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  • posted a message on [AVR] Zariel, Archduke of Avernus
    For 4 mana this seems a really bad planeswalker. The +1 style effect has never been good on planeswalkers, a better version of the effect was on Sarkhan Vol, and that was still unplayable a decade ago, let and out today. Not being able to do anything to the opponent's side of the board seems really bad for a 4 mana red planeswalker. The 0 is kinda meh, it does the bare minimum to protect the planeswalker at best, but then what are you protecting this planeswalker for, as the ultimate is one of the most average I can remember.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Tarrasque— iyingdi preview
    Quote from Flamebuster »
    Wait, not even Trample??

    I thought about that too, but I think the fight upon attack kinda makes up for that.

    With the ramp available in Standard it wouldn't be hard to get this out by turn 6 or 7.

    'buster


    Yes, but why would you ever ramp this out rather than Ugin or Emergent Ultimatum that just win the game?

    This is just a bad card, ramp payoffs need to be better than mediocre creatures like this.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Minion of the Mighty— Stephen Croke preview
    Quote from protoaddict »
    There is a Legacy deck out there somewhere that is going to go

    T1 Taiga, Kobolt
    T2 Invigorate, Mutagenic Growth, attack, Put nicol Bolas into play tapped and attacking

    Though I guess you can replace bolas with The Ur Dragon, bogardan hellkite, etc


    This is just an inferior version of Legacy Infect, which is an average deck in Legacy to begin with, but at least has access to blue, thus more better cards for Legacy.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Minion of the Mighty— Stephen Croke preview
    Quote from boombox_smk »
    It's horrifically bad in any constructed format. This card does stone nothing until you want to go off with it, it's just blank cardboard until that point, so you've got to assemble 6 power of creatures on board to attack with all of them and this, and have a big dragon payoff in hand to stick into play off this, just not going to happen in any constructed format.


    I regularly attack for 6 turn 2 or 3 with Lorehold Magecraft.



    Unleash Fury if you wanted to dump all your eggs in one basket.

    stompFaces(
    Turn 1: Land, Minion of the Mighty
    Turn 2: Land, Leonin Lightscribe
    Turn 3: Crash Through, Defiant Strike
    ): Dragon {
    return dragon: Velomachus Lorehold | Goldspan Dragon | Terror of the Peaks;
    }

    It's not crazy to have this happen in multiple ways. There will be a non-zero probability of casting 2x Infuriate on turn 2 and just dropping a dragon, as well. I'm going to try it for sure. Not to mention, having Menace in the Magecraft deck is a HUGE boon.


    Yes I know, but the cards to enable attacking with 6 power quickly do not work well with this. Mixing Prowess style cards with random Dragon cards is way too clunky for Constructed as your deck is then trying to do 2 different things and falls apart easier than just being all in on your current strategy. The last thing a Magecraft style deck wants is clunky 7 drops stuck in hand that it can't cast and relies on 0/1 surviving a turn with to attack and put into play.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Tarrasque— iyingdi preview
    Nothing about this feels mythic. It's just a big, dumb green dude with a few abilities attached that costs 9 mana with no way to get that cost down? How is that even remotely mythic? It's not even greatly costed for 9 mana, I'd want more than a 10/10 haste that basically can't be targeted by spells your opponents control for 9 mana.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Minion of the Mighty— Stephen Croke preview
    It's horrifically bad in any constructed format. This card does stone nothing until you want to go off with it, it's just blank cardboard until that point, so you've got to assemble 6 power of creatures on board to attack with all of them and this, and have a big dragon payoff in hand to stick into play off this, just not going to happen in any constructed format.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Mothership 6/24— Dungeons
    Also to fully understand these. Am I right in interpreting the rules that both players cannot be in the same dungeon at the same time?
    Posted in: The Rumor Mill
  • posted a message on [AFR] Mothership 6/24— Dungeons
    The problem with creating lots of dungeons is it would make it tedious to be aware of what they all do, so what you're really up against, and would also make playing tedious unless they put all those dungeons into lots of boosters as without having access to all the dungeons it's a really tedious mechanic to play with in person.

    The other issue is creating balanced dungeons so there aren't options that are just clearly better than others, which is what I assume WOTC wanted, rather than creating 20 dungeons, and you only ever actually see 1-2 as they are clearly the best. The more you create the harder it is to balance, like how many base level entry abilities can you come up with that would be suitable? We have scry 1, gain 1 life, each player loses 1 life, there aren't infinite very weak abilities to tack on as an entry to a dungeon, many ideas are already on these cards as later stages.

