Two words: World Enchantments. I know what you might be thinking. It's been forever since we've seen those in Magic. That may be true, but consider for a moment the recent (comparatively) template update on said enchantments. Why else do that if they weren't planning on bringing them back at some point? Also, given today's article, It's hard to deny that there is at least some global effects that take place on the plane of Innistrad.
Innistrad humans also name the world's seasons by different aspects of the moon, as it seems hold a strange influence on the world as the seasons change.
Harvest Moon
This is Innistrad's autumn. A huge orange-to-blood-red moon hangs in the night sky. The days grow shorter. The weather cools with each passing day and the forests turn vibrant colors. This is considered to be the time when vampires are the strongest. Bonfires are common during harvest time, when farmers toil late in the fields until after twilight. The bonfires are thought to keep the vampires away.
Hunter's Moon
This is Innistrad's winter. The chill never leaves the air and the sun's apex is close to the horizon. This is the longest season, and the time when food becomes most scarce. More hunters have to venture out into the wilds in search of food, which results in increased attacks on humans. This is considered to be the time when werewolves are the strongest. Since there are more humans hunting and traveling in the woods during these months, werewolf attacks are more prevalent. The humans believe the attacks have something to do with the season itself, although there are no more werewolves at this time than any other time of year.
New Moon
This is as close as Innistrad gets to a spring and is the shortest season. The days are longest and the sun is the brightest, though still pale compared to some worlds, and there is new growth in the forests. Humans consider this their season, associating it with new life and birth. Babies born under the New Moon are considered to be holier, with a better chance of attaining the Blessed Sleep.
These three phases of the moon and seasonal changes seem to be ripe picking as World Enchantments. They seem to affect many different things on the plane and are not just one-sided effects for your side of the battlefield.
Some other ability clues that may be taken from these descriptions include, tribal buffing, "Blessed Sleep" as a human ability, possibly multiple color abilities, and maybe even some way of keeping track of time.
What to you all think? New insight, or the ravings of a ne'er do well?
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Commander (EDH) WBRKaalia of the VastWBR WRGMayael the AnimaWRG
I thought the exact same thing. Maybe it's just a flavor thing, but that sure sounds like they're alluding to some type of time/season mechanic. I mean, we could be wrong, and it might just do something as simple as influence the art of the cards. But I think it'd be cool if the brought back world enchantments or implemented a time mechanic.
Regardless, this little planeswalker's guide has got me even more intrigued about Innistrad than before. October can't come fast enough!
I'd think putting each moon phase as a world enchantement would be the cleanest way to implant the moon phases in the game, so I do hope they do it that way.
Sweet! While I'm skeptical World enchantments are in Innistrad, I would be ecstatic seeing them return back, for at least a block. My introduction to this game was when World enchantments mattered.
Blessed Sleep seems like it would definetly be a human ability in Innistrad. A solid ability to keep your creatures from getting zombified. I bet there will be lots of animate dead sort of spells and enchantments all over the place in this block.
I would love for world enchantments to make a comeback but it does seem out of flavour for moon phases as it wouldn't be a spell so much as a time frame. Maybe a new type of card that changes the moon phases and when a new one is in play its a new moon phase?
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When you think that you're thinking outside of the box, you're really just thinking inside of another box.
I can understand the point about moon phases not being "on flavor" for World Enchantments. Normally these types of things are natural and not in fact globe-spanning spells. However, consider that there are many things printed in Magic's past that were spell adaptations of normal phenomena. Also, consider the fact that the moon of Innistrad is still quite mysterious in its nature.
Even still, regardless of flavor, it would make sense mechanic wise. What better way to change the game state than by putting a World Enchantment out. It may have abilities that affect multiple game aspects. We still don't know how day and night will work but I could see something along the lines of:
Harvest Moon
- The days grow shorter. (It could be easier to change day to night?)
- forests turn vibrant colors. (Maybe forests tap for more colors?)
- time when vampires are the strongest. (Buff to vampires?)
- The bonfires are thought to keep the vampires away. (Red spell interaction with vampires?)
Who knows? But they do seem to imply that they will affect the day/night cycle and grant abilities that could potentially benefit different deck types and different colors.
