Leyline of the World2GG Enchantment
If Leyline of the World is in your opening hand, you may begin the game with it on the battlefield.
You may cast creature spells with a converted mana cost 1 without paying their mana cost. The meek shall inherit the earth—but it will be handed to them by the mighty; who fought for it and won. Those must also cease to be meek—or else the world will only be lost again in time; or even, destroyed by their own hands.
It's not in the text, but I'm assuming this is an enchantment.
The design is elegant and make sense. I could also see this as white in addition to or instead of green, since white is the color of small creatures.
This is very strong for two reasons. First, aggro can dump a hand of 6 creatures and attack, second is the potential for a game winning combo of 1 CMC creatures.
The question is how easily could I use this can one assemble a game winning combo on turn 1 and how resilient is the environment it's in to wide aggro (with cheap effects like Pryoclasm).
While it would be cool to be able to build a deck without lands and just jam a bunch of 1 drops early, I think this might just be a Shrieking Drake + Grapeshot thing.
Granted, it's probably worth running red sources with Goblin Bushwhacker.
While it would be cool to be able to build a deck without lands and just jam a bunch of 1 drops early, I think this might just be a Shrieking Drake + Grapeshot thing.
Granted, it's probably worth running red sources with Goblin Bushwhacker.
Interesting beta strategy—but this isn't reliable since you only have a 46.667% chance of getting the Leyline in your opening hand. You're looking at turn 4 or so more than half the time, and there can be all kinds of disruption by then.
It's not in the text, but I'm assuming this is an enchantment.
The design is elegant and make sense. I could also see this as white in addition to or instead of green, since white is the color of small creatures.
This is very strong for two reasons. First, aggro can dump a hand of 6 creatures and attack, second is the potential for a game winning combo of 1 CMC creatures.
The question is how easily could I use this can one assemble a game winning combo on turn 1 and how resilient is the environment it's in to wide aggro (with cheap effects like Pryoclasm).
If you're talking about for two-drop Knights, I honestly did want to do something for that desperately, or incorporate it into this design, but forced myself to hold back and honor the potential that is available at the one-drop stage.
I could imagine something for Knights being in the Companion vein—with 'every creature in your starting deck having a CMC of 2—or possibly 2 or less. That would come with its own dilemma, since we know there are more than a few interesting Knights pushed into the 3 CMC. I think it really muddles the whole thing, and I would probably just do the same here, and isolate the design ignoring that extra-curricular potential.
If you're talking about for two-drop Knights, I honestly did want to do something for that desperately, or incorporate it into this design, but forced myself to hold back and honor the potential that is available at the one-drop stage.
I could imagine something for Knights being in the Companion vein—with 'every creature in your starting deck having a CMC of 2—or possibly 2 or less. That would come with its own dilemma, since we know there are more than a few interesting Knights pushed into the 3 CMC. I think it really muddles the whole thing, and I would probably just do the same here, and isolate the design ignoring that extra-curricular potential.
I took me a minute to figure out that you were talking about my color identity observation, but that's not exactly what I was talking about.
Green and white are the most creature focused colors, with green a little moreso than white. What differentiates their focus, though, is that white has more rewards for specifically small creatures (Mentor of the Meek, etc.) and reward strategies that go wide with a lot of creatures, where Green more often focuses on bigger creatures and even its "wide" strategies buff one creature larger rather that the whole team (Might of the Masses)
So, short version, the card is fine as is, but shift the color to white or white/green is an option if you want it. Free 2 CMC creatures would be far more broken. Anytime you make spells free, it causes problems and often bannings in Standard (Palinchron,Once Upon a Time,Fires of Invention, Affinity) and so must be approached very carefully.
Interesting beta strategy—but this isn't reliable since you only have a 46.667% chance of getting the Leyline in your opening hand. You're looking at turn 4 or so more than half the time, and there can be all kinds of disruption by then.
The issue though is that mulligans exist, and a strategy that can win with three cards is worth mulliganing down a couple of times to try to get the leyline. In legacy it would be reasonable to mull to 3-4 cards if the leyline is key to the chance of crafting a combo out 4-5 looks at 7 cards is very high.
The issue though is that mulligans exist, and a strategy that can win with three cards is worth mulliganing down a couple of times to try to get the leyline. In legacy it would be reasonable to mull to 3-4 cards if the leyline is key to the chance of crafting a combo out 4-5 looks at 7 cards is very high.
