The set's obligatory colorless rare land helps out with the main mechanic venture, with a small reference to the large amount of legendary creatures in this set. That tap condition shouldn't be too hard to meet, right?
... why they are overcosting venturing so much? 5 to activate plus an untapped legendary on the board? Really?
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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.
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
So, like Party in Zendikar, it's only a limited mechanic. I hope they do not do this in the future.
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"The essence of every world, every spell and every thought is power. Nothing else matters, because nothing else exists."
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
Dude, paying mana to enter a dungeon would be fairly awful unless it cost exactly 1 mana to do so. Even at 2 mana per venture, I could not imagine paying 6-14 mana to complete any of those dungeons on a regular basis. Given the cost of everything else dungeon-related, I am not holding my breath for a card that lets us pay a single mana.
Edit: 3 mana to venture twice is also not totally terrible for edh or slower games, though that would be the highest worthwhile rate outside of infinite mana scenarios.
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
The problem is if the set is then just under powered chaff then it will sell really badly. The only thing I don't have pulse with as I have no interest in it myself is whether the D&D aspect will really sell the set. Underpowered sets normally sell really badly though, and doing this so soon after Modern Horizons 2 just makes me think this even more.
enters the battlefield tapped.
only adds colorless
asks for a legendary creature to do ANYTHING AT ALL.
that anything is a super overcosted effect. haahhaha
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
So, like Party in Zendikar, it's only a limited mechanic. I hope they do not do this in the future.
Venture was bound to get kicked down a notch with the mistakes of Companion breathing down its neck. There's still a large number of people out there who think Venture is way more broken than Companion because of how terrified they are of outside-the-game mechnics.
Oh look, more unplayable dungeon chaff. And this is rare, just wow.
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
For one thing, the mechanic has a ton of different options, and getting players to venture three or four times every turn would not only melt their brains but also take away the feeling of progress that's so much fun in going slowly.
Guess we won't get an enabler that merely costs mana to enter dungeons.
So, like Party in Zendikar, it's only a limited mechanic. I hope they do not do this in the future.
Venture was bound to get kicked down a notch with the mistakes of Companion breathing down its neck. There's still a large number of people out there who think Venture is way more broken than Companion because of how terrified they are of outside-the-game mechnics.
Who are those people exactly?
Companion was called as busted on day 0, especially Lurrus, people thought it was broken the second it was spoiled. Dungeons just looks like over costed limited chaff (and this isn't even good in limited). A lot of people would have to be very wrong for dungeons to be broken. Dungeons problems also compound, as a mechanic it's one that demands a critical mass of good dungeon cards. Think of like Adventures from Eldraine, without both the pushed Adventures and great 1 mana payoff the mechanic wouldn't have seen the light of day. I don't think there's been a playable dungeon card revealed so far, and this becomes a bigger problem when you could envisage maybe an average dungeon card seeing play if it was in an otherwise powerful shell, but that shell looks very unlikely to exist, making them all just unplayable when they have costed the mechanic like dungeons will be a very real thing.
On a completely different topic, interesting that this adventure module is only level 11-16 and not 17-20 as the rare manlands. Maybe that shows those are just better.
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The set's obligatory colorless rare land helps out with the main mechanic venture, with a small reference to the large amount of legendary creatures in this set. That tap condition shouldn't be too hard to meet, right?
Source: PlayEDH Discord
Maybe it's Zirda's time to shine!
Hands to the sky
Give a round of applause
For the great Miss Y!
This should not be taking up a rare slot at all.
Hands to the sky
Give a round of applause
For the great Miss Y!
If I had any faith in play design I would believe maybe I am just massively underrating dungeons, but given they have got it wrong time after time the last few years I really don't, so I more think they have just massively overrated the mechanic and there isn't a single playable dungeon card shown so far.
Wizards seems to have revealed that they purposefully underpowered dungeons for flavour reasons in this quote from https://magic.wizards.com/en/articles/archive/card-preview/venture-dungeon-design-2021-06-30:
Guess we won't get an enabler that merely costs mana to enter dungeons.
So, like Party in Zendikar, it's only a limited mechanic. I hope they do not do this in the future.
Dude, paying mana to enter a dungeon would be fairly awful unless it cost exactly 1 mana to do so. Even at 2 mana per venture, I could not imagine paying 6-14 mana to complete any of those dungeons on a regular basis. Given the cost of everything else dungeon-related, I am not holding my breath for a card that lets us pay a single mana.
Edit: 3 mana to venture twice is also not totally terrible for edh or slower games, though that would be the highest worthwhile rate outside of infinite mana scenarios.
The problem is if the set is then just under powered chaff then it will sell really badly. The only thing I don't have pulse with as I have no interest in it myself is whether the D&D aspect will really sell the set. Underpowered sets normally sell really badly though, and doing this so soon after Modern Horizons 2 just makes me think this even more.
enters the battlefield tapped.
only adds colorless
asks for a legendary creature to do ANYTHING AT ALL.
that anything is a super overcosted effect. haahhaha
damn.
Who are those people exactly?
Companion was called as busted on day 0, especially Lurrus, people thought it was broken the second it was spoiled. Dungeons just looks like over costed limited chaff (and this isn't even good in limited). A lot of people would have to be very wrong for dungeons to be broken. Dungeons problems also compound, as a mechanic it's one that demands a critical mass of good dungeon cards. Think of like Adventures from Eldraine, without both the pushed Adventures and great 1 mana payoff the mechanic wouldn't have seen the light of day. I don't think there's been a playable dungeon card revealed so far, and this becomes a bigger problem when you could envisage maybe an average dungeon card seeing play if it was in an otherwise powerful shell, but that shell looks very unlikely to exist, making them all just unplayable when they have costed the mechanic like dungeons will be a very real thing.