The Mechanics article releases today, opening AFR preview season with Dungeons, aka emblems with moving parts (based on Richard Garfield's original Saga design) that everyone has access to. These are the only Dungeons we have for this set. Here's some extra help on that.
(Oh, and despite starting from outside of the game, they're legal in Commander, as like being the monarch and having the city's blessing, the Dungeons aren't actually cards.)
Is it odd that this feels more like Munchkin than D&D?
in any event, interesting that they only decided to give us three dungeons for the whole set. Guess that gives them more chances to print some down the road if they're popular. They're super flavorful, but seems really slow and made more for limited and casual than competitive play.
Everyone essentially has access to all dungeons ever printed at the start of each game. I for one hopes that wizards does NOT make too many of them or else dungeon decks would be a bit too versatile.
Worst nightmare of the MSE template makers? Worst nightmare of the MSE template makers, definitely. Mad props to those who would even try to get them to work, and even madder props to those who succeed.
Seems to be a fun mechanic, but with only three dungeons total you're gonna see all they have to offer pretty quickly.
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Thou shalt not have others of the same Legendary before me Thou shalt not frame images with the modern card face Thou shalt not change rules in vain Remember the Reserved List to keep it holy Honor thy Slivers and the symmetry of their abilities Thou shalt not kill mana burn Thou shalt not sacrifice depth for accessibility Thou shalt not steal combat damage from the stack Thou shalt tell a story through thy cards All must be one
I like how you can choose which way you go in the dungeon. I'm guessing it's not an automatic trigger/movement during upkeep and/or main phase like with Sagas?
That's actually pretty cool.
And the dragon knight. Would that be like the Draconians from The Dragonlance series if I recall?
'buster
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HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
I like how you can choose which way you go in the dungeon. I'm guessing it's not an automatic trigger/movement during upkeep and/or main phase like with Sagas?
That's actually pretty cool.
And the dragon knight. Would that be like the Draconians from The Dragonlance series if I recall?
'buster
you only move through the dungeon as cards say that you "venture into a dungeon"
that's it.
no triggers, no counters, no nothing.
right now i'm not very excited for this mechanic. it feels like its going to be very parasitic. given their history with that sort of thing its most likely not going to get enough support but one deck/set of cards might do something absolutely stupid. conversely it could also receive too much support and push everything else out of viability. regardless, i'm just not a fan of tracking more stuff.
I like how you can choose which way you go in the dungeon. I'm guessing it's not an automatic trigger/movement during upkeep and/or main phase like with Sagas?
That's actually pretty cool.
And the dragon knight. Would that be like the Draconians from The Dragonlance series if I recall?
'buster
Not too off, these are based on Dragonborn. Dragonlance takes place in the realm of Krynn, which is a separate realm from the Forgotten Realms. Krynn is a wonderful realm, but kind of plays by it's own rules.
Probably to be expected, the dungeons look too low-impact for Modern unless we get an enabler crazier than Ellywick (I'm thinking a 1-mana artifact with "1: Venture into the dungeon" and nothing else, although tapping instead as the activation cost might be passable). Tomb of Annihilation looks like a fine way for Death's Shadow decks to lose 5 life if we do get a crazy enabler, though.
Unless we get some way, way better venture into dungeon effects this will be a limited mechanic at best. Like finishing the first dungeon gives you a scry 1, a 1/1, a 1/1 counter, and a draw a card. Put that on a 2/2 body and you've got a 4 cmc card. Who wants to play a 4 mana walker that can't defend itself and then plus for 4 turns to get it.
Kinda want a Ashardalon 3.0ed adventure path dungeon now...
The Sunless Citadel
Create a 1/1 green plant token
The Speaker in Dreams
Discard a card. Target opponent chooses up to one creature them own and up to one creature you own, those creatures fight. Each player creates a treasure token.
The Forge of Fury
Deals 1 damage to each creature and planeswalker
Deep Horizon
Each player draws a card
The Standing Stone
Gain Control of target creature until the end of turn. Untap it, it gains haste and +2/+0 until the end of turn.
Heart of Nightfang Spire
Create 2 clue tokens. Each player sacrifices a creature.
Lord of the Iron Fortress
Discard a card. Search your library for a equipment card, reveal it and put it in your hand.
Bastion of Broken Souls
Create Ashardalon a legendary 8/8 red and black Dragon Demon creature token with flying, trample and haste.