This still doesn't matter, since there's also a 46.667% chance of getting the Drake in your opening hand, and then another for the instant. You're talking about a 3 card combo that hosts a 15% chance of getting all three cards in your opening hand.
The issue though is that mulligans exist, and a strategy that can win with three cards is worth mulliganing down a couple of times to try to get the leyline. In legacy it would be reasonable to mull to 3-4 cards if the leyline is key to the chance of crafting a combo out 4-5 looks at 7 cards is very high.
This still doesn't matter, since there's also a 46.667% chance of getting the Drake in your opening hand, and then another for the instant. You're talking about a 3 card combo that hosts a 15% chance of getting all three cards in your opening hand.
You only need to have the leyline though, you can wait for the other stuff
You have an aggressively high chance to get a leyline in your opening hand if you're willing to mulligan aggressively for it, it's why people have four Leyline of Sanctity or Leyline of the Void in their sideboards in Modern and London down to almost nothing to get them.
You have an aggressively high chance to get a leyline in your opening hand if you're willing to mulligan aggressively for it, it's why people have four Leyline of Sanctity or Leyline of the Void in their sideboards in Modern and London down to almost nothing to get them.
I will say that the Leyline by itself is not enought to win a game, like mulling to Leyline of Sanctity against mono-red is. A better analysis from that article is something like the Dredge example where mulliganing to 4 gives you a 70% chance of assembling your combo (depends on the combo, so that's just an example)
That doesn't make this Leyline bad, but srtong enough that it could potentially cause balance issues.
That's also why you're supposed to lose a card when you mulligan, and there are cards like Serum Powder that give you a fair extension on this.
The London Mulligan rule is a cheap circumvention of the game's original rules and balance.
Actually, the London Mulligan and the Vancouver Mulligan before are far from "the game's original rules and balance". Originally, you could mulligan if you drew all lands or no lands. Since your card negates casting costs, there is not cost to building a landless decks to guarantee a free mulligan.
Realize that a problematic interaction between your cards and a rule is not a problem with the rule but with the card. That will make you a better designer.
Actually, the London Mulligan and the Vancouver Mulligan before are far from "the game's original rules and balance". Originally, you could mulligan if you drew all lands or no lands. Since your card negates casting costs, there is not cost to building a landless decks to guarantee a free mulligan.
Realize that a problematic interaction between your cards and a rule is not a problem with the rule but with the card. That will make you a better designer.
Sure, because in the beginning there was no conflict amongst the content Garfield created that this became a necessity. As the development progressed, and diversified, the rules finally took the full and ultimate form they (could have/should have) had from the beginning. This should be considered the true original rules, the point at which they were complete, and checking every aspect.
It provided the ineffable balance and aspect of challenge which the London Rule now renigs upon.
Sure, because in the beginning there was no conflict amongst the content Garfield created that this became a necessity. As the development progressed, and diversified, the rules finally took the full and ultimate form they (could have/should have) had from the beginning. This should be considered the true original rules, the point at which they were complete, and checking every aspect.
It provided the ineffable balance and aspect of challenge which the London Rule now renigs upon.
The TL;DR of what you just said is "The original rules weren't the real original rules until they were refined into the new rules, but when they were refined again they were bad because they weren't the original rules (which weren't actually the original rules.)"
Your argument is flawed and your understanding of the rules, good gameplay, and the evolution of Magic are all so far out of left field that they're still tailgating in the parking lot. Until you learn that your perspective isn't monolithic, you're going to continue to be seen as someone who thinks they are an artist expert and actually barely grasps the basics.
You have some good and creative ideas, but your presentation of them and yourself torpedoes you almost every time.
Your argument is flawed and your understanding of the rules, good gameplay, and the evolution of Magic are all so far out of left field that they're still tailgating in the parking lot.
No it's not. The flaw is in your sentimentality over the original rules being the 'first existing' and not the 'first functional'.
That would be ideal, but it's not reality. The first existent rules were incomplete, technically they shouldn't qualify.
It's like saying a beta concept of a design should count as the finished product.
Your argument is flawed and your understanding of the rules, good gameplay, and the evolution of Magic are all so far out of left field that they're still tailgating in the parking lot.
No it's not. The flaw is in your sentimentality over the original rules being the 'first existing' and not the 'first functional'.
That would be ideal, but it's not reality. The first existent rules were incomplete, technically they shouldn't qualify.
It's like saying a beta concept of a design should count as the finished product.
