Assuming this is real, it definitely makes me excited for Gatecrash limited. I love :symg::symu: tempo/beatdown decks in draft, and this looks like it will fit that style very well.
Also, I like the idea of playing a flying creature with Evolve (or with some other form of evasion) and then growing it while gumming up the ground with high-toughness walls and other defensive ground creatures.
Assuming this is real, it definitely makes me excited for Gatecrash limited. I love :symg::symu: tempo/beatdown decks in draft, and this looks like it will fit that style very well.
Agreed- like Populate, this mechanic has "build around me" written all over it
Methinks my (G/B) Zombies deck will be getting a *major* U injection come Gatecrash.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
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I'd be surprised if this was fake. It already happened with Rootborn Defenses in M13 a little bit out from spoiler season. Personally I think it's a plan of Wizards.
Evolve looks awesome, however, it looks like missed trigger insanity for FNM events. I can't help but think that it's the kind of ability players will miss at least half the time.
I get the feeling a lot of people are seeing this as a "Whenever another creature enters the battlefield, put a +1/+1 counter on this creature." When it's A LOT weaker than that. I'd say about 1/3 of the creatures you play following this one will grant it a counter, if not less. What will ultimately hurt the mechanic in constructed is that multiple copies don't boost each other, it is probably very hard to recover from a wrath effect, and I feel like most Evolve cards will make for a terrible top deck.
Don't get me wrong, I love the mechanic and think it will be a blast in limited, but I don't see it being played in Standard.
I'd be surprised if this was fake. It already happened with Rootborn Defenses in M13 a little bit out from spoiler season. Personally I think it's a plan of Wizards.
Evolve looks awesome, however, it looks like missed trigger insanity for FNM events. I can't help but think that it's the kind of ability players will miss at least half the time.
I agree, since the trigger is a higher power OR toughness. This might be the blue aspect of the mechanic, you have to be constantly planning and thinking about your next move.
And as straight forward as Evolve might look at first glance, it is really flexible. It works with flash, undying, blinking, and some of the great vanilla creature cards we have currently. And this is not even before we see what cards are in Gate crash yet.
This mechanic is very well done so if its a fake I am extremely impressed.
Works extremely well with Graft and has more design space if you have the card do something unique with the +1/+1 counters or get a bonus for having them.
I'm anticipating that green creatures with Evolve will mostly just be beaters that get bigger, while blue creatures with Evolve will "spend" the counters for other effects, like the Fluxmage here. That makes the mechanic fit into blue a bit better, and it's always good to have different colors using a shared mechanic in different ways.
I'm anticipating that green creatures with Evolve will mostly just be beaters that get bigger, while blue creatures with Evolve will "spend" the counters for other effects, like the Fluxmage here. That makes the mechanic fit into blue a bit better, and it's always good to have different colors using a shared mechanic in different ways.
I really hope they do that.
Also does anyone suppose a flip card would be useful with evolve, I don't think so but would like to hear it from a person more knowledgeable on flip cards.
No, in Return to Ravnica there was a full 5 card cycle of uncommon 1 drop hybrids, people keep assuming its coming back from Gatecrash. Maro said the cycle was RTR only and not returning for Gatecrash, which means no cycle of hybrid 1 drops for the guilds in Gatecrash.
I wouldn't however rule out that there will be one drop hybrid cards, just that there won't be a 5 card cycle for all the guilds.
Its a mechanic that really requires curve work. Every time it triggers it makes the next trigger harder. I love it. It can be very simple to use in a less powerful way, but if you put a lot of thought into your plays, it can be a very complex and powerful mechanic. Thus, perfect for the Simic.
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Sometimes I feel like the word "interactivity" around here is akin to the word "electrolytes" in sports drinks. The public doesn't really know what it means, but they figure it's a good thing to have.
Ideal simic mechanic. Very... not combo-y, but it really makes you want to build a deck around it; it feels a lot like Graft in terms of intent, actually. Power level seems about right for a mechanic in that position. And the card spoiled is an awesome use of the design space.
And all that without really unsettling the board state too much. Yes, there's a lot to think about when you're playing the Evolve deck, but in terms of figuring out combat, pretty straightforward.
Question based on how this card is worded could I do the following
Once the Fluxmage already has a +1/+1 counter on it could I play a slightly weaker creature, Evolve goes on the stack, then active the Fluxmage's ability to transfer the counter so that when the Evolve trigger resolves the Fluxmage is now weaker and thus gets a new +1/+1 counter?
