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  • posted a message on Ikoria Lair of Behemoths promotional art from THB boosters
    Quote from Faruel »

    White can have taxing counters (like Mana Tithe or Lapse of Certainty). It was already confirmed from Mark but it's done so rarely. I think that this are the only two spells that have done this in white.

    The way Maro has been talking about it recently makes the think we will actually see some more taxing counters in white soon.

    Quote from Faruel »

    I really think that white needs a way to generate value. It has some ways but they are so rare and most at time they stay on the board, where they can be handled easily by other cards. In commander white needs some kind of actually 'end the game in the spot if the condition are right'-card. Something like Craterhoof Behemoth, Exsanguinate, Cyclonic Rift, Expropriate or Insurrection. The closest thing would be Finale of Glory what needs a more specific situation to end the game and you need to cast it as a instant or try to untap with the tokens and freaky 12 mana.

    I agree 100%
    Posted in: The Rumor Mill
  • posted a message on Magic Legends Gameplay Trailer
    Eh. Unsurprisingly, it doesn't look remotely groundbreaking or exceptional in detail and quality in either, but it doesn't look exactly bad yet either. It looks like it will probably be at least a reasonably polished enjoyable game, and not incredibly rushed as it could well have been, so that's good.
    Posted in: MTG MMO
  • posted a message on THB - Storm Herald
    Quote from RSSR »
    I thought it was well understood or known around here Wizards don’t give consideration to what cards do in Modern or Legacy, they only test what cards could do in Standard, that’s it. They probably don’t take into account Pioneer either.

    They don't test for Modern or Legacy, that doesn't mean they don't consider it at all though.
    Posted in: The Rumor Mill
  • posted a message on Secret Lair - Year of the Rat
    Quote from FlossedBeaver »
    I do like the SCG style art on products that aren't actual cards, but this stuff is just too silly for black border.

    That was the entire stated point being the art treatment with these cards- to do art styles that otherwise probably wouldn't be printed on cards. The wacky art styles is one of the legitimately good things about this product line.
    Posted in: The Rumor Mill
  • posted a message on Ikoria Lair of Behemoths promotional art from THB boosters
    Personally, I like the look of those monsters, particularly, actually, the smaller herd creatures, but the big one too. They look cool. I like cool looking monsters. What can I say. ¯\_(ツ)_/¯
    Posted in: The Rumor Mill
  • posted a message on A Proposal: White needs "X"
    Quote from DJK3654 »

    There was a time in the game's history when green was very weak. That problem wasn't solved by removing green's limitation of relying on creatures. Instead, WotC just found more ways to allow, and pushed more cards that allowed, green to do better at some of the things it was weak at within its critical weakness of relying on creatures. Similarly, the answer to white's relative weakness right now is not to abandon its critical weakness, but find and push more ways for it to work around that without breaking it. If breaking weaknesses was your go-to just because a color is weak, the color pie would just slowly dissolve into nothing over time.
    It's not like white has consistently been the weakest colour— it's just been the last few years roughly. (EDIT: Here's a blogatog comment from just four years ago complaining about how white gets to have in-colour ways to work around its weakness but red doesn't). Red didn't get 'rummaging' and 'impusive draw' because WotC gave up on it's critical weaknesses— because card draw was never that, it was late-game sustainability and being unable to deal with enchantments. Card draw does help with late-game sustainability, so they gave red card draw and card selection that was less effective at that.
    Giving up on white's critical weakness being a lack of card draw would require a reassessing of the whole color's strengths and weaknesses. Maybe that is necessary, but WotC hasn't had that much of an opportunity yet (with their delayed schedule) to try working around it in color, so I think it's premature to call for that.
    I do think white should get more filtering though, in line with what I was saying about getting lands and mana. White is already allowed to get scry and do some dig and tutoring cards, and it would be simple enough to just print and push a little more of these cards. It's quite possible WotC is already doing this with current and upcoming sets. They are reprinting Idyllic Tutor, after all.


    If you look back at the history of the game, the first green card draw that really existed (other than a single color hoser and incidental cantrips/delayed cantrips that existed in white a la Ritual of Steel, Blessed Wine, and Carrier Pigeon) seems to be Fugitive Druid in tempest... well after white received Truce and Temporary Truce.

    I am happy to see white getting mana filtering through specific tutors. White has also been pretty good about getting a whole bunch of highly specific tutors for enchantments/auras/equipments/weak creatures/planeswalkers/legendary creatures, which is nice. White also gets decent reanimation from time to time, which shouldn't be discounted. I feel that the renewed presence of symmetrical advantage in cards like Happily Ever After and Shatter the Sky are the final key to this system, though it needs to be done in a way that "breaks" the synergy.

