What follows is are black commons for Guild Wars, including the multicolored, hybrid, split cards, and lands.
Most have art in the MSE file.
NOTE: There is one undesigned card, and I'm least satisfied with Demoniac. Also, there's a little too much overrun in some of the names that that will be tweaked. White Green
Abyssal Raider (Common) 3B
Creature — Demon
5/1
When Abyssal Raider dies, create a 1/1 red Devil creature token. It has “When this creature dies, it deals 1 damage to target creature or player.”
Contort (Common) BG
Instant
Target creature gets +3/-3 until end of turn.
Creeping Horror (Common) 1BG
Creature — Insect Horror
2/2
Creeping Horror gets +2/+2 as long as you control a creature token.
Crypt Crawler (Common) 1B
Creature — Insect
2/1
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Golgari Hovel (Common)
Land
Golgari Hovel enters the battlefield tapped.
When Golgari Hovel enters the battlefield, add 1 to your mana pool. t: Add B or G to your mana pool.
Infested Corpse (Common) 4B
Creature — Zombie
4/2
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Insult to Injury (Common) 3BB
Instant
Destroy target creature. Pernicious — You gain 3 life if an opponent lost life this turn.
Jarad’s Edict (Common) 1B
Sorcery
Each player sacrifices a creature.
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Lost (Common) B
Sorcery
Target player discards a card.
/// Found (Common) G
Sorcery
You may put a land card from your hand onto the battlefield tapped.
Menacing Devils (Common) B
Creature — Devil
1/1
Menace
Needling Imp (Common) BR
Creature — Imp
1/3 T: Each opponent loses 1 life.
Pins (Common) B
Instant
Destroy target creature that was dealt damage this turn.
/// Needles (Common) R
Instant
Needles deals 1 damage to target creature.
Rakdos Keep (Common)
Land
Rakdos Keep enters the battlefield tapped.
When Rakdos Keep enters the battlefield, add 1 to your mana pool. t: Add B or R to your mana pool.
Singewing (Common) 2B
Creature — Drake
1/2
Flying R: Singewing gets +1/+0 until end of turn.
Skull Scrying (Common) 3B
Instant
Scry 2, then draw two cards. You lose 2 life.
Torture Artist (Common) 4B
Creature — Human Rogue
3/3 Pernicious — Torture Artist gets +2/+2 as long as an opponent lost life this turn.
Unbury (Common) 1(B/G)
Sorcery
Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.
Undying Horror (Common) 3B
Creature — Horror
3/1 Pernicious — When Undying Horror dies, return it to the battlefield tapped if an opponent lost life this turn.
Full disclosure, I hate Vex. Beyond parasitism, narrowness, and any other inherent flaws a mechanic could possibly have, being a punisher mechanic is, by far, the most damning, no pun intended. It's horribly, horribly winmore. Take Goblin Palmreader, for instance. Mind Rot and losing 2 life are so lopsidedly different that your creature might as well just have your opponent lose 2 life. Except it's actually way worse than a creature that just makes your opponent lose 2 life because your opponent could just pitch excess lands late or a couple of expensive swarm cards early if the option is available. The fact that punisher cards need to have ridiculous numbers tacked on to be halfway worthwhile is a testament to how godawful they are.
Other notes: Display of Power appear to be the worst green combat trick ever. In a post about black commons. Did you make a mistake here?
Lifetaker is one of those cards that could pass for uncommon. 1 cost deathtouch creatures with nothing else are already really good in limited.
I'm not sure if Molder Bone's conditional regenerate is a good idea. It basically forces you to activate the ability before you attack or block unless you want to get blown out. Hitting something that doesn't give you graveyard value and losing your creature is a real feelbad moment.
Unholy Stamina is another card that pushed boundaries. You've taken an effect that costs 3 mana, discounted it, downgraded it slightly, and added a non-trivial stat boost. It's definitely a high pick, at least.
Vex - I remember similar WotC-rooted spiels about punisher mechanics when I presented "Tribute" (same name and before Theros) as an Orzhov mechanic and "Afflict" (different name and before Amonket) as a Dimir mechanic. So it'll take more than that to dissuade me this time (from at least playtesting it). That being said, it definitely needs some development. I'll see what I can do to spice it up and am open to suggestions in this regard.
