Alright, it is time to think on what good ol' Venser told us...
As MattGinsberg said, they actually have some promo-type cards, where it is name art work and no text box, but they are creatures, so I am assuming either they will stay just normal cannon fodder, or possibly evolve in a future set. but the textless cards are in future sight, just not in abundance
Seems to me that these are the new types of cards?
He doesn't really explain it well though. :/
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Perhaps "Plane" to take over the design space of World enchantments, since it's not likely that you'd ever see a "world creature," "world instant," or "world, sorcery." (artifact and land seem plausible though, but why bother with a super type that doesn't do all that much?)
Perhaps "Plane" to take over the design space of World enchantments, since it's not likely that you'd ever see a "world creature," "world instant," or "world, sorcery." (artifact and land seem plausible though, but why bother with a super type that doesn't do all that much?)
A creature the size of an entire plane would be so cool. Hopefully it would be better than Marit Lage, even though that doesn't say much.
Elspeth "we must fight to protect order and justice!"
Tezzeret "No! he will break all my artifacts and stomp my head!"
Vol "powerful dragon must be brought to heel!"
Ajani "**** this Im outta *planeswalks to lorwyn* wow what hell is this place?"
Little lorwyn goblin "this be the place of bad art and Tribes!!!"
All other Alara planeswalkers "hey where did ajani go???"
I think one of the new card types will be more subtle than that... like whatever the morphing enchantment comes into play as. It wouldn't make much sense for the enchantment to come in as a 2/2 creature.
I didn't realize you guys had a scan of Lightstrand Field yet.
Regarding two new card types:
The problem is, there isn't much that isn't covered by existing card types. The only things I can think of would be colorless instants and sorceries. They wouldn't be artifacts, but they also wouldn't follow the current convetion of instant and sorcery cards. However, two completely new types to accomplish this seems odd.
Also, it adds a problem with old "choose a card type" cards, which list the current types but not these new ones.
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A creature the size of an entire plane would be so cool. Hopefully it would be better than Marit Lage, even though that doesn't say much.
Leviathan Plane- 4UUU
World Creature- Leviathan (When this comes into play, all other World permanents are put into their owner's graveyards.)
When this comes into play, remove all creatures from the game.
When this leaves play, return all creatures removed from the game with this to play under their owners' control.
At the beginning of each player's upkeep, that player gains control of Leviathan Plane.
7/7
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Leviathan Plane- 4UUU
World Creature- Leviathan (When this comes into play, all other World permanents are put into their owner's graveyards.)
When this comes into play, remove all creatures from the game.
When this leaves play, return all creatures removed from the game with this to play under their owners' control.
At the beginning of each player's upkeep, that player gains control of Leviathan Plane.
7/7
thats cool and all, but i think creature was listed as one of the existing card type, this is hopefully something new and different, not a legenary creature verient
My problem with a new card type is it's necessity. Other than colorless spells I don't see any real point in new card types. Doing vanguard cards again does not please me at all.
Fateseal sounds intriguing. Possibly where if something were to happen to you or a permanent you control, the same would happen to your opponent or a permanent they control
such as:
Fate creature
2bb
Fateseal - if this would be put into a graveyard from play, choose a creature target opponent controls, that opponent sacrifices that creature.
if that's the case then limited just got a lot more interesting.
My interpretation of the textbox-less creature bit was that they were just vanilla creatures with more room for art. Which sounds like a great way to make vanilla creatures more interesting if we have to have them.
I suspect whatever the new types are, they have to have some text on the cards to explain how they work.
One thing that the game lacks is creatures that are attached to another creature in some way, like wizards' familiars, pets, horses, and serfs and other followers. This is necessarily tricky, because if they have the "Creature" type then you have to handle the problem of multiple levels of attaching, which could get ugly fast. ("My horse is riding my other horse, which is riding the first horse!") However if they have a new type you have to find excuses for why a spell that can kill a Polar Kraken can't kill a horse. There was Phantasmal Mount but that was pretty inelegant. Maybe they've found a way that works.
