So, according to MaRo's blog, Bloodrush lets you discard a creature from your hand to let another creature get +X/+Y, where X and Y are the discarded creature's power and toughness.
If this means we don't get additional abilities (first strike, trample, etc) I'll be pretty disappointed. I like the idea behind this mechanic, but I feel it's a bit limited if it only ever gives P/T boosts.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
If this means we don't get additional abilities (first strike, trample, etc) I'll be pretty disappointed. I like the idea behind this mechanic, but I feel it's a bit limited if it only ever gives P/T boosts.
I agree to a certain extent, but please let's remember that there is more to each guild than the keyword. Scavenge does not define Golgari, Overload is not the best thing about Izzet, etc.
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If it always does the same thing, (discard, pay mana, boost an attacking creature equal to discarded creature's P/T), then why is it an Ability Word? It must do something else, probably granting keyword abilities or something, based ont he discarded creature.
I agree to a certain extent, but please let's remember that there is more to each guild than the keyword. Scavenge does not define Golgari, Overload is not the best thing about Izzet, etc.
I agree with the sentiment that more should be added. You'll note the Golgari mechanic has generally been reviewed as "boring" and is basically the same thing as blood rush but comes from the graveyard and is permanent instead of coming from hand and being EOT.
Even though I think it would be unfair to Golgari after making them boring, Bloodrush should have a little extra. Keep it simple, like "Bloodrush, discard Creature X: Deal 2 damage to target player. Target Creature gets +X/+X until end of turn, where X is equal to the amount of damage target opponent has received this turn."
Uncounterable pump is uncounterable pump. I admit it's not the most exciting or original mechanic, but my Jund deck is going to want a few of those Rubblehulks against control.
As noted, uncounterable pump is pretty good. Bloodrush also means that a deck (constructed or limited) can be packed full of creatures without lacking combat tricks. It probably won't be unheard of to have Gruul decks (Constructed and/or Limited) that are only creatures and land, with Bloodrush filling the role of the sorcery/instant-type effects that the deck would want. (Domri Rade is much better in a deck like that...)
On one hand, I'm disheartened by more mechanics that push us toward "Creatures: the Summoning" instead of more spell-based Magic. On the other hand, if people are already playing creature-heavy decks, this should add some variety to gameplay. I imagine this mechanic plays really, really well, especially in Limited.
Uncounterable pump is uncounterable pump. I admit it's not the most exciting or original mechanic, but my Jund deck is going to want a few of those Rubblehulks against control.
why settle for rubblehulk? you haven't even seen the others yet.
As noted, uncounterable pump is pretty good. Bloodrush also means that a deck (constructed or limited) can be packed full of creatures without lacking combat tricks. It probably won't be unheard of to have Gruul decks (Constructed and/or Limited) that are only creatures and land, with Bloodrush filling the role of the sorcery/instant-type effects that the deck would want. (Domri Rade is much better in a deck like that...)
On one hand, I'm disheartened by more mechanics that push us toward "Creatures: the Summoning" instead of more spell-based Magic. On the other hand, if people are already playing creature-heavy decks, this should add some variety to gameplay. I imagine this mechanic plays really, really well, especially in Limited.
I agree on the sentiment regarding spells. Making creatures that can be cast as spells is a good compromise if a bit of a band-aid. I would love to see kicker and flashback evergreened so spells have more options.
A judge once told me (This may or may not be true by the way) that the Magic Gods decided a few years ago that games are more interesting and fun to watch with a bunch of creatures attacking back and forth instead of someone casting a sorcery, someone cast an instant, someone counterspells that instant, and it all goes to the graveyard.
I'd love to see more enchantments. I liked the idea of curses (enchant player) and I think creature enchantments could be made relevant if the power level is increased.
Back to bloodrush. I am neither overwhelmed nor underwhelmed. I see this fitting into the game but not taking over the game, which is a good thing. I am really liking the diversity of standard right now compared to before New Phyrexia rotated out.
If it always does the same thing, (discard, pay mana, boost an attacking creature equal to discarded creature's P/T), then why is it an Ability Word? It must do something else, probably granting keyword abilities or something, based ont he discarded creature.
This was my initial thought, but if it's actually +X/+Y, then I could see them not wanting to add another entry to the comprehensive rules for this when they'd have to write out reminder text anyway.
Being able to say "+3/+2 until end of turn" on the 3/2 creature is way easier to read than "+X/+Y until end of turn where X is its power and Y is its toughness."
However, round P/T boosts were always easier to grok. I want to see how they mitigate this math complexity. I'll also be sad if there isn't a trample/first strike version.
I agree with the sentiment that more should be added. You'll note the Golgari mechanic has generally been reviewed as "boring" and is basically the same thing as blood rush but comes from the graveyard and is permanent instead of coming from hand and being EOT.
Even though I think it would be unfair to Golgari after making them boring, Bloodrush should have a little extra. Keep it simple, like "Bloodrush, discard Creature X: Deal 2 damage to target player. Target Creature gets +X/+X until end of turn, where X is equal to the amount of damage target opponent has received this turn."
What you said: its the same, but it's completely different in all but one aspect.
