It probably got bumped up because it makes mentor a bit more insufferable.Quote from Watchwolf »Isn't this kind of card usually common?
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Sep 13, 2018Posted in: The Rumor Mill
Short answer - play surveil spells twice.
Longer answer - The reason it's twice has to do with the fact that you're doing one action, which in this case is through manipulating the top two cards of your library. The number is telling you how big the action is; you do it all in one go, rather than do the top card of your library two times.
With that said, if a card comes out that says, "Surveil #, then surveil #", then that would get you two counters because you're doing two different surveil actions.
Sep 2, 2018Posted in: The Rumor Mill
Basically, you could choose to get a 3/3 token, or a 2/2 token and a 3/3 Warboss:Quote from Crispen_Smith »Can you stack Mentor? If a 3/3 with Mentor and this guy attacks do you get to make himself 3/3 with the ability to mentor a 2/2?
- Create the 1/1 goblin. - Two mentors attack, two triggers o The 3/3 can target the token or the Warboss o The Warboss can only target the token.Assuming the mentors survive, you'd end up making 3/3 tokens that have haste and must attack on the following turns (the Warboss would be a 3/3 and so the other 3/3 mentor has to target the token now).
Apr 6, 2018She's the cure for Incurable Ogre somehow ending up in your Limited pool. (By which I mean I hate playing X/1's that are vanilla or french vanilla without evasion.) Being able to send in your high-power, one-toughness critters without worry is spicy. It won't take long for those to end the game.Posted in: The Rumor Mill
Apr 2, 2018Posted in: The Rumor Mill
The short answer is "yes" to moving to damage from life loss. This isn't a 100%-of-the-time kind of change.Quote from ajmiam »Is it just me, or is Black moving away from "player loses life" effects to just ordinary damage-dealing effects? Why now? I thought the un-preventability of Black life loss was supposed to set it apart from Red direct damage. This isn't the only card that does it...Belzenlok and other card drawing spells are now damaging the controller instead of causing the controller to lose life.
If you do a search on Maro's Tumblr for "life loss" you'll see some of the most recent Q&A about the idea in general, for more comprehensive explanation.
Mar 26, 2018Saga rarities are really messing with my intuition. I didn't think History of Benalia would be mythic ever, even though it's "4/4" for three and "8/6" (or more) for three on one turn. Fall of the Thran seemed more mythic to me due to the Armageddon effect.Posted in: The Rumor Mill
Mar 22, 2018Solmancer posted a message on Teferi Playmat & Dominaria Playmat & Promos With Regular Versions .:. WOTC Twitch PreviewsPosted in: The Rumor Mill
RE: Bolded.Quote from soramaro »I swear, Teferi looks a different age in every of his depictions. Also, I've been wondering about the Opt art since the spanish promos were spoiled. Could it be that his planeswalker version is actually going to be "old Teferi" (in that he'll have to choose whether he wants to stay young or get his spark back, but age)?
The regular version of the Zhalfirin Void looks absolutely gorgeous, nice visual reference to Teferi's Protection.
Oh, and I absolutely want a playmat with that map.
I think he got his spark back due to Radha. She's not a planeswalker in the set (only Legendary Creature) even though she had the same potential that Venser did.
Mar 9, 2018Posted in: The Rumor Mill
At least one per pack, similar to how Innistrad's blocks have done guaranteed DFC slots in each pack.Quote from Dunharrow »Quote from K4z »Hoping for legendary creature masterpieces here. How sweet would that be to pull a Kaalia, Atraxa, or something like that here.
In before Masterpiece Norin the Wary.
This set looks awesome. I love the legendary sorceries. I'm happy they called kicker "kicker" and not something else like strive. They said there would be a legendary card in each pack - is that a legendary slot in the pack? Something else?
Feb 14, 2018Posted in: Custom Card Creation
SecretInfiltrator covered most of my points, but now that I'm home from work (and not losing my mind) I can answer myself:Quote from SecretInfiltrator »Also this still stacks. I'm not certain about what point you are making bolding two problems and solving only one. That said, I have suggested a version similar to this before when we were still discussing blue-red options (for instants/sorceries since prowess did not yet exist as a precedence).
