The Card Image Gallery brings in the prolific writer of a Guide to Monsters, a Wind Drake with friends at the end of the dungeon, and another Dead Weight variant.
EDIT: Adding these three from the Variants Gallery because they look cool.
Today's YouTube previews remind you of just how powerful nat 20s are. We also get to see the normal version of Treasure Chest.
Deck off many things……… they did it…… those mad lads did it! an actual combo with one with nothing or/and Malfegor you can only get the 20 effect if your hand is empty
Trick with Volvo morphs do not have types so you can create 2/2 blockers for days with the morph creatures (you can't flip but the point is you create a city sized amount of blockers)
Are those numerical ranges in the card text the dice roll itself or the result of (dice roll minus your hand size)?
EDIT: The activated ability says that if the result is 0 or less to discard your hand, so the numerical ranges listed after it must be the possible results of the subtraction.
Seeing the Deck reminds me when I programmed the Deck for fun times to use in a game, then that computer screwed up and I lost it and the motivation to do programming anymore (and the thought I was too old to do so at the age of 22.)
Honestly the Deck probably wanted to be a silver border card with a full deck of possibilities (with a rule pamphlet), rather than only four options. It does seem weird that a thing that relates to drawing cards from a deck of cards makes you roll a die....in a card game. Little weird.
Volo has the ability to get a little bonkers.
I feel the Halfling creature type is unnecessary, but they'll probably use it for the LotR set.
The Deck of Many Things is a card title that escaped the Un-set sheet and ran for the hills. “I have better purpose!” It yelled as it flung a card from atop itself.
Volo is a graduate from Strixhaven 🤔
I need a cookie.
‘buster
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'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
Goblin Morningstar is deceptively good, IMO - it's either a 1/1 with a movable Trample and small pump boost or it's a 2/1 that you can move the Trample-pump boost off of. Equipping a Goyf, Death's Shadow, or Scourge of the Skyclaves is living the achievable dream. And it's Lurrus of the Dream-Den-friendly to boot!
The Deck of Many Things feels like one of those draw engines that wants you to dump your hand before drawing more with it. I'm not sure how good it is in Green Tron, even though you can already start reaping the profits with it on Turn 3. Discarding your hand doesn't feel so hot, recurring a cantrip or land search also isn't so great, but drawing 2 cards is pretty spicy. Luckily, you can rig things so you always avoid the natural 20 unless you can nab opposing creatures with it. ...And then either your opponent will never swing into your reanimated guy or will swing with only evasive creatures. (Hey, at least there's the chance that you can reanimate opposing Walking Ballista!)
Pixie Guide is something that I really like but relies and the parasitic mechanic. I am okay with it I suppose.
Lightfoot Rogue should have triggered when it was blocked, not when it attacks, IMO. It doesn't feel very sneaky when triggering off the attack because my opponent will know what ability it has and can choose to block accordingly. Although, as I am typing this I am realizing it would probably never matter. Opponents are never going to block this thing with something that matters. Still feels less sneaky though.
I now wonder if there is any other person reading this forum who is German and has played the RPG "Das Schwarze Auge". I also wonder if they just stole that from D&D 30 years ago...
Because we have literally gotten "Der Assassinenhalbling"!
I disagree, the normal Deck has negative aspects, and while yes this does you can't control it like the normal Deck of Many Things. If you've ever played with the Deck in a game of D&D the tension of each card pulled from gaining a magic item to losing all your stuff to a Wraith coming after you the possibilities are grand and terrifying. Someone can walk away smelling like daisies while you may get gems, get experience, a magic item, and then have your soul trapped somewhere.
To me this is definitely the general idea of the Deck rather than really showing what it's all about. Honestly, this likely would have been better as a Planechase esque thing you can buy and add to your games whenever you feel like. Could be me looking at a deck that makes you roll dice, it just doesn't mesh well to me.