Vex - I remember similar WotC-rooted spiels about punisher mechanics when I presented "Tribute" (same name and before Theros) as an Orzhov mechanic and "Afflict" (different name and before Amonket) as a Dimir mechanic. So it'll take more than that to dissuade me this time (from at least playtesting it). That being said, it definitely needs some development. I'll see what I can do to spice it up and am open to suggestions in this regard.
While you're certainly entitled to defend your own brainchild, do it on Vex's own, uh, merits. The fact that Tribute exists doesn't change the fact that it was a bad mechanic due primarily to being a punisher one. Afflict has the advantage of being a mechanic that does what you're already trying to do. You attack to make your opponent lose life, and Afflict does exactly that. It has as much relevance to Vex as Fact or Fiction, which is to say, a common name dropped to make barely-related bad designs look better. The fact that you spent that entire paragraph talking about literally anything other than Vex speaks volumes about the validity of my criticism.
If I were to make a suggestion for a good punisher mechanic, it would be to make keep the reason why Fact or Fiction is so good in mind. The card freakin' RIGGED. You can't give your opponent an easy way out, but that's exactly what Vex does. Your punisher cards need to know who really controls them.
Er, that's a difference of 1 mana. This is a 3 mana bump and a weaker effect. Maybe if the card cost 3B I could see it as the cost for a color pie break, but never at 3G.
Vex - Your argument against Vex was based on WotC's claim that punisher mechanics are bad. I defended it based on what they actually do rather than what they claim. In my opinion, Tribute is not a bad mechanic. It was poorly implemented and overshadowed by a very (mechanically) busy block, and looked especially bad next to Monstrous. And like Afflict, Vex also does what you're already trying to do (reduce your opponents' life totals to zero). The intent is for either choice to be frustrating at worst and damning at best. And for the effects to grow in relevance if the game goes a little long in order to give the Rakdos player some reach (in limited). One bad card isn't a reason to abandon a whole mechanic. I'll try to come up with some better designs to convince you that it can pull its weight.
Display of Power - I didn't realize there was a mistype in the mana cost. The G was supposed to be a B.
Chaos Advocate - Another mistype. That 4 was supposed to be a 3.
Vex - Your argument against Vex was based on WotC's claim that punisher mechanics are bad. I defended it based on what they actually do rather than what they claim. In my opinion, Tribute is not a bad mechanic. It was poorly implemented and overshadowed by a very (mechanically) busy block, and looked especially bad next to Monstrous. And like Afflict, Vex also does what you're already trying to do (reduce your opponents' life totals to zero). The intent is for either choice to be frustrating at worst and damning at best. And for the effects to grow in relevance if the game goes a little long in order to give the Rakdos player some reach (in limited). One bad card isn't a reason to abandon a whole mechanic. I'll try to come up with some better designs to convince you that it can pull its weight.
Why do you insist that I speak for Wizards? I speak solely for me and my logic of how punisher mechanics work. That is, that they are modal cards that always default to their least useful mode in a given situation. I'm definitely not the only person to hold these views, but I assure you that I reached my conclusion on my own. To suggest anything else is insulting. If you're going to defend this kind of mechanic, fine, but don't be a total jerk about it.
Two more things: firstly, this mechanic does not always do what you're trying to do. Secondly, while I might have spotlighted one creature all of the vex parts (beyond the vanilla bodies and spell effects) of your cards are bad.
Goblin Palmreader I mentioned.
Pick Your Poison is obviously better than Throttle by virtue of doing more, but you can't count on the Vex part. It'll gain you 4 life most of the time, unless you're about to lose, in which case your opponent will eat 4 and kill you. Failing when you're losing is part of the very definition of winmore, and the polar opposite of whatever Afflict-like characteristics you think the mechanic has. If you want it to gain you the life, it'll hit your opponent, and otherwise your opponent will let you gain a little life when you want to be pushing for the advantage.
Undying Horror basically just has a death trigger that makes your opponent lose 3 life, and the weak body doesn't help. Your opponent will never let you have it back unless you're about to win anyways. Again, a strong point in favor of punisher mechanics being winmore.
Of the three black Vex commons you've presented, two of them are basically unplayable in limited, and the third has a Vex ability that is going to fail you when you need it most.
Other notes: Display of Power appear to be the worst green combat trick ever. In a post about black commons. Did you make a mistake here?
---
I'm not sure if Molder Bone's conditional regenerate is a good idea. It basically forces you to activate the ability before you attack or block unless you want to get blown out. Hitting something that doesn't give you graveyard value and losing your creature is a real feelbad moment.
