I've been thinking about more elements of this beautiful game of cardboard I can't help but enjoy.
After some reflection, I've realized Jeskai is a bizarre color combination. There seems to be no settled-upon color identity for this wedge, although I suppose "non-creature spell-slinging tribal" could be a loose theme. Cycling, token creatures, non-creature spells, permanent donation, and more thrive odd themes thrive in Jeskai colors. Great colors for your next commander deck if you want to spice things up a bit.
The strangeness of Jeskai got me thinking about other strange themes and elements of Magic. Kraken is an interesting but criminally underutilized tribe. As Magic continues to age as a game and the general power level increases, battlecruiser-style cards like big sea creatures seem to be getting pushed out. However, Wizards has done well in printing some Kraken in recent years that help this serpentine tribe keep up with the times. I'm curious to see how things pan out for them in the future.
Something that would help Kraken thrive is a "submerge" type mechanic. Think of the Pokémon games. Attacks like Fly, Dig, and Dive put the user in a single turn where they're un-interactable. An effect like this would be interesting for Kraken, where perhaps they attack you have the option to phase them out or "submerge" them for a turn. If their controller takes this action, they get some bones when the creature phases back in, perhaps a doublestrike or an enter-the-battlefield-style effect. It would be a very sea creature-style indestructible and hexproof effect, without quite breaking flavor like an actual ETB creature or as overwhelming as just being an indestructible creature. What kind of tribal abilities would help weaker tribes get the spotlight they deserve?
Fight effects have been getting some love ever since Blizzard Brawl was printed back in Kaldheim. Personally, though, I'm happy that this is one of green's only ways of interacting with creatures. Green already has everything — I'm not sure they need too much more help.
These are a few more of my thoughts lately. I've been especially interested in something like tribal mechanics for Kraken. What Magic thoughts have been on your mind lately?
I would like to see tribal support spread out a little more in Standard. Its there but it is narrow in scope. I would also like to see more effects based on how many of a tribe you have on the board and you get bonuses for that tribe. Something like "If you control X amount of (tribal) creatures all those (tribal) creatures gain (ability or abilities)". Maybe even something akin to an Emblem or Key to the City. You get it and it cannot be removed for the rest of the game.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
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I've been thinking about more elements of this beautiful game of cardboard I can't help but enjoy.
After some reflection, I've realized Jeskai is a bizarre color combination. There seems to be no settled-upon color identity for this wedge, although I suppose "non-creature spell-slinging tribal" could be a loose theme. Cycling, token creatures, non-creature spells, permanent donation, and more thrive odd themes thrive in Jeskai colors. Great colors for your next commander deck if you want to spice things up a bit.
The strangeness of Jeskai got me thinking about other strange themes and elements of Magic. Kraken is an interesting but criminally underutilized tribe. As Magic continues to age as a game and the general power level increases, battlecruiser-style cards like big sea creatures seem to be getting pushed out. However, Wizards has done well in printing some Kraken in recent years that help this serpentine tribe keep up with the times. I'm curious to see how things pan out for them in the future.
Something that would help Kraken thrive is a "submerge" type mechanic. Think of the Pokémon games. Attacks like Fly, Dig, and Dive put the user in a single turn where they're un-interactable. An effect like this would be interesting for Kraken, where perhaps they attack you have the option to phase them out or "submerge" them for a turn. If their controller takes this action, they get some bones when the creature phases back in, perhaps a doublestrike or an enter-the-battlefield-style effect. It would be a very sea creature-style indestructible and hexproof effect, without quite breaking flavor like an actual ETB creature or as overwhelming as just being an indestructible creature. What kind of tribal abilities would help weaker tribes get the spotlight they deserve?
Fight effects have been getting some love ever since Blizzard Brawl was printed back in Kaldheim. Personally, though, I'm happy that this is one of green's only ways of interacting with creatures. Green already has everything — I'm not sure they need too much more help.
These are a few more of my thoughts lately. I've been especially interested in something like tribal mechanics for Kraken. What Magic thoughts have been on your mind lately?
—Stoic Gaming
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."