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Commander (EDH) WBRKaalia of the VastWBR WRGMayael the AnimaWRG
While using the World Enchantment mechanic to represent changing seasons would be elegant (the new seasons replaces the old), I always expected World Enchantments to come back to represent planes in a block that takes place across multiple planes. Think Kamigawa, but for Planeswalkers instead of Legends.
But there are only 3 seasons on Innistrad, and no mention as to which order they follow. We can only assume that it is in the order that the guide displays it in. But for all we know, there could be weird rules which apply to this world.
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Commander (EDH) WBRKaalia of the VastWBR WRGMayael the AnimaWRG
Yeah I hope we see the return of world enchantments didnt rosewater talk fondly of them lately?
I hope they dont just make a brand new enchantment type that function like world enchantment, ala vanishing was to fading.
I like it when they get maximum usage of present mechanics.
I think world enchantments will cause the night effects, not only is flavorful but gives a way to stop your opponents werewolves or zombies from overwhelming you buy casting a new world enchantment that destroys the world enchantment keeping it night time.
I think there will be some instants/sorceries that make it night temporarily.
Maybe a non-enchantment permanent or two.
But world enchantment really just seems to hit it out of the park, and helps differentiate enchantments from artifacts. Especially since enchantments have never been the most relevant type and played backseat to artifacts for most of magic
history.
Maybe the fall season makes it night on your turn, winter season makes it night on all turns and spring buffs not night time using creatures.
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Don't you see that the whole aim of Moderators is to narrow the range of thought? In the end we shall make infractions literally impossible, because there will be no words in which to express it. Every concept that can ever be needed, will be expressed by exactly one word, with its meaning rigidly defined and all its subsidiary meanings rubbed out and forgotten.
When PLANECHASE was release, wizards got asked "does this mean World Enchantments are dead?" (it was either a letter of the week or part of a FAQ, I don't know). Their answer was something along the lines of "No, us killing off World Enchantments for good years ago means they're dead". (and I'm not exaggerating how drastically ultimate that sounded). World Enchantments are dead. It's word of god.
CustServ =/= R&D.
Wizards of the Coasts customer service is notorious for giving bad advice regarding game mechanics.
If R&D wants to bring back World Enchantments, then R&D will bring back World enchantments. But if they do, expect them to be of the kind "Enchantment - World" rather than "World Enchantment".
That said, I find it unlikely that world enchantments will be back, but you never know.
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It's about time for the reserved list to die, for the sake of Vintage and Legacy (And Commander).
Wizards of the Coasts customer service is notorious for giving bad advice regarding game mechanics.
If R&D wants to bring back World Enchantments, then R&D will bring back World enchantments. But if they do, expect them to be of the kind "Enchantment - World" rather than "World Enchantment".
That said, I find it unlikely that world enchantments will be back, but you never know.
It seems like just a few weeks ago there were numerous people arguing that the day/night mechanic which was supposed to be in Kamigawa was killed, never to return. Apparently the basis for this argument was a statement from Wizards, saying the mechanic was unworkable and not to be seen in future sets. Yet here we are...
This type of thing happens. It could happen for World Enchantments too. I do think the likelihood of "Enchantment - World" being the new template is reasonably high though. We did see a similar thing with Shrines after all.
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Commander (EDH) WBRKaalia of the VastWBR WRGMayael the AnimaWRG
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Let's get down to some speculating, shall we?
Two words: World Enchantments. I know what you might be thinking. It's been forever since we've seen those in Magic. That may be true, but consider for a moment the recent (comparatively) template update on said enchantments. Why else do that if they weren't planning on bringing them back at some point? Also, given today's article, It's hard to deny that there is at least some global effects that take place on the plane of Innistrad.
Harvest Moon
This is Innistrad's autumn. A huge orange-to-blood-red moon hangs in the night sky. The days grow shorter. The weather cools with each passing day and the forests turn vibrant colors. This is considered to be the time when vampires are the strongest. Bonfires are common during harvest time, when farmers toil late in the fields until after twilight. The bonfires are thought to keep the vampires away.
Hunter's Moon
This is Innistrad's winter. The chill never leaves the air and the sun's apex is close to the horizon. This is the longest season, and the time when food becomes most scarce. More hunters have to venture out into the wilds in search of food, which results in increased attacks on humans. This is considered to be the time when werewolves are the strongest. Since there are more humans hunting and traveling in the woods during these months, werewolf attacks are more prevalent. The humans believe the attacks have something to do with the season itself, although there are no more werewolves at this time than any other time of year.
New Moon
This is as close as Innistrad gets to a spring and is the shortest season. The days are longest and the sun is the brightest, though still pale compared to some worlds, and there is new growth in the forests. Humans consider this their season, associating it with new life and birth. Babies born under the New Moon are considered to be holier, with a better chance of attaining the Blessed Sleep.
These three phases of the moon and seasonal changes seem to be ripe picking as World Enchantments. They seem to affect many different things on the plane and are not just one-sided effects for your side of the battlefield.
Some other ability clues that may be taken from these descriptions include, tribal buffing, "Blessed Sleep" as a human ability, possibly multiple color abilities, and maybe even some way of keeping track of time.
What to you all think? New insight, or the ravings of a ne'er do well?
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
Regardless, this little planeswalker's guide has got me even more intrigued about Innistrad than before. October can't come fast enough!
Love the art.
Information overload. Shots now, speculation later o.o
Even for dreaming.
So what do you think guys? Are these moon phases World Enchantments? Could they also affect time?
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
I would love for world enchantments to make a comeback but it does seem out of flavour for moon phases as it wouldn't be a spell so much as a time frame. Maybe a new type of card that changes the moon phases and when a new one is in play its a new moon phase?
Even still, regardless of flavor, it would make sense mechanic wise. What better way to change the game state than by putting a World Enchantment out. It may have abilities that affect multiple game aspects. We still don't know how day and night will work but I could see something along the lines of:
Harvest Moon
- The days grow shorter. (It could be easier to change day to night?)
- forests turn vibrant colors. (Maybe forests tap for more colors?)
- time when vampires are the strongest. (Buff to vampires?)
- The bonfires are thought to keep the vampires away. (Red spell interaction with vampires?)
Who knows? But they do seem to imply that they will affect the day/night cycle and grant abilities that could potentially benefit different deck types and different colors.
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
But there are only 3 seasons on Innistrad, and no mention as to which order they follow. We can only assume that it is in the order that the guide displays it in. But for all we know, there could be weird rules which apply to this world.
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG
I hope they dont just make a brand new enchantment type that function like world enchantment, ala vanishing was to fading.
I like it when they get maximum usage of present mechanics.
I think world enchantments will cause the night effects, not only is flavorful but gives a way to stop your opponents werewolves or zombies from overwhelming you buy casting a new world enchantment that destroys the world enchantment keeping it night time.
I think there will be some instants/sorceries that make it night temporarily.
Maybe a non-enchantment permanent or two.
But world enchantment really just seems to hit it out of the park, and helps differentiate enchantments from artifacts. Especially since enchantments have never been the most relevant type and played backseat to artifacts for most of magic
history.
Maybe the fall season makes it night on your turn, winter season makes it night on all turns and spring buffs not night time using creatures.
CustServ =/= R&D.
Wizards of the Coasts customer service is notorious for giving bad advice regarding game mechanics.
If R&D wants to bring back World Enchantments, then R&D will bring back World enchantments. But if they do, expect them to be of the kind "Enchantment - World" rather than "World Enchantment".
That said, I find it unlikely that world enchantments will be back, but you never know.
---
Numquam evolutioni obstes. Solum conculceris.
Pascite draconem, evolvite aut morimini.
It seems like just a few weeks ago there were numerous people arguing that the day/night mechanic which was supposed to be in Kamigawa was killed, never to return. Apparently the basis for this argument was a statement from Wizards, saying the mechanic was unworkable and not to be seen in future sets. Yet here we are...
This type of thing happens. It could happen for World Enchantments too. I do think the likelihood of "Enchantment - World" being the new template is reasonably high though. We did see a similar thing with Shrines after all.
WUControlWU
Commander (EDH)
WBRKaalia of the VastWBR
WRGMayael the AnimaWRG