There is a heavy Go-wide element going on with GB in this set, so toning down certain cards is understandable. Display of Power could probably go down to 3cmc, but making it a Black Might of the Masses would make this strategy way too explosive. As for Molder Bones, I think it's fine that most players would wheel this guy around a draft table because of the mediocre ability, particularly new players. Eventually, a Golgari player will use one as filler, sac some bug tokens at clutch moments and realize that you could do much worse than a 3/2 for 3 that sticks around sometimes. It teaches fundamentals about the set, so it's a good common in my book. Now onto the set as a whole.
---
Swarm: This'll have to be reigned down severely. There's no way this would fly in the real world since Modern and Eternal formats will get a hold of them, and you know how they love graveyard shenanigans with self-mill and discard. I mean cripes, some of these compare to Lingering Souls even. Also, I don't like how these have double hybrid costs since that would centralize all these card to Golgari decks. This strays away from the spirit of Ravnica sets of mix and matching between guilds. The easiest fix would be to vary the cost for Swarming in the same way Scavenge cards were.
Draw Blood: A 1 cmc damaging cantrip has never been done unconditionally before. I don't think that will change now.
Pins /// Needles: Probably too powerful of a hoser against Swarm at common. It's good to have safety valves against these strategies, but this may be a bit much.
I can't say much about Vex that hasn't already been said, but I'm also not a big fan of it.
Extort - Permanently stricken from the record. In fact, the entire batch (and each color batch) have each been reduced by 1. At some point, I decided to use 106 commons, which was a mistake. The common file size is now 101 cards and things are making alot more sense.
Vex - Reverted back to Pernicious. I like Vex and think it's a serviceable mechanic, but I just don't have the time and energy to shape it before this block's next scheduled rl tournament.
@BlazingRagnarok - I wasn't being a total jerk. The first thing you said about Vex was "I hate it", rather strong words. I figured you could handle a little kickback if you're gonna bring it like that. Let's not have a fallout over something so trivial. I appreciate your insight and hope we can continue to respect each other.
Draw Blood - It's an enabler and a signpost for Pernicious. I'm sure it looked funny out there on its own without Pernicious. It's efficient, but survived playtesting and has been fine in three sizable tournaments.
Swarm - Mana cost increased from (B/G)(B/G) to 2(B/G)
Pick Your Poison - Renamed to Insult to Injury and remastered to reflect the change back to Pernicious.
Undying Horror - Eratta'd to reflect change to Pernicious.
Torture Artist - Again with the Pernicious.
Card Name - Becomes Skull Scrying, an instant Read the Bones.
Display of Power - Thanks for explaining this (and Molderbones) so well shinquickman. Mana cost reduced by 1.
Jarad's Edict - Mana cost reduced by 1.
Pins - Changed from sorcery to instant.
Needles - Changed from sorcery to instant and now only targets one creature. Red has didn't need Tremor in this set at common for multiple reasons.
Goblin Palm Reader - Needs an ability and possibly an entire overhaul.
@BlazingRagnarok - I wasn't being a total jerk. The first thing you said about Vex was "I hate it", rather strong words. I figured you could handle a little kickback if you're gonna bring it like that. Let's not have a fallout over something so trivial. I appreciate your insight and hope we can continue to respect each other.
My comment was addressed squarely at your idea, not you. You responded with an ad hominem attack. That was NOT justified and NOT trivial by any stretch of the imagination, and never could be.
Not that you speak for them, but that you speak from them. I assumed so because of your repeated use of the word “fact”. Your opinions aren't necessarily facts. “Facts” as they relate to Magic design derive from Wotc, not personal conclusion (even if one’s personal conclusion may be identical to WotC’s).
To suggest anything else is insulting. If you're going to defend this kind of mechanic, fine, but don't be a total jerk about it.
So by being a “total jerk” you mean, “not accepting your opinions as facts”. I guess when you said (about Vex) “I hate it”, I could have countered with “I love it”? Sure, our feelings would then be facts, but it'd get us nowhere. You're projecting. You come in here, insult me and my designs, offer no constructive feedback, and then accuse me of insulting you.
My comment was addressed squarely at your idea, not you. You responded with an ad hominem attack. That was NOT justified and NOT trivial by any stretch of the imagination, and never could be.
The fact that you spent that entire paragraph talking about literally anything other than Vex speaks volumes about the validity of my criticism.
And here you are attacking me instead of my ideas.
