Bloodrush essentially allows you to discard a creature to give your creature +X/+Y until end of turn where X is the discarded creature’s power and Y is its toughness. Note that this is all me paraphrasing and is not rules tight.
So is this denying our guesses of bloodrush giving abilites too? Or is there still hope? hummm...
If there is still hope, then we need only to wait for wizards to crush it.
Is it just me, or is wizards obsessed with "preserving design space" lately? In ten years, when Wizards has new management, I wouldn't be surprised if all these get erratas replacing bloodrush with channel. This is starting to get pathetic.
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I mean, still nice. If MaRo's tumblr post is anything to go by, I am sure there will be one for RRR (or some combonation of R/G) +6/+1 (Lightning Ball/Groundbreaker esque) and perhaps ones that give abilities as well, seeing as that one gave it +X/+X equal to its power & toughness, which was its ability. Perhaps a lightning ball effect + trample? Perhaps a creature with an ability like "When ~ is targeted by a Bloodrush trigger (I know, wording is bad but bear with me) it gets something else, like trample/haste/etc.?
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If there is still hope, then we need only to wait for wizards to crush it.
Is it just me, or is wizards obsessed with "preserving design space" lately? In ten years, when Wizards has new management, I wouldn't be surprised if all these get erratas replacing bloodrush with channel. This is starting to get pathetic.
When someone makes a superbroad ability (channel, kicker, etc.) other abilities are invariably going to fall inside the design space of that first ability, or feel extremely similar.
I guess OP wants it to be 'keyworded' like "dies" was. What word would you replace ETB with though?
When Aegis Angel is born?
When Huntmaster of the Fells arrives?
When Kitchen Sphinx lands?
When Faerie Imposter busts in?
When Dread Cacodemon pops in?
When Malfegor shows up?
When someone makes a superbroad ability (channel, kicker, etc.) other abilities are invariably going to fall inside the design space of that first ability, or feel extremely similar.
And I am arguing that if the new ability falls into the design space of the super broad, then it should just be named the super broad one.
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Lycanthropy Awareness Day.
Hoping for a cure, or at least an outbreak.
Its stupid to jump to a conclusion that its only pump or only lands from a SINGLE CARD.
The thing is:
1. Bory is a land based general
2. This card is land based
3. Land is a large part of the identity with Gruul
It's fairly insulated that Gruul will have multiple themes, but the land is going to be a major one. Red has a land theme, green has an established land theme. Equally the land theme between green and red has never really been covered much before, either.
If there is still hope, then we need only to wait for wizards to crush it.
Is it just me, or is wizards obsessed with "preserving design space" lately? In ten years, when Wizards has new management, I wouldn't be surprised if all these get erratas replacing bloodrush with channel. This is starting to get pathetic.
The thing is to remember that DnD has been around for several decades now, and other games like chess can be around for centuries. Magic with it's formats and constant cycle is a good intellectual property, and one of their cash cows. It feels like a good move to be a bit conservative, however I do agree they can be a bit too conservative. Yet, some of their conservative changes like the mass creature type change was a large step forward for the game that established older cards to have a bit more functionality within tribal.
Thus far, Maro's issue with design and the others is to go for culling too much complexity for "not looking right." For example, the tribal mechanic was something that was done well, could be understood, and do interesting mechanics with rebels and other tribes. Instead, they've shifted to a "world matters" unity theory that declines the power interactions between different cards. And this can be seen in the inherent weakness within werewolves. They don't seem to flesh out some ideas before moving onto another new idea, or going overboard on something like Slivers during Future Sight.
Another example is the "walls matter" theme which reverses the adventurer and Ally theme. So instead of having "defensive allies" that can face down the Eldrazi threat, we just get... walls that don't work with Allies. It's just abandoning exciting themes for not so exciting themes that are a major issue.
And I am arguing that if the new ability falls into the design space of the super broad, then it should just be named the super broad one.
I agree, I would prefer the game to have a small number of super broad abilities that are essentially evergreen and explored and expanded constantly, rather than countless super narrow abilities that pop up for one block and then get shelved for years. Wizards does not agree though.
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"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
This is amazing in limited, especially late game. Swing with everything, discard it to the unblocked creature or trample creature, and win, assuming your opponent is under 10 lifeish. Also a great pull with domni rade, excited for both more gruul
and more simic.
I think we should see all the cards with this ability. Maybe not all are land oriented.
And besides maybe there will be some one mana cost creatures with the ability, and to draw an Avacyn's Pilgrim on late game that can pump maybe a trampler for like 6 is not that bad.
I just think that this particular one is bad.... maybe there are other with better abilities AND Bloodrush or why not a "all your creatures have bloodrush"
Also there should be some "red only" bloodrush cards right? That will probably be awesone on an aggro Rakdos deck..... just thinking.
Yes, but Rubblehulk only grants power and toughness equal to the number of your lands because that is it's power and toughness. A mana dork with bloodrush would only grant +1/+1, because that is theoretically what it's power and toughness would be.
