Double team - when a creature with this attacks, you may conjure a copy of it into your hand. Then both cards lose double team-
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was.
This emulates your character multiclassing / changing the class. Used on legends, The transformed versions have the same art as the paper versions, but different coloring. The exceptions are specialize cards that are Arena exclusive (the tiefling disciple Klement and especially the druidess Lukamina, who changes into different animals)
Reimagined cards - use the same picture as the paper version, but have different names and rules text.
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was
Now this is funny, because is basically the Eevolutions system of pokemon portrayed as Magic cards mechanic. Pretty lame some cards have their own unique artwork for each color, while others have the same artwork but with different color backgrould but I suppose budget reasons
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was
Now this is funny, because is basically the Eevolutions system of pokemon portrayed as Magic cards mechanic. Pretty lame some cards have their own unique artwork for each color, while others have the same artwork but with different color backgrould but I suppose budget reasons
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
Just to make things clear....ALL of the companions from BG3(and the main character) were implanted by illithid tadpoles, as well as the player's character. Lae'zel, Wyll, Gale, Astarion, Shadowheart. It is kind of the central topic of the game, as well as the Cult of the Absolute (also referred to in one background). Gut and Minthara are also "True Souls", cultists of the Absolute, also implanted.
But I appreciate Lae'zel getting the sole different art, because she is special by the fact that the githyanki are arch-enemies of the illithid, and basically this is a huge blow, like Glissa or Tamiyo being compleated.
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100% Vorthos Spike and Storyline Expert
Former Fact Prospector of the Greek Alliance.
Let this great clan rest in peace (2001-2011)
Specialise is kind of awesome. It's a shame when there are interesting mechanics that feel wasted on online-only. There's a number of cards here that would have been nice cube additions.
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was
Now this is funny, because is basically the Eevolutions system of pokemon portrayed as Magic cards mechanic. Pretty lame some cards have their own unique artwork for each color, while others have the same artwork but with different color backgrould but I suppose budget reasons
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
All the BG3 playable characters are implanted with tadpoles, it's the commonality between them.
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was
Now this is funny, because is basically the Eevolutions system of pokemon portrayed as Magic cards mechanic. Pretty lame some cards have their own unique artwork for each color, while others have the same artwork but with different color backgrould but I suppose budget reasons
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
Just to make things clear....ALL of the companions from BG3(and the main character) were implanted by illithid tadpoles, as well as the player's character. Lae'zel, Wyll, Gale, Astarion, Shadowheart. It is kind of the central topic of the game, as well as the Cult of the Absolute (also referred to in one background). Gut and Minthara are also "True Souls", cultists of the Absolute, also implanted.
But I appreciate Lae'zel getting the sole different art, because she is special by the fact that the githyanki are arch-enemies of the illithid, and basically this is a huge blow, like Glissa or Tamiyo being compleated.
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was
Now this is funny, because is basically the Eevolutions system of pokemon portrayed as Magic cards mechanic. Pretty lame some cards have their own unique artwork for each color, while others have the same artwork but with different color backgrould but I suppose budget reasons
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
Some cards like Minsc & Boo Timeless Heroes card if a card has trample or not, so it's not as redundant as it seems.
My issue is they have a bunch of none FR legendaries like Tasha (Greyhawk & Domains of Delight), Hourglass Coven (Domains of Delight), Vladmir and Godfrey (Ravenloft), but no Elminster WTF?
All of this background D&D lore stuff is wayyyy beyond me. I enjoy reading about it
I wish there was as much depth in MTG's lore as there is for D&D...
'buster
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
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'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
Some cards like Minsc & Boo Timeless Heroes card if a card has trample or not, so it's not as redundant as it seems.
My issue is they have a bunch of none FR legendaries like Tasha (Greyhawk & Domains of Delight), Hourglass Coven (Domains of Delight), Vladmir and Godfrey (Ravenloft), but no Elminster WTF?
The minsc youre referencing doesnt exist in the same space as the version of wilson im referencing, and they never will unless wilson is printed this way in paper or minsc from cl2 is added to arena exactly as printed in paper...
So... no
Dont justify ***** design.
This also demonstrates the inherent problem with the concept of alchemy
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
Some cards like Minsc & Boo Timeless Heroes card if a card has trample or not, so it's not as redundant as it seems.
My issue is they have a bunch of none FR legendaries like Tasha (Greyhawk & Domains of Delight), Hourglass Coven (Domains of Delight), Vladmir and Godfrey (Ravenloft), but no Elminster WTF?
