So Maro have confirmed that the Energy mechanic will be in Aether Revolt and while that might not be surprising, I´m still very happy about it.
So far, we have seen Energy beeing used (mostly) in a good way by the people of Kaladesh but I feel like with Aether Revolt, that Energy could turn really dark, unstable and chaotic.
No. Just no. Draining energy from energy pool should 100% not happen. That's like saying "Hey I see you enjoy the new mechanic. Well, we're going to print ridiculous hosers for it that just ruin the fun." Energy is nowhere near out of hand.
I'd like to see more energy producers that produce energy every upkeep, because right now there's almost nothing like that.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
No. Just no. Draining energy from energy pool should 100% not happen. That's like saying "Hey I see you enjoy the new mechanic. Well, we're going to print ridiculous hosers for it that just ruin the fun." Energy is nowhere near out of hand.
I'd like to see more energy producers that produce energy every upkeep, because right now there's almost nothing like that.
While i agree there should be none energy draining cards, there have been hate cards against different mechanics like Melira, Sylvok Outcast
Honestly, I want a control energy counterspell for modern. Like:
Force of Energy: 3UU
You may pay 2 life and 4 energy instead of ~'s mana cost.
Counter target spell.
Energy is tough to build in a format like modern, especially really quickly, so it's a nerfed FOW that probably can't be used on turn 1, but great for control.
To make sure it's not broken in standard, I'd like to see a hate bear or artifact style hoser that says "alternative casting costs can't be paid" somewhere on it.
Alternatively or in addition, I'd like a high power energy can trip.
Energetic Pondering (U)
Instant
You may pay 3 energy, if you do, scry 3.
I'd like to see some energy-based weapons like a gauntlet or a sword. I could see an Equipment that adapts the Thriving cycle (gives you EE upon ETB and lets you pay EE whenever the equipped creature attacks to give it a +1/+1 counter). Cheaper Swiftfoot Boots that use energy would also be neat. For that matter, I'd like to see a cycle of Equipment that let you pay energy to get keywords for a single turn, such as Flying and First Strike.
It would also be fun to see a */* Construct with power and toughness each equal to the number of energy counters you have. I doubt they'd make too many cards that reward hoarding energy counters as opposed to spending them, but a one-off would be neat.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Not energy draining, that would be unfun, but energy taxing could work, such as a black enchantment making opponents pay life when they get energy (should totally be flavored to Kambal) and so on...
Something that forces players to pay an energy each of their upkeeps seems like a decent compromise between a complete hoser and a balance check. Like, for instance, a curse type effect turning the enchanted player into an aetherborn sorta makes sense there.
Stuff along these lines seems like the could be interesting:
Energy Counter 1U
Instant
Choose target spell. You get EE, then you may pay any amount of Energy. ~ counters that spell, unless its controller pays 1 for each E paid.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
Energy Converter 1
Artifact t, E: Add C to your mana pool.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
As a prison player and someone who enjoys aggro decks, these seem busted. I feel like a drawback such as giving your opponent a use for the energy on the card as well would balance it out a bit.
(This is something that would be interesting to expand upon. Things that give your opponent energy so that your opponent has the option to give your own card a drawback)
But that artifact is beautiful, and the guide would easily replace every guide in modern burn/goblins/etc
Stuff along these lines seems like the could be interesting:
Energy Counter 1U
Instant
Choose target spell. You get EE, then you may pay any amount of Energy. ~ counters that spell, unless its controller pays 1 for each E paid.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
Energy Converter 1
Artifact t, E: Add C to your mana pool.
If Gremlin Guide existed, it would be completely busted in modern, and Legacy. That card would never happen. That is not a draw back in those formats.
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"Some call it a Habit, Cardboard Crack Addict
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Yea, those are MTG Bars. What can I say, I am a dork
Firstly, while I know nothing is confirmed until it's confirmed, energy in AER was a given. Like people like to ***** about no UR artifact matters legend or the failure that is Ulrich but no energy in AER would be one of the most massive fails in design in recent history.
That said I want to see cards that care about having energy or having a certain amount.
I could see it pushing burn over the top in modern, but I'm not sure it would that big a deal in legacy. As fair as I know, Goblin Guide is only played in Burn and UR Delver in legacy, neither of which is tier 1. I don't really know of any other shell where it would be played, and it doesn't seem like a card that would spawn an archetype by itself.
That said I want to see cards that care about having energy or having a certain amount.
Like what? I think there's a good chance we get a card like:
Control the Spice City
Enchantment
(At a certain phase of your turn?) If you have 50 or more energy, you win the game.
Like what? I think there's a good chance we get a card like:
Control the Spice City
Enchantment
(At a certain phase of your turn?) If you have 50 or more energy, you win the game.
Things like:
Energy eater (mana cost)
+1/+0 for each E you have.
0/2
Energy smasher (mana cost)
Has trample and haste as long as you have 5 or more E.
3/3
Stuff along these lines seems like the could be interesting:
Energy Counter 1U
Instant
Choose target spell. You get EE, then you may pay any amount of Energy. ~ counters that spell, unless its controller pays 1 for each E paid.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
Energy Converter 1
Artifact t, E: Add C to your mana pool.
