After the unveiling of evolve as the new Simic mechanic, do you think we might in some way see something old in our new Simic Guildmage? Specifically, do you think we'll see some more counter movement somehow?
In RTR, Nivix, and Vitu-Ghazi both had an ability similar to their predecessors (Izzet Guildmage , Selesnya Guildmage) New Prahv Guildmage does a bit as well. Do you think this may be the case again? Perhaps one ability will involve +1/+1 counters somehow and then something pretty different?
And just for giggles, as a random note, RTR guildmages all were a different gender than their first incarnation except Izzet. Do you think that pattern will hold?
The new Simic Guildmage (Zameck Guildmage) is pictured in my sig. He's (presumably) male.
Moving counters around makes sense but there's not much you can do with it to distinguish it from the original. You can move around a single counter again (for a more restrictive mana cost, no less) or move around multiple counters (which can be awkward depending on combat math, etc.) and that's about it.
Evolve would seem to imply that the Simic have a creature beatdown strategy, so I expect their guildmage to support that. I'd say something that makes a creature bigger and more evasive to push through for damage, but Korozda Guildmage already has that covered. Maybe untapping and pumping, like Seedcradle Witch, to be able to dominate combat more easily.
I can see moving counters around being a thing. Yes it's the same as the old mage's mechanic, but it makes sense. The other option is giving target creature Evolve till the end of the turn, but I'm not sure that will be a thing.
I think we can also expect some sort of evasion ability, maybe Island/Forest walk, or Hex Proof to Target creature.
oooh, I do like evolve. How about this for the guildmage
[mana]GU[mana]: Target creature gets -2/-0 until end of turn.
[mana]2GU[mana]: Target creature gains evolve until end of turn.
The second ability might be overpowered, but I think the shrink ability is almost guaranteed. It's moderately useful in making combat math a headache for your opponent, but truly shines with evolve. If you temporarily shrink your own 3/3 evolver (post-combat, of course), even playing a bear will give it a +1/+1 counter!
Whoah. That just made me realize that Aquus Steed (which has Simic flavor, clearly) is likely a plant for when all three sets of the block are drafted together.
I'd say something like Selesnya which is able to produce a token then populate it.
So : Put X counters on target creature (XUG ? Or just 1 counter, 1UG) + Move a counter (UG) It allows you to grow your creatures, and do fun wtuff with combat maths.
I like this idea quite a bit. I also like the bounce and hexproof ideas. Hexproof would make this guildmage very powerful indeed. That could play defense like a champ.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
I don't get where you're going with that first one. That wouldn't net you any counters with evolve.
It allows a couple of things-
1- if a creature you control with Evolve is just over the threshold of being granted a counter, you can activate this ability to gain an incremental advantage while maintaining the number of counters on that creature, or primarily,
2- if you use it against one of your own Evolve creatures, they can trigger off of smaller creatures entering the battlefield than otherwise.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
That still sucks. The first ability will probably be a stronger version of the original Simic Guildmage's, allowing you to move a counter from a creature to any other creature, which is very strong with Unleash and Undying in the format. The second ability is up in the air right now, because it could be anything.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
That still sucks. The first ability will probably be a stronger version of the original Simic Guildmage's, allowing you to move a counter from a creature to any other creature,
Yes, because Simic Fluxmage doesn't already do pretty much just that?
Don't act like you know more than others here- you just come off like an ass.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
GU :The next creature you play this turn gets +1/+1 until end of turn.
Like Primal Forcemage. I don't know if this works ruleswise; I tried to phrase it as a static effect, so that it would actually trigger evolve. Niche, but it works with hasty guys as well, which I assume Gruul will have a lot of.
GU: Target creature you control has evolve until end of turn. 3GU: Return target creature you control to its owner's hand: draw a card.
The first ability is obvious I think. I would make it lower costed than the other poster did because it's not exactly going to be easy to both pay an extra GU and pay the casting cost of a creature big enough to trigger evolve on the same turn, so GU is perfectly reasonable.
The second ability helps you play a big creature again to trigger evolve, and gives you a card to make up for your tempo loss in bouncing a creature back to your hand.