The minsc youre referencing doesnt exist in the same space as the version of wilson im referencing, and they never will unless wilson is printed this way in paper or minsc from cl2 is added to arena exactly as printed in paper...
So... no
Dont justify ***** design.
This also demonstrates the inherent problem with the concept of alchemy
A-side from can be your Commander, Minsc IS the same in digital as he is in paper, and I don't he's only card that targets cards with trample.
All of this background D&D lore stuff is wayyyy beyond me. I enjoy reading about it
I wish there was as much depth in MTG's lore as there is for D&D...
'buster
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
All of this background D&D lore stuff is wayyyy beyond me. I enjoy reading about it
I wish there was as much depth in MTG's lore as there is for D&D...
'buster
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
Well yeah, D&D's been around a lot longer than MTG, and MTG got its inspiration from D&D. Not sure what the point here is...
'buster
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'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
All of this background D&D lore stuff is wayyyy beyond me. I enjoy reading about it
I wish there was as much depth in MTG's lore as there is for D&D...
'buster
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
Well yeah, D&D's been around a lot longer than MTG, and MTG got its inspiration from D&D. Not sure what the point here is...
'buster
You'd be surprised at how many folks don't realize that, like I've folks when CLB was first announced be like how are they going to find enough major characters for this set and I'm just laughing my ass off because you could make 50 Commander Legend Forgotten Realms sets and barely scratch the surface.
Interestingly enough the Forgotten Realms is older then D&D in the sense that Ed Green would started building the setting and maps abd stuff back in the 60-70s's (this might be why there is so many naked Goddesses and sex in FR) and then TSR bought the setting off of Ed back in the 80's for dirt cheap.
And made it a shared world setting and hafit devour a few other settings so the lore just grows and growa.
Of all the stupid useless things they could have done for Alchemy this has to be the worst, not only you'd have to contend with the same card working different than on paper after some bs nerfing or boosting, now you'd have to contend with two different full cards, not versions, with the same art to make it even more confusing. Note that I wrote in conditional because I advise anyone reading this not to bother with that garbage of a "format".
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
Well yeah, D&D's been around a lot longer than MTG, and MTG got its inspiration from D&D. Not sure what the point here is...
'buster
You'd be surprised at how many folks don't realize that, like I've folks when CLB was first announced be like how are they going to find enough major characters for this set and I'm just laughing my ass off because you could make 50 Commander Legend Forgotten Realms sets and barely scratch the surface.
Interestingly enough the Forgotten Realms is older then D&D in the sense that Ed Green would started building the setting and maps abd stuff back in the 60-70s's (this might be why there is so many naked Goddesses and sex in FR) and then TSR bought the setting off of Ed back in the 80's for dirt cheap.
And made it a shared world setting and hafit devour a few other settings so the lore just grows and growa.
That's where I feel the problem lays. MTG's original lore that wasn't told through the cards is phenomenal. In fact, reading it on the fandom page reignited my love of creative writing.
But then all this planejumping occurred and we're knee-deep in a lot of locations just barely standing on a patch of ground w/o going further to explore. If they had stuck with a handful of locations (planes) and built on that, particularly Shandalar and Dominaria--even Dominaria post-planar overlay with Rath (which itself is a cool concept to expand upon)--then I think it would've garnered a rich experience like that you mention in the D&D/Forgotten Realms world(s).
'buster
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'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
Well yeah, D&D's been around a lot longer than MTG, and MTG got its inspiration from D&D. Not sure what the point here is...
'buster
You'd be surprised at how many folks don't realize that, like I've folks when CLB was first announced be like how are they going to find enough major characters for this set and I'm just laughing my ass off because you could make 50 Commander Legend Forgotten Realms sets and barely scratch the surface.
Interestingly enough the Forgotten Realms is older then D&D in the sense that Ed Green would started building the setting and maps abd stuff back in the 60-70s's (this might be why there is so many naked Goddesses and sex in FR) and then TSR bought the setting off of Ed back in the 80's for dirt cheap.
And made it a shared world setting and hafit devour a few other settings so the lore just grows and growa.
That's where I feel the problem lays. MTG's original lore that wasn't told through the cards is phenomenal. In fact, reading it on the fandom page reignited my love of creative writing.
But then all this planejumping occurred and we're knee-deep in a lot of locations just barely standing on a patch of ground w/o going further to explore. If they had stuck with a handful of locations (planes) and built on that, particularly Shandalar and Dominaria--even Dominaria post-planar overlay with Rath (which itself is a cool concept to expand upon)--then I think it would've garnered a rich experience like that you mention in the D&D/Forgotten Realms world(s).
