Merfolk Looter is too Strong for Standard Even Though it was Reprinted Like a Hundred Times 2.0: The Return of Merfolk Looter is too Strong for Standard Even Though it was Reprinted Like a Hundred Times
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Merfolk Looter is too Strong for Standard Even Though it was Reprinted Like a Hundred Times 2.0: The Return of Merfolk Looter is too Strong for Standard Even Though it was Reprinted Like a Hundred Times
THIS TIME IT'S PERSONAL!
Given how many things that involve discard have needless restrictions added on to them I think Wizards is just worried that someone will break Madness.
We've gotten at least a couple worth including in the deck. Stop complaining. Werewolves were my favorite thing about the original Innistrad, was the only time I enjoyed standard and I have loved playing the deck in Modern. We finally got a good second 1-drop to run alongside Reckless Waif, the not-as-good Instigator Gang isn't too bad. Arlinn will be a solid inclusion as well. This looks at least worth looking at too.
The Pacifist seems pretty strong to me. Shes a 3/3 for two and if you have a buff, say Howlpack Resurgence, she can attack unflipped by herself. It doesn't say "another creature". Any +1/+1 turns her on.
a 3/3 for 2 is pretty freaking strong. For Werewolf two drop she is one of the stronger two drops Werewolves have. (I mean you have Mayor of Avabruck, and Gatstaf shephard and that is pretty much it)
Droping Pacifist the turn after you drop Arlin gives you a 5/5 haste with Vigilance. Thats pretty digusting.
Now if they really want to make Werewolves even more powerful, we definitely need our Moonmist again.
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Mad Prophet an uncommon? Really? How about you don't do that and make cards like Deathcap Cultivator and To the Slaughter uncommon, you know, cards that are worthy of that rarity? Why is a lot of this set uncommons at rare rarity and commons at uncommon rarity? Nothing about Mad Prophet is uncommon. Playing it in Avacyn Restored limited was always tedious and you never felt like you were getting a lot out of it.
The werewolf is quite boring. I mean, what happened to werewolves that actually do things? This is an uncommon card for crying out loud, make it do something, some tribal effect, some synergy with anything else in the set.
a 3/3 for 2 is pretty freaking strong. For Werewolf two drop she is one of the stronger two drops Werewolves have. (I mean you have Mayor of Avabruck, and Gatstaf shephard and that is pretty much it)
Droping Pacifist the turn after you drop Arlin gives you a 5/5 haste with Vigilance. Thats pretty digusting.
Now if they really want to make Werewolves even more powerful, we definitely need our Moonmist again.
I've been wanting to play moonmist with Avacynian Missionaries because, transforming it back to it's front to fog your opponent, then back to the other side to exile a second creature seems fun... Not competitive, but fun....
But in other options, I like the Werewolf, and am glad that prophet is back for limited.
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this is mtgs, where occam's razor is so blunt it can't cut jello any more.
Mad Prophet just isn't the same without the Wayne Reynolds art.
Honestly I like this art much better than Wayne "Chest Thrust" Reynolds art (for the record I like some of his pathfinder stuff, it's just magic he definitely has a template.)
As for the card itself, I like it. The bump to uncommon makes sense given it's a repeatable madness enabler that lets you flash in madness creatures.
Mad Prophet just isn't the same without the Wayne Reynolds art.
Honestly I like this art much better than Wayne "Chest Thrust" Reynolds art (for the record I like some of his pathfinder stuff, it's just magic he definitely has a template.)
As for the card itself, I like it. The bump to uncommon makes sense given it's a repeatable madness enabler that lets you flash in madness creatures.
Oh, it wasn't a comment on my opinion of the quality of the art, though I do personally really like Wayne Reynolds. I didn't mean to say this art was better or worse than the old one. Just that I'm personally so used to the old art of Mad Prophet.
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They didn't care that he was the savior of Fort Keff, the great hunter of Ondu, the champion of Kabira. To them, he was just another piece of flesh, a thing with life to be drained away.
That werewolf looks quite playable. If she cant attack, she will discourage opponent to attack. A lil power boost enables her attacking & she can still transform that can bash pretty good
This is actually pretty much the best 2-drop Werewolf I've seen in a long time. It's essentially as strong as the other transformed werewolves at the same mana cost while untransformed with a single +1/+0. Sure, that makes the other side a mere +1/+1 boost, but considering the troubles of Werewolves is getting that transformation, I'll take that strong front half even if it means the transformation is a lackluster booster.
We've gotten at least a couple worth including in the deck. Stop complaining. Werewolves were my favorite thing about the original Innistrad, was the only time I enjoyed standard and I have loved playing the deck in Modern. We finally got a good second 1-drop to run alongside Reckless Waif, the not-as-good Instigator Gang isn't too bad. Arlinn will be a solid inclusion as well. This looks at least worth looking at too.