Also if my opponent responds to a Evolve trigger by killing my new creature, does that blank my Evolve trigger? Does it matter if the killing was done by say an Ultimate Price or a Tragic Slip, since one kills by altering stats?
I'm anticipating that green creatures with Evolve will mostly just be beaters that get bigger, while blue creatures with Evolve will "spend" the counters for other effects, like the Fluxmage here. That makes the mechanic fit into blue a bit better, and it's always good to have different colors using a shared mechanic in different ways.
I'd like to see a card like remove X +1+1 counters from ~ and counter target spell with converted mana cost X. Anything along those lines would be awesome.
Looks like a real enough mechanic, but I'm curious, does a creature with evolve trigger its ability when it enters the battlefield itself, which then does nothing because its the same P/T? And would that P/T comparison occur both when its triggered and when it resolves? I know other similarly templated abilities used "Whenever another creature or ~ ETB", I never really hear whether it would still trigger for itself without the wonky "another or this" template
Every time I read a mechanic I'm programmed to automatically try to come up with some fantistically silly way to break it, but this one looks like it crossed its i's and dotted its t's
It won't trigger. Because it is an intervening if trigger, it will check but will never trigger.
This looks real to me. The power level, templating, collector's number and rarity are all realistic. I don't think I've seen a fake manage to do this yet. The photo also looks real.
Question based on how this card is worded could I do the following
Once the Fluxmage already has a +1/+1 counter on it could I play a slightly weaker creature, Evolve goes on the stack, then active the Fluxmage's ability to transfer the counter so that when the Evolve trigger resolves the Fluxmage is now weaker and thus gets a new +1/+1 counter?
Also if my opponent responds to a Evolve trigger by killing my new creature, does that blank my Evolve trigger? Does it matter if the killing was done by say an Ultimate Price or a Tragic Slip, since one kills by altering stats?
You could not. Evolve is an intervening if trigger and won't even trigger if the conditions are not met at the point the creature enters the battlefield.
The wording of Evolve seems a bit off. There's no need for the intervening-if clause. I would expect it to be more like
Evolve (Whenever a creature with greater power or toughness enters the battlefield under your control, put a +1/+1 counter on this creature.)
That would allow cards that cause multiple creatures to enter the battlefield before triggers resolve, such as Restoration Angel, give more counters. If you had a 3/3 Evolve and a 4/4 in play Restoration Angel would make the creature a 5/5, straight up larger than both creatures that triggered it, instead of only growing to the same size of 4/4.
First, the reminder text doesn't need to have the intervening-if clause even if the actual ability does. They often go for brevity over strict accuracy in reminder text. Second, I think in this case the intervening-if clause actually creatures more weird interactions than it removes.
Neither of those triggers interact with themselves. Having 4 of them trigger at once doesn't have a high likelihood of preventing the others, whereas Evolve does. It's a balance/flavor wording to prevent evolve from making your creature bigger in both power and toughness than the ones entering the battlefield.
First impression of Evolve... seems kind of boring. I like that it involves some deckbuilding skill in regards to curving your deck out right, but the mechanic itself seems very vanilla and reminds me of scavenge.
It appears that I am the only one thrilled by the type line.
Oh Merfolk, you are the best creature type.
And to see even an 0/1 merfolk with evolve at a cmc of 1 would warm my heart.
As far as the "leak." Is it possible that previously it was in error, but pleased with the results Wizards decided to do it intentionally this time? This would absolve them of a lie. But would seem most reasonable.
As far as the "leak." Is it possible that previously it was in error, but pleased with the results Wizards decided to do it intentionally this time? This would absolve them of a lie. But would seem most reasonable.
It would be interesting if they started making this a regular thing. I wonder how much it would improve booster sales if there was a minuscule chance that one might have a preview of the next set?
It would be interesting if they started making this a regular thing. I wonder how much it would improve booster sales if there was a minuscule chance that one might have a preview of the next set?
I think we could learn from bars of chocolate and a shiny metallic invitation.
Betting odds for evolve
Evens: CMC 1 or less, vanilla 0/1 or more
3:2: 1C cycle
2:1: 2C, sees significant Constructed play
5:1: >=3C, sees significant Constructed play
Well for what it is worth I was in the room when this card was cracked from the pack. It was at the FNM draft at my LGS in Lindenhurst Illinois that I was also playing in. Looks like a very interesting mechanic indeed. I'm excited to see how it plays out.