The issue I perceive here is largely born of the matter of "how many noncreature spells did you cast this turn?" Generally speaking, this will be somewhat easy to track, but what Maro posted about with regards to the issues with prowess, is that the ability for allowing multiple noncreature spells to really boost a creature -- without factoring in the effects of those noncreature spells -- can really warp Limited. Multiple creatures can get bigger from one spell, to name one example, and it rapidly increases the board complexity if multiple noncreature spells are being fired off by the controller of the creatures with prowess. This is largely due to the fact that prowess can repeatedly trigger as it is now. It's part of the reason we are seeing so few prowess creatures outside of Tarkir block.* Changing it to a static +1/+1 yes/no greatly reduces the "board math" for what a creature will end up at, but more importantly it means that Set and Play Design can better influence just how big a Prowess creature can potentially get, by limiting how many instances of prowess it can stack up.
In addition, they could also put in cards explicitly to grant the higher power/toughness (by bestowing more instances of prowess), if they want to give it a little nudge. Right now, they can't, because they have to assume that a given creature with prowess can easily get large due to repeatable triggers. In Constructed, this isn't a difficult thing to accomplish (hi Flood of Recollection!). Sometimes, even in Limited this isn't hard. Imagine if prowess had existed back in Rise of the Eldrazi and/or in Innistrad block, with the Surreal Memoir and Spider Spawning archetypes existing in Limited. How can they possibly balance prowess around any of that? Cards like Monastery Swiftspear basically becomes an alternate win condition for those archetypes in addition to the archetype's function itself. Putting a limit on it allows them to better determine where a creature with prowess exists power wise. Right now, the balancing metric is: "This can potentially be +1/+1 to +5/+5 on any turn." Again, without factoring in the effects of those noncreature spells. And that's just for a french vanilla common.
Preserving most of the functionality.
Most of this was touched on already. Turn it on with a noncreature spell, same as always. It just becomes a matter of how high the creature is allowed to grow. I've already touched on that point, so I'll leave it at that and paste random stuff that kind of illustrates the point of what they could do after, especially if they want to make creatures that get bigger:
Cloudstrike Seeker (Common)
Creature - Djinn Monk
Flying, prowess (This creature gets +1/+1 if you casted a noncreature spell this turn.)
Noble of the Sky (Uncommon?)
Creature - Elemental
Noble of the Sky has prowess for each other creature with flying you control.
Whenever you cast a noncreature spell, target creature you control gains flying until end of turn.
Lore Acquirer (Uncommon)
Creature - Human Rogue
Whenever Lore Acquirer deals combat damage to a player, draw a card. Then, discard a card unless you casted a noncreature spell this turn.
Spellfire Elemental (Rare)
Creature - Elemental
Spellfire Elemental has prowess for each instant and sorcery card in your graveyard. (It gets +1/+1 for each of those cards in your graveyard if you casted a noncreature spell this turn.)
2R, Exile an instant or sorcery card from your graveyard: Spellfire Elemental deals 2 damage to target player.
PS - I would also like to remind everyone that lifelink stacked with itself (multiple triggers) once upon a time, back in Future Sight through Alara Reborn. It had similar issues for being swingy before it became a static ability.
* Prowess Card Count
- Khans of Tarkir Block: 18 (Khans of Tarkir = 10; Fate Reforged = 8; Dragons of Tarkir = 0)
- Magic Origins: 4
- Kaladesh Block: 1 (Kaladesh = 1; Aether Revolt = 0)
- Amonkhet Block: 5 (Amonkhet = 2; Hour of Devastation = 3)
- Ixalan Block: Zero
Shouldn't there be more than this for an evergreen mechanic that encourages a creature to turn sideways?
Feb 11, 2018Posted in: Custom Card Creation
The more I think about it, though, the more I think Harvest the Fruit would not be a sorcery. Blue doesn't get creature pump on spells (for +N/+N) pretty much ever. The way that spell is worded is basically a blue version of "Creature you control get +1/+1 until end of turn." That ain't gonna really fly. I think it would have to be an enchantment in order to not be a color break, along these lines:Quote from Anachronity »I really like how neat and tidy Harvest the Fruit is. One could argue that this makes the game less interactive, since the new version means you can't Shock a Swiftspear before it becomes a 2/3. Your version is definitely easier to remember though, which is a good thing for an evergreen mechanic.
