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.
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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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?
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.
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.
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...