Since you can just pick freely what Dungeons you can use and you can use the same ones over and over, it doesn't matter how many there are in the set, as they will all be around the same power level.
So it's not really about if Dungeons give good rewards or not, it's going to be about what cards get better rewards from dugeons (to make it worht it) and what cards makes going through dungeons faster(to make it viable).
With what's been shown so far, unless they have something like Jhoira's Timebug for getting through Dungeons faster, playing Dungeons is like playing with the "Party" mechanic from Zendikhar Rising, too slow. It might be great flavorwise for the players that want that though. They can have "Party", "Level Up" and "Dungeons" for the trifecta.
That's a pretty weird mechanic. The way they carried it out is pretty clever with the designs of the dungeons and all. It's super weird though, and a bit of a mini-game. They're also saying slyly "If you want more dungeons, you'll have to wait for the next D&D set. If this sells, we'll make more."
It feels like a limited gimmick more than constructed worthy. But then again we have only seen a handful of cards so it's hard to make an effective judgement call at this point. Let's see what other enablers/payoffs they have before we cast that stone.
'buster
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This could be a good supplementary product. For example, this could have been a cool spin on the Planechase format. But, it has no business being in regular magic formats.
This could be a good supplementary product. For example, this could have been a cool spin on the Planechase format. But, it has no business being in regular magic formats.
Feel the same way. I mentioned that in another thread that this could have been like an Explorers of Ixalan kind of thing. This is doesn't feel like something of this complexity ought to be in the "main" standard format. And it's supposed to be a set to replace the core set too. Not sure how that happened...
'buster
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HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
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The Mechanics article releases today, opening AFR preview season with Dungeons, aka emblems with moving parts (based on Richard Garfield's original Saga design) that everyone has access to. These are the only Dungeons we have for this set. Here's some extra help on that.
(Oh, and despite starting from outside of the game, they're legal in Commander, as like being the monarch and having the city's blessing, the Dungeons aren't actually cards.)
Kinda like the layout of the dungeons but kinda hoped for more graphics, well, cool mechanic.
it will probably be awesome in limited, and either completely busted or totally not usable in constructed at all.
in any event, interesting that they only decided to give us three dungeons for the whole set. Guess that gives them more chances to print some down the road if they're popular. They're super flavorful, but seems really slow and made more for limited and casual than competitive play.
Venture mechanic is pretty fun
me too I hope to see more in the future
this mechanic is basically contraptions in black border and I love it.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
Seems to be a fun mechanic, but with only three dungeons total you're gonna see all they have to offer pretty quickly.
Thou shalt not frame images with the modern card face
Thou shalt not change rules in vain
Remember the Reserved List to keep it holy
Honor thy Slivers and the symmetry of their abilities
Thou shalt not kill mana burn
Thou shalt not sacrifice depth for accessibility
Thou shalt not steal combat damage from the stack
Thou shalt tell a story through thy cards
All must be one
like for the last areas of the dungeons in the future have story like gameplay effects
like finding an artifact that would can make the dead risen.
so it would be like create an artifact token that has reanimator ability
or finding an ancient weapon. so it would be a legendary equipment token
or awakening a statue that creates a golem token
finding a mystical lamp,
so it creates a artifact token that can summon djinn that makes you search 3 cards out directly into play from either your graveyard, hand or library.
good concept and flavor to see this would return.
I hope they would replace vehicle and have something like equipment but for planeswalkers.
That's actually pretty cool.
And the dragon knight. Would that be like the Draconians from The Dragonlance series if I recall?
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
you only move through the dungeon as cards say that you "venture into a dungeon"
that's it.
no triggers, no counters, no nothing.
Is there any way this could be formatted into a paragraph?
---
#BLM
#DefundThePolice
Not too off, these are based on Dragonborn. Dragonlance takes place in the realm of Krynn, which is a separate realm from the Forgotten Realms. Krynn is a wonderful realm, but kind of plays by it's own rules.
So it's not really about if Dungeons give good rewards or not, it's going to be about what cards get better rewards from dugeons (to make it worht it) and what cards makes going through dungeons faster(to make it viable).
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
This could be a good supplementary product. For example, this could have been a cool spin on the Planechase format. But, it has no business being in regular magic formats.
Feel the same way. I mentioned that in another thread that this could have been like an Explorers of Ixalan kind of thing. This is doesn't feel like something of this complexity ought to be in the "main" standard format. And it's supposed to be a set to replace the core set too. Not sure how that happened...
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.