I disagree, the normal Deck has negative aspects, and while yes this does you can't control it like the normal Deck of Many Things. If you've ever played with the Deck in a game of D&D the tension of each card pulled from gaining a magic item to losing all your stuff to a Wraith coming after you the possibilities are grand and terrifying. Someone can walk away smelling like daisies while you may get gems, get experience, a magic item, and then have your soul trapped somewhere.
To me this is definitely the general idea of the Deck rather than really showing what it's all about. Honestly, this likely would have been better as a Planechase esque thing you can buy and add to your games whenever you feel like. Could be me looking at a deck that makes you roll dice, it just doesn't mesh well to me.
I suppose that I put more emphasis on the fact that you could lose your entire hand here. Perhaps you would have preferred it to be a more common or more impactful negative effect? Something like losing your board state and hand on a more common roll?
I feel like this is the problem with trying to overlap IP's - the Deck can be a game changer, but for the balance of this card game it makes sense for it to be watered down.
I do love your idea of it being similar to a planechase deck. That would have been cool. Or, having it function like Urza, Academy Headmaster would be pretty neat and on flavor too.
I suppose that I put more emphasis on the fact that you could lose your entire hand here. Perhaps you would have preferred it to be a more common or more impactful negative effect? Something like losing your board state and hand on a more common roll?
Losing your hand is a great negative side effect, it calls back to the "lose all your possessions" card that can be pulled from the deck, but in this case since it's controllable it seems less like a bad pull from the deck and more of a "now nothing bad can happen to me." To me it doesn't give the full experience that the deck has as even if you were pulling from the DoMT and you had nothing in your name you still had bad things that could happen to you.
The first time I experienced the deck it was insane. I was the unfortunate victim of "lose all your stuff", luckily I didn't have anything of value, and then "get a magic item" which just ended up being a +2 flaming dagger, and I was a sorcerer. All the while one person walked away like a king with a castle, a follower, 10k XP, and gems. Another got his soul trapped and my brother got both "beat a Wraith or die" and "the next thing you beat gives you a level." Then directly afterwards the two groups (we had two groups going in the same world) weren't doing anything and the two DMs near killed half of us, luckily I survived at the edge of a series of explosive arrows going off. I'll never forget that moment.
To me this card doesn't give that feeling of that nail biting feeling where something amazing or catastrophic happens, but instead a Trading Post with random elements.
I feel like this is the problem with trying to overlap IP's - the Deck can be a game changer, but for the balance of this card game it makes sense for it to be watered down.
That is true, not everything can be a 1 to 1 replica between two IPs, but with that said Deck of Many Things could have been possible with a Planechase esque product where I think it anyone could experience that back porch clenching experience in Magic form rather than, what I feel is, a shoddy replica of a rather legendary, memorable time for many D&D players.
I do love your idea of it being similar to a planechase deck. That would have been cool. Or, having it function like Urza, Academy Headmaster would be pretty neat and on flavor too.
I think Dungeons would have been better put as large cards as well, potentially another Planechase style product, but that's just me.
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Today's previews have David McDarby talk about a card (and Commander deck) 42 years in the making, while Corey Bowen tells the fantastical story of how rolling d20s arrived in the set. The Mechanics article has been updated to discuss rolling a d20 in full.
The Card Image Gallery brings in the prolific writer of a Guide to Monsters, a Wind Drake with friends at the end of the dungeon, and another Dead Weight variant.
EDIT: Adding these three from the Variants Gallery because they look cool.
Today's YouTube previews remind you of just how powerful nat 20s are. We also get to see the normal version of Treasure Chest.
Trick with Volvo morphs do not have types so you can create 2/2 blockers for days with the morph creatures (you can't flip but the point is you create a city sized amount of blockers)
Are those numerical ranges in the card text the dice roll itself or the result of (dice roll minus your hand size)?EDIT: The activated ability says that if the result is 0 or less to discard your hand, so the numerical ranges listed after it must be the possible results of the subtraction.
Honestly the Deck probably wanted to be a silver border card with a full deck of possibilities (with a rule pamphlet), rather than only four options. It does seem weird that a thing that relates to drawing cards from a deck of cards makes you roll a die....in a card game. Little weird.
Volo has the ability to get a little bonkers.
