Good card for limited. But I'm dissapointed in the Rakdos mechanic, it seems really forced, I really wanted it to have something to do with Hellbent (like they said it would), I'm not seing the synergy there. And the mechanic itself seems boring and I would imagine it doesn't have a lot of design space, oh well, cool name though.
Not super impressed with any of the guild mechanics. Hopefully there will be interesting abilities linked to the +1/+1 counter, such as "remove a +1/+1 counter: ^ deals 1 damage to target creature or player." That would mess up combat math real horrorshow for your opponent. But despite the fact that there will be a solid card with this mechanic, and we haven't seen it yet, I don't think this mechanic screams "playable" like Undying did.
Oh and what the heck happened to old Ravnica guild mechanics "working with" RTR guild mechanics??!
If they didn't have 5 good new mechanics, they shouldn't have printed 5 new mechanics. Instead they should have reused some of the good Ravnica mechanics.
That's the thing though... RAV sure as hell was clogged with some bad stuff. Haunt? Forecast? Graft? You know darn well that's the crap we would have been given and not stuff like Dredge (which was terrible until Bridge came out BTW).
But, without seeing what they have planned for this, it's hard to tell just how good it is. Looks bad now, but for all we know we'll have some kind of bonkers rare that makes it all come together.
Seems like a fine card to me. Keep in mind that this is a common so it's power level is going to be low. Question, if I have a creature with unleash and I don't use the ability, but you somehow give my guy a counter (say graft) can my guy block?
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That's... a pretty weird mechanic for Rakdos.
It seems like it should belong to a Zombie tribe instead :\
.....How ya figure?
We must be thinking of different zombies.
Anyway, the mechanic. Clearly, they're going with simple, straightforward mechanics for this set, or at least ones that are simple rules wise (I highly doubt they'll make the game itself all that simple). Nothin wrong with that, especially since there are 10 of them.
This one is simple, yet flexible, always nice. This card is unremarkable, but it's a common, they can't all be Delver.
Well hold on with drawing the short stick. Hellbent was a fun mechanic that ultimately didn't have enough upside for the tremendous sacrifice. It was more interesting in a vacuum than Graft, which seems to be what Rakdos has now.
Seems like a fine card to me. Keep in mind that this is a common so it's power level is going to be low. Question, if I have a creature with unleash and I don't use the ability, but you somehow give my guy a counter (say graft) can my guy block?
Nope, the block restriction doesn't care where you got the counter from.
First off, the design is perfect. What is more R/B then sending your creatures charging in? Sacrificing some trivial effect (blocking) for a power boost that lets your creatures tangle is quintessentially Rakdos.
Second, we should trust development to put enough oomph in all of the guild abilities.
Here's a second voice praying for an unleashed Raging Goblin, but methinks it is too powerful.
A BR (2cc) 2/2 with unleashed seems awesome and doable.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
I remember when I was reading the Radkos guild profile. It mentions when Radkos is awake, everyone will go crazy; start the killing; start the bloodletting
I can imagine Radkos's effect would be something like: Put +1/+1 counters on every creatures you control - +1/+1 counters doesn't allow you block, but some of the uncommon/ rares will get bonus when you have counters on them.
When Radkos leave the battlefield, all the +1/+1 counters will be or you may remove all counters on creature you control.
2 mana 2/2 resilient attacker or 1/1 chumper. Seems decent in limited.
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"If you're Havengul problems I feel bad for you son, I got 99 problems and a Lich ain't one." - FSM
"In a world where money talks, silence is horrifying."
I guess this synergises with Hellbent in a way that it's absolute madness to have it both - simultaneously not have cards in hand and have part of your creatures unable to block?
Well, looks underwhelming at first sight, but that's not fatty common with regenerate. Wonder what red counterparts will look like and what higher rarities are like. However, suicide-runs-loving hubby is already impressed.
That's the thing though... RAV sure as hell was clogged with some bad stuff. Haunt? Forecast? Graft? You know darn well that's the crap we would have been given and not stuff like Dredge (which was terrible until Bridge came out BTW).
But, without seeing what they have planned for this, it's hard to tell just how good it is. Looks bad now, but for all we know we'll have some kind of bonkers rare that makes it all come together.
That's the thing though.. A mechanic SHOuLD NOT need a "bonkers rare" to make "it all come together." also it doesn't actually make the mechanic work better, it's just slightly more exciting because of the power level. There have been good mechanics with bad cards and bad cards with goo mechanics.. Hopefully the Unleash cards do something slightly interesting rather than making you feel like crap when you Unleash a 3/3 and your opponent plays a 4/4.
The only way this mechanic gets somewhat interesting is if there are Unleash cards that let you use the +1/+1 counter for some small benefit. Even then.. Not super impressed.
I don't know about you guys, but I LOVE making assumptions about the new mechanics based on only 1 card of each. I hate them all, and this new set sucks.
Let's dissect them.
-Unleash, Terrible terrible mechanic, RB always sucks and will continue to suck, I mean what aggro deck would dare want to take a stronger creature instantly for a defensive drawback?
-Populate, How some divine being with mercy could ever let this POS of a mechanic slip by is beyond me, duplicating 1/1's (and only 1/1's, everyone knows there's no such thing as bigger tokens) is worthless, especially for a guild dedicated to tokens.
-Overload, Obviously just Kicker, you know, because Kicker wasn't literally 99% of mechanics wrapped into one.
-Scavenge, who in their right mind would pay 6 mana for 5 +1/+1 counters? Especially when you have to exile a creature from your graveyard to do it.