On the other hand, my rebuttal was in fact addressed squarely at the stated idea that my “cards are bad” because “punisher mechanics are bad” (The former of which was already admittedly correct, the latter of which is incorrect.) My assumption was that you were basing your opinion on WotC-backed facts was based on its similarity to many previous nigh identical arguments I’ve seen which were based on WotC statements, and (most of all) your repeated use of the term “the fact”, and nothing else. If you assume that there’s more to it than just that, you are mistaken. And that is not an ad hominem attack.
It’s a fact.
If you have anything else to say to me, please PM it. Otherwise, I won’t read it. Have a nice day.
Most have art in the MSE file.
NOTE: There is one undesigned card, and I'm least satisfied with Demoniac. Also, there's a little too much overrun in some of the names that that will be tweaked.
White
Green
Abyssal Raider (Common)
3B
Creature — Demon
5/1
When Abyssal Raider dies, create a 1/1 red Devil creature token. It has “When this creature dies, it deals 1 damage to target creature or player.”
Contort (Common)
BG
Instant
Target creature gets +3/-3 until end of turn.
Creeping Horror (Common)
1BG
Creature — Insect Horror
2/2
Creeping Horror gets +2/+2 as long as you control a creature token.
Crypt Crawler (Common)
1B
Creature — Insect
2/1
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Devkarin Aggressor (Common)
1B
Creature — Elf Warrior
3/1
Devkarin Aggressor can’t block.
Display of Power (Common)
2B
Instant
Target creature you control gets +1/+0 for each creature you control until end of turn.
Draw Blood (Common)
(B/R)
Instant
Target player loses 1 life.
Draw a card.
Golgari Goo (Common)
4(B/G)
Creature — Ooze
2/6
*vanilla*
Golgari Hovel (Common)
Land
Golgari Hovel enters the battlefield tapped.
When Golgari Hovel enters the battlefield, add 1 to your mana pool.
t: Add B or G to your mana pool.
Infested Corpse (Common)
4B
Creature — Zombie
4/2
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Insult to Injury (Common)
3BB
Instant
Destroy target creature.
Pernicious — You gain 3 life if an opponent lost life this turn.
Jarad’s Edict (Common)
1B
Sorcery
Each player sacrifices a creature.
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Lifestealer (Common)
2B
Creature — Goblin
2/2
Lifelink
Lost (Common)
B
Sorcery
Target player discards a card.
///
Found (Common)
G
Sorcery
You may put a land card from your hand onto the battlefield tapped.
Menacing Devils (Common)
B
Creature — Devil
1/1
Menace
Molder Bones (Common)
2B
Creature — Skeleton
3/2
G, Sacrifice a creature: Regenerate Molder Bones.
Needling Imp (Common)
BR
Creature — Imp
1/3
T: Each opponent loses 1 life.
Pins (Common)
B
Instant
Destroy target creature that was dealt damage this turn.
///
Needles (Common)
R
Instant
Needles deals 1 damage to target creature.
Rakdos Keep (Common)
Land
Rakdos Keep enters the battlefield tapped.
When Rakdos Keep enters the battlefield, add 1 to your mana pool.
t: Add B or R to your mana pool.
Rakdos Abomination (Common)
4(B/R)
Creature — Demon Devil
5/4
*vanilla*
Singewing (Common)
2B
Creature — Drake
1/2
Flying
R: Singewing gets +1/+0 until end of turn.
Skull Scrying (Common)
3B
Instant
Scry 2, then draw two cards. You lose 2 life.
Torture Artist (Common)
4B
Creature — Human Rogue
3/3
Pernicious — Torture Artist gets +2/+2 as long as an opponent lost life this turn.
Unbury (Common)
1(B/G)
Sorcery
Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.
Undying Horror (Common)
3B
Creature — Horror
3/1
Pernicious — When Undying Horror dies, return it to the battlefield tapped if an opponent lost life this turn.
Unholy Stamina (Common)
1BR
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+1.
Other notes:
Display of Power appear to be the worst green combat trick ever. In a post about black commons. Did you make a mistake here?
Lifetaker is one of those cards that could pass for uncommon. 1 cost deathtouch creatures with nothing else are already really good in limited.
I'm not sure if Molder Bone's conditional regenerate is a good idea. It basically forces you to activate the ability before you attack or block unless you want to get blown out. Hitting something that doesn't give you graveyard value and losing your creature is a real feelbad moment.
Do you consider Grapple with the Past to be a good card? Unbury is strictly better.
