impact.
You don't have to go far to see the number of each land played in the format, and the current numbers of fast lands/fetchlands in each archetype is clear, and really not worth arguing about. Some impact/huge impact are relative statements to expectations and other nebulous standards, and not quantitative in any way.
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People with belligerent signatures are trying to compensate for something....
I really haven't been able to get into the set, from a play or design standpoint. Vehicles just seem so dumb. If vehicles is such a great idea, where has it been the last 20 years? We didn't know how to word such a thing? I call BS on that. As much as they like to say they aren't out of ideas and design space, they're out of ideas and design space. Power creep and silly ideas are basically the only "design space" left, and they're exploiting both to the maximum already. Making limited good (while making the rest of the game worse) is how the company is managing to make profits now, IMO.
But I'm sure this will continue for at least a few more years. Magic's not done yet.
I really haven't been able to get into the set, from a play or design standpoint. Vehicles just seem so dumb. If vehicles is such a great idea, where has it been the last 20 years?
What a silly argument.
For one, because the whole premise of the game includes slowly introducing new cards and mechanics over time. They aren't and have never been trying to include as much possible good ideas into every single set as they can, and they can only fit so many ideas into any one set.
And then consider that good ideas don't just parade themselves around ready for use whenever you are ready. You have to actually work to find them, and that takes time and effort that is a limited resource.
As much as they like to say they aren't out of ideas and design space, they're out of ideas and design space. Power creep and silly ideas are basically the only "design space" left, and they're exploiting both to the maximum already. Making limited good (while making the rest of the game worse) is how the company is managing to make profits now, IMO
Yes, in your opinion. In your inexperienced, humanly biased, individual opinion.
And in what way exactly can you say that an increasingly successful game is somehow struggling or failing at all? Just because you might not like what they are doing?
It seems pretty apparent that they aren't running out of good ideas, because they keep introducing new ideas, and are only succeeding more. And what makes a good idea for an entertainment product other than people are entertained by it enough to invest in it? Esoteric design philosophy will always be secondary, indeed subject to, the real world interests of people- especially to a company.
I really haven't been able to get into the set, from a play or design standpoint. Vehicles just seem so dumb. If vehicles is such a great idea, where has it been the last 20 years? We didn't know how to word such a thing? I call BS on that. As much as they like to say they aren't out of ideas and design space, they're out of ideas and design space. Power creep and silly ideas are basically the only "design space" left, and they're exploiting both to the maximum already. Making limited good (while making the rest of the game worse) is how the company is managing to make profits now, IMO.
But I'm sure this will continue for at least a few more years. Magic's not done yet.
That's the thing- They've got so many ideas that the overflow is enough to fill entire sets. Kaladesh is basically overflow from Mirrodin (I know energy started as the E-Mechanic in Mirrodin, and Vehicles are also an old design that has been kicking around the pit for a while, that they just fixed up). Going down to the two set blocks bought them a good twenty years, easily, because you don't need to fill three sets and stretch ideas thin.
Furthermore, I doubt one can really call this set "powercreep". We have a situationally better Kird Ape, a situationally better Ardent Recruit, some really quirky stuff... This honestly reminds me more of say, Ravnica block, with a ton of quirky build around cards just begging to be optimized.
I'm gambling big on Animation Module and Panharmonicon (as in buying a *****load of them) blowing up in value. The former for as soon as people realize the second ability is one-of-a-kind and applies to loyalty counters, poison counters, energy counters, +1/+1 etc. If you're playing any degree of control, or just Standard, it's never a bad idea to use it at your opponent's EOT. The latter because of its uniqueness again, its relevance to 187 energy counter creatures in Standard, and the mind-bogglingly huge number of ways to use it in Eternal formats and casual. Hell, the original 187 creature is twice as good with this thing in play, and it can be turn-two'd in said creature's color with a Ritual.
Edit at the best elf in the community since I joined in 2003: charge counters on players is a pretty good mechanic in my opinion since the cardpool allows for a very diverse means of spending those you accumulate.
I'm gambling big on Animation Module and Panharmonicon (as in buying a *****load of them) blowing up in value. The former for as soon as people realize the second ability is one-of-a-kind and applies to loyalty counters, poison counters, energy counters, +1/+1 etc. If you're playing any degree of control, or just Standard, it's never a bad idea to use it at your opponent's EOT. The latter because of its uniqueness again, its relevance to 187 energy counter creatures in Standard, and the mind-bogglingly huge number of ways to use it in Eternal formats and casual. Hell, the original 187 creature is twice as good with this thing in play, and it can be turn-two'd in said creature's color with a Ritual.
