One of my favorite things in old Innistrad were Curses. To me they felt like a great new take on a classic type of Magic. I had hoped that they wouldn't become a set mechanic and keep popping up in sets to come. (Like how equipment were released in Mirrodin, and there hasn't been a set without them since.) This obviously wasn't the case, and with SoI I was very disappointed that they didn't make a real comeback.
So I got to thinking why didn't they bring back such a unique piece of Innistrad.
What if wizards already planned to bring them back, but this time in Amonkhet!?
Curses aren't very Gothic horror.(except maybe with witches) Curses would fit perfectly into an Egyptian themed set however. Take for instance the legnd Tutankhamen's curse. I could easily see some Egyptian themed Curses showing up. Possibly even pulling from the plagues of Egypt. (For example something like a curse of locusts card)
I'm sure this is why they were left out, because they new they would use them.
Seems pretty likely. I doubt people disliked curses the first time around since Innistrad is one of the most popular sets WotC produced. Plus it being a subtype makes it so it isn't like tribal/reject type that most people don't really care for beyond pumping their tarmogoyf or getting delirium.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Exactly! There isn't a reason not to bring them back unless the idea just fell flat the first time and they were unpopular.
If they don't bring them back in Amonkhet though, I doubt we'll see them again.
Curses aren't like Equipment in that curses are very flavor specific while equipment make sense on any world. Bringing back them back on one or two cards doesn't work well especially in sets where the flavor doesn't match. Curses don't fit with Ravnica's political conflict, Theros living enchantments, Tarkir's being a war-torn world in either timeline doesn't fit either. Neither of Zendikar's themes fit curses that well either since most of the things the adventure world treasure hunters found where relics meant to keep the Eldrazi imprisoned and once they where free your primary concern is kill them all, not trying to keep them around and torment/punish them with a curse.
Curses should be sensible for Amonkhet with the inspiration from real world myth. I also think that when they do them for Amonkhet they'll work like traps, if they don't bring those back as well, where in they are cheaper upon certain conditions being met. Basically a punishment for failing the trials of the gods.
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WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
One of my favorite things in old Innistrad were Curses. To me they felt like a great new take on a classic type of Magic. I had hoped that they wouldn't become a set mechanic and keep popping up in sets to come. (Like how equipment were released in Mirrodin, and there hasn't been a set without them since.) This obviously wasn't the case, and with SoI I was very disappointed that they didn't make a real comeback.
So I got to thinking why didn't they bring back such a unique piece of Innistrad.
What if wizards already planned to bring them back, but this time in Amonkhet!?
Curses aren't very Gothic horror.(except maybe with witches) Curses would fit perfectly into an Egyptian themed set however. Take for instance the legnd Tutankhamen's curse. I could easily see some Egyptian themed Curses showing up. Possibly even pulling from the plagues of Egypt. (For example something like a curse of locusts card)
I'm sure this is why they were left out, because they new they would use them.
I would not be surprised if both curses and traps make an appearance in Amonkhet.
Exactly! There isn't a reason not to bring them back unless the idea just fell flat the first time and they were unpopular.
If they don't bring them back in Amonkhet though, I doubt we'll see them again.
Curses where insanely popular, particularly among the multiplayer crowd (Commander, Cube, Planechase). They even printed a few new ones in Commander a while back. Nah, Curses will be back, it is not a question of if, it is a question of when.
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It's about time for the reserved list to die, for the sake of Vintage and Legacy (And Commander).
Curses aren't like Equipment in that curses are very flavor specific while equipment make sense on any world. Bringing back them back on one or two cards doesn't work well especially in sets where the flavor doesn't match. Curses don't fit with Ravnica's political conflict, Theros living enchantments, Tarkir's being a war-torn world in either timeline doesn't fit either. Neither of Zendikar's themes fit curses that well either since most of the things the adventure world treasure hunters found where relics meant to keep the Eldrazi imprisoned and once they where free your primary concern is kill them all, not trying to keep them around and torment/punish them with a curse.
