Gotta wonder why they didn't just go with Healing Potion as the name.
Because Potion of Healing is its literal name in D&D. Potion of Healing, Potion of Greater Healing, Potion of Superior Healing and Potion of Supreme Healing.
Yes, but I believe it's more like Heaven and Hell, where there are like overlays or layers. There is a Fae world, a demon world, spirit world, etc. Idk the entire ins and outs of the concept but that's the gist if it.
I dont think that counts as "planes". I mean look Theros : have both a physical and metaphysical places (Underworld, Heaven etc) and still are the same only one plane. A single universe can have more metaphysical layers but are within that universe still.
In D&D "Heaven" and "Hell" are entirely separate from the Material planes. They're not like Theros, with Nyx, the mortal realm, and the Underworld all on one plane. It'd be like if the Magic Multiverse had an entirely separate plane where all spirits went when they died. They're fully separate planes of existence in D&D.
Using a D20 for only 2 options feels like a total waste. It's the exactly rate of a mundane coin flip. I get it's not functionally equivalent in this set but c'mon.
That is not actually true, if you are using a fair dice. There are 9 numbers from 1 to 9 and 11 between 10 and 20. So it is 11/20 for the good outcome while only 9/20 for the bad part
Right, I stand corrected. Still lamey but at least now makes a little more sense.
To be fair, a d20 in real life D&D also often only has two outcomes; Pass or Fail.
Yes, but I believe it's more like Heaven and Hell, where there are like overlays or layers. There is a Fae world, a demon world, spirit world, etc. Idk the entire ins and outs of the concept but that's the gist if it.
There's the Material plane (aka the mortal world) which contains numerous - I guess subplanes? - such as Greyhawk, Faerun, Eberron, essentially all of the normal game setting planes. The Material plane sorta overlaps with the Feywild and the Shadowfell as kinda-sorta parallel dimensions that occupy the same "space" as the Material planes, just ya'know, a little to the left of reality.
Then there's the Inner planes, which are the elemental planes, Fire, Water, Earth, Air. After the inner planes are the Outer planes, which are the various Heaven/Hell analogs. Beyond the Outer planes is the Far Realm, which is essentially an alien hellscape beyond the grasp of mortal comprehension.
There are also the Ethereal plane and the Astral Sea, which are vaguely like the Blind Eternities, where they're "the space between realms." Though unlike the Blind Eternities, creatures can and do actually live there (at least, in the Astral Sea, I can't recall anything that lives in the Ethereal plane).
EDIT: Felt that I should point out that there are 16 Outer planes, not simply 1 "heaven" plane and 1 "hell" plane. I also forgot about Sigil/The Outlands. The outlands exsists between the outerplanes as a sort of hub connecting to all of them. It's a circular plane, like a wheel, with 16 gate towns each having a portal to a corresponding Outer plane. Sigil is essentially the capital, a huge ring shaped planar metropolis at the center of the plane.
Bugbears are indeed goblinoid as are hobgoblins. DnD has a variety of goblin races although with 5e only Bugbear and Goblin are playable.
Hobgoblins are also a playable race. They're all 3 in Volo's Guide to Monsters. There's also a Feywild hobgoblin in the recent fey folk UA.
As for the card itself, I don't care much for the visual treatment of the card. It took me a second to realize I was actually looking at a CARD, having initially scrolled right past it. Certainly when it's a pysical card in front of you it's obvious, and at least it's fully legible unlike some past treatments (Amonkhet invocations, the heavy metal secret lair), I suppose I simply lack the nostalgia for the design given that I started D&D with 5e.
they never gonna admit it but lets face it nearly all the most played nonbasic lands in edh can tap for at least C this is almost armageddon in the format
and to prove it all of these would get hit by the overload.
(clearly hundreds more than this)
Exotic orchard and reflecting pool are safe - colorless is not a color (also you can't tap either if all your opponents are playing colorless.)
Orchard is safe since it says "any color" but I don't believe Reflecting Pool is, since it says "any type." Colorless mana is by definition not a color, but it certainly is a type of mana.
There's no restriction on the mana value of the spell you can cast, and with all of red's rummaging effects it's simple enough to get huge spells into your graveyard to cast for free.
tales of ancestors - THOSE FOOLS! This could have been a white card easily because of happily ever after WHITE NEEDS BETTER DRAW! (In other words this is a incredible group hug draw card that should have been white)
Also why is Tales of the Ancestors blue and not white? This card would fit in White both thematically and mechanically, what a waste.
Maro's already on record saying that white wont be getting these types of cards, even if they might thematically fit the color, because white still won't get mass card draw. While they're still debating the exact limitations for white card draw - is drawing 2 even ok? - even the potential for a whole new hand full of cards is too much.