Its second ability is actually just strictly worse proliferate
Its second ability is actually just strictly worse proliferate
Damn, forgot about Proliferate. Not strictly worse though but close- the Proliferate cards only have three cards that Proliferate via activated ability that doesn't require sacrifice, they ain't one-drops, and the abilities cost 4.
Edit: I tried to link to a Gatherer search, but
[url]
doesn't like to cooperate when the link ends with a bracket.
Son of Edit: least I'm only losing 15 bux if this card tanks. Panharmonicon, I'll be screwed if that gamble fails.
The idea that this set is the worst since homelands, fallen empires, etc. etc. is greatly exaggerated. Limited is fantastic and the cards are making a splash in constructed too including some really kooky cards like aetherworks marvel. If you hate this set, you hate fun.
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And that's why we have expeditions and masterpieces Because they work in making people seek them out.
Fair point in limited. I agree completely. I actually had to read the text twice when it said that they would be playable in limited events. I'm going to be pretty sad when my opponents open with sol ring, aether vial or turn 3 champion's helm or ANY of the swords.
Wouldn't such a shift eventually increase the price of singles? Don't larger single sellers benefit from folks who crack packs and then sell the cards they don't need to reseller (LGS or whatever)? Or does that not really matter? It seems like somebody should lose out if the folks currently buying packs at a loss stop doing so (that money's going somewhere).
Personally, I barely seem to get my money's worth (if at all) when I play at a prerelease and win a fair number of packs. That's one reason I haven't been to a prelease in a little while. Spending the money on singles I want for EDH is more efficient.
Theoretically, but I imagine enough stores can buy at enough of a discount on a high enough scale that it makes sense for them. Maybe I'm wrong and we're all profiting off the gullibility of kids. I don't have the appropriate data.
It doesn't ever seem correct for an individual with no distribution network to open a pack. I'm sure if that changed significantly, we'd hear about it somewhere.
I'm calling it now... they could reprint 84 Chimney Imps and the set would still be a success.
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Even without a full spoiler I can honestly say that Kaladesh is already my most anticipated new set in years. If the limited format is any good it's a sure thing to become one of my top 5 favorite sets.
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And when I read about Servos, I just had to use MTGCardsmith for this token. What do you think, sirs?
I have to say that i wasn't happy about a set and actual game play within the set and other formarts since RTR and KTK, EMN was a hit for me but it would be lame to say since EMN. MTG has finally returned to a considerable power level-variety and the developers are giving some bones for combo players too.
Some of the most powerful cards of all-time will come from this set and will be Legacy, Modern, Pauper, Cube and EDH staples. This set reminds me of worldwake.
It has both power and flavor.
UBRGrixis Kiki Control
BGUSultai Shadow
GWRBushwhacker Zoo
EDH:
BGU Sidisi, Brood Tyrant
UBR Marchesa, the Black Rose
GWU Roon of the Hidden Realm
Qouted for a lot of thruth. Icatian Javelineers was quite a dominant card. Aeolipile solved problems like nobodies bussiness - Protection from color is unblockable/indestructible/hexproof and it made weenies nasty and that card certainly helped with that. Not to mention it was the first set with sort-of-Seals. The set had proto-equipment (it didn't invent it but it had it). Goblin Chirurgeon was and is a ridiculous card, one of the more exploitable older cards overall. Homarid Spawning Bed was a mean, mean card, and is a good way to get punched in the face if you pair it with even not-too-threatening faeries at any kitchen table. Goblin Kites was mass-fling before there was fling. Icatian Phalanx would be a quality pick in any limited format even today. Soul Exchange was rather good reanimation and Thrull Retainer was totem armor. Hymn to Tourach was one of the best thing to ever happen to casual players, it meant they had something to hit the guys with a ton of money with, but that's getting into the well-known card territory.
Even most of the "junk" made sense in context - it was playetested in a pretty much a limited environment, so you have to evaluate things with that in mind. Homarid Warrior looks like junk when he's 3/3 for 4U , but then you remember you got sac lands and/or High Tide to get him out, and Homarid Spawning Bed to turn him into 5 tokens. Who'll all be 3/1 when Tidal Influence is online and can chump when it isn't.
Anyway, one of the more influential MtG sets ever, in many ways. Drafts rather well if your group knows what they're doing, with a surprising number of archetypes.
---
Kaladesh feels really fun. They seem to have captured something with it, I'm not sure what. Unless something turns out to break things power wise it might be remembered as a great set.