Another possibility is cards that can't be played, but that have activated abilities like forecast and cycling that can be played from your hand, or static effects in the graveyard. I'd probably make cards like that not need any type at all, but they could go for a new type for those. ("Unplayable"?)
So they are killing off, or burning out the old planeswalkers and making new, unomnipotent planeswalkers; maybey Plainswalker will be a new card type. Maybe it will even be like vanguard, or maybe like a world enchantment, or maybe just a weird card similar to a creature. I haven't a clue as to the other type unless is is Plane to replace world enchantments. Idle speculation, but they are all I could think of that wouldn't realy want to be just super or sub-types.
Edit -- I like how we get Lifelink and Deathtouch in the same set. I wonder if they will key on that and make a mirror pair.
One thing that the game lacks is creatures that are attached to another creature in some way, like wizards' familiars, pets, horses, and serfs and other followers. This is necessarily tricky, because if they have the "Creature" type then you have to handle the problem of multiple levels of attaching, which could get ugly fast. ("My horse is riding my other horse, which is riding the first horse!") However if they have a new type you have to find excuses for why a spell that can kill a Polar Kraken can't kill a horse. There was Phantasmal Mount but that was pretty inelegant. Maybe they've found a way that works.
this night is getting weirder and weirder. first the maple leafs win, then gsp is dethroned, now they announce that there will be 2 new card types? what the heck. this is crazyness. im going to bed, i must be hallucinating
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“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
I REALLY hope they don't make spirit link into lifelink, it COMPLETELY changes how it works. Currently, you can enchant an opponents dude with spirit link and gain life for it. If the proprosed wording goes through and replaces spirit link, It changes its functionality and makes it significantly narrower and thus worse.
I seriously hope they dont replace the wording on spirit link cards.
Actually under the lifelink templating spiritlink would look like
Spirit Link W
Enchantment - Aura
Enchant Creature Lifelink (Whenever enchanted creature deals damage, Sprit Link's controller gains that much life)
The reason that the keyword Lifelink isn't named Spirit Link is because the card Spirit Link has a different effect than the most common form of the ability that would be keyworded with errata.
What Lifelink will affect is cards like Exalted Angel which trigger on any type of damage (which is by far the most common form of the ability):
Spirit Loop1W
Enchantment — Aura
Enchant creature you control.
Enchanted creature has lifelink. (Whenever it deals damage you gain that much life.)
When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand.
Or since it already gives the creature the ability:
Loxodon Warhammer3
Artifact — Equipment
Equipped creature gets +3/+0, and has trample and lifelink.
Equip 3
This is not a needlessly keyworded ability. It would greatly save space on future cards with this ability and clean up templates for giving the ability to a creature.
I'm all up for using keywords to summarize stuff that ppl already know. Spirit Link ability should be just that. Spirit Link. Just like Fear is a card, and been the keyword for awhile now.
I think it was Maro that made a comment about wishing Fear had been done differently with a color attribute in the keyword. I.e.: so that Severed Legion and Skirk Shaman could be:
Severed Legion1BB
Creature — Zombie
Fear—Black (This creature can't be blocked except by artifact creatures and/or black creatures.)
2/2
Skirk Shaman1RR
Creature — Goblin Shaman
Fear—Red (This creature can't be blocked except by artifact creatures and/or red creatures.)
2/2
Personally, I think Planar Chaos would have been a perfect time to reword the way that the fear keyword works since it was the "what if we had done things differently" set, but meh.
Skirk Shaman could have asked the question "What if we had Keyworded the Fear ability differently?" Starting in planar chaos, they could have listed the color after fear. Yes, it would have been a little weird on Dust Elemental if it still had Fear—Black, but it might have been changed to Fear—White then.
Actually, If Maro was thinking about it, he should have pushed to change it in Timespiral, like the way they changed Echo. They would even have had Amrou Seekers in Timespiral with Fear—White.