Please don't tell me to "stop complaining", thanks. It's rude and completely uncalled for.
I was hoping to get enough to make a standard deck again this go around, and maybe enough to even attempt an EDH deck. So far I'm not seeing it. We've got a single good 1-drop so far, a few vanilla Werewolves that might be decent if you can reliably flip them, a support enchantment that's basically worse than Full Moon's Rise, no blowout card like Moonmist yet that really makes the deck pop, no good burn for removal, nothing on the power level of Mayor of Avabruck...I'm not holding out much hope of there being any good werewolf tribal support left unspoiled. Wizards knows the tribes are a big seller for Innistrad, so I feel like they would have spoiled the best werewolf stuff up front.I think the deck really needs a Moonmist reprint, or something better.
Maybe I will have to wait until the next set. We'll see soon. Tomorrow, maybe?
We've gotten at least a couple worth including in the deck. Stop complaining. Werewolves were my favorite thing about the original Innistrad, was the only time I enjoyed standard and I have loved playing the deck in Modern. We finally got a good second 1-drop to run alongside Reckless Waif, the not-as-good Instigator Gang isn't too bad. Arlinn will be a solid inclusion as well. This looks at least worth looking at too.
Please don't tell me to "stop complaining", thanks. It's rude and completely uncalled for.
I was hoping to get enough to make a standard deck again this go around, and maybe enough to even attempt an EDH deck. So far I'm not seeing it. We've got a single good 1-drop so far, a few vanilla Werewolves that might be decent if you can reliably flip them, a support enchantment that's basically worse than Full Moon's Rise, no blowout card like Moonmist yet that really makes the deck pop, no good burn for removal, nothing on the power level of Mayor of Avabruck...I'm not holding out much hope of there being any good werewolf tribal support left unspoiled. Wizards knows the tribes are a big seller for Innistrad, so I feel like they would have spoiled the best werewolf stuff up front.I think the deck really needs a Moonmist reprint, or something better.
Maybe I will have to wait until the next set. We'll see soon. Tomorrow, maybe?
But they did give us the new silverpelt guy that TOTALLY goes with the werewolf gameplan of slinging multiple pump spells per turn to generate- oh wait that's not what Werewolves wanted at all... Yeah, werewolves are really mediocre so far. I feel like their designs are assuming your first 2 packs are OG innistrad packs and these WWs are meant to supplement the old ones... Shoddy. Casual werewolves deck is happy either way.
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My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Mad Prophet an uncommon? Really? How about you don't do that and make cards like Deathcap Cultivator and To the Slaughter uncommon, you know, cards that are worthy of that rarity? Why is a lot of this set uncommons at rare rarity and commons at uncommon rarity? Nothing about Mad Prophet is uncommon. Playing it in Avacyn Restored limited was always tedious and you never felt like you were getting a lot out of it.
The werewolf is quite boring. I mean, what happened to werewolves that actually do things? This is an uncommon card for crying out loud, make it do something, some tribal effect, some synergy with anything else in the set.
So you didn't like playing it in limited, but you want it at common so you can...play more of it in limited? OK then.
T1 Village Messenger, swing for 1
T2 Flip and play the pacifist, swing for 2
T3 (pacifist is gonna flip 70% of the time), swing for 6? Flash in that enchantment and swing for 8? That's not magic christmasland. Any werewolf deck is gonna have four Village Messenger and either this pacifist or the other 2 drop werewolf that flips to a 4/2 trample.
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I really hope they give zombies and werewolves in Eldritch Moon the treatment they gave vampires in SOI. I was really looking forward to playing some zombies especially with relentless dead being a thing.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
I will agree with Werewolves feeling very VERY bland and uninteresting this time around.. (And no, not even Arlinn Kord rescues them, really.)
The only remotely-interesting flip cards are all non-Werewolves this time.
I bet that changes BIG TIME in Eldritch Moon. I have a feeling we'll be getting Transforming cards of basically every permanent type. We'll see.
Outside of Huntmaster of the Fells, what were the "interesting" werewolves in Innistrad/Dark Ascension?
Setting aside my own feelings about this set (as well as your own sycophantism) and ignoring the fact that the novelty of the Transform & DFC mechanics made all of the werewolves "interesting" last time around, Mayor of Avabruck, Daybreak Ranger, Wolfbitten Captive, Scorned Villager, & Lambholt Elder were at least relatively unique and fun in their respective limited environments.
Just give the Pacifist a Forgotten Heirloom and watch her abandon all that pacifist tendences, that's one dangerous gal, I mean, she's in the same "size" of an elephant, this set has some really beefed up humans.