Which of the various versions after the obviously incomplete first rules would you consider the “first functional” rules? Surly not the most recent as the game was quite functional before their implementation though it certainly streamed lined things. When interrupts were removed and the stack realized? Or when planeswalkers were first introduced? How about when they took damage off the stack? Or the consolidating of the legend rule and the planeswalkers uniqueness rule? Maybe the first major update to the legend rule?
Your argument is flawed and your understanding of the rules, good gameplay, and the evolution of Magic are all so far out of left field that they're still tailgating in the parking lot.
No it's not. The flaw is in your sentimentality over the original rules being the 'first existing' and not the 'first functional'.
That would be ideal, but it's not reality. The first existent rules were incomplete, technically they shouldn't qualify.
It's like saying a beta concept of a design should count as the finished product.
But it wasn't the beta - it was the official rules of the game when released. You can say you didn't like it, but that doesn't make it not the original rules. If anything, you're the one holding onto sentimentality for a version of the rules that led to objectively bad gameplay experiences, resulting in them iterating those rules through the London mulligan and onto the current Vancouver version.
If you really think the Paris or London mulligan resulted in better gameplay than the current mulligan rules, I once again begin to wonder if you actually play Magic with actual people.
What if it only gave you a freebie if it's the first creature cast that turn?
"During each turn, the first creature spell you cast may be cast without paying its mana cost if it has a converted mana cost of two or less."
I upped the CMC to two since you can only get one per turn, though it could easily stay at one. And I echo the suggestion that this could be green/white, I think that is valid. I'd lean more towards mono-white, but green/white is also a great fit. Mono-green works, but I'm not sure it's the best fit.
I'll also say that being able to get off-color creatures for free too could be just fine or too much, it may be prudent to limit the free creatures to whichever color identity for the card you land on. I'm uncertain if it's strictly necessary, but it is another dial that can be turned if the power needs to be leveled out somehow.
You do know that Alpha and beta are named after the fact and at the time were not called alpha and beta?
He didn't release an unfinished Product, He released a finished product. And sure there were some kinks he/wotc tried to iron out. But thats not because it was unfinished it's because you can't test for everything, some things slipped through their minds etc.
It is what one would describe as fist completed.
The testing phase for the game is the first existing.
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Enchantment
If Leyline of the World is in your opening hand, you may begin the game with it on the battlefield.
You may cast creature spells with a converted mana cost 1 without paying their mana cost.
The meek shall inherit the earth—but it will be handed to them by the mighty; who fought for it and won. Those must also cease to be meek—or else the world will only be lost again in time; or even, destroyed by their own hands.
The design is elegant and make sense. I could also see this as white in addition to or instead of green, since white is the color of small creatures.
This is very strong for two reasons. First, aggro can dump a hand of 6 creatures and attack, second is the potential for a game winning combo of 1 CMC creatures.
The question is how easily could I use this can one assemble a game winning combo on turn 1 and how resilient is the environment it's in to wide aggro (with cheap effects like Pryoclasm).
Granted, it's probably worth running red sources with Goblin Bushwhacker.
Interesting beta strategy—but this isn't reliable since you only have a 46.667% chance of getting the Leyline in your opening hand. You're looking at turn 4 or so more than half the time, and there can be all kinds of disruption by then.
If you're talking about for two-drop Knights, I honestly did want to do something for that desperately, or incorporate it into this design, but forced myself to hold back and honor the potential that is available at the one-drop stage.
I could imagine something for Knights being in the Companion vein—with 'every creature in your starting deck having a CMC of 2—or possibly 2 or less. That would come with its own dilemma, since we know there are more than a few interesting Knights pushed into the 3 CMC. I think it really muddles the whole thing, and I would probably just do the same here, and isolate the design ignoring that extra-curricular potential.
I took me a minute to figure out that you were talking about my color identity observation, but that's not exactly what I was talking about.
Green and white are the most creature focused colors, with green a little moreso than white. What differentiates their focus, though, is that white has more rewards for specifically small creatures (Mentor of the Meek, etc.) and reward strategies that go wide with a lot of creatures, where Green more often focuses on bigger creatures and even its "wide" strategies buff one creature larger rather that the whole team (Might of the Masses)
So, short version, the card is fine as is, but shift the color to white or white/green is an option if you want it. Free 2 CMC creatures would be far more broken. Anytime you make spells free, it causes problems and often bannings in Standard (Palinchron,Once Upon a Time,Fires of Invention, Affinity) and so must be approached very carefully.