Do you think we could get a Bloodrush Overrun with target attacking Creatures getting +3/+3 and trample. Because let me tell you, I an seriously sad we do not have overrun right now.
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Keeping my fingers crossed that the bonus will be related to the p/t of the creature. I feel this will be the case, they just had to print that much on Rubblehulk because of it's p/t varying. But I'm hopeful Gruul will also have a land subtheme because I REALLY want to have a sweet Turboland Borby Enraged Commander deck!
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I think we should see all the cards with this ability. Maybe not all are land oriented.
And besides maybe there will be some one mana cost creatures with the ability, and to draw an Avacyn's Pilgrim on late game that can pump maybe a trampler for like 6 is not that bad.
I just think that this particular one is bad.... maybe there are other with better abilities AND Bloodrush or why not a "all your creatures have bloodrush"
Also there should be some "red only" bloodrush cards right? That will probably be awesone on an aggro Rakdos deck..... just thinking.
"All your creatures have Bloodrush" doesn't mean anything. It's not even close to possible. Bloodrush basically doesn't exist, insofar as the rules are concerned.
Do you think we could get a Bloodrush Overrun with target attacking Creatures getting +3/+3 and trample. Because let me tell you, I an seriously sad we do not have overrun right now.
Gruul having an Overrun variant sounds right, the only problem I see is that instant speed Overrun might be considered too powerful.
"Bloodrush essentially allows you to discard a creature to give your creature +X/+Y until end of turn where X is the discarded creature’s power and Y is its toughness."
not necessarily, he said that he was just paraphrasing, and maybe one of the bloodrush creatures will give his bonus to everyone like craterhoof behemoth did.
I like the ability. Playing Duels, Gruul's greatest tool is Wildsize. You are rewarded for doing what you want to do.
This mechanic is similar, but different. Instead of using a card one way, you get two functions: either a pump spell or a creature. You aren't squeezed into a deck that has one part creatures, and one part pump, you get the option of both. And that is powerful.
When you need the pump, believe the gamble is safe for it, or willing to risk it to get far ahead, use it. If not, play more creatures instead (including the pump spell you just opted to not use). It's arguably better than WSize in being more pragmatic and clever, but if you don't play it as such, you risk losing advantage. So be mindful, Gruul mages.
Have to give this mechanic a "yuck". There's never been a mechanic that involves discarding cards that I've enjoyed. It's just bad design. Players don't like discarding cards. They like playing cards.
Although I honestly assumed the Simic and Gruul keywaords would be lame, so I'm still hopeful GTC will be a good set. My 3 favorite guilds are the only three left to spoil.
I like this ability,it has a lot of design space,it could be on instance and sorceries,you might not have to discard all of them and maybe just reveal them.It has more space than the golgari one that's for sure.
"Bloodrush essentially allows you to discard a creature to give your creature +X/+Y until end of turn where X is the discarded creature’s power and Y is its toughness."
If this is true, then they could've expanded on it a lot more. Actually, the templating was the thing that got everybody thinking that they could've done much more with the mechanic.
From what is in the source, I wonder why they didn't just do:
"Bloodrush [COST] ([COST], Discard ~: Target creature gets +X/+Y until end of turn, where X is this card's power and Y is its toughness.)"
I still highly doubt it's just power and toughness boosts, because they could've just made it a keyword if they only intended for the mechanic to give one-turn power/toughness boosts.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I am assuming there is better than him, but nonetheless I like the mechanic. Instant uncounterable beef, imagine on a creature paired with silverblade paladin
hmmm turn four i have resto, play it on opponent's turn to keep paladin safe, pair. next turn play fifth land tap three discard plus five, plus five swing sixteen? not including paladin 20?
If this is true, then they could've expanded on it a lot more. Actually, the templating was the thing that got everybody thinking that they could've done much more with the mechanic.
From what is in the source, I wonder why they didn't just do:
"Bloodrush [COST] ([COST], Discard ~: Target creature gets +X/+Y until end of turn, where X is this card's power and Y is its toughness.)"
I still highly doubt it's just power and toughness boosts, because they could've just made it a keyword if they only intended for the mechanic to give one-turn power/toughness boosts.
Because Rubblehulk doesn't have power/tougnhess when it's in your hand ? Something like this, I guess
Take your monoblack deck, then set aside 14 swamps. Add 4 Creeping Tar Pits, 4 Darkslick Shores, 4 Drowned Catacombs, and 2 Jwar isle Refuge and add 4 Jace, the Mindsculptors. Your monoblack deck is instantly better. Better yet, drop those refuges, throw in some islands and some mana leaks, and lo and behold, you're now playing a real deck. Congratulations. Welcome to the world of competitive M:TG.
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If there is still hope, then we need only to wait for wizards to crush it.