Here's another guess:
1GU: Target creature you control has evolve.
You can give your guys the evolve keyword permanently with this higher costed version. Is there any precedent for abilities that add keywords to cards in play like this? I could imagine that it could get very difficult to track in real life play so maybe it wouldn't work.
In RTR, Nivix, and Vitu-Ghazi both had an ability similar to their predecessors (Izzet Guildmage , Selesnya Guildmage) New Prahv Guildmage does a bit as well. Do you think this may be the case again? Perhaps one ability will involve +1/+1 counters somehow and then something pretty different?
And just for giggles, as a random note, RTR guildmages all were a different gender than their first incarnation except Izzet. Do you think that pattern will hold?
As prompted by certain threads on the forums, I'm now certain that the planeswalkers in DGM will be.... Ral Zarek, Morsel of the Firemind.
"Stoned players can't attack, block, or play spells or abilities."
Moving counters around makes sense but there's not much you can do with it to distinguish it from the original. You can move around a single counter again (for a more restrictive mana cost, no less) or move around multiple counters (which can be awkward depending on combat math, etc.) and that's about it.
Evolve would seem to imply that the Simic have a creature beatdown strategy, so I expect their guildmage to support that. I'd say something that makes a creature bigger and more evasive to push through for damage, but Korozda Guildmage already has that covered. Maybe untapping and pumping, like Seedcradle Witch, to be able to dominate combat more easily.
R Citizen Cane (Feldon of the Third Path)
I think we can also expect some sort of evasion ability, maybe Island/Forest walk, or Hex Proof to Target creature.
1GU: Put a +1/+1 counter on target creature.
2GU: Remove a +1/+1 counter from a creature you control, if you do, draw a card.
There is buried treasure everywhere...in a graveyard.
[mana]GU[mana]: Target creature gets -2/-0 until end of turn.
[mana]2GU[mana]: Target creature gains evolve until end of turn.
The second ability might be overpowered, but I think the shrink ability is almost guaranteed. It's moderately useful in making combat math a headache for your opponent, but truly shines with evolve. If you temporarily shrink your own 3/3 evolver (post-combat, of course), even playing a bear will give it a +1/+1 counter!
R Citizen Cane (Feldon of the Third Path)
I like this idea quite a bit. I also like the bounce and hexproof ideas. Hexproof would make this guildmage very powerful indeed. That could play defense like a champ.
Zameck Guildmage
Merfolk Wizard
GU, Remove a +1/+1 counter from target creature you control: target creature gets -2/-0 until EoT
3GU: Coiling Oracle effect
2/2
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
I don't get where you're going with that first one. That wouldn't net you any counters with evolve.
It allows a couple of things-
1- if a creature you control with Evolve is just over the threshold of being granted a counter, you can activate this ability to gain an incremental advantage while maintaining the number of counters on that creature, or primarily,
2- if you use it against one of your own Evolve creatures, they can trigger off of smaller creatures entering the battlefield than otherwise.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
- To my youngest sister when she was 6.
Yes, because Simic Fluxmage doesn't already do pretty much just that?
Don't act like you know more than others here- you just come off like an ass.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
2GU: put a 1/1 creature with evolve onto the battlefield.
Like Primal Forcemage. I don't know if this works ruleswise; I tried to phrase it as a static effect, so that it would actually trigger evolve. Niche, but it works with hasty guys as well, which I assume Gruul will have a lot of.
GU: Target creature you control has evolve until end of turn.
3GU: Return target creature you control to its owner's hand: draw a card.
The first ability is obvious I think. I would make it lower costed than the other poster did because it's not exactly going to be easy to both pay an extra GU and pay the casting cost of a creature big enough to trigger evolve on the same turn, so GU is perfectly reasonable.
The second ability helps you play a big creature again to trigger evolve, and gives you a card to make up for your tempo loss in bouncing a creature back to your hand.
Here's another guess:
1GU: Target creature you control has evolve.
You can give your guys the evolve keyword permanently with this higher costed version. Is there any precedent for abilities that add keywords to cards in play like this? I could imagine that it could get very difficult to track in real life play so maybe it wouldn't work.