What I dislike right now is probably the lack of Modern staples within the set and which is more of a power level problem with commons in general. It's basically adding no new archetype to the game. It adds to pre-existing archetype and gives red it's Jace the Mindscuptor after all these years.
It will modify and add to current archetypes in Modern, not create any new ones. Perhaps after Eldrazi Winter this is what people truly want anyway.
Modern
Commander
Cube
<a href="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/588020-unpowered-themed-enchantment-an-enchanted-evening">An Enchanted Evening Cube </a>
this seems like a major fail on the part of design, and attributes heavily to why blue is so weak in limited.
for someone that owns 30+ non-budget tournament ready modern decks you really don't understand the format if you think that fast lands aren't as important as shocks and fetches.
fast lands have been played in modern since they became available in SOM. they've gained more and more popularity as having painless duals on turns 1 and 2 have become more and more important in the format.
the return of burn to tier 1 has made that even more important. jund doesn't pay 5 life for a turn 1 thoughtseize as much anymore now that they're playing more cliffs and gorges. grixis has been playing shores since day 1 and it can't wait to replace sulfur falls with spirebluff canal. elves, hatebears, rally and abzan all rely on thicket.
fast lands are integral to modern, and there are several decks that will get a lot better because of fast lands.
Nothing
Modern:
Cruel Control, UR Delver, RUG midrange, Akroma's Elfmorial
EDH:
Animar, Chainer, Derevi the Stonehewer Mystic, Nekusar
At no point did I argue they were unimportant or unplayed. If you go back and read my original comment it was about the set having surprisingly little Eternal impact. So I was talking about Legacy, Vintage and Modern, and get argued with about Modern, because of a whole 5 lands, Modern by definition being one third of the formats I was talking about. The set still has surprisingly little eternal impact.
You don't have to go far to see the number of each land played in the format, and the current numbers of fast lands/fetchlands in each archetype is clear, and really not worth arguing about. Some impact/huge impact are relative statements to expectations and other nebulous standards, and not quantitative in any way.
But I'm sure this will continue for at least a few more years. Magic's not done yet.
.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
What a silly argument.
For one, because the whole premise of the game includes slowly introducing new cards and mechanics over time. They aren't and have never been trying to include as much possible good ideas into every single set as they can, and they can only fit so many ideas into any one set.
And then consider that good ideas don't just parade themselves around ready for use whenever you are ready. You have to actually work to find them, and that takes time and effort that is a limited resource.
Yes, in your opinion. In your inexperienced, humanly biased, individual opinion.
And in what way exactly can you say that an increasingly successful game is somehow struggling or failing at all? Just because you might not like what they are doing?
It seems pretty apparent that they aren't running out of good ideas, because they keep introducing new ideas, and are only succeeding more. And what makes a good idea for an entertainment product other than people are entertained by it enough to invest in it? Esoteric design philosophy will always be secondary, indeed subject to, the real world interests of people- especially to a company.
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I'm here to tell you that all your set mechanics are bad
#Defundthepolice
That's the thing- They've got so many ideas that the overflow is enough to fill entire sets. Kaladesh is basically overflow from Mirrodin (I know energy started as the E-Mechanic in Mirrodin, and Vehicles are also an old design that has been kicking around the pit for a while, that they just fixed up). Going down to the two set blocks bought them a good twenty years, easily, because you don't need to fill three sets and stretch ideas thin.
Furthermore, I doubt one can really call this set "powercreep". We have a situationally better Kird Ape, a situationally better Ardent Recruit, some really quirky stuff... This honestly reminds me more of say, Ravnica block, with a ton of quirky build around cards just begging to be optimized.
Edit at the best elf in the community since I joined in 2003: charge counters on players is a pretty good mechanic in my opinion since the cardpool allows for a very diverse means of spending those you accumulate.
Its second ability is actually just strictly worse proliferate
UWRjeskai nahiri UWR
UBRgrixis titi UBR
UBRgrixis delverUBR
UR ur kikimite UR
EDH
RUG Riku of Two Reflections RUG
UBR Marchesa, the Black Rose UBR
UBRGYidris, Maelstrom Wielder UBRG
UBRJeleva, Nephalia's ScourgeUBR
Damn, forgot about Proliferate. Not strictly worse though but close- the Proliferate cards only have three cards that Proliferate via activated ability that doesn't require sacrifice, they ain't one-drops, and the abilities cost 4.
Edit: I tried to link to a Gatherer search, but doesn't like to cooperate when the link ends with a bracket.
Son of Edit: least I'm only losing 15 bux if this card tanks. Panharmonicon, I'll be screwed if that gamble fails.
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