They might make an equipment which has 'equipped creature has lifelink', an equip cost and nothing else in the textbox except well... the background. I wouldn't mind that.
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With all, put the same thing except with / in front of what type of tags they are (like [/card]) to close them.
Card: [card]
Hybrid: :symub: = order doesn't matter
Maybe they're keywording lots of stuff, such that they can shrink the textbox in the futureshifted card-frame to accomodate more-than-6-symbols mana costs.
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Maybe they're keywording lots of stuff, such that they can shrink the textbox in the futureshifted card-frame to accomodate more-than-6-symbols mana costs.
I don't think that is likely. Huge mana cost usually equals complicated card, and that needs big textbox.
well so far the two best guesses for new card type imho are: wcsae's "Combat Trick," a spell like an instant but limited to only being played in the combat phase which would allow for bigger effects for cheaper costs like wcsae's Growth Spurt , G, Combat Trick, Target creature gets +4/+4.
the other good guess is Elheirt's "Condition" which is a good idea for conditional but untargetable enchantment-like effects(post #26).
here are my own 3 guesses (after eliminating stuff that could be done by present card types, like the Vehicles idea):
1) "Enhancers" spells like the Splice onto Arcane cards, but can only be played along with a card of the type it "Enhances" like:
"Blessed Birth, 1W, Creature Enhancer, When the creature this Enhances comes into play, put a +1/+1 counter on it." or
"Fire Flare, RR, Instant Enhancer, choose one: double any damage this spell does when it resolves, or this spell does 2 damage to target creature or player when it resolves."
Enhancers would go to the graveyard after the spell they enhanced resolves. I think they could be thought of as not targetting the spell on the stack, to avoid stack issues, and yes, they can be countered as normal, but of course, usually you'd just counter the spell they're trying to Enhance.
2) Essence Burst/Purple Cards. i know this sounds ridiculous but i just had an idea: what if Purple wasn't actually a sixth color, but a whole new way to cast spells? what if you could spend Life instead of Mana? picture this card,
"Blood For Dreams, 5*, Essence Burst, Draw 3 cards."
the 5* equals "you lose 5 life"; and Essence Burst's could be played anytime, like instants; and the cards would be Purple colored to distinguish the "colorless" casting cost from artifacts. they'd never be permanents.
3) this third one is the most-farfetched in my opinion: Castles. the idea here is you spend a bunch of mana to play a Castle. Catsles provide a safe haven for creatures (and maybe some bonus abilities) Each Castle comes into play with a number of HP (Hit Point) counters on it. When a Castle is in play on your side, creatures you control can't be targeted by opponents and are immune from non-targeted damage and removal like ***. You may have multiple Castles in play, the cumulative protection is the same and lasts until your last Castle leaves play. Creatures are considered to "leave" a Castle to enter into combat at any time and "go back" to the Castle immediately after combat damage resolves, which means that during combat they can be targeted and lose their *** immunity. finally, different things will remove HP counters from Castles. for example,
"Great Hall, 4GG, Castle, Great Hall comes into play with 6 HP counters on it. Remove an HP counter: Target creature you control gets +2/+2 until end of turn. Whenever a creature is put into your graveyard from play, remove an HP counter from Great Hall." or
"Darkest Dungeon, BBB, Castle, Darkest Dungeon comes into play with 6 HP counters on it. Remove an HP counter: Draw a card and lose 2 life. At the end of your turn, remove an HP counter from Darkest Dungeon." or
"Mind Shield, 3UU, Castle, Mind Shield comes into play with 3 HP counters on it. Remove an HP counter: Counter target spell unless that spell's controller pays 2. If a spell is countered in this way, put an HP counter on Mind Shield. At the beginning of your upkeep, remove an HP counter from Mind Shield."
i know, too complicated, but wouldn't it be fun?:-)
Seems to me that these are the new types of cards?
He doesn't really explain it well though. :/
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He says they are creatures. So maybe they are a cross between a creature and other cards types?