Curses should be sensible for Amonkhet with the inspiration from real world myth. I also think that when they do them for Amonkhet they'll work like traps, if they don't bring those back as well, where in they are cheaper upon certain conditions being met. Basically a punishment for failing the trials of the gods.
I get that, and I know that's why they do it. That's why I was saying Amonkhet would be the perfect home for Curses.
It's just when they first came out, I hoped they would show up more than they have.
In my opinion though they make sense on any plane that uses magic.
If a character on any world can use magic to beneficially enchant a person, why is un-flavorful for them to harmfully enchant a person.
Cultures all over our had the idea for curses, and expressed it in different ways. Egypt had cursed tombs, most places curses people like in innistrad, but there's also myths of cursed artifacts. It wouldn't be hard to make them work for any given set, the same way they do auras in every set, after all curses are "enchantment- aura curse" and even though they've only affected players so far they could easily have them affect artifacts or lands.
Casting sorceries usually doesn't go hand in hand with a political intrigue theme, but it's a game about magic. The Orzhov could very well have had a couple of curses. If Silumgar can reanimate the dead surely he can corrupt the living. And on Theros just like your idea for Amonkhet curses could have been a punishment from the gods.
I guess what I'm saying is, if a world has magic it probably has curses (seeing as a curse is just a harmful act of magic.) It's not that much of a stretch.
But I can see how the name curse gives a sense of dark and evil that makes sense on a world like innistrad, that might not seem to work other worlds. That doesn't mean it only happens in places like that.
I can also see the logistic problem of trying to put curses into ever set. I mean you only have so much room.
I'm sorry I have no idea how to tag back to the previous reply.
Edit the post replacing this "[Curses" with "[quote]Curses". You can add additional formatting so it has the person's name and post linked, but it's obvious enough which post you're referring to that using vanilla quote tags ought to get the job done.
I think this set should have Curses, Traps, Gods, and more lands with the Desert sub-type. A sub-type themed set, I guess
Thanks!! Traps would definitely be cool too! I like the idea of different desert subtype lands too, instead of just reprinting desert.
You could do a few things with that, maybe a caravan route through the desert could be a land that lets you tap some wastes to discard a card and draw.
Curses aren't like Equipment in that curses are very flavor specific while equipment make sense on any world. Bringing back them back on one or two cards doesn't work well especially in sets where the flavor doesn't match. Curses don't fit with Ravnica's political conflict, Theros living enchantments, Tarkir's being a war-torn world in either timeline doesn't fit either. Neither of Zendikar's themes fit curses that well either since most of the things the adventure world treasure hunters found where relics meant to keep the Eldrazi imprisoned and once they where free your primary concern is kill them all, not trying to keep them around and torment/punish them with a curse.
Curses should be sensible for Amonkhet with the inspiration from real world myth. I also think that when they do them for Amonkhet they'll work like traps, if they don't bring those back as well, where in they are cheaper upon certain conditions being met. Basically a punishment for failing the trials of the gods.
Curses could work on Theros. In fact, they would work wonderfully in a return to Theros, both to play with the enchantments matter mechanical theme as well as to reflect the Gods' ire against mortals (Gods cursed mortals all the time in Greek mythology). I can already see a "Curse of God X" or "God X's Curse" cycle.
Curses on Tarkir wouldn't be entirely out of place either as something the Silumgar could get up to. But I wouldn't expect Curses at quite as high a volume on Tarkir as Theros.
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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.
Curses would be great for Amonket, I'm hoping for a mix of Theros (Gods Mytholgy), Innistrad (Horror) and Zendikar (Adventure World) curses would be an awesome fit for all three. (Traps + Curses)
I certainly hope so. They pretty much got completely pushed out of SOI, and not due to lack of popularity, but presumably because they needed room for more Eldrazi/Investigate.
Traps and Curses make perfect sense for an Egypt Themed World. They are super flavorful, really fun, and unlike anything in current standard. If designed well, traps also act as gatekeepers incase a particular color becomes too good.
Curses are also supercool as we are used to enchantments benefitting you. Having them hurt the opponent instead would be really fun and ad a fun layer. They are also easy for new players to pick up and enjoy, unlike traps which seem to be a little more advanced.