This card is great! Bad but lulz combo with Whitemane Lion!
Also, first time noticing that three-set drafts will be called "RGD." Like "Ravnica-Guildpact-Dissension" was also RGD. Obviously planned.
Did you play it in your deck?
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Also, I like the idea of playing a flying creature with Evolve (or with some other form of evasion) and then growing it while gumming up the ground with high-toughness walls and other defensive ground creatures.
R Citizen Cane (Feldon of the Third Path)
Agreed- like Populate, this mechanic has "build around me" written all over it
Methinks my (G/B) Zombies deck will be getting a *major* U injection come Gatecrash.
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Control needs more love.
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Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
Evolve looks awesome, however, it looks like missed trigger insanity for FNM events. I can't help but think that it's the kind of ability players will miss at least half the time.
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Don't get me wrong, I love the mechanic and think it will be a blast in limited, but I don't see it being played in Standard.
I agree, since the trigger is a higher power OR toughness. This might be the blue aspect of the mechanic, you have to be constantly planning and thinking about your next move.
And as straight forward as Evolve might look at first glance, it is really flexible. It works with flash, undying, blinking, and some of the great vanilla creature cards we have currently. And this is not even before we see what cards are in Gate crash yet.
Works extremely well with Graft and has more design space if you have the card do something unique with the +1/+1 counters or get a bonus for having them.
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R Citizen Cane (Feldon of the Third Path)
I really hope they do that.
Also does anyone suppose a flip card would be useful with evolve, I don't think so but would like to hear it from a person more knowledgeable on flip cards.
I have not seen this. Source pl0x?
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Ideal simic mechanic. Very... not combo-y, but it really makes you want to build a deck around it; it feels a lot like Graft in terms of intent, actually. Power level seems about right for a mechanic in that position. And the card spoiled is an awesome use of the design space.
And all that without really unsettling the board state too much. Yes, there's a lot to think about when you're playing the Evolve deck, but in terms of figuring out combat, pretty straightforward.
Question based on how this card is worded could I do the following
Once the Fluxmage already has a +1/+1 counter on it could I play a slightly weaker creature, Evolve goes on the stack, then active the Fluxmage's ability to transfer the counter so that when the Evolve trigger resolves the Fluxmage is now weaker and thus gets a new +1/+1 counter?
Also if my opponent responds to a Evolve trigger by killing my new creature, does that blank my Evolve trigger? Does it matter if the killing was done by say an Ultimate Price or a Tragic Slip, since one kills by altering stats?
I'd like to see a card like remove X +1+1 counters from ~ and counter target spell with converted mana cost X. Anything along those lines would be awesome.
It won't trigger. Because it is an intervening if trigger, it will check but will never trigger.
This looks real to me. The power level, templating, collector's number and rarity are all realistic. I don't think I've seen a fake manage to do this yet. The photo also looks real.
You could not. Evolve is an intervening if trigger and won't even trigger if the conditions are not met at the point the creature enters the battlefield.
That would allow cards that cause multiple creatures to enter the battlefield before triggers resolve, such as Restoration Angel, give more counters. If you had a 3/3 Evolve and a 4/4 in play Restoration Angel would make the creature a 5/5, straight up larger than both creatures that triggered it, instead of only growing to the same size of 4/4.
Neither of those triggers interact with themselves. Having 4 of them trigger at once doesn't have a high likelihood of preventing the others, whereas Evolve does. It's a balance/flavor wording to prevent evolve from making your creature bigger in both power and toughness than the ones entering the battlefield.
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Oh Merfolk, you are the best creature type.
And to see even an 0/1 merfolk with evolve at a cmc of 1 would warm my heart.
As far as the "leak." Is it possible that previously it was in error, but pleased with the results Wizards decided to do it intentionally this time? This would absolve them of a lie. But would seem most reasonable.
It would be interesting if they started making this a regular thing. I wonder how much it would improve booster sales if there was a minuscule chance that one might have a preview of the next set?
R Citizen Cane (Feldon of the Third Path)
I think we could learn from bars of chocolate and a shiny metallic invitation.
Evens: CMC 1 or less, vanilla 0/1 or more
3:2: 1C cycle
2:1: 2C, sees significant Constructed play
5:1: >=3C, sees significant Constructed play
It's too well-designed not to be real.
Also, first time noticing that three-set drafts will be called "RGD." Like "Ravnica-Guildpact-Dissension" was also RGD. Obviously planned.
Did you play it in your deck?