The closest thing to that is the Maguses, and Vanguard cards, really.
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A creature the size of an entire plane would be so cool. Hopefully it would be better than Marit Lage, even though that doesn't say much.
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I think one of the new card types will be more subtle than that... like whatever the morphing enchantment comes into play as. It wouldn't make much sense for the enchantment to come in as a 2/2 creature.I didn't realize you guys had a scan of Lightstrand Field yet.
The problem is, there isn't much that isn't covered by existing card types. The only things I can think of would be colorless instants and sorceries. They wouldn't be artifacts, but they also wouldn't follow the current convetion of instant and sorcery cards. However, two completely new types to accomplish this seems odd.
Also, it adds a problem with old "choose a card type" cards, which list the current types but not these new ones.
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No it doesn't.
The card types are in reminder text. Blood Oath
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Leviathan Plane- 4UUU
World Creature- Leviathan
(When this comes into play, all other World permanents are put into their owner's graveyards.)
When this comes into play, remove all creatures from the game.
When this leaves play, return all creatures removed from the game with this to play under their owners' control.
At the beginning of each player's upkeep, that player gains control of Leviathan Plane.
7/7
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thats cool and all, but i think creature was listed as one of the existing card type, this is hopefully something new and different, not a legenary creature verient
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
such as:
Fate creature
2bb
Fateseal - if this would be put into a graveyard from play, choose a creature target opponent controls, that opponent sacrifices that creature.
if that's the case then limited just got a lot more interesting.
I suspect whatever the new types are, they have to have some text on the cards to explain how they work.
One thing that the game lacks is creatures that are attached to another creature in some way, like wizards' familiars, pets, horses, and serfs and other followers. This is necessarily tricky, because if they have the "Creature" type then you have to handle the problem of multiple levels of attaching, which could get ugly fast. ("My horse is riding my other horse, which is riding the first horse!") However if they have a new type you have to find excuses for why a spell that can kill a Polar Kraken can't kill a horse. There was Phantasmal Mount but that was pretty inelegant. Maybe they've found a way that works.
Another possibility is cards that can't be played, but that have activated abilities like forecast and cycling that can be played from your hand, or static effects in the graveyard. I'd probably make cards like that not need any type at all, but they could go for a new type for those. ("Unplayable"?)
Edit -- I like how we get Lifelink and Deathtouch in the same set. I wonder if they will key on that and make a mirror pair.
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“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
No, actually Spirit Link, the card, will be:
Spirit Link W
Enchantment — Aura
Whenever enchanted creature deals damage, you gain that much life.
The cards Spirit Link and Vampiric Link will not receive errata since they function differently if attached to a creature controlled by another player. And neither will the cards Flash Conscription, Noble Purpose, Sunhome Enforcer, nor Vigorous Charge receive errata since they trigger on "combat damage."
The reason that the keyword Lifelink isn't named Spirit Link is because the card Spirit Link has a different effect than the most common form of the ability that would be keyworded with errata.
What Lifelink will affect is cards like Exalted Angel which trigger on any type of damage (which is by far the most common form of the ability):
Exalted Angel 4WW
Creature — Angel
Flying, lifelink
Morph 2WW
4/5
or since it is "Enchant creature you control" :
Spirit Loop 1W
Enchantment — Aura
Enchant creature you control.
Enchanted creature has lifelink. (Whenever it deals damage you gain that much life.)
When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand.
Or since it already gives the creature the ability:
Loxodon Warhammer 3
Artifact — Equipment
Equipped creature gets +3/+0, and has trample and lifelink.
Equip 3
This is not a needlessly keyworded ability. It would greatly save space on future cards with this ability and clean up templates for giving the ability to a creature.
I think it was Maro that made a comment about wishing Fear had been done differently with a color attribute in the keyword. I.e.: so that Severed Legion and Skirk Shaman could be:
Severed Legion 1BB
Creature — Zombie
Fear—Black (This creature can't be blocked except by artifact creatures and/or black creatures.)