THIS TIME IT'S PERSONAL!
Given how many things that involve discard have needless restrictions added on to them I think Wizards is just worried that someone will break Madness.
We've gotten at least a couple worth including in the deck. Stop complaining. Werewolves were my favorite thing about the original Innistrad, was the only time I enjoyed standard and I have loved playing the deck in Modern. We finally got a good second 1-drop to run alongside Reckless Waif, the not-as-good Instigator Gang isn't too bad. Arlinn will be a solid inclusion as well. This looks at least worth looking at too.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
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UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
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Droping Pacifist the turn after you drop Arlin gives you a 5/5 haste with Vigilance. Thats pretty digusting.
Now if they really want to make Werewolves even more powerful, we definitely need our Moonmist again.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
I've been wanting to play moonmist with Avacynian Missionaries because, transforming it back to it's front to fog your opponent, then back to the other side to exile a second creature seems fun... Not competitive, but fun....
But in other options, I like the Werewolf, and am glad that prophet is back for limited.
Honestly I like this art much better than Wayne "Chest Thrust" Reynolds art (for the record I like some of his pathfinder stuff, it's just magic he definitely has a template.)
As for the card itself, I like it. The bump to uncommon makes sense given it's a repeatable madness enabler that lets you flash in madness creatures.
Oh, it wasn't a comment on my opinion of the quality of the art, though I do personally really like Wayne Reynolds. I didn't mean to say this art was better or worse than the old one. Just that I'm personally so used to the old art of Mad Prophet.
But the people behind the barrier knew.
Full Moon's Rise
Howlpack Resurgence
Tangible Virtue
This is actually pretty much the best 2-drop Werewolf I've seen in a long time. It's essentially as strong as the other transformed werewolves at the same mana cost while untransformed with a single +1/+0. Sure, that makes the other side a mere +1/+1 boost, but considering the troubles of Werewolves is getting that transformation, I'll take that strong front half even if it means the transformation is a lackluster booster.
Please don't tell me to "stop complaining", thanks. It's rude and completely uncalled for.
I was hoping to get enough to make a standard deck again this go around, and maybe enough to even attempt an EDH deck. So far I'm not seeing it. We've got a single good 1-drop so far, a few vanilla Werewolves that might be decent if you can reliably flip them, a support enchantment that's basically worse than Full Moon's Rise, no blowout card like Moonmist yet that really makes the deck pop, no good burn for removal, nothing on the power level of Mayor of Avabruck...I'm not holding out much hope of there being any good werewolf tribal support left unspoiled. Wizards knows the tribes are a big seller for Innistrad, so I feel like they would have spoiled the best werewolf stuff up front.I think the deck really needs a Moonmist reprint, or something better.
Maybe I will have to wait until the next set. We'll see soon. Tomorrow, maybe?
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But they did give us the new silverpelt guy that TOTALLY goes with the werewolf gameplan of slinging multiple pump spells per turn to generate- oh wait that's not what Werewolves wanted at all... Yeah, werewolves are really mediocre so far. I feel like their designs are assuming your first 2 packs are OG innistrad packs and these WWs are meant to supplement the old ones... Shoddy. Casual werewolves deck is happy either way.
Feel free to tell me yours!
So you didn't like playing it in limited, but you want it at common so you can...play more of it in limited? OK then.
T2 Flip and play the pacifist, swing for 2
T3 (pacifist is gonna flip 70% of the time), swing for 6? Flash in that enchantment and swing for 8? That's not magic christmasland. Any werewolf deck is gonna have four Village Messenger and either this pacifist or the other 2 drop werewolf that flips to a 4/2 trample.
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R Daretti, Scrap Savant
WBR Zurgo Helmsmasher Equipment
BBB Erebos, God of the Dead Goodstuff
UBG The Mimeoplasm
URG All Creatures Animar, Soul of Elements
WB Teysa, Orzhov Scion sac and combo
WUB Sydri, Galvanic Genius
WUG Rafiq of the Many Aggro-Control
UBR Nekusar, The Mindrazer
WRG Mayael, the Anima
Casual:
BB Ad Nauseam Combo
BB Burn
Outside of Huntmaster of the Fells, what were the "interesting" werewolves in Innistrad/Dark Ascension?
Oh god, yes. Kill ittttt
When I first saw the ear, I was like, "Wait, did something bite his ear off? What's going on there?"
Then I saw the teeth.
Setting aside my own feelings about this set (as well as your own sycophantism) and ignoring the fact that the novelty of the Transform & DFC mechanics made all of the werewolves "interesting" last time around, Mayor of Avabruck, Daybreak Ranger, Wolfbitten Captive, Scorned Villager, & Lambholt Elder were at least relatively unique and fun in their respective limited environments.
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BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm