Today Adventures in the Forgotten Realms design lead Jules Robbins talks about how Venture and the Dungeons came about. He also shows off a sneaky dungeon crawler, and three ways to deal with cursed treasure.
Released today is a short adventure for level 8 characters to give some background on the story of the set (aka following Ellywick Tumblestrum and her adventuring party.
Today's YouTube previews show us the WU signpost legend (play all the venture spells), another member of Ellywick Tumblestrum's party in Varis, and the ruler of the fire giants himself.
Was you find a cursed idol too strong as an instant?
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Was you find a cursed idol too strong as an instant?
It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery.
Fifty Feet of Rope and its on a lot of creatures or planeswalkers, all sorcery speed. Probably to make it more manageable for an opponent, since there doesn't seem to be any traps or anything to hinder your opponent's dungeon crawling. Even though most of the cards with it seem mediocre or even underpowered, being able to complete a dungeon multiple times a game, and even a turn in some cases, seems powerful since it can't be interacted with by opponents so far as we know.
If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
I'd also add that, because it's a counterspell (and one specifically for creatures and planeswalkers) and therefore requires another spell to be on the stack, it's harder to use Bar the Gate as a combat trick, since you can't suddenly complete a dungeon on command in the middle of combat.
If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
By that logic, bringing up activated abilities in answer to a question about a sorcery made no sense to begin with.
And in answer to the original question, You Find a Cursed Idol is weak at sorcery. It's the latest Return to Nature/Naturalize-with-another-mode card. There's no reason it couldn't have been an instant. And Bar the Door proves they haven't restricted venturing to sorcery speed alone.
If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
By that logic, bringing up activated abilities in answer to a question about a sorcery made no sense to begin with.
And in answer to the original question, You Find a Cursed Idol is weak at sorcery. It's the latest Return to Nature/Naturalize-with-another-mode card. There's no reason it couldn't have been an instant. And Bar the Door proves they haven't restricted venturing to sorcery speed alone.
All it proves is that there is at least ONE exception. There are other possible reasons, too. That mode sissy makes a treasure. That could be part of it. Maybe blue specifically can get instant speed venture and green can't. That would be a reason. Maybe they don't want to subvert Return to Nature. That's be another reason. Maybe they figured green has enough strong venture support in limited. If that was only instant speed venture when the set was over it would be an EXCEPTION, not the rule. That's how exceptions work.
Released today is a short adventure for level 8 characters to give some background on the story of the set (aka following Ellywick Tumblestrum and her adventuring party.
BTW from the adventure we may have the name for our White or Blue walker: Tyreus
A lone mage roams the land. He is a visitor from another world. He has come to the Sword Coast in pursuit of legends and lore, in the footsteps of others who came here long ago. He is called Tyreus, though few here know him by name.
But again lots of DnD characters can shift planes/worlds, Tyreus is one of the adventure's hooks for the next one soo maybe if he has a card and is indeed a planeswalker then we might have to wait for the next adventure to get his spoiler.
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Today Adventures in the Forgotten Realms design lead Jules Robbins talks about how Venture and the Dungeons came about. He also shows off a sneaky dungeon crawler, and three ways to deal with cursed treasure.
Released today is a short adventure for level 8 characters to give some background on the story of the set (aka following Ellywick Tumblestrum and her adventuring party.
Today's YouTube previews show us the WU signpost legend (play all the venture spells), another member of Ellywick Tumblestrum's party in Varis, and the ruler of the fire giants himself.
It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery.
Fifty Feet of Rope and its on a lot of creatures or planeswalkers, all sorcery speed. Probably to make it more manageable for an opponent, since there doesn't seem to be any traps or anything to hinder your opponent's dungeon crawling. Even though most of the cards with it seem mediocre or even underpowered, being able to complete a dungeon multiple times a game, and even a turn in some cases, seems powerful since it can't be interacted with by opponents so far as we know.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
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WIZARDS STOP NOT PUTTING ABILITY THAT EXIST AS A KEYWORD
(its enrage for this case)
If you're looking for exceptions to rules, welcome to Magic: the Gathering. Your statement also doesn't disprove my statement that: "It seems as though cards that have venture has an activated ability, have to be activated at sorcery speed. That's probably why it's a sorcery." Showing me an instant—not a card with an activated ability—isn't an example of the opposite of what I said, and it'd doesn't necessarily negate that it still might be a reason as to why that's a sorcery. Blue tends to have better instants and sorceries than Green. It's also almost a guarantee that a counterspell will be in each Standard set that in same way showcases or enables the set mechanics. That's not a surprise. Bar the Gate being an instant says nothing to the contrary of what I said.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
And in answer to the original question, You Find a Cursed Idol is weak at sorcery. It's the latest Return to Nature/Naturalize-with-another-mode card. There's no reason it couldn't have been an instant. And Bar the Door proves they haven't restricted venturing to sorcery speed alone.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
All it proves is that there is at least ONE exception. There are other possible reasons, too. That mode sissy makes a treasure. That could be part of it. Maybe blue specifically can get instant speed venture and green can't. That would be a reason. Maybe they don't want to subvert Return to Nature. That's be another reason. Maybe they figured green has enough strong venture support in limited. If that was only instant speed venture when the set was over it would be an EXCEPTION, not the rule. That's how exceptions work.
Not even a single Dark Mage / Warlock / Necromancer / anything remotely evil alligned? What a boring party
BTW from the adventure we may have the name for our White or Blue walker: Tyreus
But again lots of DnD characters can shift planes/worlds, Tyreus is one of the adventure's hooks for the next one soo maybe if he has a card and is indeed a planeswalker then we might have to wait for the next adventure to get his spoiler.