Do I have to say this is sarcasm?
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That's the thing though... RAV sure as hell was clogged with some bad stuff. Haunt? Forecast? Graft? You know darn well that's the crap we would have been given and not stuff like Dredge (which was terrible until Bridge came out BTW).
BLASPHEMY! How dare you challenge our belief that the original Ravnica block was perfect in every way!
Seriously, though, I don't see why you think they couldn't have gone with 5-6 good new mechanics and 4-5 good old Ravnica mechanics. (And I don't count dredge as good, since we're talking design not power level.) Or even recycled a mechanic from a different previous block.
this would have been really bad in limited in original rav go up against something like simic guildmage or really just simic in general would have been tough i mean against graft your openent would decide if your creatures could block or not
I kind of like it. I mean its pretty basic. it should of been Unleash 1. I just remember the prerelease of Dissension looking at some of the mechanics and going huh. They were a bit confusing and some were just terrible. This at least is playable and may be quite good in limited.
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Casual Players: We are the 99%. Buy local or go home.
If the first card you saw with Undying was Evernight Shade or Butcher Ghoul instead of Strangleroot Geist, I'm willing to bet most people here would have thought it was terrible too. Same with Allies and Bojuka Brigand or Highland Berserker. People here need to stop thinking they have Ph.D.s in game design because they made a Shock variant on the forums. The mechanic is good.
Oh and what the heck happened to old Ravnica guild mechanics "working with" RTR guild mechanics??!
That's the thing though... RAV sure as hell was clogged with some bad stuff. Haunt? Forecast? Graft? You know darn well that's the crap we would have been given and not stuff like Dredge (which was terrible until Bridge came out BTW).
But, without seeing what they have planned for this, it's hard to tell just how good it is. Looks bad now, but for all we know we'll have some kind of bonkers rare that makes it all come together.
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but then again B/R always gets the shaft, so im not too surprised.
silly me for hoping this would be the time B/R becomes a real deck
.....How ya figure?
We must be thinking of different zombies.
Anyway, the mechanic. Clearly, they're going with simple, straightforward mechanics for this set, or at least ones that are simple rules wise (I highly doubt they'll make the game itself all that simple). Nothin wrong with that, especially since there are 10 of them.
This one is simple, yet flexible, always nice. This card is unremarkable, but it's a common, they can't all be Delver.
The neat thing about graft was the abilities that came with having a +1+1 counter. Cytoplast Manipulator, Experiment Kraj, Simic Basilisk, Plaxcaster Frogling ---- Imagine RB cards that pump +1+1 counter creatures.
Nope, the block restriction doesn't care where you got the counter from.
Second, we should trust development to put enough oomph in all of the guild abilities.
Here's a second voice praying for an unleashed Raging Goblin, but methinks it is too powerful.
A BR (2cc) 2/2 with unleashed seems awesome and doable.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
I can imagine Radkos's effect would be something like: Put +1/+1 counters on every creatures you control - +1/+1 counters doesn't allow you block, but some of the uncommon/ rares will get bonus when you have counters on them.
When Radkos leave the battlefield, all the +1/+1 counters will be or you may remove all counters on creature you control.
I'm just guessing
edit: id also like this on aw guy where you can remove the counter for some abillity
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
"In a world where money talks, silence is horrifying."
Ashcoat Bear of Limited
Well, looks underwhelming at first sight, but that's not fatty common with regenerate. Wonder what red counterparts will look like and what higher rarities are like. However, suicide-runs-loving hubby is already impressed.
That's the thing though.. A mechanic SHOuLD NOT need a "bonkers rare" to make "it all come together." also it doesn't actually make the mechanic work better, it's just slightly more exciting because of the power level. There have been good mechanics with bad cards and bad cards with goo mechanics.. Hopefully the Unleash cards do something slightly interesting rather than making you feel like crap when you Unleash a 3/3 and your opponent plays a 4/4.
The only way this mechanic gets somewhat interesting is if there are Unleash cards that let you use the +1/+1 counter for some small benefit. Even then.. Not super impressed.
Let's dissect them.
-Unleash, Terrible terrible mechanic, RB always sucks and will continue to suck, I mean what aggro deck would dare want to take a stronger creature instantly for a defensive drawback?
-Populate, How some divine being with mercy could ever let this POS of a mechanic slip by is beyond me, duplicating 1/1's (and only 1/1's, everyone knows there's no such thing as bigger tokens) is worthless, especially for a guild dedicated to tokens.
-Overload, Obviously just Kicker, you know, because Kicker wasn't literally 99% of mechanics wrapped into one.
-Scavenge, who in their right mind would pay 6 mana for 5 +1/+1 counters? Especially when you have to exile a creature from your graveyard to do it.
Do I have to say this is sarcasm?
RRR Khorenthos - The Red Block (Feedback needed!) RRR
BLASPHEMY! How dare you challenge our belief that the original Ravnica block was perfect in every way!
Seriously, though, I don't see why you think they couldn't have gone with 5-6 good new mechanics and 4-5 good old Ravnica mechanics. (And I don't count dredge as good, since we're talking design not power level.) Or even recycled a mechanic from a different previous block.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
Evil Dude
Haste
Unleash
Remove a +1/+1 counter: Regenerate Evil Dude
attacks fast, and can switch to perma-defense mode
or
Undead Dude
Unleash
You may play Undead Dude from your graveyard
0/0
This set's bloodghast//nether traitor
EDIT: The lack of haste makes unleash seem kind of boring. The haste guys probably will be the rare/mythic rares
Standard: W/R Aggro