The amount of animal people in this set is super disappointing to me. And using an awesome title like "Mayhem Diva" on one of them especially :/
A lot of the cards seem fun, but the cheesy references that people definitely love, while expected, are a bit much.
I know I'll want a good number of cards from the set to play with but thematically this ones not for me.
I am really excited for Halo Fountain. First my favorite commander deck is a casual combo-less combat oriented Haloid, Sun-crowned deck. The deck loves to swing but often holds back do to crack-back fears as my larger creatures are needed to attack successfully. Halo Fountain will let me put my "shields" back netting me a token or a card in the process. That looks like all upside. Yes there is minor setup. but my deck wants creatures to attack anyway so it is in my decks wants anyway.
That last ability, I wish it didn't have. It is a bit "win more". if I have 15 creatures in play there is a real possibility I am going to win anyway. But it could attract unwanted attention with the "win the game" clause. For commander that last ability could be a liability more than an asset. Drawing too much attention is the easiest way to lose in a causal game.
Still the first two abilities are all upside. White card draw is always a boon, Untapping my creatures is a real upside more than a cost, and tokens are a valuable resource especially given the number of things that trigger when they enter the battlefield. I need this card. Shame about the trap ability at the end being little more than a flashy "win more" effect that will draw hate more often then win you the game turning it into more of a "win less" ability.
could they have used "shield" as a keyword action to replace "regenerate"?
e.g. Shield target creature (it gets a shield counter...blah blah).
The problem with this idea is that Regenerate and Shield counters work completely different from one another. Regenerate usually only lasts for a single turn and reads, in part: "The next time this permanent would be destroyed this turn, it isn't. Instead tap it, remove it from combat and remove all damage from it." Shield counters on the other hand persist past the current turn essentially regenerating across turns without clunky extra wording and a visual reminder (the counter) and doesn't tap the creature or remove it from combat. In fact, upon closer inspection the shield is spent when it would be dealt damage even if that damage isn't lethal so you could ping away a shield then destroy it with something else. Yeah, these two things work similar in some cases but are DRASTICALLY different abilities.
Devilish Valet seems like it could be a must kill threat in the right kinds of decks. For instance, if you make 3 creature tokens it becomes a 8/3 trample until the end of turn. Something like increasing devotion for example turns it into a 32/3 trample.