'buster
That's your opinion, but a) we did stay on Dominaria for a VERY long time and its lore is quite rich already and b) while I agree that other planes could use some time to breathe and develop more, the problem lies in the fact that this is no roleplaying game and can therefore not convey the lore the same way. I for one love variation, and staying at Shandalar (which I find very boring) and Dominaria (which I think has had much of the story devoted to it already) for even longer times would make for a miserable experience for me, especially because I can't interact with the lore the same way you could in a pen-and-paper roleplaying game. So while I would like to get more stories and lore from the supplementary material, I much prefer MtG itself switching between planes and developing them by returning to them later on.
Personally I think the idea of a game where you play as a "planeswalker" and a lore that revolves around a bunch of "planeswalkers" but then sticks to just a handful of planes sounds like a tremendous waste of potential. I do agree though that they need to spend a little more time in these planes. Or frankly they need to start doing full books again because as it is we're getting a plane and like a 20 page brochure of story. Or at least more two set mini blocks on planes.
As a lifelong D&D player, I've always had zero interest in the Forgotten Realms lore. I just make my own worlds, and most DMs I've played with do the same. I know it's huge, deep, and rich, but to me it seems like a generic fantasy setting. That's part of it's purpose after all. I say this without having a single one of the novels, but if I want to read some fantasy fiction, Forgotten Realms is definitely not where I'd go.
I prefer Magic's storytelling frankly. I also don't read the fiction for it, but ya know-- you get a little story with each set. Capenna's about... like... Elspeth making buds with Giada, Ob Nix killing Xander I think, and like... Halo or something. Plus Urabrask is there for some reason. It's good enough for me. There are planes I'm into and planes I'm not. I do feel like the post-block world is a bit too fast moving. Each plane is like a metro station. If you sit back, they'll just pass you by. But I sure as hell don't want two more sets of Capenna right away. Two more sets of Kamigawa woulda been swell. Best recent set by far.
Tabletop role playing offers some of the richest narrative experience you can get anywhere. It's awesome. But I don't need Wizards to give me a premade setting for it. It's just a compilation of people's home-brews anyway. I'm perfectly capable of making my own homebrew.
As a lifelong D&D player, I've always had zero interest in the Forgotten Realms lore. I just make my own worlds, and most DMs I've played with do the same. I know it's huge, deep, and rich, but to me it seems like a generic fantasy setting. That's part of it's purpose after all. I say this without having a single one of the novels, but if I want to read some fantasy fiction, Forgotten Realms is definitely not where I'd go.
I prefer Magic's storytelling frankly. I also don't read the fiction for it, but ya know-- you get a little story with each set. Capenna's about... like... Elspeth making buds with Giada, Ob Nix killing Xander I think, and like... Halo or something. Plus Urabrask is there for some reason. It's good enough for me. There are planes I'm into and planes I'm not. I do feel like the post-block world is a bit too fast moving. Each plane is like a metro station. If you sit back, they'll just pass you by. But I sure as hell don't want two more sets of Capenna right away. Two more sets of Kamigawa woulda been swell. Best recent set by far.
Tabletop role playing offers some of the richest narrative experience you can get anywhere. It's awesome. But I don't need Wizards to give me a premade setting for it. It's just a compilation of people's home-brews anyway. I'm perfectly capable of making my own homebrew.
Oh my, I have to show you the maps I made of a world I designed early in my life. It was my escape from traumatic incidents in my early life, and I drew the maps to make it come alive. It saved me on many occasions, so I can totally understand that perspective you give.
'buster
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'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset. Elspeth and Jhoira rock my world.
As a lifelong D&D player, I've always had zero interest in the Forgotten Realms lore. I just make my own worlds, and most DMs I've played with do the same. I know it's huge, deep, and rich, but to me it seems like a generic fantasy setting. That's part of it's purpose after all. I say this without having a single one of the novels, but if I want to read some fantasy fiction, Forgotten Realms is definitely not where I'd go.
I prefer Magic's storytelling frankly. I also don't read the fiction for it, but ya know-- you get a little story with each set. Capenna's about... like... Elspeth making buds with Giada, Ob Nix killing Xander I think, and like... Halo or something. Plus Urabrask is there for some reason. It's good enough for me. There are planes I'm into and planes I'm not. I do feel like the post-block world is a bit too fast moving. Each plane is like a metro station. If you sit back, they'll just pass you by. But I sure as hell don't want two more sets of Capenna right away. Two more sets of Kamigawa woulda been swell. Best recent set by far.
