Other than limited, that crawler is going to stay dead. Ugh what a bad payoff for such a long process. That's what you get for a 2/1 B uncommon.
'buster
Yeah, to be honest I feel like it would have been fine if it triggered off venturing into the dungeon rather than completing it. I mean... its a 2/1 that enters the battlefield tapped, and you only return it to your hand. I feel like it would have been more flavorful anyway if it was while you were still in the dungeon they came back, not afterwards.
I feel they (WotC) could've done a lot more (anticipating not a whole lot of outside-the-box ideas here w/ Dungeons), such as have a player place their creatures in play into a dungeon, while having non-Legendary creatures making it through a dungeon unscathed getting +1/+1 counter and become Legendary, while Legendary creatures get two +1/+1 counters and a keyword token (might be a good place to bring back keyword counters).
But as we are at the beginning of preview season, there are many more chances for WotC to surprise me/us. They better, or this set will bomb (really not too impressed so far). Flavor-wise, w/ the classic D&D art and the "module" alternative art look are impressive, but good looks can only take a card so far; personality goes further.
This is just...underwhelming. After completing a dungeon, which may not happen unless there "venture into the dungeon" slapped on almost every card you get a tapped 2/1 back to your hand, for all the trouble of completing the dungeon you'd expect it to at least come back onto the battlefield instead. The gargoyle can at least hold the fort pretty well, even if a 0/4 for 3MV is not good, and its payoff is way better than a puny 2/1 with no abilities whatsoever.
The uncommon is bad. The dungeon mechanic can still be good.
I think he said in the stream that white will be the color more focused in "venture into the dungeon", while all colors will get some cards that do that or have some kind of benefit for having completed dungeons. Didn't he mentioned White/black and white/blue as venturing combinations?
I am sure that the payoffs of rares and mythics for having a complete dungeon will be a lot better :D. We saw the white Paladin that is a anthem for 3 Mana 3/3 when having a dungeon completed. He is basically a better Benalish Marshal while you have a dungeon completed and the creature itself is helping with that. The dungeons are providing some benefits, too beside of Tomb of Annihilation. Lost Mine of Phandelver let you Scry 1 and create a treasure token in the second room. I would have prefer the +1/+1 counter as middle room but that's just me.
I think we need to wait to see how fast/often we will be able to finish a dungeon. For now the scry and draw options on those dungeons looks good for white in commander. Possible that one of the 4 commander decks will be focused on venturing. Seeing the Planeswalker with the theme focus I would suggest something in white and green. Maybe Bant or Abzan.
The problem you can already see from the dungeon mechanic is you likely need to have completed a dungeon by turn 4 for the mechanic to be good, and the chances of this happening seems very low as we've already seen like the attack trigger guy as 3 mana play, which would probably need to be a 1 mana play for completing a dungeon by T4. Otherwise you are relying purely off ETB's, but then you are just playing a load of underpowered cards. That's the problem, the mechanic basically needed to be attached to cards for free, but that doesn't look to be the case from what we've seen so far.
But as we are at the beginning of preview season, there are many more chances for WotC to surprise me/us. They better, or this set will bomb (really not too impressed so far).
I don't know I am already super disappointed with this set. There is only 3 dungeons in the whole set and they are super generic. Like the dungeons just aren't any value on themselves. You get a legendary 4/4 death-touch GOD for completing one of them, doesn't have indestructible or anything. Another one is literally Draw Card. Like why spend 4 spells (which you know will be meh/standard level) to draw 1 card. Not 2,3 or X cards....no 1.
I was hoping for more cool ones that could affect the whole board, like the planechase cards. Seriously how did they make these dungeons seem so much more meh than Fields of Summer?. This set feels like portal 4.0, expecting interrupt cards and rares that look like RtR commons.
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Oath of the Gatewatch in a nutshell;
"Earth!" shouts Nissa
"Fire!" shouts Chandra
"Wind!" shouts Jace
"Water!" shouts Kiora
"Heart!" shouts Gideon
"Go Multiverse!" shouts everyone combined
"By your powers combined, I am Captain Multiverse!" shouts Captain Multiverse
The problem you can already see from the dungeon mechanic is you likely need to have completed a dungeon by turn 4 for the mechanic to be good, and the chances of this happening seems very low as we've already seen like the attack trigger guy as 3 mana play, which would probably need to be a 1 mana play for completing a dungeon by T4. Otherwise you are relying purely off ETB's, but then you are just playing a load of underpowered cards. That's the problem, the mechanic basically needed to be attached to cards for free, but that doesn't look to be the case from what we've seen so far.
Well in "limited" just drawing 3 cards once is potentially enough to win.
And draining away a bunch of life is also somewhat of value to creep up.
In constructed this is likely very very weak, as especially in constructed bringing a bunch of Dungeon cards in ALL formats is extremely annoying.
This will likely just matter for the guy that wants to build a casual commander deck with these cards or very very focused decks that want to abuse the mechanic, if they can at all.
I don't know I am already super disappointed with this set. There is only 3 dungeons in the whole set and they are super generic. Like the dungeons just aren't any value on themselves. You get a legendary 4/4 death-touch GOD for completing one of them, doesn't have indestructible or anything. Another one is literally Draw Card. Like why spend 4 spells (which you know will be meh/standard level) to draw 1 card. Not 2,3 or X cards....no 1.
I was hoping for more cool ones that could affect the whole board, like the planechase cards. Seriously how did they make these dungeons seem so much more meh than Fields of Summer?. This set feels like portal 4.0, expecting interrupt cards and rares that look like RtR commons.
The problem is you have a bunch of COMMONS that let you go in the dungeon and the powerlevel of a RARE or Mythic is basically the same cards, you simply get "more" triggers (due to triggering on EtB and attacking or something else).
Depends entirely what cards have the mechanic.
If its something worthwhile you would play anyway, its just extra value, if you need to jump through hoops to get them, its not particularly worthwhile (cards so far are fairly bad).
This week's stream is all about Venture and the Dungeons, and is brought to you by this leaked card and our usual self-
DisentombRaise Dead creature.Source: Weekly MTG
Raise Dead. The term is Raise Dead.
Other than limited, that crawler is going to stay dead. Ugh what a bad payoff for such a long process. That's what you get for a 2/1 B uncommon.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
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Yeah, to be honest I feel like it would have been fine if it triggered off venturing into the dungeon rather than completing it. I mean... its a 2/1 that enters the battlefield tapped, and you only return it to your hand. I feel like it would have been more flavorful anyway if it was while you were still in the dungeon they came back, not afterwards.
I'll take my trusty Reassembling Skeleton any day over this guy.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
But as we are at the beginning of preview season, there are many more chances for WotC to surprise me/us. They better, or this set will bomb (really not too impressed so far). Flavor-wise, w/ the classic D&D art and the "module" alternative art look are impressive, but good looks can only take a card so far; personality goes further.
I think he said in the stream that white will be the color more focused in "venture into the dungeon", while all colors will get some cards that do that or have some kind of benefit for having completed dungeons. Didn't he mentioned White/black and white/blue as venturing combinations?
I am sure that the payoffs of rares and mythics for having a complete dungeon will be a lot better :D. We saw the white Paladin that is a anthem for 3 Mana 3/3 when having a dungeon completed. He is basically a better Benalish Marshal while you have a dungeon completed and the creature itself is helping with that. The dungeons are providing some benefits, too beside of Tomb of Annihilation. Lost Mine of Phandelver let you Scry 1 and create a treasure token in the second room. I would have prefer the +1/+1 counter as middle room but that's just me.
I think we need to wait to see how fast/often we will be able to finish a dungeon. For now the scry and draw options on those dungeons looks good for white in commander. Possible that one of the 4 commander decks will be focused on venturing. Seeing the Planeswalker with the theme focus I would suggest something in white and green. Maybe Bant or Abzan.
I don't know I am already super disappointed with this set. There is only 3 dungeons in the whole set and they are super generic. Like the dungeons just aren't any value on themselves. You get a legendary 4/4 death-touch GOD for completing one of them, doesn't have indestructible or anything. Another one is literally Draw Card. Like why spend 4 spells (which you know will be meh/standard level) to draw 1 card. Not 2,3 or X cards....no 1.
I was hoping for more cool ones that could affect the whole board, like the planechase cards. Seriously how did they make these dungeons seem so much more meh than Fields of Summer?. This set feels like portal 4.0, expecting interrupt cards and rares that look like RtR commons.
"Earth!" shouts Nissa
"Fire!" shouts Chandra
"Wind!" shouts Jace
"Water!" shouts Kiora
"Heart!" shouts Gideon
"Go Multiverse!" shouts everyone combined
"By your powers combined, I am Captain Multiverse!" shouts Captain Multiverse
Well in "limited" just drawing 3 cards once is potentially enough to win.
And draining away a bunch of life is also somewhat of value to creep up.
In constructed this is likely very very weak, as especially in constructed bringing a bunch of Dungeon cards in ALL formats is extremely annoying.
This will likely just matter for the guy that wants to build a casual commander deck with these cards or very very focused decks that want to abuse the mechanic, if they can at all.
In Limited its a thing, you cant avoid it.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
The problem is you have a bunch of COMMONS that let you go in the dungeon and the powerlevel of a RARE or Mythic is basically the same cards, you simply get "more" triggers (due to triggering on EtB and attacking or something else).
Depends entirely what cards have the mechanic.
If its something worthwhile you would play anyway, its just extra value, if you need to jump through hoops to get them, its not particularly worthwhile (cards so far are fairly bad).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