Counting only about 5 celebration activators in white and red commons here. hmmph
it was always going to be a limited only ability no matter how many enablers they printed.
It's a clear trap for noobie players who fail to realize how overcommitting to the board is always a bad idea, especially pre-combat
WotC, how you gonna show gummy worm monsters in this world and not make one gummy worm creature that we can actually play? This set is a failure on that alone.
After Commander Masters, LotR, and Aftermath this set feels great to be back with normal Magic that doesn't cost an arm and a leg, isn't a gimmick set, or a IP set with a gimmick in it. I quite enjoy this set, minus the lack of gummy worms.
The flavor text of Verdant Outrider is interesting, but it does make it sound like basically all the courts are in shambles while, on the cards, most of them seem to be fine except for maybe Ardenvale.
Overall, Eldraine 2.0 goes a bit too much into the silly direction (whereas the first Eldraine set pretty much hit the sweet spot for me in terms of tone) and the cards don't to a very good job of telling you what's happening. Even filtering out only the story spotlights, it seems all over the place.
As usual, the aspects that are like the most are relegated to the side (I'd really like to know the story of the Redtooth elves and their curse which apparently gets broken by the Archon of the Wild Rose), but poor small company WotC didn't have enough money for side stories this time around, so the best I'll get is a low-effort blurb in the "The Legends of Wild of Eldraine" article.
You ought to check out how the draft pick order appears on Draftsim. Basically the majority of the Enchanting Tales cards are considered top picks, save for a few outliers, while most commons and uncommons are more playable than the rares and mythics in the set. I don't think I've seen that before even with Strixhaven!
The flavor text of Verdant Outrider is interesting, but it does make it sound like basically all the courts are in shambles while, on the cards, most of them seem to be fine except for maybe Ardenvale.
Overall, Eldraine 2.0 goes a bit too much into the silly direction (whereas the first Eldraine set pretty much hit the sweet spot for me in terms of tone) and the cards don't to a very good job of telling you what's happening. Even filtering out only the story spotlights, it seems all over the place.
As usual, the aspects that are like the most are relegated to the side (I'd really like to know the story of the Redtooth elves and their curse which apparently gets broken by the Archon of the Wild Rose), but poor small company WotC didn't have enough money for side stories this time around, so the best I'll get is a low-effort blurb in the "The Legends of Wild of Eldraine" article.
As far as I can tell from flavour text, the Redtooth elves are forced to transform into werefoxes every night thanks to a curse on Redtooth Keep (that eventually gets broken). Some flavour text implies this transformation used to not be forced and that some of these elves were willing werefox shapeshifters before.
On another note, it looks like we don't get any cards indicating that the Wicked Slumber got broken or even weakened. Will, you truly jumped the gun rewarding anyone for their services trying to break it.
You ought to check out how the draft pick order appears on Draftsim. Basically the majority of the Enchanting Tales cards are considered top picks, save for a few outliers, while most commons and uncommons are more playable than the rares and mythics in the set. I don't think I've seen that before even with Strixhaven!
The enchanting tales have so many hits WOTC might as well put paper bags over their heads because one of every card from enchanting tales… more valuable than one of every card from…commander masters
Counting only about 5 celebration activators in white and red commons here. hmmph
it was always going to be a limited only ability no matter how many enablers they printed.
It's a clear trap for noobie players who fail to realize how overcommitting to the board is always a bad idea, especially pre-combat
Yes, I'm evaluating it for limited. And yes the point of "celebration enablers" here is that you spend only one card to trigger the ability, meaning you /don't/ overcommit to the board and it does end up just being a weird form of prowess. I wanna know that you can pick up goddric, cloaked reveler without having to blow through your hand trying to make him a dragon. From what I can tell... Kinda. The two hasty celebration cards seem to want you to play them specifically as the second card per turn, and some of these enablers here like merry bards and unassuming sage are charging a premium to enable, so it seems like a late game oriented ability. You'd probably be better off going red/black and using rats to pull this off instead of staying in red/white.
WotC, how you gonna show gummy worm monsters in this world and not make one gummy worm creature that we can actually play? This set is a failure on that alone.
After Commander Masters, LotR, and Aftermath this set feels great to be back with normal Magic that doesn't cost an arm and a leg, isn't a gimmick set, or a IP set with a gimmick in it. I quite enjoy this set, minus the lack of gummy worms.
That's probably how it started, but the gameplay can easily be imagined to be better if you separate the creature (which you want to keep around)from the Food (which you likely want to sacrifice).
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
First off, the last rares off the Enchanting Tales bonus sheet are Waste Not, Shared Animosity, and Primal Vigor.
Here are the last uncommons of the set.
Now for the commons. First off, the last of the Adventures.
Next up, more Bargaining.
Not that much Celebration left, but we take what we can get.
We do have some Food left over.
For the main event, the Roles. Let's start off with the Monster of the tale.
Here comes the Royal, only happy to show off their wealth.
And now here's the Sorcerer.
There are many Wicked people in our tale.
And of course, our Young Heroes.
Finally, the reprints.
And finally, the last commons of the set.
that’s nearly just as expensive as parallel lives and we get both in the sheet
now I really curious why we didn't get Anointed Procession
it was always going to be a limited only ability no matter how many enablers they printed.
It's a clear trap for noobie players who fail to realize how overcommitting to the board is always a bad idea, especially pre-combat
Also, flavor texts of some of these cards, namely Archive Dragon and Skewer Slinger, are great!
After Commander Masters, LotR, and Aftermath this set feels great to be back with normal Magic that doesn't cost an arm and a leg, isn't a gimmick set, or a IP set with a gimmick in it. I quite enjoy this set, minus the lack of gummy worms.
Overall, Eldraine 2.0 goes a bit too much into the silly direction (whereas the first Eldraine set pretty much hit the sweet spot for me in terms of tone) and the cards don't to a very good job of telling you what's happening. Even filtering out only the story spotlights, it seems all over the place.
As usual, the aspects that are like the most are relegated to the side (I'd really like to know the story of the Redtooth elves and their curse which apparently gets broken by the Archon of the Wild Rose), but poor small company WotC didn't have enough money for side stories this time around, so the best I'll get is a low-effort blurb in the "The Legends of Wild of Eldraine" article.
See here
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
As far as I can tell from flavour text, the Redtooth elves are forced to transform into werefoxes every night thanks to a curse on Redtooth Keep (that eventually gets broken). Some flavour text implies this transformation used to not be forced and that some of these elves were willing werefox shapeshifters before.
On another note, it looks like we don't get any cards indicating that the Wicked Slumber got broken or even weakened. Will, you truly jumped the gun rewarding anyone for their services trying to break it.
not a fair comparison
The enchanting tales have so many hits WOTC might as well put paper bags over their heads because one of every card from enchanting tales… more valuable than one of every card from…commander masters
Yes, I'm evaluating it for limited. And yes the point of "celebration enablers" here is that you spend only one card to trigger the ability, meaning you /don't/ overcommit to the board and it does end up just being a weird form of prowess. I wanna know that you can pick up goddric, cloaked reveler without having to blow through your hand trying to make him a dragon. From what I can tell... Kinda. The two hasty celebration cards seem to want you to play them specifically as the second card per turn, and some of these enablers here like merry bards and unassuming sage are charging a premium to enable, so it seems like a late game oriented ability. You'd probably be better off going red/black and using rats to pull this off instead of staying in red/white.
right! and why isn't minstrosity also a food!
That's probably how it started, but the gameplay can easily be imagined to be better if you separate the creature (which you want to keep around)from the Food (which you likely want to sacrifice).
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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