Ellywick is a completely new character, for both Magic and Dungeons and Dragons. She's a bard who can cross realms and has access to a Deck of Many Things, and might be the protagonist of the AFR story (yes, this set has its own DnD story).
This planeswalker is as powerful as dungeons are.
if we have dungeons with good enough triggers to make her + shine, then this walker is crazy bananas.
otherwise, it's just filler.
then again, Dungeons are very parasitic because you need to have a very particular ability to be able to run through it....
it will be pigeonholed into this set and unless it's VERY busted, it won't ever be viable in constructefd.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
You're right those aren't great options. Probably what will matter to determine this cards playability is what you're doing turns 1-3, since that +1 could be better if you're entering further into a dungeon and not just the first room. But as it's been mentioned already this is just about the most parasitic mechanic WOTC has done, so this basically a limited to (maybe) Standard only card.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
You're right those aren't great options. Probably what will matter to determine this cards playability is what you're doing turns 1-3, since that +1 could be better if you're entering further into a dungeon and not just the first room. But as it's been mentioned already this is just about the most parasitic mechanic WOTC has done, so this basically a limited to (maybe) Standard only card.
The problem is any deck that can do good stuff turns 1-3 to protect this can just play a better planeswalker than this. You've literally got to tick the +1 up 4 times on this before it does anything remotely decent, that's just way too slow. This is 4 mana, do virtually nothing to impact the board ever, that doesn't cut it even in Standard.
We still have no idea what dungeons do, right? Venturing into one could be the equivalent of putting a +1/+1 counter on an adapt creature for all we know.
Edit: oops, didn't see the other thread. Never mind.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
well....
not necessarily the walker is coming in for the very first step in the dungeon, ya know?
yes, if you haven't ventured at all and then play her and +1 it's horrible.
if you're already inside a dungeon, then the +1 could be something relevant like impeding a creature from attacking, creating 2 tokens or drawing 3 cards and playing of of those for free.... haha
but then again, this is a mythic, in limited you will not have it... haha
and for constructed, it seems very weird and clunky.
Honestly, it seems like this should be a rare in the set. It's a payoff card for a set-specific mechanic, and the existing dungeons aren't making this broken. There's some versatility, but looking at dungeon abilities next to Garruk Wildspeaker's +1 doesn't compare favorably for Ellywick.
Notably, if they ever print another dungeon, all dungeon matters cards get tangibly better.
I feel like they could have eeked out at least 2 more dungeons to make some more diversity. 3 feels like too few in my opinion.
They better have plenty of cards that can venture into the dungeon otherwise this will feel like a dead mechanic. People are saying it's parasitic; I think it should be looked at more like a modal ability for the creatures that venture. However if there is only a few creatures venture, then it will flop.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
Play her after Vorenclex, use her ultimate right away.
This planeswalker is as powerful as dungeons are.
if we have dungeons with good enough triggers to make her + shine, then this walker is crazy bananas.
otherwise, it's just filler.
then again, Dungeons are very parasitic because you need to have a very particular ability to be able to run through it....
it will be pigeonholed into this set and unless it's VERY busted, it won't ever be viable in constructefd.
That is like saying devotion is parastic because if you don't play creatures with devotion you can't use the devotion mechanic.
Venture into the dungeon is linked to a variety of triggers. Flicker the Gargoyle or Paladin and you set off their venture into the Dungeon effect again. Stick Embercleave on the blue rogue and he van use trample and double strike to venture twice per turn. Play Ellywick snd Bolas at the same time and Bolas can venture into the Dungeon as well. And that us just from the few cards we've seen.
And the effects of each dungeon room have their own synergies. Life gain triggers Vito and Heliod. Creature and Treasure tokens have their own interactions. Keeping an enemy creature from attacking you until your next turn can mess up blue players who cast a spell for extra turns. Scrying, well I don't know if there are cards that trigger on Scrying, but there are for sacroficing stuff. And dealing damage to an oppenent. I could continue. These will be more useful in contructed then you think.
I feel like they could have eeked out at least 2 more dungeons to make some more diversity. 3 feels like too few in my opinion.
They better have plenty of cards that can venture into the dungeon otherwise this will feel like a dead mechanic. People are saying it's parasitic; I think it should be looked at more like a modal ability for the creatures that venture. However if there is only a few creatures venture, then it will flop.
It will also flop unless the cards are basically playable without the mechanic, as the initial payoffs for venturing into the dragon are basically nothing. You've got to venture about 4 times to get a real payoff, and that means there also needs to be a critical mass of venturing into the dungeon cards on basically every turn of the game, as the idea you can play like a 3 or 4 drop and sit there durdling for turns just doesn't happen in competitive magic.
So far I've not seen anything to suggest you will ever see this mechanic outside limited, the cards so far with this mechanic don't seem that pushed, and are below the power level of what you can already do in Standard, and given that includes a rare and mythic I don't have much hope for the mechanic generally.
This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
Play her after Vorenclex, use her ultimate right away.
Her emblem literally does stone nothing on its own though, so this serves no purpose. Why would you do something like this when you can just Vorinclex Ugin instead? There's just much better options for Vorinclex.
