Ok, so Falling star sucks, let's just get that out of the way. Nailing token clusters is probably pretty good, but this is a card that's often 3 for a bolt that only hits creatures and can miss. Orb has the same problems but it destroys anything it touches, so it can be a goofy way to get off color effects (like killing an enchantment in black).
I'm kind of in favor of unbanning them. It seems like they could be fun, and they certainly wouldn't break the game. They'd be hard to acquire, but they'd also have a select audience.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I don't think there is any reason to allow them. They already have the problem of "...in response, I move all my stuff away from each other" so is this something you are going to regulate? I mean, I just move all my stuff so it is as far from another card and you get to destroy one permanent or deal damage to one creature (maybe).
Honestly, probably the biggest issue is that it sets an odd precedent. After all, Chaos Orb and Falling Star are not banned directly. Instead, they are banned due to being banned in Vintage (along with Shahrazad and Ante cards). I think there needs to be a good reason to break this pattern and these cards (IMO) don't give enough of a reason to do that.
Nope. As-printed, they don't actually have a practical usage that can't be foiled by taking absurd amounts of time and energy to make them so that they can't land on any of your permanents (some people used to literally tape their cards to the edge of the table to avoid Chaos Orb). The only way they even really work is if you errata'd them to be random removal in some other form; either a coin flip or die-roll maybe.
Chaos Orb2
Artifact
, sacrifice Chaos Orb, : Choose a permanent controlled by an opponent and flip a coin. If you win the coin flip, destroy that permanent.
Falling Star2R
Sorcery
Choose any number of creatures and flip a coin for each creature chosen. If you win the flip, tap that creature and Falling Star deals 3 damage to it.
Of course, this has unintended consequences for things like Krark's Thumb and Chance Encounter, so its not a perfect solution. But the way that they are written right now makes them unpractical to include.
Nope. As-printed, they don't actually have a practical usage that can't be foiled by taking absurd amounts of time and energy to make them so that they can't land on any of your permanents (some people used to literally tape their cards to the edge of the table to avoid Chaos Orb). The only way they even really work is if you errata'd them to be random removal in some other form; either a coin flip or die-roll maybe.
Chaos Orb2
Artifact
, sacrifice Chaos Orb, : Choose a permanent controlled by an opponent and flip a coin. If you win the coin flip, destroy that permanent.
Falling Star2R
Sorcery
Choose any number of creatures and flip a coin for each creature chosen. If you win the flip, tap that creature and Falling Star deals 3 damage to it.
Of course, this has unintended consequences for things like Krark's Thumb and Chance Encounter, so its not a perfect solution. But the way that they are written right now makes them unpractical to include.
Or just make them do what they do at random. That would still be a significant functional change, but dexterity cards fit into modern text about as well as some silver-bordered cards would.
Dexterity cards refer to Chaos Orb and Falling Star
Ok, so Falling star sucks, let's just get that out of the way. Nailing token clusters is probably pretty good, but this is a card that's often 3 for a bolt that only hits creatures and can miss. Orb has the same problems but it destroys anything it touches, so it can be a goofy way to get off color effects (like killing an enchantment in black).
I'm kind of in favor of unbanning them. It seems like they could be fun, and they certainly wouldn't break the game. They'd be hard to acquire, but they'd also have a select audience.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Honestly, probably the biggest issue is that it sets an odd precedent. After all, Chaos Orb and Falling Star are not banned directly. Instead, they are banned due to being banned in Vintage (along with Shahrazad and Ante cards). I think there needs to be a good reason to break this pattern and these cards (IMO) don't give enough of a reason to do that.
Chaos Orb 2
Artifact
, sacrifice Chaos Orb, : Choose a permanent controlled by an opponent and flip a coin. If you win the coin flip, destroy that permanent.
Falling Star 2R
Sorcery
Choose any number of creatures and flip a coin for each creature chosen. If you win the flip, tap that creature and Falling Star deals 3 damage to it.
Of course, this has unintended consequences for things like Krark's Thumb and Chance Encounter, so its not a perfect solution. But the way that they are written right now makes them unpractical to include.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Or just make them do what they do at random. That would still be a significant functional change, but dexterity cards fit into modern text about as well as some silver-bordered cards would.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG