Also i really dont want to buy a set based off market research. I want a set made by creative inspired individuals who can think outside the focus group.
Are you saying Magic settings and sets aren't made by creative inspired individuals?
Market research isn't any different than having a quarterly review with your boss. It's a way to check in with others' expectations of you and how you've been doing.
In my experience your first few playtests should involve a lot of playing and less deck building. You need to see the cards on the board, in your hand, etc. That'll teach you the most about how good your mechanics and themes are. I wouldn't spend a ton of time making very specific theme decks.
What emerge needs is creature that replace themselves when they die, like wurmcoil engine.
The design of the Emerge cards seems to be that you get some effect (like draw a card, team pump, tap a bunch of stuff) that helps ease the inherent card disadvantage.
Dunno why ppl say the land is bad by itself, that ability to give haste looks great, in my opinion, thats a powerful ability
It's not a great ability. Instead of waiting to give a creature haste, just cast it two turns earlier and don't use that ability. Sure, it helps top decks, but that's about it.
Dragon-Blessed Viashino: Game-endy in limited, though maybe that's okay
Dragonflame: Feels like trinket text, but I can get behind that
Mating Call: I think this would be fun as a one time "if you control a dragon, get a dragon" spell. As is, it's win-more if you're getting more than one token out of it.
Momentary Glory: Good, simple design. I think I'd like if this set had reasons to do non-lethal amounts of damage with it. Otherwise it's just going to sit in your hand until it can kill the opponent.
Seized in Claws: From the name and picture I would imagine the dragon was eating them, not conscripting them. The size of the effect and its impact is cool and new, but the flavor is off.
Apocalypse Herald: Feels Orzhov to me.
These guys seem pretty high value for limited commons. I think the low toughness ones make the most sense to me. The 2/3 flier and 5/5 ground guy both seem like they are already hard to remove and can't ever be permanently stopped.
That said, maybe the set is built so these things aren't a problem.
Interesting. I rarely cut Unsummon effects in my deck, which was the 2.5 definition above. Do you typically cut Unsummon effects?
I loved playing Voyage's End because of the Scry, and although this Madness rider is more conditional, it still has opportunity for upside. With the addition of Prowess and other spells-matter pieces in the set, I feel like SoI will have support for tempo decks.
Edit: That said, it's just a quibble. We'll need to play the set to know for sure. I suppose I'm just saying that I think the 3.0 is defensible, and potentially true.
Are you saying Magic settings and sets aren't made by creative inspired individuals?
Market research isn't any different than having a quarterly review with your boss. It's a way to check in with others' expectations of you and how you've been doing.
The design of the Emerge cards seems to be that you get some effect (like draw a card, team pump, tap a bunch of stuff) that helps ease the inherent card disadvantage.
It's not a great ability. Instead of waiting to give a creature haste, just cast it two turns earlier and don't use that ability. Sure, it helps top decks, but that's about it.
TLDR, if you have all cards from Urza's Saga and later, graveyard order isn't relevant.
Dragonflame: Feels like trinket text, but I can get behind that
Mating Call: I think this would be fun as a one time "if you control a dragon, get a dragon" spell. As is, it's win-more if you're getting more than one token out of it.
Momentary Glory: Good, simple design. I think I'd like if this set had reasons to do non-lethal amounts of damage with it. Otherwise it's just going to sit in your hand until it can kill the opponent.
Seized in Claws: From the name and picture I would imagine the dragon was eating them, not conscripting them. The size of the effect and its impact is cool and new, but the flavor is off.
Apocalypse Herald: Feels Orzhov to me.
That said, maybe the set is built so these things aren't a problem.
I loved playing Voyage's End because of the Scry, and although this Madness rider is more conditional, it still has opportunity for upside. With the addition of Prowess and other spells-matter pieces in the set, I feel like SoI will have support for tempo decks.
Edit: That said, it's just a quibble. We'll need to play the set to know for sure. I suppose I'm just saying that I think the 3.0 is defensible, and potentially true.
You may use each of its abilities once, each time it dies.