They already made a relatively confusing mechanic for newer players in overload. Replacing all instances of "target" with "each" creates confusion for newer players as to whether or not creatures with hexproof are affected. "+X/+Y" may be not very elegant in words, but its certainly just as confusing as overload and could've been a keyword instead.
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This is not uncounterable pump. You can still counter it with removal spells, bounce, etc., which is generally how pump spells are countered. While counterspells don't work, it was not often that they got used on pump spells anyway.
They already made a relatively confusing mechanic for newer players in overload. Replacing all instances of "target" with "each" creates confusion for newer players as to whether or not creatures with hexproof are affected. "+X/+Y" may be not very elegant in words, but its certainly just as confusing as overload and could've been a keyword instead.
But then the block would have both overload and +X/+Y, making the block's net complexity higher.
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Yay for MaRo's disclaimer! I sure hope that the "at least two ways" means evergreen abilities in addition to pump! First strike? Trample? Perhaps double strike? It's not like the Gruul clans consist of one-armed men (or women!) This makes me happy. Thank you JTurphy and merry christmas!
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1. Bloodrush doesn't technically allow anything. Rosewater should have said something like "Bloodrush is an ability word that signifies an ability that...".
2. He forgot to mention that it pumps only attacking creatures.
2.5. You can't discard creatures, you discard creature cards.
There's your 2+ ways of being wrong.
As much as I hate to say it, you're probably right. Populate and overload are a bit limited, but there's still A LOT of design space that could be explored with Scavenge and Unleashed. However, they chose to explore very little there in RtR. Why would we expect any different from Bloodrush? They could do a lot of different things with the ability, but the likelihood is that it will be straight power and toughness pumping.
My hope is that they're saving all the interesting and more complex applications for Dragon's Maze, and we'll see things like "When CARDNAME is Unleashed" or "When you scavenge a creature". Getting additional abilities from Bloodrush in addition to or instead of stat pumping would fall under that banner as well.
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I agree to a certain extent, but please let's remember that there is more to each guild than the keyword. Scavenge does not define Golgari, Overload is not the best thing about Izzet, etc.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
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I agree with the sentiment that more should be added. You'll note the Golgari mechanic has generally been reviewed as "boring" and is basically the same thing as blood rush but comes from the graveyard and is permanent instead of coming from hand and being EOT.
Even though I think it would be unfair to Golgari after making them boring, Bloodrush should have a little extra. Keep it simple, like "Bloodrush, discard Creature X: Deal 2 damage to target player. Target Creature gets +X/+X until end of turn, where X is equal to the amount of damage target opponent has received this turn."
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On one hand, I'm disheartened by more mechanics that push us toward "Creatures: the Summoning" instead of more spell-based Magic. On the other hand, if people are already playing creature-heavy decks, this should add some variety to gameplay. I imagine this mechanic plays really, really well, especially in Limited.
why settle for rubblehulk? you haven't even seen the others yet.
QFT. This so much. There's ONE card with Bloodrush known. And people think they can judge whether they want cards like this in their deck already?
That's not just jumping to conclusions, that's warping to conclusions.
I agree on the sentiment regarding spells. Making creatures that can be cast as spells is a good compromise if a bit of a band-aid. I would love to see kicker and flashback evergreened so spells have more options.
A judge once told me (This may or may not be true by the way) that the Magic Gods decided a few years ago that games are more interesting and fun to watch with a bunch of creatures attacking back and forth instead of someone casting a sorcery, someone cast an instant, someone counterspells that instant, and it all goes to the graveyard.
I'd love to see more enchantments. I liked the idea of curses (enchant player) and I think creature enchantments could be made relevant if the power level is increased.
Back to bloodrush. I am neither overwhelmed nor underwhelmed. I see this fitting into the game but not taking over the game, which is a good thing. I am really liking the diversity of standard right now compared to before New Phyrexia rotated out.
Being able to say "+3/+2 until end of turn" on the 3/2 creature is way easier to read than "+X/+Y until end of turn where X is its power and Y is its toughness."
However, round P/T boosts were always easier to grok. I want to see how they mitigate this math complexity. I'll also be sad if there isn't a trample/first strike version.
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What you said: its the same, but it's completely different in all but one aspect.
It's not exactly the same, but it's like the difference between pillar of flame and searing spear. They're both still burn spells.
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But then the block would have both overload and +X/+Y, making the block's net complexity higher.
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Yay for MaRo's disclaimer! I sure hope that the "at least two ways" means evergreen abilities in addition to pump! First strike? Trample? Perhaps double strike? It's not like the Gruul clans consist of one-armed men (or women!) This makes me happy. Thank you JTurphy and merry christmas!
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As much as I hate to say it, you're probably right. Populate and overload are a bit limited, but there's still A LOT of design space that could be explored with Scavenge and Unleashed. However, they chose to explore very little there in RtR. Why would we expect any different from Bloodrush? They could do a lot of different things with the ability, but the likelihood is that it will be straight power and toughness pumping.
My hope is that they're saving all the interesting and more complex applications for Dragon's Maze, and we'll see things like "When CARDNAME is Unleashed" or "When you scavenge a creature". Getting additional abilities from Bloodrush in addition to or instead of stat pumping would fall under that banner as well.