I for one will miss being able to use a $1 rare clone to destroy a 20x more expensive legendary rare. The flavor of this play is subjective, but it still felt good. Too bad they couldn't just change future clone variants.
To me, it feels like this broad sweeping rule will mostly affect competitive play except for the case with clones. But even in tournament play, legendaries or walkers were not put into a deck with the sole purpose of becoming a vindicate right? This appears to be a vehicle to use new design space as speculated for Theros and a feel good zeitgeist for the current direction of magic.
My knee jerk reaction is to loathe this change for the flavor reason of "there can be only one". If this allows WOTC to produce something interesting like a previously mentioned walker clone, than I could be forgiving and adopt the multiverse with one battlefield theory.
Why not play this in EDH? EDH is supposed to be casual fun and I for one enjoy the chance to play decks with one-of cards like this instead of every EDH deck I build containing all the usual power cards and tutors for the color.
It protects from creature token swarms and 6 mana is not hard to get to in EDH. I like it.
Yeah, it could be really easy to bust out a quick win. In my group, most of us don't have access to many older cards. It works well with us. It's just a matter of adjusting to your group I suppose. I created it for fun as most of our group are Timmy's. Ban or restrict as needed for your group. Thanks for the reply!
I invented a new way to play pauper (at least I think I did, have not seen anything like it) and wanted to post how to play on MTG Salvation. I hope this is the right place to post.
RULES
1. Basic rules apply for pauper deck construction.
2. Mana flare is in effect for all players at all times
3. Each player chooses 3 to X decks to use
4. The game is started with 20 life and played like a normal game and one free mulligan is allowed (hey, it's for fun).
Now the fun part....
5. If you die, you start fresh with the next deck in line you've chosen for the gauntlet after the current player finishes his/her turn. You also keep your place in the turn order of players. Your life returns to 20.
6. When starting a new deck in the guantlet after dying, the following rules apply.
a. You may put all lands you draw into play.
b. You draw extra cards depending on what phase of your gauntlet you are in. See section C for cards drawn...
c. The first time you die, you start your new deck and draw 14 cards, after that each additional time you restart you draw an additional 3. E.G. First death, draw 14, second death draw 17 etc...
Hopefully that covers everything. It's really fun and open to interpretation. Make your own rules in your group. I've played it at my kitchen table and it really is a lot fun. Picking the turn order you decks enter the gauntlet and getting to play high cost commons easily is fun times.
I was talking about casual for the pro point I made; guess I should of clarified that. I was thinking EDH and not about cards you play in multiples. Good point you made though.
Thanks for clarifying the cons. Open information is open information I suppose. Not a fan myself.
Maybe they should of tried this transform mechanic as a Rise of Eldrazi type experiment? Anyway, my thoughts are....
Pros.
1. I only have to get one rare transform card and 4 check list cards. Great for my wallet.
Cons.
1. Makes draft awkward and there will be cheating attempts and confusion.
2. The night and day mechanic lets me down. What does spell casting have to do with night and day? Maybe checking for "played a land last turn" would of been better? As a bonus, people would pay more attention to land drops so no "did I play a land this turn?" shenanigans.
I like it as a new concept, and I understand why they did it like they did, but I wish there were only levels for actual bonuses. For example, level 1 +1/+1, level 2, +2/+2 ect.. having an ability for multiple levels (example lvl 1-3) could be a bit confusing, especially multiplayer. Sorcery speed kinda sucks too. I know it's gonna be a major bummer to pump mana into the ability just to see a -x/-x instant kill my creature that i can't respond to by leveling up again.
I'm open to everyone's opinion, but it gets old to hear people call a card crap just because it does not improve their current net deck of choice. This card is fun and has potential. WOTC makes cards for everyone, good for them because I'd wager that for every tourney player there's at least about a dozen that play casual.
My guess for the uncommon duels is, of course, comes into play tapped. The possible good side would maybe be comes into play untapped if you control, for example, a forest and mountain then your green red uncommon duel comea into play untapped.
I guess I'm not the only one who thinks the order vote was fixed. I mean come on! We all know the rarity will be mythic. We could tell it's a planeswalker by the art. ect... Wizards choose the order themselves, period. I think that's lame. The slow spoiling thing is kinda weak too. The cards will all be spoiled before the release so why not give us on or two of the couple hundred to talk about? Wizards are having their spoiler revenge! If you are going to slow spoil, then why not make a contest out of it or something? Geeeezz
+1: dark ritual!
-x: life drain
-7: Twilights Call (NOT THE MOVIE)
To me, it feels like this broad sweeping rule will mostly affect competitive play except for the case with clones. But even in tournament play, legendaries or walkers were not put into a deck with the sole purpose of becoming a vindicate right? This appears to be a vehicle to use new design space as speculated for Theros and a feel good zeitgeist for the current direction of magic.
My knee jerk reaction is to loathe this change for the flavor reason of "there can be only one". If this allows WOTC to produce something interesting like a previously mentioned walker clone, than I could be forgiving and adopt the multiverse with one battlefield theory.
It protects from creature token swarms and 6 mana is not hard to get to in EDH. I like it.
RULES
1. Basic rules apply for pauper deck construction.
2. Mana flare is in effect for all players at all times
3. Each player chooses 3 to X decks to use
4. The game is started with 20 life and played like a normal game and one free mulligan is allowed (hey, it's for fun).
Now the fun part....
5. If you die, you start fresh with the next deck in line you've chosen for the gauntlet after the current player finishes his/her turn. You also keep your place in the turn order of players. Your life returns to 20.
6. When starting a new deck in the guantlet after dying, the following rules apply.
a. You may put all lands you draw into play.
b. You draw extra cards depending on what phase of your gauntlet you are in. See section C for cards drawn...
c. The first time you die, you start your new deck and draw 14 cards, after that each additional time you restart you draw an additional 3. E.G. First death, draw 14, second death draw 17 etc...
Hopefully that covers everything. It's really fun and open to interpretation. Make your own rules in your group. I've played it at my kitchen table and it really is a lot fun. Picking the turn order you decks enter the gauntlet and getting to play high cost commons easily is fun times.
I was talking about casual for the pro point I made; guess I should of clarified that. I was thinking EDH and not about cards you play in multiples. Good point you made though.
Thanks for clarifying the cons. Open information is open information I suppose. Not a fan myself.
Pros.
1. I only have to get one rare transform card and 4 check list cards. Great for my wallet.
Cons.
1. Makes draft awkward and there will be cheating attempts and confusion.
2. The night and day mechanic lets me down. What does spell casting have to do with night and day? Maybe checking for "played a land last turn" would of been better? As a bonus, people would pay more attention to land drops so no "did I play a land this turn?" shenanigans.
G/W dual, CIPT, when CIP, target creature gets +1/+1 till EOT and gain 1 life
R/B dual, CIPT, when CIP, target creature gets -1/-1 till EOT and target opponent takes one to the dome.
???
too powerful??
at least they wouldn't do all the same thing. why would a R/B land give you one life???
They don't suck, but I was hoping for something......more........
+1: dark ritual!
-x: life drain
-7: Twilights Call (NOT THE MOVIE)