The three mana slot in my deck is just a tad too competitive for this when I could drop something like Howlpack Resurgence, though I wish we got a few more punisher effects like this.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
The werewolves/wolves are better in crimson vow than midnight hunt
Crimson Vow is better than Midnight Hunt[/quote]
Noticing that too. I hope that werewolf fans are happy
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
The werewolves/wolves are better in crimson vow than midnight hunt
Crimson Vow is better than Midnight Hunt
I am extremely pleased with the overall result and presence of werewolves and wolves. However, it's very odd to me - I am not sure why you break the set into two separate ones, name them something related to each tribe, and then intermix the cards anyway...
I just don't get it. Why not just take the wolf and werewolf support placed into Vow and move them into Midnight Hunt. Take the vampires from Midnight Hunt and move them into Vow. The way they did it just feels super safe - would've been a lot more creative for Midnight Hunt to be a full on werewolf set (still have spirits and zombies) and Vow to be a full on vampire set. I am sure the decision to break it up in a balanced way like this is all about selling packs and not about indulging in a creative endeavor.
Unfortunately for my friend who is huge into the vampires, the combined sets have left him ultra disappointed in the vampire presence. Frankly, I think they killed the vampire power level by introducing blood tokens in Vow and printing nearly all the vampires to interact with a sub-par mechanic. I feel bad for him.
The werewolves/wolves are better in crimson vow than midnight hunt
Crimson Vow is better than Midnight Hunt
I am extremely pleased with the overall result and presence of werewolves and wolves. However, it's very odd to me - I am not sure why you break the set into two separate ones, name them something related to each tribe, and then intermix the cards anyway...
I just don't get it. Why not just take the wolf and werewolf support placed into Vow and move them into Midnight Hunt. Take the vampires from Midnight Hunt and move them into Vow. The way they did it just feels super safe - would've been a lot more creative for Midnight Hunt to be a full on werewolf set (still have spirits and zombies) and Vow to be a full on vampire set. I am sure the decision to break it up in a balanced way like this is all about selling packs and not about indulging in a creative endeavor.
Maro articles today and last week talk on it, to sum up;
-During a design meeting they where going through old mechanics that didn't get done to see if anything could be reused now in the modern design space. They liked the idea of going back to the day/night idea from original Innistrad that lead to the werewolves and though that could be something to re-try.
-They had day/night on the board for a possible set and they saw Innistrad was up for a retun and figured why not try redoing day/night in Innistrad where it was originally gonna be in. This lead them to having Innistrad 3 be about day/night and as a result put a focus on werewolves while keeping the other tribes since they felt all 5 are a core part of Innistrad both flavorfully and mechanically.
-They decided to switch the schedule up for standard sets for several reasons, due to the switch they need to move a set up and decided the winter 2022 set would work best as Innistrad since it already world-built and has design base.
-When trying to figure out how to have each set have an identity they saw Midnight Hunt already had a werewolf theme with day/night they decided to have the second set have a another monster focus. Spirits are least popular so design was stuck between zombies and vampires. The creative team came up with the vampire wedding idea and everyone loved the idea so they went with vampire focus.
-They wanted each tribe to have a different mechanical theme while still playing well. Werewolves thought just wanted more day/night and they couldn't find anything else that really felt right so they decided just to keep day/night and instead just focus on giving the werewolf deck more general good support and have Midnight Hunt set up the base deck for standard. Happy they did like that werewolves play well with training and being half-human means they can benefit from the human support.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
The werewolves/wolves are better in crimson vow than midnight hunt
Crimson Vow is better than Midnight Hunt
I am extremely pleased with the overall result and presence of werewolves and wolves. However, it's very odd to me - I am not sure why you break the set into two separate ones, name them something related to each tribe, and then intermix the cards anyway...
I just don't get it. Why not just take the wolf and werewolf support placed into Vow and move them into Midnight Hunt. Take the vampires from Midnight Hunt and move them into Vow. The way they did it just feels super safe - would've been a lot more creative for Midnight Hunt to be a full on werewolf set (still have spirits and zombies) and Vow to be a full on vampire set. I am sure the decision to break it up in a balanced way like this is all about selling packs and not about indulging in a creative endeavor.
Unfortunately for my friend who is huge into the vampires, the combined sets have left him ultra disappointed in the vampire presence. Frankly, I think they killed the vampire power level by introducing blood tokens in Vow and printing nearly all the vampires to interact with a sub-par mechanic. I feel bad for him.
If they moved all the werewolf and vampire stuff to their respective sets, people who liked vampires would be a little frustrated waiting for Crimson Vow and people who liked werewolves might start to lose interest after Midnight Hunt, and in both sets limited formats you wouldn't have the same options for tribal play.
I think it was the right decision to have all the tribes get significant support in both sets.
The werewolves/wolves are better in crimson vow than midnight hunt
Crimson Vow is better than Midnight Hunt
I am extremely pleased with the overall result and presence of werewolves and wolves. However, it's very odd to me - I am not sure why you break the set into two separate ones, name them something related to each tribe, and then intermix the cards anyway...
I just don't get it. Why not just take the wolf and werewolf support placed into Vow and move them into Midnight Hunt. Take the vampires from Midnight Hunt and move them into Vow. The way they did it just feels super safe - would've been a lot more creative for Midnight Hunt to be a full on werewolf set (still have spirits and zombies) and Vow to be a full on vampire set. I am sure the decision to break it up in a balanced way like this is all about selling packs and not about indulging in a creative endeavor.
Unfortunately for my friend who is huge into the vampires, the combined sets have left him ultra disappointed in the vampire presence. Frankly, I think they killed the vampire power level by introducing blood tokens in Vow and printing nearly all the vampires to interact with a sub-par mechanic. I feel bad for him.