2/2
Skirk Shaman 1RR
Creature — Goblin Shaman
Fear—Red (This creature can't be blocked except by artifact creatures and/or red creatures.)
2/2
Personally, I think Planar Chaos would have been a perfect time to reword the way that the fear keyword works since it was the "what if we had done things differently" set, but meh.
Skirk Shaman could have asked the question "What if we had Keyworded the Fear ability differently?" Starting in planar chaos, they could have listed the color after fear. Yes, it would have been a little weird on Dust Elemental if it still had Fear—Black, but it might have been changed to Fear—White then.
Actually, If Maro was thinking about it, he should have pushed to change it in Timespiral, like the way they changed Echo. They would even have had Amrou Seekers in Timespiral with Fear—White.
Card: [card]
Hybrid: :symub: = order doesn't matter
Spoiler: [spoiler]
Deck: [deck]
I don't think that is likely. Huge mana cost usually equals complicated card, and that needs big textbox.
Do you think they might have non-land, non-creature, non-artifact, non enchantment Permanents? (ie Permanent written on the type line.)
Might make sense with all the strange templating in FS.
the other good guess is Elheirt's "Condition" which is a good idea for conditional but untargetable enchantment-like effects(post #26).
here are my own 3 guesses (after eliminating stuff that could be done by present card types, like the Vehicles idea):
1) "Enhancers" spells like the Splice onto Arcane cards, but can only be played along with a card of the type it "Enhances" like:
"Blessed Birth, 1W, Creature Enhancer, When the creature this Enhances comes into play, put a +1/+1 counter on it." or
"Fire Flare, RR, Instant Enhancer, choose one: double any damage this spell does when it resolves, or this spell does 2 damage to target creature or player when it resolves."
Enhancers would go to the graveyard after the spell they enhanced resolves. I think they could be thought of as not targetting the spell on the stack, to avoid stack issues, and yes, they can be countered as normal, but of course, usually you'd just counter the spell they're trying to Enhance.
2) Essence Burst/Purple Cards. i know this sounds ridiculous but i just had an idea: what if Purple wasn't actually a sixth color, but a whole new way to cast spells? what if you could spend Life instead of Mana? picture this card,
"Blood For Dreams, 5*, Essence Burst, Draw 3 cards."
the 5* equals "you lose 5 life"; and Essence Burst's could be played anytime, like instants; and the cards would be Purple colored to distinguish the "colorless" casting cost from artifacts. they'd never be permanents.
3) this third one is the most-farfetched in my opinion: Castles. the idea here is you spend a bunch of mana to play a Castle. Catsles provide a safe haven for creatures (and maybe some bonus abilities) Each Castle comes into play with a number of HP (Hit Point) counters on it. When a Castle is in play on your side, creatures you control can't be targeted by opponents and are immune from non-targeted damage and removal like ***. You may have multiple Castles in play, the cumulative protection is the same and lasts until your last Castle leaves play. Creatures are considered to "leave" a Castle to enter into combat at any time and "go back" to the Castle immediately after combat damage resolves, which means that during combat they can be targeted and lose their *** immunity. finally, different things will remove HP counters from Castles. for example,
"Great Hall, 4GG, Castle, Great Hall comes into play with 6 HP counters on it. Remove an HP counter: Target creature you control gets +2/+2 until end of turn. Whenever a creature is put into your graveyard from play, remove an HP counter from Great Hall." or
"Darkest Dungeon, BBB, Castle, Darkest Dungeon comes into play with 6 HP counters on it. Remove an HP counter: Draw a card and lose 2 life. At the end of your turn, remove an HP counter from Darkest Dungeon." or
"Mind Shield, 3UU, Castle, Mind Shield comes into play with 3 HP counters on it. Remove an HP counter: Counter target spell unless that spell's controller pays 2. If a spell is countered in this way, put an HP counter on Mind Shield. At the beginning of your upkeep, remove an HP counter from Mind Shield."
i know, too complicated, but wouldn't it be fun?:-)