Is it just me, or is wizards obsessed with "preserving design space" lately? In ten years, when Wizards has new management, I wouldn't be surprised if all these get erratas replacing bloodrush with channel. This is starting to get pathetic.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
I mean, still nice. If MaRo's tumblr post is anything to go by, I am sure there will be one for RRR (or some combonation of R/G) +6/+1 (Lightning Ball/Groundbreaker esque) and perhaps ones that give abilities as well, seeing as that one gave it +X/+X equal to its power & toughness, which was its ability. Perhaps a lightning ball effect + trample? Perhaps a creature with an ability like "When ~ is targeted by a Bloodrush trigger (I know, wording is bad but bear with me) it gets something else, like trample/haste/etc.?
Thank Heroes of the Plane for an awesome banner!
Currently Playing:
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RWBGFritesGBWR
GBBG ZombiesBG
Extended:
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Gleemax shall take over the world. Go Gleemax.:D
When someone makes a superbroad ability (channel, kicker, etc.) other abilities are invariably going to fall inside the design space of that first ability, or feel extremely similar.
And I am arguing that if the new ability falls into the design space of the super broad, then it should just be named the super broad one.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
The thing is:
1. Bory is a land based general
2. This card is land based
3. Land is a large part of the identity with Gruul
It's fairly insulated that Gruul will have multiple themes, but the land is going to be a major one. Red has a land theme, green has an established land theme. Equally the land theme between green and red has never really been covered much before, either.
The thing is to remember that DnD has been around for several decades now, and other games like chess can be around for centuries. Magic with it's formats and constant cycle is a good intellectual property, and one of their cash cows. It feels like a good move to be a bit conservative, however I do agree they can be a bit too conservative. Yet, some of their conservative changes like the mass creature type change was a large step forward for the game that established older cards to have a bit more functionality within tribal.
Thus far, Maro's issue with design and the others is to go for culling too much complexity for "not looking right." For example, the tribal mechanic was something that was done well, could be understood, and do interesting mechanics with rebels and other tribes. Instead, they've shifted to a "world matters" unity theory that declines the power interactions between different cards. And this can be seen in the inherent weakness within werewolves. They don't seem to flesh out some ideas before moving onto another new idea, or going overboard on something like Slivers during Future Sight.
Another example is the "walls matter" theme which reverses the adventurer and Ally theme. So instead of having "defensive allies" that can face down the Eldrazi threat, we just get... walls that don't work with Allies. It's just abandoning exciting themes for not so exciting themes that are a major issue.
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Nothing succeeds like the appearance of success.
Here is my principle: Taxes shall be levied according to ability to pay. That is the only American principle.
I agree, I would prefer the game to have a small number of super broad abilities that are essentially evergreen and explored and expanded constantly, rather than countless super narrow abilities that pop up for one block and then get shelved for years. Wizards does not agree though.
"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
and more simic.
And besides maybe there will be some one mana cost creatures with the ability, and to draw an Avacyn's Pilgrim on late game that can pump maybe a trampler for like 6 is not that bad.
I just think that this particular one is bad.... maybe there are other with better abilities AND Bloodrush or why not a "all your creatures have bloodrush"
Also there should be some "red only" bloodrush cards right? That will probably be awesone on an aggro Rakdos deck..... just thinking.
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Love is Emphatic, cards need to be played
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"All your creatures have Bloodrush" doesn't mean anything. It's not even close to possible. Bloodrush basically doesn't exist, insofar as the rules are concerned.
Gruul having an Overrun variant sounds right, the only problem I see is that instant speed Overrun might be considered too powerful.
"Bloodrush essentially allows you to discard a creature to give your creature +X/+Y until end of turn where X is the discarded creature’s power and Y is its toughness."
Source: http://markrosewater.tumblr.com/post/38784841879/can-you-tell-us-what-bloodrush-actually-does-since
not necessarily, he said that he was just paraphrasing, and maybe one of the bloodrush creatures will give his bonus to everyone like craterhoof behemoth did.
This mechanic is similar, but different. Instead of using a card one way, you get two functions: either a pump spell or a creature. You aren't squeezed into a deck that has one part creatures, and one part pump, you get the option of both. And that is powerful.
When you need the pump, believe the gamble is safe for it, or willing to risk it to get far ahead, use it. If not, play more creatures instead (including the pump spell you just opted to not use). It's arguably better than WSize in being more pragmatic and clever, but if you don't play it as such, you risk losing advantage. So be mindful, Gruul mages.
Although I honestly assumed the Simic and Gruul keywaords would be lame, so I'm still hopeful GTC will be a good set. My 3 favorite guilds are the only three left to spoil.
If this is true, then they could've expanded on it a lot more. Actually, the templating was the thing that got everybody thinking that they could've done much more with the mechanic.
From what is in the source, I wonder why they didn't just do:
"Bloodrush [COST] ([COST], Discard ~: Target creature gets +X/+Y until end of turn, where X is this card's power and Y is its toughness.)"
I still highly doubt it's just power and toughness boosts, because they could've just made it a keyword if they only intended for the mechanic to give one-turn power/toughness boosts.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
hmmm turn four i have resto, play it on opponent's turn to keep paladin safe, pair. next turn play fifth land tap three discard plus five, plus five swing sixteen? not including paladin 20?
Because Rubblehulk doesn't have power/tougnhess when it's in your hand ? Something like this, I guess