Tabletop role playing offers some of the richest narrative experience you can get anywhere. It's awesome. But I don't need Wizards to give me a premade setting for it. It's just a compilation of people's home-brews anyway. I'm perfectly capable of making my own homebrew.
It's funny because like forgotten realms when it came out was really divergent from what a lot of settings were doing, which was kinda rehashed lord of the rings stuff or like greyhawk just a ton of earth myths and stuff. Tiefling and aasimar and the elemental planes, lots of stuff that really broke the mold back in the day by being somewhat original to the setting instead of people's names backwards and *****. But yeah now it's pretty generic bc it's been the core setting for the rules for like 40 years.
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Card image gallery is here:
https://magic.wizards.com/en/articles/archive/card-image-gallery/alchemy-horizons-baldurs-gate?fbclid=IwAR2wtZX1HIv0laFLZgn3REiTuXinAnqyPPqtNKTO3gkUwXCGiG7oC01vXhQ
New mechanics:
Double team - when a creature with this attacks, you may conjure a copy of it into your hand. Then both cards lose double team-
Specialize - a digital-only twist on transformation. Pay the cost, discard a card, transform the card into one of its other versions, dependent on what color or basic land type the discarded card was.
This emulates your character multiclassing / changing the class. Used on legends, The transformed versions have the same art as the paper versions, but different coloring. The exceptions are specialize cards that are Arena exclusive (the tiefling disciple Klement and especially the druidess Lukamina, who changes into different animals)
Reimagined cards - use the same picture as the paper version, but have different names and rules text.
https://mtg.fandom.com/wiki/Reimagined_card
Let this great clan rest in peace (2001-2011)
some of these have been spoiled for days now, and there has been almost no interest in them in any community i've seen.
i can't ******* stand how some of the cards are just wildly and completely different from their paper counterparts. its needless. its not the same card. you designed something completely different. name it and art it as such so less people are confused on what the **** is actually going on here.
most of them are suuuuuuuuper pushed with ridiculous mechanics or word soups, but that seems to be par for the course with alchemy. design something broken, get them to blow all their wildcards, then "fix" it.
why the **** does wilson have trample and can't be blocked? take the resources from this failed format and dedicate them to not falling asleep at the wheel with card design.
its also essentially a rotating format, that has its own internal rotation as cards can be changed on a whim after you spent resources. anything to just suck your wallet dry these days am i right?
if you like this format great good for you, but you're in the minority. i'm not sure why you like it, so please explain it to me so i might understand the appeal of this... ******* trainwreck.
Lae'zel notably has unique art on the back for only the blue version.
At this point, I suspect that the unique art is related to how strongly featured that character is in the Baldur's Gate games; I've read that Lae'zel was implanted with Mind Flayer tadpoles in the games, which explains only the blue version getting unique art (and the Horror creature type).
I do like how Klement looks so darn happy, though, including post-Specialize!
Just to make things clear....ALL of the companions from BG3(and the main character) were implanted by illithid tadpoles, as well as the player's character. Lae'zel, Wyll, Gale, Astarion, Shadowheart. It is kind of the central topic of the game, as well as the Cult of the Absolute (also referred to in one background). Gut and Minthara are also "True Souls", cultists of the Absolute, also implanted.
But I appreciate Lae'zel getting the sole different art, because she is special by the fact that the githyanki are arch-enemies of the illithid, and basically this is a huge blow, like Glissa or Tamiyo being compleated.
Let this great clan rest in peace (2001-2011)
On spoiled card wishlisting and 'should-have-had'-isms:
All the BG3 playable characters are implanted with tadpoles, it's the commonality between them.
Is it just me or does Klement have a pot belly?
Some cards like Minsc & Boo Timeless Heroes card if a card has trample or not, so it's not as redundant as it seems.
My issue is they have a bunch of none FR legendaries like Tasha (Greyhawk & Domains of Delight), Hourglass Coven (Domains of Delight), Vladmir and Godfrey (Ravenloft), but no Elminster WTF?
I wish there was as much depth in MTG's lore as there is for D&D...
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
D&D itself doesn't really have lore, but some specific places/settings do like Baldur's Gate, Dragonlance, and more.