    I'm in the camp that I hate this mechanic, but it seems completely unplayable from what we've seen so far anyway, good chance you never see it outside of Limited on the power level shown so far.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Cloister Gargoyle and Dungeon Crawler— Weekly MTG previews
    The problem you can already see from the dungeon mechanic is you likely need to have completed a dungeon by turn 4 for the mechanic to be good, and the chances of this happening seems very low as we've already seen like the attack trigger guy as 3 mana play, which would probably need to be a 1 mana play for completing a dungeon by T4. Otherwise you are relying purely off ETB's, but then you are just playing a load of underpowered cards. That's the problem, the mechanic basically needed to be attached to cards for free, but that doesn't look to be the case from what we've seen so far.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Ellywick Tumblestrum
    Quote from Creedmoor »
    I feel like they could have eeked out at least 2 more dungeons to make some more diversity. 3 feels like too few in my opinion.

    They better have plenty of cards that can venture into the dungeon otherwise this will feel like a dead mechanic. People are saying it's parasitic; I think it should be looked at more like a modal ability for the creatures that venture. However if there is only a few creatures venture, then it will flop.


    It will also flop unless the cards are basically playable without the mechanic, as the initial payoffs for venturing into the dragon are basically nothing. You've got to venture about 4 times to get a real payoff, and that means there also needs to be a critical mass of venturing into the dungeon cards on basically every turn of the game, as the idea you can play like a 3 or 4 drop and sit there durdling for turns just doesn't happen in competitive magic.

    So far I've not seen anything to suggest you will ever see this mechanic outside limited, the cards so far with this mechanic don't seem that pushed, and are below the power level of what you can already do in Standard, and given that includes a rare and mythic I don't have much hope for the mechanic generally.

    This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.


    Play her after Vorenclex, use her ultimate right away.


    Her emblem literally does stone nothing on its own though, so this serves no purpose. Why would you do something like this when you can just Vorinclex Ugin instead? There's just much better options for Vorinclex.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Ellywick Tumblestrum
    This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.


    You're right those aren't great options. Probably what will matter to determine this cards playability is what you're doing turns 1-3, since that +1 could be better if you're entering further into a dungeon and not just the first room. But as it's been mentioned already this is just about the most parasitic mechanic WOTC has done, so this basically a limited to (maybe) Standard only card.


    The problem is any deck that can do good stuff turns 1-3 to protect this can just play a better planeswalker than this. You've literally got to tick the +1 up 4 times on this before it does anything remotely decent, that's just way too slow. This is 4 mana, do virtually nothing to impact the board ever, that doesn't cut it even in Standard.
    Posted in: The Rumor Mill
  • posted a message on [AFR] Ellywick Tumblestrum
    This looks horrifically bad imo. The dungeon mechanic stuff really doesn't look too powerful, +1 on a 4 mana planeswalker to scry 1, gain 1 life or have your opponent lose 1 life is basically a blank, so you've got to venture quite far into the dungeon, and this card itself is doing minimal to allow you to do that as it's doing nothing to protect itself. The emblem you're working towards just seems pipe dream stuff, like what is your opponent if they are just allowing you to +1 on this like 4 times? Just not going to happen in an actual game of Magic.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Mothership 6/2— Resurgent Belief and the full set
    How can an Enchantress deck take advantage of Resurgent Belief? Casting it fairly might be too slow in Modern.


    Enchantress style decks don't use Replenish. It's mostly a Commander card to get out Omniscience or something. In Modern it does nothing, your enchantments from an enchantress deck barely end up in your graveyard in the first place, so it really isn't a necessary card. You never see Replenish in Legacy Enchantress, most of that deck is Modern legal now except for the key engine part of Argothian Enchantress. If this sees plays it will be reanimating Omniscience, Overwhelming Splendor type cards.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Kaleidoscorch— Travis Sowers preview
    I don't think i'll ever see a good card with converge. The mechanic just stinks.


    Really hard for a mechanic that wants you to pump 5 different colours of mana into something to be good. Like think just how good a card would have to be for that to be worth it in Modern. 5 mana is already a big ask of any card in Modern, let and out when you want 5 colours of mana as well.
    Posted in: The Rumor Mill
  • posted a message on [MH2] Mothership 6/01— Magus of the Bridge
    This seems absolutely terrible. Bridge was good because it was effectively free, often it didn't even need to be in your hand to have the effect you wanted. This costs BBB to cast, and not only is it vulnerable to removal, it also gets exiled if any of your opponent's creatures go to the graveyard (eg. from a sacrifice effect), there seems absolutely no chance any of that is worth it.
    Posted in: The Rumor Mill
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