I feel the Halfling creature type is unnecessary, but they'll probably use it for the LotR set.
Volo is a graduate from Strixhaven 🤔
I need a cookie.
‘buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
The Deck of Many Things feels like one of those draw engines that wants you to dump your hand before drawing more with it. I'm not sure how good it is in Green Tron, even though you can already start reaping the profits with it on Turn 3. Discarding your hand doesn't feel so hot, recurring a cantrip or land search also isn't so great, but drawing 2 cards is pretty spicy. Luckily, you can rig things so you always avoid the natural 20 unless you can nab opposing creatures with it. ...And then either your opponent will never swing into your reanimated guy or will swing with only evasive creatures. (Hey, at least there's the chance that you can reanimate opposing Walking Ballista!)
Pretty interesting cards though.
Pixie Guide is something that I really like but relies and the parasitic mechanic. I am okay with it I suppose.
Lightfoot Rogue should have triggered when it was blocked, not when it attacks, IMO. It doesn't feel very sneaky when triggering off the attack because my opponent will know what ability it has and can choose to block accordingly. Although, as I am typing this I am realizing it would probably never matter. Opponents are never going to block this thing with something that matters. Still feels less sneaky though.
I don’t know, friend.
Seems a bit convenient for this mistake to be made right as barbarians return to mtg.
I think our illiterate D12-loving friends may have something to do with this. /s
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
Because we have literally gotten "Der Assassinenhalbling"!
I disagree, the normal Deck has negative aspects, and while yes this does you can't control it like the normal Deck of Many Things. If you've ever played with the Deck in a game of D&D the tension of each card pulled from gaining a magic item to losing all your stuff to a Wraith coming after you the possibilities are grand and terrifying. Someone can walk away smelling like daisies while you may get gems, get experience, a magic item, and then have your soul trapped somewhere.
To me this is definitely the general idea of the Deck rather than really showing what it's all about. Honestly, this likely would have been better as a Planechase esque thing you can buy and add to your games whenever you feel like. Could be me looking at a deck that makes you roll dice, it just doesn't mesh well to me.
I suppose that I put more emphasis on the fact that you could lose your entire hand here. Perhaps you would have preferred it to be a more common or more impactful negative effect? Something like losing your board state and hand on a more common roll?
I feel like this is the problem with trying to overlap IP's - the Deck can be a game changer, but for the balance of this card game it makes sense for it to be watered down.
I do love your idea of it being similar to a planechase deck. That would have been cool. Or, having it function like Urza, Academy Headmaster would be pretty neat and on flavor too.
But sadly the card is just mediocre to bad ...
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Losing your hand is a great negative side effect, it calls back to the "lose all your possessions" card that can be pulled from the deck, but in this case since it's controllable it seems less like a bad pull from the deck and more of a "now nothing bad can happen to me." To me it doesn't give the full experience that the deck has as even if you were pulling from the DoMT and you had nothing in your name you still had bad things that could happen to you.
The first time I experienced the deck it was insane. I was the unfortunate victim of "lose all your stuff", luckily I didn't have anything of value, and then "get a magic item" which just ended up being a +2 flaming dagger, and I was a sorcerer. All the while one person walked away like a king with a castle, a follower, 10k XP, and gems. Another got his soul trapped and my brother got both "beat a Wraith or die" and "the next thing you beat gives you a level." Then directly afterwards the two groups (we had two groups going in the same world) weren't doing anything and the two DMs near killed half of us, luckily I survived at the edge of a series of explosive arrows going off. I'll never forget that moment.
To me this card doesn't give that feeling of that nail biting feeling where something amazing or catastrophic happens, but instead a Trading Post with random elements.
That is true, not everything can be a 1 to 1 replica between two IPs, but with that said Deck of Many Things could have been possible with a Planechase esque product where I think it anyone could experience that back porch clenching experience in Magic form rather than, what I feel is, a shoddy replica of a rather legendary, memorable time for many D&D players.
I think Dungeons would have been better put as large cards as well, potentially another Planechase style product, but that's just me.