It would be about a bullied high school kid with a failing love interest that is about to be run over by a truck. He thought he was dead but then he suddenly discovers that he is in another unknown planet (apparently his spark is just activated) and some wise old man show up to tell him that he is a PLANESWALKER. bla bla bla learning montage bla bla bla. He made a stupid mistake and some bad planeswalker learned about this plane called "Earth". The enemy would then go this plane and the hero has to stop him or something and possibly also save the girl he likes there too.
Oh look the inspired dark confidant. No one is amused. It may be good, but inspired requires one to attack or be tapped with another usuallly subpar card.
Edit: The more i think about it, it may actually be balanced in a good way.
I think what he means are the type of DLC that are already included in the main game, just disabled and it will be unlocked once you buy the "DLC". As far as i know, some scumbag companies are doing that.
Anyway i wish Mighty No. 9 succeeds. It was, from what i see from the concepts, megaman done right. For starters, a robot designed to have interchangeable cells(?) is a nice way to tell how he absorbs other abilities, plus he would definitely have the ability to transform into some weird stuff and not need some special armor or something.
You completely missed the point. You can't lump Mono-black, Mono-blue, mono-green, and mono-red together in terms of archetypes simply because they have "devotion" cards in the deck. That's asinine. It's akin to calling 2 or 3 color decks "shock" decks because they all run shocklands.
It's true that the decks in question are often running cards with powerful devotion mechanics, but mono-red is still at it's heart an aggro deck with reach. Mono-blue is an aggro-tempo deck similar to merfolk lists of the past. Mono-black is a classic control list. Referencing and quantifying all of those lists as a single "devotion" archetype is idiotic, because each deck requires discrete reactions from other decks. Mono-U falls prey to supreme verdict while mono-black and mono-red can shrug it off. Mono-red can't deal with a desecration demon while mono-u has answers for days against that card. It's a simple case of lazy generalizations.
I think it is called that because it sounds cool, plus it gives a "unique" vibe. Mono blue aggro? yeah whatevs. Mono blue devotion? woooot cool!! Mono black control? ok. Mono black devotion? Badass! I mean Look at Esper Control. Does it use mechanics from esper the shard? Nope. It only has the colors.
Except it doesn't do the same thing as Turn to Frog. It does a tremendously different thing. Most of the complaints about Curse of the Swine, besides that it's mass removal, is that it's irreversible. Blue creature removal is supposed to be temporary. Even things like Rapid Hybradization at least allow you to recur the creature (although the same people hate that spell, too). Turn to Frog reverses itself. Control Magic effects and bounce are generally temporary, at least with the right answers. Curse of the Swine shouldn't have exiled.
That said, this card is clearly a blue card. I've never once looked at protection and thought of the color pie in the first place. Did anyone complain that Phyrexian Crusader had far, far more powerful protection than Mirran Crusader? If I lump protection with anything, it's probably knights. They may be primarily white, but there are plenty of black, green, red, blue and gold knights.
While i do agree that blue shouldn't have irreversible removal, I do understand why Wizards is doing it. Blue's traditional control elements is being planned to be totally nerfed or even removed in the future (Like what they did to land destruction, and most combo in standard). Wizards is looking for some other way they can move blue to so they can trash counters and stuff, and they have been trying for years, and they always fail (faeries, delver, mill etc.).
Blue - the worst creature color, now gets something like this? Thanks, Wizards, for destroying all other blue's strengths (counter, instant draw etc.) that you are actually too confused about what the color can do nowadays.
As far as i know, it is not an "enchantment matters" block but a block with a strong "enchantment" theme. So everyone just chill.
Innistrad is not that much into graveyard like in Oddysey. Scars is not much into artifacts as original Mirrodin. Well, the issue with Theros is that there is no "<insert theme> matter" block for us to compare with it (Urza block does not count).
Wizards right now are not creating blocks with priority in mechanics, they make blocks with priority in flavor. Scars = mirran/phyrexian war, Innistrad = horrors, Theros = Greek/Roman etc.
Ravnica is an exception, since it has a balance in flavor/mechanics for a block.
Whelming Wave works with Changelings, and with Mistform Ultimus.
In the deep while not in combat, then when he pops up, everyone needs to hold him down.
It is not that good outside Limited, but people will just play this because it is just that cool.
I do hope that Mogis is actually holding a guitar, as to what one poster posted before.
Uggggh.
Oh look the inspired dark confidant. No one is amused. It may be good, but inspired requires one to attack or be tapped with another usuallly subpar card.
Edit: The more i think about it, it may actually be balanced in a good way.
and finally some good non-broken bestow cards
+1 protects her, but it also protects the target.
-1 board development
-5 The usual finisher
I think what he means are the type of DLC that are already included in the main game, just disabled and it will be unlocked once you buy the "DLC". As far as i know, some scumbag companies are doing that.
Anyway i wish Mighty No. 9 succeeds. It was, from what i see from the concepts, megaman done right. For starters, a robot designed to have interchangeable cells(?) is a nice way to tell how he absorbs other abilities, plus he would definitely have the ability to transform into some weird stuff and not need some special armor or something.
I think it is called that because it sounds cool, plus it gives a "unique" vibe. Mono blue aggro? yeah whatevs. Mono blue devotion? woooot cool!! Mono black control? ok. Mono black devotion? Badass! I mean Look at Esper Control. Does it use mechanics from esper the shard? Nope. It only has the colors.
While i do agree that blue shouldn't have irreversible removal, I do understand why Wizards is doing it. Blue's traditional control elements is being planned to be totally nerfed or even removed in the future (Like what they did to land destruction, and most combo in standard). Wizards is looking for some other way they can move blue to so they can trash counters and stuff, and they have been trying for years, and they always fail (faeries, delver, mill etc.).
Innistrad is not that much into graveyard like in Oddysey. Scars is not much into artifacts as original Mirrodin. Well, the issue with Theros is that there is no "<insert theme> matter" block for us to compare with it (Urza block does not count).
Wizards right now are not creating blocks with priority in mechanics, they make blocks with priority in flavor. Scars = mirran/phyrexian war, Innistrad = horrors, Theros = Greek/Roman etc.
Ravnica is an exception, since it has a balance in flavor/mechanics for a block.
People that complain with counterspells and also complain with this needs to think over why blue went to becoming like this.