Doesn't really effect the swords very well though as the controller still gets the benefit.
Yeah, but you're still in a multiplayer game. Sometimes it's fine that the controller throws some fire around, or that a player is milled for ten, etc.
Not strictly better, generally better. The Vulshok has the advantages of not targeting and haste - which can be very relevant for a ball of equipment. New guy has the advantages of easier casting, selection, and repeatability. But that's generally better, not strictly.
the haste is barely an advantage as the new guy comes down 2 turns earlier
Barely, but still notably. Especially if you're running a card to counteract equipment heavy decks - then, turn 5+ play may actually be stronger, as there will be more equipment on the board and your opponent has invested more mana into equipping it.
I agree, this guy is generally better. Often. Usually. But not strictly.
Not strictly better, generally better. The Vulshok has the advantages of not targeting and haste - which can be very relevant for a ball of equipment. New guy has the advantages of easier casting, selection, and repeatability. But that's generally better, not strictly.
Anybody else annoyed at the energy icons? I mean, they're kind of pain in the ass to count when they're all bunched up in a line. Why not got with "pay eight energy" and just leave off the who symbol thing? They're not saving card space when it takes a whole line to show the symbols anyway.
The wording is wrong. The ruling is pretty clear, but the wording says to skip drafting a card from the next booster, not to skip the next time you would draft a card. If a card said to skip your combat phase on your next turn, playing two of them the same turn wouldn't make you skip two combats. This is worded the same way.
I really don't like when Wizards makes cards that work in ways they aren't worded. But I appreciate the clarification all the same.
It bring up a certain oddity of honesty - if I draft three of these without revealing them, I might have better odds of getting a big one late. More realistically, if I draft one at 4, then in the next pack pick up one at 2, it might be a good idea not to reveal the second one so people don't know what I've got. Kinda corner case for casual play though.
So the white one will be "whenever a creature with the chosen name attacks, you may pay W. If you do, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking."?
You'll have to rely on Sundial of the Infinite for dark shenanigans.
Yeah, but you're still in a multiplayer game. Sometimes it's fine that the controller throws some fire around, or that a player is milled for ten, etc.
Barely, but still notably. Especially if you're running a card to counteract equipment heavy decks - then, turn 5+ play may actually be stronger, as there will be more equipment on the board and your opponent has invested more mana into equipping it.
I agree, this guy is generally better. Often. Usually. But not strictly.
The wording is wrong. The ruling is pretty clear, but the wording says to skip drafting a card from the next booster, not to skip the next time you would draft a card. If a card said to skip your combat phase on your next turn, playing two of them the same turn wouldn't make you skip two combats. This is worded the same way.
I really don't like when Wizards makes cards that work in ways they aren't worded. But I appreciate the clarification all the same.
So...these guys stack? Like I can draft three in the first two rounds, then blow them all for four picks, skip one booster and be up to 47 card pool?
As it is, this card is just Soul Foundry with the imprinted card locked in.
Of course, that's pretty good, so I guess that's okay.