    For example:

    Stern Guidance 1 mana white mana
    Sorcery
    Opponents can't cast spells until the end of your next turn.
    Each player draws 2 cards.

    (everyone gets cards but you get to use them first and get a decent haste effect.

    Mass Aurafication 2 mana white mana white mana white mana
    Sorcery
    Destroy all creatures. Each player draws 2 cards.

    (card advantage tied to destruction that lets you pull ahead)

    Generous Benefactor 2 mana white mana
    Creature- Human Noble
    At the beginning of your end step, each player with three or fewer cards in their hand draws a card.
    1/4

    (situational card advantage for everyone that may not be symmetrical in practice)

    I think those are some pretty good designs for pushing the symmetrical draw effect in white. I hope we see cards like these in upcoming sets. The situational draw rollout in white has been slow and tame so far, but I can't fault WotC for being careful with this. "Each player draws four cards" would be a great way to push the effect and really give white some serious cardflow but it would probably force opponent's to discard too often such that it probably would not be symmetrical enough.
    Posted in: Custom Card Creation
  • posted a message on A Proposal: White needs "X"
    Quote from Melkor »
    Quote from DJK3654 »
    I disagree about situational card draw for the same reasons I don't think Wicked Wolf or Beast Within is good for green— it's too much of a cheat trying to get around the color's weakness altogether by just using in-color conditions and effect stylings, where the result is much the same. White not getting card draw means white not getting card draw. There's some small room for flexibility there, but it can't just be very typical easily built around things.
    WotC has been trying 'each player draws a card' in white, the latest example being Shatter the Sky. I think it's promising territory to increase cardflow in white without giving it real card advantage.

    One thing white could do with more of, I think, is more, better, perpetual late game value. Cards like The Circle of Loyalty, and more of them that don't encourage relatively aggressive small creature decks. Repeated effects that create tokens, buff creatures, return cards from the grave, remove permanents— cards that threaten to just take over the game with value. Green gets lots of cards like this, Nyxbloom Ancient with the newest set, while White's big lategame cards can often be more one-shot like Planar Cleansing, or rather contained, like Zetalpa, Primal Dawn.
    I think white could also afford to push more with land filtering cards like the upcoming Birth of Meletis. At least more basic plains tutoring, but perhaps white could also get some Lay of the Land type cards, cards that return lands from your graveyard to the battlefield, creatures that tap for white mana but only to cast creatures, or to cast artifacts or enchantments.



    But that's the whole thing, in this age of the game, saying that white cannot have card draw, or a form of filtering that is very, very close is effectively saying "white's part of the color pie is always being inferior to the other color, that is what white does, that is what White is allowed to do, just be inferior'. It doesn't need blue or black card draw, but it isn't really in Red color pie either, and they get a looting effect that is virtually the same in context of what they do, in each and every set. If white even got THAT, it would probably be plenty. or green style 'look at the yop 5 for XYZ' type draw. if they aren't going to give white something constructed relevant that it does well that will allow it to keep up, they should stop making mono-white cards, they should cut out the middleman of wasting the paper and the ink, and only have white in multicolor cards if they aren't going to let it DO anything outside of Limited

    There was a time in the game's history when green was very weak. That problem wasn't solved by removing green's limitation of relying on creatures. Instead, WotC just found more ways to allow, and pushed more cards that allowed, green to do better at some of the things it was weak at within its critical weakness of relying on creatures. Similarly, the answer to white's relative weakness right now is not to abandon its critical weakness, but find and push more ways for it to work around that without breaking it. If breaking weaknesses was your go-to just because a color is weak, the color pie would just slowly dissolve into nothing over time.
    It's not like white has consistently been the weakest colour— it's just been the last few years roughly. (EDIT: Here's a blogatog comment from just four years ago complaining about how white gets to have in-colour ways to work around its weakness but red doesn't). Red didn't get 'rummaging' and 'impusive draw' because WotC gave up on it's critical weaknesses— because card draw was never that, it was late-game sustainability and being unable to deal with enchantments. Card draw does help with late-game sustainability, so they gave red card draw and card selection that was less effective at that.
    Giving up on white's critical weakness being a lack of card draw would require a reassessing of the whole color's strengths and weaknesses. Maybe that is necessary, but WotC hasn't had that much of an opportunity yet (with their delayed schedule) to try working around it in color, so I think it's premature to call for that.
    I do think white should get more filtering though, in line with what I was saying about getting lands and mana. White is already allowed to get scry and do some dig and tutoring cards, and it would be simple enough to just print and push a little more of these cards. It's quite possible WotC is already doing this with current and upcoming sets. They are reprinting Idyllic Tutor, after all.
    Posted in: Custom Card Creation
  • posted a message on 1/13/20 Bannings
    I said I wouldn't really be surprised if Oko got banned in modern. I'm not really surprised.
    Mox Opal and Mycosinth are explicitly them targeting more oppressive/unfun cards just as much as it is powerful cards, to everyone upset/uncertain about those ones—
    Mox Opal has long contributed to strategies that seek to end the game quickly and suddenly, whether with explosive attacks, one-turn win combos, or by locking out the opponent with “prison” elements.