It also simplifies sequencing of effects, if for example you want to Anger of the Gods before you play your Swiftspear. This is a good thing or bad thing depending on who you ask.
Harvest the Fruit (Rare)
Creatures you control have prowess. (They get +1/+1 if you casted a noncreature spell this turn. Instances of prowess are cumulative.)
On a Higher Level (Common)
Enchantment - Aura
Enchanted creature has flying and prowess.
Feb 10, 2018These are the post-feedback versions of the ten I concocted. If you want to see what they were before said feedback, they're on Reddit here.Posted in: Custom Card Creation
Nurture Growth (Common)
Put two or three +1/+1 counters on target creature. If you put three, tap that creature and it doesn't untap during its controller's next untap step.
NOTE: The name was supposed to be Nurture Growth but I somehow appended a d. The number of counters increased by one in each case. Going above 3 +1/+1 counters is almost never done at common unless the counters are going onto a 0/0 creature (Graft, Modular, Awaken). This is true for all cards in Modern. Monstrosity I think is a special case, because it's meant to make the creature a finisher with a one-time activation. Even then, the number of cards > 3 at common is two.
Battle Standard (Rare)
At the beginning of combat, reveal the top card of your library. If that card is a --
* Creature -- Put a +1/+1 counter on each creature you control.
* Noncreature -- Creatures you control gain your choice of lifelink, flying, or menace until end of turn.
NOTE: This was redone completely to be better in a vacuum. The 1.0 version was a direct transplant from a keyword that affected every creature with the mechanic, and that just doesn't translate well here. So, I redid the trigger back to the original revelation of the top of the library, and took off the "only during your combat" restriction to let it play better during all combat situations. When I came up with it for Boros, I concepted the mechanic to occur as an attack trigger based on whether you revealed a creature or noncreature. That works here too, but it's less sexy in a vacuum, which is what a rare should be.
Hasten the End (Mythic)
For the rest of the game, players pay life instead of mana. (The life can pay for costs as though it were mana of any color and/or type.)
X'nar, Master of Lore (Mythic)
Legendary Planeswalker - X'nar
+2: Until your next turn, whenever you cast a spell, choose target creature. That creature gets -1/-1 until end of turn.
-3: You get an emblem with "Spells you cast cost 1 less to cast."
-8: You get an emblem with, “Play with the top three cards of your library revealed. You may play those cards and you may draw one of the three instead of the top card of your library.”
Driven Bruiser (Common)
Creature - Ogre Warrior
When Driven Bruiser enters the battlefield, if another creature on the battlefield has greater power, put a +1/+1 counter on Driven Bruiser.
Punish Insolence (Uncommon)
Counter target spell unless its controller pays 4 life to you. (You gain the amount of life paid this way.)
Wrathful Earth (Rare)
You may have land cards you play enter the battlefield tapped.
Whenever a land enters the battlefield tapped and under your control, it becomes a 3/3 black and green Elemental creature with menace. It's still a land.
Meditating Mage (Uncommon)
Creature - Human Wizard
You may choose not to untap Meditating Mage during your untap step.
At the beginning of your upkeep, if Meditating Mage is tapped, you may pay 1WU. If you do, put a +1/+1 counter on Meditating Mage and draw a card.
V'dya, Who Bonds All (Mythic)
Legendary Planeswalker - V'dya
+3: Create a colorless artifact token named Worldsoul's Gift with "T, Sacrifice this artifact: Add * to your mana pool. (It can pay for mana of any color and/or type.)"
+1: You gain 3 life.
-4: Scry 4, then reveal the top card of your library. If it’s a creature card, put it onto the battlefield.
-7: You may activate a loyalty ability on another target planeswalker without paying its loyalty cost.
NOTE: I'm not sure if the last ability technically works. The intention is that you can activate an ability on any planeswalker, including an opponent's planeswalker, right then and there.
Shocking Idea (Common)
You may cast Shocking Idea for 4UR to double the damage and number of cards you draw.
Shocking Idea deals 2 damage to target creature and you draw a card.
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