For the record, I think that's BS, but it is what it is.
That Stoic Farmer is a joke, it's worse than Kor Cartographer, it's only upsides are Foretell and being 3/3 but still... what a let-down.
Foretell is a BIG upside. You can cast Stoic Farmer with only 2 lands, where you can only cast Kor Cartographer once you're at 4 mana. In *most* formats, if you're at 4 mana in white, you should have better things to do. In those other formats such as Commander, Farmer isn't an Either/Or with Cartographer, it should be an And.
Particularly given that white is deliberately terrible at card draw. You're very quickly going to exhaust your ability to have 2 spells to cast in a turn. If Black doesn't get some ungodly efficient draw to make up for it, this archetype seems DOA to me.
(Ability text)
[protection from God creatures]
Surprised this didn't happen in theros revisit
Interestingly, with the way that it's worded (God creatures) I don't think that this offers protection from the Theros gods while they're not active, since they're explicitly not creatures at that time. Admittedly, not that many of the gods have abilities that make this relevant (Erebos can neg it, Keranos can bolt it, Thassa can tap it, etc.), but it's an interesting rules quirk, I think.
Body of Knowledge plus Niv Mizzet (original or parun) lets you draw your deck, right?
Yep. Notably this is nothing new. That already worked with Curiousity, and it let you burn out your opponents while you did so, so this is a "worse" combo than Niv is already capable of.
Oh I thought he would just be another mono black partner
didn't exspected him for the esper legend
anyway Congradulations we finally have boardwipe theme legend
But Child of Alara is so much better, more colors, cheaper, bigger, destroys actually all non-land permanents.
Quite disappointing what this guy offers, even with all the weird wording for Hexproof and all its fancy abilities are pretty bad ...
With "Partner" this would have been much more interesting to get some late game value and a cheaper Partner to go with.
One plus that he has over Child is that you can run him as Esper Superfriends. Since he doesn't destroy ALL nonlands, you can wipe your opponents boards with him with minimal impact on your own.
Then there's the Inner planes, which are the elemental planes, Fire, Water, Earth, Air. After the inner planes are the Outer planes, which are the various Heaven/Hell analogs. Beyond the Outer planes is the Far Realm, which is essentially an alien hellscape beyond the grasp of mortal comprehension.
There are also the Ethereal plane and the Astral Sea, which are vaguely like the Blind Eternities, where they're "the space between realms." Though unlike the Blind Eternities, creatures can and do actually live there (at least, in the Astral Sea, I can't recall anything that lives in the Ethereal plane).
EDIT: Felt that I should point out that there are 16 Outer planes, not simply 1 "heaven" plane and 1 "hell" plane. I also forgot about Sigil/The Outlands. The outlands exsists between the outerplanes as a sort of hub connecting to all of them. It's a circular plane, like a wheel, with 16 gate towns each having a portal to a corresponding Outer plane. Sigil is essentially the capital, a huge ring shaped planar metropolis at the center of the plane.
As for the card itself, I don't care much for the visual treatment of the card. It took me a second to realize I was actually looking at a CARD, having initially scrolled right past it. Certainly when it's a pysical card in front of you it's obvious, and at least it's fully legible unlike some past treatments (Amonkhet invocations, the heavy metal secret lair), I suppose I simply lack the nostalgia for the design given that I started D&D with 5e.
There's no restriction on the mana value of the spell you can cast, and with all of red's rummaging effects it's simple enough to get huge spells into your graveyard to cast for free.
AND you can potentially do it twice per combat.
Maro's already on record saying that white wont be getting these types of cards, even if they might thematically fit the color, because white still won't get mass card draw. While they're still debating the exact limitations for white card draw - is drawing 2 even ok? - even the potential for a whole new hand full of cards is too much.
For the record, I think that's BS, but it is what it is.
Foretell is a BIG upside. You can cast Stoic Farmer with only 2 lands, where you can only cast Kor Cartographer once you're at 4 mana. In *most* formats, if you're at 4 mana in white, you should have better things to do. In those other formats such as Commander, Farmer isn't an Either/Or with Cartographer, it should be an And.
Particularly given that white is deliberately terrible at card draw. You're very quickly going to exhaust your ability to have 2 spells to cast in a turn. If Black doesn't get some ungodly efficient draw to make up for it, this archetype seems DOA to me.
Interestingly, with the way that it's worded (God creatures) I don't think that this offers protection from the Theros gods while they're not active, since they're explicitly not creatures at that time. Admittedly, not that many of the gods have abilities that make this relevant (Erebos can neg it, Keranos can bolt it, Thassa can tap it, etc.), but it's an interesting rules quirk, I think.