As long as we get a super sick Nicol Bolas PW card that's not 7+ mana, Amanket will be awesome(guess you can tell I'm a grixis player)
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So I got to thinking why didn't they bring back such a unique piece of Innistrad.
What if wizards already planned to bring them back, but this time in Amonkhet!?
Curses aren't very Gothic horror.(except maybe with witches) Curses would fit perfectly into an Egyptian themed set however. Take for instance the legnd Tutankhamen's curse. I could easily see some Egyptian themed Curses showing up. Possibly even pulling from the plagues of Egypt. (For example something like a curse of locusts card)
I'm sure this is why they were left out, because they new they would use them.
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If they don't bring them back in Amonkhet though, I doubt we'll see them again.
Curses should be sensible for Amonkhet with the inspiration from real world myth. I also think that when they do them for Amonkhet they'll work like traps, if they don't bring those back as well, where in they are cheaper upon certain conditions being met. Basically a punishment for failing the trials of the gods.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
I would not be surprised if both curses and traps make an appearance in Amonkhet.
Curses where insanely popular, particularly among the multiplayer crowd (Commander, Cube, Planechase). They even printed a few new ones in Commander a while back. Nah, Curses will be back, it is not a question of if, it is a question of when.
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Numquam evolutioni obstes. Solum conculceris.
Pascite draconem, evolvite aut morimini.
I get that, and I know that's why they do it. That's why I was saying Amonkhet would be the perfect home for Curses.
It's just when they first came out, I hoped they would show up more than they have.
In my opinion though they make sense on any plane that uses magic.
If a character on any world can use magic to beneficially enchant a person, why is un-flavorful for them to harmfully enchant a person.
Cultures all over our had the idea for curses, and expressed it in different ways. Egypt had cursed tombs, most places curses people like in innistrad, but there's also myths of cursed artifacts. It wouldn't be hard to make them work for any given set, the same way they do auras in every set, after all curses are "enchantment- aura curse" and even though they've only affected players so far they could easily have them affect artifacts or lands.
Casting sorceries usually doesn't go hand in hand with a political intrigue theme, but it's a game about magic. The Orzhov could very well have had a couple of curses. If Silumgar can reanimate the dead surely he can corrupt the living. And on Theros just like your idea for Amonkhet curses could have been a punishment from the gods.
I guess what I'm saying is, if a world has magic it probably has curses (seeing as a curse is just a harmful act of magic.) It's not that much of a stretch.
But I can see how the name curse gives a sense of dark and evil that makes sense on a world like innistrad, that might not seem to work other worlds. That doesn't mean it only happens in places like that.
I can also see the logistic problem of trying to put curses into ever set. I mean you only have so much room.
Commander Curses were godawful.
I'd like to see new Innistrad-tier Curses.
I think this set should have Curses, Traps, Gods, and more lands with the Desert sub-type. A sub-type themed set, I guess
You could do a few things with that, maybe a caravan route through the desert could be a land that lets you tap some wastes to discard a card and draw.
Curses could work on Theros. In fact, they would work wonderfully in a return to Theros, both to play with the enchantments matter mechanical theme as well as to reflect the Gods' ire against mortals (Gods cursed mortals all the time in Greek mythology). I can already see a "Curse of God X" or "God X's Curse" cycle.
Curses on Tarkir wouldn't be entirely out of place either as something the Silumgar could get up to. But I wouldn't expect Curses at quite as high a volume on Tarkir as Theros.
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.
No.
They.
Were.
Not.
(Curse of Chaos was the worst of the lot, and in the right deck it is still pretty good.)
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Numquam evolutioni obstes. Solum conculceris.
Pascite draconem, evolvite aut morimini.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Curses are also supercool as we are used to enchantments benefitting you. Having them hurt the opponent instead would be really fun and ad a fun layer. They are also easy for new players to pick up and enjoy, unlike traps which seem to be a little more advanced.
As long as we get a super sick Nicol Bolas PW card that's not 7+ mana, Amanket will be awesome(guess you can tell I'm a grixis player)