If they moved all the werewolf and vampire stuff to their respective sets, people who liked vampires would be a little frustrated waiting for Crimson Vow and people who liked werewolves might start to lose interest after Midnight Hunt, and in both sets limited formats you wouldn't have the same options for tribal play.
I think it was the right decision to have all the tribes get significant support in both sets.
I agree - this is what I was trying to convey with my last sentence. That it has less to do with the creativity and more to do with selling the sets. I think you're right that werewolf folks would have focused on MH while Vampire folks focused on VOW and the fans of the other tribes would have benefited from both.
As I said, I don't mind the way it played out because both sets were so close to each other that I didn't have to wait long to get the second batch of powerful werewolf enablers. But, by keeping Blood Tokens out of MH, vampires feel underwhelming in VOW. Werewolves feel better across both sets because their mechanic remained constant. That's not the case for the vampires.
Werewolves feel better across both sets because their mechanic remained constant.
I thinkt hey have just better cards in Crimsow Vow. Howling Moon, Avabruck caretaker, howlback piper, volatile arsonist, hollowhenge overlord...
Midnight Hunt basically just had Tovolar and the "werewolf grave titan", rest was limited filler.
Just look at the number of mythic werewolves. 0 in Midnight Hunt and 2 in Crimson Vow.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Werewolves feel better across both sets because their mechanic remained constant.
I thinkt hey have just better cards in Crimsow Vow. Howling Moon, Avabruck caretaker, howlback piper, volatile arsonist, hollowhenge overlord...
Midnight Hunt basically just had Tovolar and the "werewolf grave titan", rest was limited filler.
Just look at the number of mythic werewolves. 0 in Midnight Hunt and 2 in Crimson Vow.
Good point as well. Another reason for it to feel odd.
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You know that moment when the entire Werewolf plan destabilizes when someone else cats two spells? Here's some back up for that.
Source: SpellTable
but this is hilarious
the vampires in midnight hunt are better than crimson vow
The werewolves/wolves are better in crimson vow than midnight hunt
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
"You can tell how dumb someone is by how they use Mary Sue"
Noticing that too. I hope that werewolf fans are happy
I am extremely pleased with the overall result and presence of werewolves and wolves. However, it's very odd to me - I am not sure why you break the set into two separate ones, name them something related to each tribe, and then intermix the cards anyway...
I just don't get it. Why not just take the wolf and werewolf support placed into Vow and move them into Midnight Hunt. Take the vampires from Midnight Hunt and move them into Vow. The way they did it just feels super safe - would've been a lot more creative for Midnight Hunt to be a full on werewolf set (still have spirits and zombies) and Vow to be a full on vampire set. I am sure the decision to break it up in a balanced way like this is all about selling packs and not about indulging in a creative endeavor.
Unfortunately for my friend who is huge into the vampires, the combined sets have left him ultra disappointed in the vampire presence. Frankly, I think they killed the vampire power level by introducing blood tokens in Vow and printing nearly all the vampires to interact with a sub-par mechanic. I feel bad for him.
Maro articles today and last week talk on it, to sum up;
-During a design meeting they where going through old mechanics that didn't get done to see if anything could be reused now in the modern design space. They liked the idea of going back to the day/night idea from original Innistrad that lead to the werewolves and though that could be something to re-try.
-They had day/night on the board for a possible set and they saw Innistrad was up for a retun and figured why not try redoing day/night in Innistrad where it was originally gonna be in. This lead them to having Innistrad 3 be about day/night and as a result put a focus on werewolves while keeping the other tribes since they felt all 5 are a core part of Innistrad both flavorfully and mechanically.
-They decided to switch the schedule up for standard sets for several reasons, due to the switch they need to move a set up and decided the winter 2022 set would work best as Innistrad since it already world-built and has design base.
-When trying to figure out how to have each set have an identity they saw Midnight Hunt already had a werewolf theme with day/night they decided to have the second set have a another monster focus. Spirits are least popular so design was stuck between zombies and vampires. The creative team came up with the vampire wedding idea and everyone loved the idea so they went with vampire focus.
-They wanted each tribe to have a different mechanical theme while still playing well. Werewolves thought just wanted more day/night and they couldn't find anything else that really felt right so they decided just to keep day/night and instead just focus on giving the werewolf deck more general good support and have Midnight Hunt set up the base deck for standard. Happy they did like that werewolves play well with training and being half-human means they can benefit from the human support.
"You can tell how dumb someone is by how they use Mary Sue"
If they moved all the werewolf and vampire stuff to their respective sets, people who liked vampires would be a little frustrated waiting for Crimson Vow and people who liked werewolves might start to lose interest after Midnight Hunt, and in both sets limited formats you wouldn't have the same options for tribal play.
I think it was the right decision to have all the tribes get significant support in both sets.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I agree - this is what I was trying to convey with my last sentence. That it has less to do with the creativity and more to do with selling the sets. I think you're right that werewolf folks would have focused on MH while Vampire folks focused on VOW and the fans of the other tribes would have benefited from both.
As I said, I don't mind the way it played out because both sets were so close to each other that I didn't have to wait long to get the second batch of powerful werewolf enablers. But, by keeping Blood Tokens out of MH, vampires feel underwhelming in VOW. Werewolves feel better across both sets because their mechanic remained constant. That's not the case for the vampires.
I thinkt hey have just better cards in Crimsow Vow. Howling Moon, Avabruck caretaker, howlback piper, volatile arsonist, hollowhenge overlord...
Midnight Hunt basically just had Tovolar and the "werewolf grave titan", rest was limited filler.
Just look at the number of mythic werewolves. 0 in Midnight Hunt and 2 in Crimson Vow.
Good point as well. Another reason for it to feel odd.