I don't get the flavor at all. She's a happy-go-lucky rootin' tootin' lady playing concertos for the cast of Bambi, what does she have to do with dungeons??
Artwork showing her playing to up the morale of a party actually venturing into a dungeon would have made sense.
That aside, this is one of the cutest Magic characters ever.
I don't get the flavor at all. She's a happy-go-lucky rootin' tootin' lady playing concertos for the cast of Bambi, what does she have to do with dungeons??
Artwork showing her playing to up the morale of a party actually venturing into a dungeon would have made sense.
That aside, this is one of the cutest Magic characters ever.
They made her since they don't have many well known bard characters and she joining some of the other DnD character to do an adventure. You can see her in the key art with the other characters fighting a beholder (Xanithar maybe).
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Ellywick is a completely new character, for both Magic and Dungeons and Dragons. She's a bard who can cross realms and has access to a Deck of Many Things, and might be the protagonist of the AFR story (yes, this set has its own DnD story).
if we have dungeons with good enough triggers to make her + shine, then this walker is crazy bananas.
otherwise, it's just filler.
then again, Dungeons are very parasitic because you need to have a very particular ability to be able to run through it....
it will be pigeonholed into this set and unless it's VERY busted, it won't ever be viable in constructefd.
You're right those aren't great options. Probably what will matter to determine this cards playability is what you're doing turns 1-3, since that +1 could be better if you're entering further into a dungeon and not just the first room. But as it's been mentioned already this is just about the most parasitic mechanic WOTC has done, so this basically a limited to (maybe) Standard only card.
The problem is any deck that can do good stuff turns 1-3 to protect this can just play a better planeswalker than this. You've literally got to tick the +1 up 4 times on this before it does anything remotely decent, that's just way too slow. This is 4 mana, do virtually nothing to impact the board ever, that doesn't cut it even in Standard.
Edit: oops, didn't see the other thread. Never mind.
On to the planeswalker: I love it merely for the art. The femme in me is getting super giddy
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not necessarily the walker is coming in for the very first step in the dungeon, ya know?
yes, if you haven't ventured at all and then play her and +1 it's horrible.
if you're already inside a dungeon, then the +1 could be something relevant like impeding a creature from attacking, creating 2 tokens or drawing 3 cards and playing of of those for free.... haha
but then again, this is a mythic, in limited you will not have it... haha
and for constructed, it seems very weird and clunky.
she'll be playable in some weird ass dungeon tribal edh build and nowhere else i'm sure.
Notably, if they ever print another dungeon, all dungeon matters cards get tangibly better.
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They better have plenty of cards that can venture into the dungeon otherwise this will feel like a dead mechanic. People are saying it's parasitic; I think it should be looked at more like a modal ability for the creatures that venture. However if there is only a few creatures venture, then it will flop.
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Play her after Vorenclex, use her ultimate right away.
That is like saying devotion is parastic because if you don't play creatures with devotion you can't use the devotion mechanic.
Venture into the dungeon is linked to a variety of triggers. Flicker the Gargoyle or Paladin and you set off their venture into the Dungeon effect again. Stick Embercleave on the blue rogue and he van use trample and double strike to venture twice per turn. Play Ellywick snd Bolas at the same time and Bolas can venture into the Dungeon as well. And that us just from the few cards we've seen.
And the effects of each dungeon room have their own synergies. Life gain triggers Vito and Heliod. Creature and Treasure tokens have their own interactions. Keeping an enemy creature from attacking you until your next turn can mess up blue players who cast a spell for extra turns. Scrying, well I don't know if there are cards that trigger on Scrying, but there are for sacroficing stuff. And dealing damage to an oppenent. I could continue. These will be more useful in contructed then you think.
Agreed. I think I'll name him Jennifer.
Dunes of Zairo
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Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
It will also flop unless the cards are basically playable without the mechanic, as the initial payoffs for venturing into the dragon are basically nothing. You've got to venture about 4 times to get a real payoff, and that means there also needs to be a critical mass of venturing into the dungeon cards on basically every turn of the game, as the idea you can play like a 3 or 4 drop and sit there durdling for turns just doesn't happen in competitive magic.
So far I've not seen anything to suggest you will ever see this mechanic outside limited, the cards so far with this mechanic don't seem that pushed, and are below the power level of what you can already do in Standard, and given that includes a rare and mythic I don't have much hope for the mechanic generally.
Her emblem literally does stone nothing on its own though, so this serves no purpose. Why would you do something like this when you can just Vorinclex Ugin instead? There's just much better options for Vorinclex.
I don't get the flavor at all. She's a happy-go-lucky rootin' tootin' lady playing concertos for the cast of Bambi, what does she have to do with dungeons??
Artwork showing her playing to up the morale of a party actually venturing into a dungeon would have made sense.
That aside, this is one of the cutest Magic characters ever.
They made her since they don't have many well known bard characters and she joining some of the other DnD character to do an adventure. You can see her in the key art with the other characters fighting a beholder (Xanithar maybe).
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That frog definitely looks high on something more than music!
Maybe he gets a DMT rush every time he licks himself?
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