Nobody sit out, geez, honestly, I'm just lamenting the fact that the thread went up early on the one day when I didn't have a chance to check the forums and find out that it was going up early
The reminder text is a little sloppy too, "by anything controlled by that player", I found the same thing with Unexpectedly Absent's use of "just beneath", seems like they're being a little experimental with rules and rules text for this product.
Speaking of sloppy, looks like my card for today finally ended my hot streak x3
I expect a strong split on how players would read this ability. I'd expect most people to think the trigger occurs whenever you activate its regeneration ability or whenever it otherwise regenerates (which is correct as written), but I also suspect a sizable portion to believe that the ability only triggers when a regeneration shield is used up.
Others can correct me if I'm wrong, but I believe the way I've worded it only triggers when a shield is used up, activating a regeneration ability creates a regeneration shield, but a permanent only actually regenerates if the shield is used.
701.12c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.
The rule is actually talking about a different thing but I've bolded the important part. The closest analogy I can find on an existing card is Spiny Starfish. Perhaps the most technically correct wording would've been "If Battle Scar Hydra is regenerated..."
The more I look at it the more I think I should just follow the Kalonian Hydra style; 0/0, enters with 2 +1/+1 counters, every time it regenerates double the number of counters on it, functionally the same but fits the traditional hydra template
So has anyone got some feedback on my submission today (The hydra)? I'm really conflicted on the balance, especially the regen cost. I originally had 1G but that felt more like an uncommon, but at G it feels like you could just use it as an unkillable blocker until it was huge
I think what a lot of people want in a planeswalker is a strong theme and for the abilities to be powerful and stick strongly to that theme. Many recent planeswalkers are based as much on flavor as anything else and that gives them a strong mechanical direction.
Take Ashiok, for example, who "weaves nightmares" by attacking the player's mind, extracting knowledge and turning it against, making thoughts into nightmare realities. Even Elspeth has a theme of endless ranks of soldiers, slaying monsters and eventually overwhelming with the power of friendship!
From that perspective, the problem with Teywern is that there is no theme, it's just 3 good green abilities on an aggressively costed card. Is Teywern good? Would it see play? Probably, yes (heck, I voted for it). Was it exciting and flavorful? No.
Speaking of sloppy, looks like my card for today finally ended my hot streak x3
Others can correct me if I'm wrong, but I believe the way I've worded it only triggers when a shield is used up, activating a regeneration ability creates a regeneration shield, but a permanent only actually regenerates if the shield is used.
701.12c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.
The rule is actually talking about a different thing but I've bolded the important part. The closest analogy I can find on an existing card is Spiny Starfish. Perhaps the most technically correct wording would've been "If Battle Scar Hydra is regenerated..."
Take Ashiok, for example, who "weaves nightmares" by attacking the player's mind, extracting knowledge and turning it against, making thoughts into nightmare realities. Even Elspeth has a theme of endless ranks of soldiers, slaying monsters and eventually overwhelming with the power of friendship!
From that perspective, the problem with Teywern is that there is no theme, it's just 3 good green abilities on an aggressively costed card. Is Teywern good? Would it see play? Probably, yes (heck, I voted for it). Was it exciting and flavorful? No.
It was probably my fault for getting my votes in too late at some point