First strike
Sacrifice Gremlin Hexmage: target opponent loses all energy counters.
2/1
When you read threads and ideas like these, that really puts into perspective the "opinions" of your average MTG player about "this or that mechanic is OP" / "that card should be banned/unbanned because my opinion"....
Stuff along these lines seems like the could be interesting:
Energy Counter 1U
Instant
Choose target spell. You get EE, then you may pay any amount of Energy. ~ counters that spell, unless its controller pays 1 for each E paid.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
Energy Converter 1
Artifact t, E: Add C to your mana pool.
First strike
Sacrifice Gremlin Hexmage: target opponent loses all energy counters.
2/1
When you read threads and ideas like these, that really puts into perspective the "opinions" of your average MTG player about "this or that mechanic is OP" / "that card should be banned/unbanned because my opinion"....
Then you miss al the fun of casting random crazy ideas that will never make it to print
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Magic Judge, Level 2 - Pistoia, Italy
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http://markrosewater.tumblr.com/post/154622134073/energy-has-to-be-the-funnest-mechanic-for-me-since#notes
So Maro have confirmed that the Energy mechanic will be in Aether Revolt and while that might not be surprising, I´m still very happy about it.
So far, we have seen Energy beeing used (mostly) in a good way by the people of Kaladesh but I feel like with Aether Revolt, that Energy could turn really dark, unstable and chaotic.
What kind of Energy cards would you like to see?
I'd like to see more energy producers that produce energy every upkeep, because right now there's almost nothing like that.
Currently Playing:
Retired
While i agree there should be none energy draining cards, there have been hate cards against different mechanics like Melira, Sylvok Outcast
Force of Energy: 3UU
You may pay 2 life and 4 energy instead of ~'s mana cost.
Counter target spell.
Energy is tough to build in a format like modern, especially really quickly, so it's a nerfed FOW that probably can't be used on turn 1, but great for control.
To make sure it's not broken in standard, I'd like to see a hate bear or artifact style hoser that says "alternative casting costs can't be paid" somewhere on it.
Alternatively or in addition, I'd like a high power energy can trip.
Energetic Pondering (U)
Instant
You may pay 3 energy, if you do, scry 3.
Draw a card.
It would also be fun to see a */* Construct with power and toughness each equal to the number of energy counters you have. I doubt they'd make too many cards that reward hoarding energy counters as opposed to spending them, but a one-off would be neat.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I would not enjoy energy hosers and would likely skip standard again until Amonkhet.
Selling some cards I don't want.
Generally less than tcg mid.
If so I wouldn't mind a Cancel that gives you EE.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Currently Playing:
Retired
Oh yeah I forgot about those
Energy Counter 1U
Instant
Choose target spell. You get EE, then you may pay any amount of Energy. ~ counters that spell, unless its controller pays 1 for each E paid.
Energy Prison 3
Artifact
Creatures can't attack unless their controller pays E for each creature he or she controls that's attacking.
Gremlin Guide R
Creature - Gremlin
Haste
Whenever ~ attacks, defending player gains E
2/2
Energy Converter 1
Artifact
t, E: Add C to your mana pool.
As a prison player and someone who enjoys aggro decks, these seem busted. I feel like a drawback such as giving your opponent a use for the energy on the card as well would balance it out a bit.
(This is something that would be interesting to expand upon. Things that give your opponent energy so that your opponent has the option to give your own card a drawback)
But that artifact is beautiful, and the guide would easily replace every guide in modern burn/goblins/etc
FULL TIME FAERIES
Selvala
If Gremlin Guide existed, it would be completely busted in modern, and Legacy. That card would never happen. That is not a draw back in those formats.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
That said I want to see cards that care about having energy or having a certain amount.
Like what? I think there's a good chance we get a card like:
Control the
SpiceCityEnchantment
(At a certain phase of your turn?) If you have 50 or more energy, you win the game.
Artifact
t, Pay E, Discard a card: You gain 4 life.
t, Pay E and 1 life: Create a 0/1 white Goat creature token.
t, Pay E, Sacrifice a creature: Return target artifact from your graveyard to your hand.
t, Pay E, Sacrifice an artifact: Draw a card.
It's a card this Standard deserves.
Things like:
Energy eater (mana cost)
+1/+0 for each E you have.
0/2
Energy smasher (mana cost)
Has trample and haste as long as you have 5 or more E.
3/3
Etc. Etc.
Creature - Gremlin
First strike
Sacrifice Gremlin Hexmage: target opponent loses all energy counters.
2/1
Seems a bit too much. Maybe they could make something like
Burn spell - 2R
Burn spell deals 3 damage to target creature. The creatures owner loses life equal to the number of Energy Counters he or she has.
When you read threads and ideas like these, that really puts into perspective the "opinions" of your average MTG player about "this or that mechanic is OP" / "that card should be banned/unbanned because my opinion"....
Then you miss al the fun of casting random crazy ideas that will never make it to print