    While the primary motivation for ((banning Mycosynth)) is the unfun play pattern,

    Posted in: The Rumor Mill
  • posted a message on A Proposal: White needs "X"
    I disagree about situational card draw for the same reasons I don't think Wicked Wolf or Beast Within is good for green— it's too much of a cheat trying to get around the color's weakness altogether by just using in-color conditions and effect stylings, where the result is much the same. White not getting card draw means white not getting card draw. There's some small room for flexibility there, but it can't just be very typical easily built around things.
    WotC has been trying 'each player draws a card' in white, the latest example being Shatter the Sky. I think it's promising territory to increase cardflow in white without giving it real card advantage.

    One thing white could do with more of, I think, is more, better, perpetual late game value. Cards like The Circle of Loyalty, and more of them that don't encourage relatively aggressive small creature decks. Repeated effects that create tokens, buff creatures, return cards from the grave, remove permanents— cards that threaten to just take over the game with value. Green gets lots of cards like this, Nyxbloom Ancient with the newest set, while White's big lategame cards can often be more one-shot like Planar Cleansing, or rather contained, like Zetalpa, Primal Dawn.
    I think white could also afford to push more with land filtering cards like the upcoming The Birth of Meletis. At least more basic plains tutoring, but perhaps white could also get some Lay of the Land type cards, cards that return lands from your graveyard to the battlefield, creatures that tap for white mana but only to cast creatures, or to cast artifacts or enchantments.
    Posted in: Custom Card Creation
  • posted a message on Theros Beyond Death the rest of the cards and story
    Quote from Xeruh »
    I find it weird people think this set is top down instead of bottom up. It’s bottom up Theros, with some additional Greek specific stuff they wanted to cover. The mechanics they brought back still serve the same purpose they did originally, and Escape is all about the story, namely things escaping from the Underworld. Just because it’s not what people want that doesn’t make it top down.

    Escape is all about the story but the set is bottom up? Hmmm?
    Posted in: The Rumor Mill
  • posted a message on THB - Relentless Pursuit
    Quote from HighHolder »
    Should cost two mana, almost every other version of this does

    This would be overpowered at two. It's an 'and/or', you'll usually get two cards. Compared to Commune with the Gods, that would be very strong. This could safely add an extra card to the selection pool to increase it's consistency and mill value without being overpowered though IMO, but not every card is going to be pushed. This is fairly decent as is.
    Posted in: The Rumor Mill
  • posted a message on Theros Beyond Death the rest of the cards and story
    Quote from Gutterstorm »
    Don't know if others noticed this and mentioned it already but another weak thing is that there isn't a single enchantment creature with Constellation. Last time literally everything with Constellation was an enchantment and most were also creatures. Honestly, this set has plenty of good cards but it's pretty disappointing. I'm just not feeling the theme as much as last visit.

    WotC has been upfront that they intentionally did Constellation on non-enchantment creatures for play design reasons. I think the enchantment theme is stronger here than in the first two sets of Theros, which had relatively little in the way of actual enchantment matters, and comparable to Journey into Nyx. Plenty of Constellation cards and a bunch of additional miscellaneous enchantment matters cards. It's less 'loud' in a way because more of the enchantment creature cards are just creatures that are also enchantments and not Bestow creatures or Constellation creatures.
    Posted in: The Rumor Mill
  • posted a message on Two more Heliod cards
    Quote from alpha666 »
    because pacifism at common was so strong that we made a bad pacifism at unco .... poor white, poor limited...

    It does also take away all abilities. Which is pretty useful.
    Posted in: The Rumor Mill
  • posted a message on [THB] Priest of Mogis - Shazoo.ru
    The art cracks me the hell up lol


    sonny boy check the burgers in the grill

    Opens hood, they are charred


    Minotaur: they buuuuuuuurnnnttttttttt

    They're beef patties Evil Lol
    Posted in: The Rumor Mill
  • posted a message on Two more Heliod cards
    Heliod's Punishment is interesting. Pacifism that removes all abilities but kind of has vanishing.
    Posted in: The Rumor Mill
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