The issue though is that mulligans exist, and a strategy that can win with three cards is worth mulliganing down a couple of times to try to get the leyline. In legacy it would be reasonable to mull to 3-4 cards if the leyline is key to the chance of crafting a combo out 4-5 looks at 7 cards is very high.
This still doesn't matter, since there's also a 46.667% chance of getting the Drake in your opening hand, and then another for the instant. You're talking about a 3 card combo that hosts a 15% chance of getting all three cards in your opening hand.
The strategy in theory with Shrieking Drake is already available via Mana Echoes—including stuff like Mutavault, Changelings, more changelings, cheap drakes, and a finisher Demonfire/Blaze/Fireball/Banefire/Red Sun's Zenith.
You only need to have the leyline though, you can wait for the other stuff
That's still going to play out to a success of like 1 in 4 games.
das not it mane
https://www.channelfireball.com/all-strategy/articles/the-london-mulligan-rule-mathematically-benefits-strategies-that-rely-on-specific-cards/#:~:text=Under the London mulligan rule, you're 97.2% to,That's a huge difference.
97.2%> 25%
That's also why you're supposed to lose a card when you mulligan, and there are cards like Serum Powder that give you a fair extension on this.
The London Mulligan rule is a cheap circumvention of the game's original rules and balance.
That doesn't make this Leyline bad, but srtong enough that it could potentially cause balance issues.
Actually, the London Mulligan and the Vancouver Mulligan before are far from "the game's original rules and balance". Originally, you could mulligan if you drew all lands or no lands. Since your card negates casting costs, there is not cost to building a landless decks to guarantee a free mulligan.
Realize that a problematic interaction between your cards and a rule is not a problem with the rule but with the card. That will make you a better designer.
Sure, because in the beginning there was no conflict amongst the content Garfield created that this became a necessity. As the development progressed, and diversified, the rules finally took the full and ultimate form they (could have/should have) had from the beginning. This should be considered the true original rules, the point at which they were complete, and checking every aspect.
It provided the ineffable balance and aspect of challenge which the London Rule now renigs upon.
The TL;DR of what you just said is "The original rules weren't the real original rules until they were refined into the new rules, but when they were refined again they were bad because they weren't the original rules (which weren't actually the original rules.)"
Your argument is flawed and your understanding of the rules, good gameplay, and the evolution of Magic are all so far out of left field that they're still tailgating in the parking lot. Until you learn that your perspective isn't monolithic, you're going to continue to be seen as someone who thinks they are an artist expert and actually barely grasps the basics.
You have some good and creative ideas, but your presentation of them and yourself torpedoes you almost every time.
No it's not. The flaw is in your sentimentality over the original rules being the 'first existing' and not the 'first functional'.
That would be ideal, but it's not reality. The first existent rules were incomplete, technically they shouldn't qualify.
It's like saying a beta concept of a design should count as the finished product.
But it wasn't the beta - it was the official rules of the game when released. You can say you didn't like it, but that doesn't make it not the original rules. If anything, you're the one holding onto sentimentality for a version of the rules that led to objectively bad gameplay experiences, resulting in them iterating those rules through the London mulligan and onto the current Vancouver version.
If you really think the Paris or London mulligan resulted in better gameplay than the current mulligan rules, I once again begin to wonder if you actually play Magic with actual people.
"During each turn, the first creature spell you cast may be cast without paying its mana cost if it has a converted mana cost of two or less."
I upped the CMC to two since you can only get one per turn, though it could easily stay at one. And I echo the suggestion that this could be green/white, I think that is valid. I'd lean more towards mono-white, but green/white is also a great fit. Mono-green works, but I'm not sure it's the best fit.
I'll also say that being able to get off-color creatures for free too could be just fine or too much, it may be prudent to limit the free creatures to whichever color identity for the card you land on. I'm uncertain if it's strictly necessary, but it is another dial that can be turned if the power needs to be leveled out somehow.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
You mean that set called Beta?
Try to acknowledge the fact that Garfield released an unfinished project, and then spent active time through game's official release going over it.
What can equally be considered original, is not just the 'first existing', but the 'first completed'.
He didn't release an unfinished Product, He released a finished product. And sure there were some kinks he/wotc tried to iron out. But thats not because it was unfinished it's because you can't test for everything, some things slipped through their minds etc.
It is what one would describe as fist completed.
The testing phase for the game is the first existing.