Unholy Stamina is another card that pushed boundaries. You've taken an effect that costs 3 mana, discounted it, downgraded it slightly, and added a non-trivial stat boost. It's definitely a high pick, at least.
Vex - I remember similar WotC-rooted spiels about punisher mechanics when I presented "Tribute" (same name and before Theros) as an Orzhov mechanic and "Afflict" (different name and before Amonket) as a Dimir mechanic. So it'll take more than that to dissuade me this time (from at least playtesting it). That being said, it definitely needs some development. I'll see what I can do to spice it up and am open to suggestions in this regard.
Display of Power - Some designs are simply worse than existing designs. Luminous Bonds < Caught in the Brights or Pacifism
Lifetaker - Deathtouch dropped.
Molder Bones - Changed to sacrifice a creature.
Unbury - Changed to sorcery
Unholy Stamina - Simplified and changed to the BR card, which was previously filled. (Now there's a B empty.)
While you're certainly entitled to defend your own brainchild, do it on Vex's own, uh, merits. The fact that Tribute exists doesn't change the fact that it was a bad mechanic due primarily to being a punisher one. Afflict has the advantage of being a mechanic that does what you're already trying to do. You attack to make your opponent lose life, and Afflict does exactly that. It has as much relevance to Vex as Fact or Fiction, which is to say, a common name dropped to make barely-related bad designs look better. The fact that you spent that entire paragraph talking about literally anything other than Vex speaks volumes about the validity of my criticism.
If I were to make a suggestion for a good punisher mechanic, it would be to make keep the reason why Fact or Fiction is so good in mind. The card freakin' RIGGED. You can't give your opponent an easy way out, but that's exactly what Vex does. Your punisher cards need to know who really controls them.
Er, that's a difference of 1 mana. This is a 3 mana bump and a weaker effect. Maybe if the card cost 3B I could see it as the cost for a color pie break, but never at 3G.
Vex - Your argument against Vex was based on WotC's claim that punisher mechanics are bad. I defended it based on what they actually do rather than what they claim. In my opinion, Tribute is not a bad mechanic. It was poorly implemented and overshadowed by a very (mechanically) busy block, and looked especially bad next to Monstrous. And like Afflict, Vex also does what you're already trying to do (reduce your opponents' life totals to zero). The intent is for either choice to be frustrating at worst and damning at best. And for the effects to grow in relevance if the game goes a little long in order to give the Rakdos player some reach (in limited). One bad card isn't a reason to abandon a whole mechanic. I'll try to come up with some better designs to convince you that it can pull its weight.
Display of Power - I didn't realize there was a mistype in the mana cost. The G was supposed to be a B.
Chaos Advocate - Another mistype. That 4 was supposed to be a 3.
Extort - Errata'd to nonland wording.
Lost - Errata'd to creatures only.
Pick Your Poison - Yeah, but it'll work for now.
Why do you insist that I speak for Wizards? I speak solely for me and my logic of how punisher mechanics work. That is, that they are modal cards that always default to their least useful mode in a given situation. I'm definitely not the only person to hold these views, but I assure you that I reached my conclusion on my own. To suggest anything else is insulting. If you're going to defend this kind of mechanic, fine, but don't be a total jerk about it.
Two more things: firstly, this mechanic does not always do what you're trying to do. Secondly, while I might have spotlighted one creature all of the vex parts (beyond the vanilla bodies and spell effects) of your cards are bad.
Goblin Palmreader I mentioned.
Pick Your Poison is obviously better than Throttle by virtue of doing more, but you can't count on the Vex part. It'll gain you 4 life most of the time, unless you're about to lose, in which case your opponent will eat 4 and kill you. Failing when you're losing is part of the very definition of winmore, and the polar opposite of whatever Afflict-like characteristics you think the mechanic has. If you want it to gain you the life, it'll hit your opponent, and otherwise your opponent will let you gain a little life when you want to be pushing for the advantage.
Undying Horror basically just has a death trigger that makes your opponent lose 3 life, and the weak body doesn't help. Your opponent will never let you have it back unless you're about to win anyways. Again, a strong point in favor of punisher mechanics being winmore.
Of the three black Vex commons you've presented, two of them are basically unplayable in limited, and the third has a Vex ability that is going to fail you when you need it most.