I'm more familiar with the Dragonlance setting than Baldur's Gate. I can thank the countless bus rides between my house and college reading the Dragons of Autumn Twilight series for that wealth of flavourful knowledge
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
The minsc youre referencing doesnt exist in the same space as the version of wilson im referencing, and they never will unless wilson is printed this way in paper or minsc from cl2 is added to arena exactly as printed in paper...
So... no
Dont justify ***** design.
This also demonstrates the inherent problem with the concept of alchemy
A-side from can be your Commander, Minsc IS the same in digital as he is in paper, and I don't he's only card that targets cards with trample.
The collective lore of all MtG settings combined is a kiddy pool compared to the Forgotten Reams.
Well yeah, D&D's been around a lot longer than MTG, and MTG got its inspiration from D&D. Not sure what the point here is...
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
A) Don't care
B) Don't like it
C) Don't get it
D) All of the above
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
It allows them to do half the work on a new card, putting out more "content" for people to spend money on. That's really it.
Kind of like what they are doing with UB, they can sell the same card twice now and all they have to do is change the art and the name.
You'd be surprised at how many folks don't realize that, like I've folks when CLB was first announced be like how are they going to find enough major characters for this set and I'm just laughing my ass off because you could make 50 Commander Legend Forgotten Realms sets and barely scratch the surface.
Interestingly enough the Forgotten Realms is older then D&D in the sense that Ed Green would started building the setting and maps abd stuff back in the 60-70s's (this might be why there is so many naked Goddesses and sex in FR) and then TSR bought the setting off of Ed back in the 80's for dirt cheap.
And made it a shared world setting and hafit devour a few other settings so the lore just grows and growa.
Of all the stupid useless things they could have done for Alchemy this has to be the worst, not only you'd have to contend with the same card working different than on paper after some bs nerfing or boosting, now you'd have to contend with two different full cards, not versions, with the same art to make it even more confusing. Note that I wrote in conditional because I advise anyone reading this not to bother with that garbage of a "format".
That's where I feel the problem lays. MTG's original lore that wasn't told through the cards is phenomenal. In fact, reading it on the fandom page reignited my love of creative writing.
But then all this planejumping occurred and we're knee-deep in a lot of locations just barely standing on a patch of ground w/o going further to explore. If they had stuck with a handful of locations (planes) and built on that, particularly Shandalar and Dominaria--even Dominaria post-planar overlay with Rath (which itself is a cool concept to expand upon)--then I think it would've garnered a rich experience like that you mention in the D&D/Forgotten Realms world(s).
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
That's your opinion, but a) we did stay on Dominaria for a VERY long time and its lore is quite rich already and b) while I agree that other planes could use some time to breathe and develop more, the problem lies in the fact that this is no roleplaying game and can therefore not convey the lore the same way. I for one love variation, and staying at Shandalar (which I find very boring) and Dominaria (which I think has had much of the story devoted to it already) for even longer times would make for a miserable experience for me, especially because I can't interact with the lore the same way you could in a pen-and-paper roleplaying game. So while I would like to get more stories and lore from the supplementary material, I much prefer MtG itself switching between planes and developing them by returning to them later on.
I prefer Magic's storytelling frankly. I also don't read the fiction for it, but ya know-- you get a little story with each set. Capenna's about... like... Elspeth making buds with Giada, Ob Nix killing Xander I think, and like... Halo or something. Plus Urabrask is there for some reason. It's good enough for me. There are planes I'm into and planes I'm not. I do feel like the post-block world is a bit too fast moving. Each plane is like a metro station. If you sit back, they'll just pass you by. But I sure as hell don't want two more sets of Capenna right away. Two more sets of Kamigawa woulda been swell. Best recent set by far.
Tabletop role playing offers some of the richest narrative experience you can get anywhere. It's awesome. But I don't need Wizards to give me a premade setting for it. It's just a compilation of people's home-brews anyway. I'm perfectly capable of making my own homebrew.
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Oh my, I have to show you the maps I made of a world I designed early in my life. It was my escape from traumatic incidents in my early life, and I drew the maps to make it come alive. It saved me on many occasions, so I can totally understand that perspective you give.
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
It's funny because like forgotten realms when it came out was really divergent from what a lot of settings were doing, which was kinda rehashed lord of the rings stuff or like greyhawk just a ton of earth myths and stuff. Tiefling and aasimar and the elemental planes, lots of stuff that really broke the mold back in the day by being somewhat original to the setting instead of people's names backwards and *****. But yeah now it's pretty generic bc it's been the core setting for the rules for like 40 years.