Quote from Leelue »@optboy
is there some reason why the rules couldn't function if Konrad said "whenever a creature is put into or leaves your graveyard"?
Put another way, is the only reason why we need to say "card" to refer to cards off the battlefield because the rules happen to say so? Or is there a good reason behind why this awkward wording is needed?
We already have "dies" to specify a creature in play, so it can't be to make sure we have a way differentiate between the two when we need to. And we could still invoke "card" when we want to exclude tokens.
Quote from Marl Karx »
They massage the rules all the time for mostly frivolous reasons. Then on a godawful clunker like this they insist There Is No Alternative.
Quote from Leelue »A card like Syr Conrad the Grim (besides the overly fantasy-ized spelling of Sir) makes me sorta mad.
As someone who now finally owns a fully fan-made-card cube, I look at the laborious wording of Conrad and feel jealous.
Nobody, and I mean nobody, would tolerate this effect from me. And the annoying way that we need to say "card" when referring to cards not on the battlefield has made the wording of this effect unnecessarily verbose.
sorry, I'm still salty about the number of designs I've had to scrap with similar intentions.
Quote from MagicFever »
Which is funny as all the classical tutors were originally printed as uncommons (some of them even reprinted as uncommons). So tutoring is an effect that is inteneded to be and feel uncommon. I think tutors might feel rare as in rare cubes the targets are so powerful. But I personally disagree that tutors do not feel uncommon.
Quote from Purplemurasaki »I can't imagine Recruiter being correct to play in any deck in a way that it's actually versatile outside of maybe aristocrats. The way tutors work in almost every case is they find a shortlist of 1-3 cards that you fetch every game regardless of circumstance. Theoretically they act as a toolbox, but that's almost never the case in practice as there are very few cards that actually are worth the additional cost. In peasant there are almost no effects that are rare enough that you are constantly wanting more of them in deckbuilding, so you're effectively having a card riding on the strengths of cards like Palace Jailer. If you are actually short on payoffs Recruiter is significantly worse than just adding another payoff for that archetype to the cube, as you're not only paying an insane premium, but you're also losing the chance to draw both the card Recruiter is replacing and the tutored card. If multiple archetypes are short on payoffs then Recruiter is a band-aid solution to a bigger issue.
If Recruiter is used to fetch purely powerful cards rather than archetype ones I see that as a fail state. Not only are you actively supporting good stuff play styles, but you're also homogenizing gameplay as a Palace Jailer type card will almost always be played, which leads to similar game states. This allows for linear deckbuilding around singular cards, which is completely against the purpose of singleton. I find it hard to believe that this usage wouldn't be the norm for Recruiter.
Quote from JovianHomarid »Sorry for weering off-topic, but what are our best options for flash creatures in blue, green and simic? And what are some "almost there" options?
Quote from SaltMaster 5000 »Anything that Magic players hate is good for the game by definition, so the more 'feel bads' you have in your cube, the better designed your cube is.
What I mean by this is that if people have to actually work for synergies and earn neat combos as opposed to drafting EZmode cards and goodstuff piles, you're doing things right.
Restrictions breed creativity and you're going to have more interesting games when you don't give everyone unfettered access to *all* of the toys. If people have to work to get Bridge From Below into their graveyard or have to make voltrons out of non-hexproof creatures you'll end up with more fun stories than, "My good stuff pile took my opponent's slightly worse goodstuf pile to ValuTown faster."