There is a heavy Go-wide element going on with GB in this set, so toning down certain cards is understandable. Display of Power could probably go down to 3cmc, but making it a Black Might of the Masses would make this strategy way too explosive. As for Molder Bones, I think it's fine that most players would wheel this guy around a draft table because of the mediocre ability, particularly new players. Eventually, a Golgari player will use one as filler, sac some bug tokens at clutch moments and realize that you could do much worse than a 3/2 for 3 that sticks around sometimes. It teaches fundamentals about the set, so it's a good common in my book. Now onto the set as a whole.
---
Swarm: This'll have to be reigned down severely. There's no way this would fly in the real world since Modern and Eternal formats will get a hold of them, and you know how they love graveyard shenanigans with self-mill and discard. I mean cripes, some of these compare to Lingering Souls even. Also, I don't like how these have double hybrid costs since that would centralize all these card to Golgari decks. This strays away from the spirit of Ravnica sets of mix and matching between guilds. The easiest fix would be to vary the cost for Swarming in the same way Scavenge cards were.
Draw Blood: A 1 cmc damaging cantrip has never been done unconditionally before. I don't think that will change now.
Pins /// Needles: Probably too powerful of a hoser against Swarm at common. It's good to have safety valves against these strategies, but this may be a bit much.
I can't say much about Vex that hasn't already been said, but I'm also not a big fan of it.
Vex - Reverted back to Pernicious. I like Vex and think it's a serviceable mechanic, but I just don't have the time and energy to shape it before this block's next scheduled rl tournament.
@BlazingRagnarok - I wasn't being a total jerk. The first thing you said about Vex was "I hate it", rather strong words. I figured you could handle a little kickback if you're gonna bring it like that. Let's not have a fallout over something so trivial. I appreciate your insight and hope we can continue to respect each other.
Draw Blood - It's an enabler and a signpost for Pernicious. I'm sure it looked funny out there on its own without Pernicious. It's efficient, but survived playtesting and has been fine in three sizable tournaments.
Swarm - Mana cost increased from (B/G)(B/G) to 2(B/G)
Pick Your Poison - Renamed to Insult to Injury and remastered to reflect the change back to Pernicious.
Undying Horror - Eratta'd to reflect change to Pernicious.
Torture Artist - Again with the Pernicious.
Card Name - Becomes Skull Scrying, an instant Read the Bones.
Display of Power - Thanks for explaining this (and Molderbones) so well shinquickman. Mana cost reduced by 1.
Jarad's Edict - Mana cost reduced by 1.
Pins - Changed from sorcery to instant.
Needles - Changed from sorcery to instant and now only targets one creature. Red has didn't need Tremor in this set at common for multiple reasons.
Goblin Palm Reader - Needs an ability and possibly an entire overhaul.
My comment was addressed squarely at your idea, not you. You responded with an ad hominem attack. That was NOT justified and NOT trivial by any stretch of the imagination, and never could be.
Not that you speak for them, but that you speak from them. I assumed so because of your repeated use of the word “fact”. Your opinions aren't necessarily facts. “Facts” as they relate to Magic design derive from Wotc, not personal conclusion (even if one’s personal conclusion may be identical to WotC’s).
So by being a “total jerk” you mean, “not accepting your opinions as facts”. I guess when you said (about Vex) “I hate it”, I could have countered with “I love it”? Sure, our feelings would then be facts, but it'd get us nowhere. You're projecting. You come in here, insult me and my designs, offer no constructive feedback, and then accuse me of insulting you.
And here you are attacking me instead of my ideas.
On the other hand, my rebuttal was in fact addressed squarely at the stated idea that my “cards are bad” because “punisher mechanics are bad” (The former of which was already admittedly correct, the latter of which is incorrect.) My assumption was that you were basing your opinion on WotC-backed facts was based on its similarity to many previous nigh identical arguments I’ve seen which were based on WotC statements, and (most of all) your repeated use of the term “the fact”, and nothing else. If you assume that there’s more to it than just that, you are mistaken. And that is not an ad hominem attack.
It’s a fact.
If you have anything else to say to me, please PM it. Otherwise, I won’t read it. Have a nice day.
I've made a few more tweaks to the commons.
Lifetaker - Renamed to Menacing Devils, changed from Human Assassin to Devil, and Lifelink changed to Menace
Devil's Advocate - Menace dropped. Pernicious enabler added.
Goblin Palmreader - Changed to lifestealer.
BUT FOR SOME REASON I CAN'T SEE MANA SYMBOLS IN MY OWN POSTS. Very frustrating.
Whom do we notify?
EDIT: Devil's Advocate - Renamed to Needling Imp