I've been thinking about more elements of this beautiful game of cardboard I can't help but enjoy.
After some reflection, I've realized Jeskai is a bizarre color combination. There seems to be no settled-upon color identity for this wedge, although I suppose "non-creature spell-slinging tribal" could be a loose theme. Cycling, token creatures, non-creature spells, permanent donation, and more thrive odd themes thrive in Jeskai colors. Great colors for your next commander deck if you want to spice things up a bit.
The strangeness of Jeskai got me thinking about other strange themes and elements of Magic. Kraken is an interesting but criminally underutilized tribe. As Magic continues to age as a game and the general power level increases, battlecruiser-style cards like big sea creatures seem to be getting pushed out. However, Wizards has done well in printing some Kraken in recent years that help this serpentine tribe keep up with the times. I'm curious to see how things pan out for them in the future.
Something that would help Kraken thrive is a "submerge" type mechanic. Think of the Pokémon games. Attacks like Fly, Dig, and Dive put the user in a single turn where they're un-interactable. An effect like this would be interesting for Kraken, where perhaps they attack you have the option to phase them out or "submerge" them for a turn. If their controller takes this action, they get some bones when the creature phases back in, perhaps a doublestrike or an enter-the-battlefield-style effect. It would be a very sea creature-style indestructible and hexproof effect, without quite breaking flavor like an actual ETB creature or as overwhelming as just being an indestructible creature. What kind of tribal abilities would help weaker tribes get the spotlight they deserve?
Fight effects have been getting some love ever since Blizzard Brawl was printed back in Kaldheim. Personally, though, I'm happy that this is one of green's only ways of interacting with creatures. Green already has everything — I'm not sure they need too much more help.
These are a few more of my thoughts lately. I've been especially interested in something like tribal mechanics for Kraken. What Magic thoughts have been on your mind lately?
We all love Magic. It's a game near and dear to many people's hearts. Here are some of my thoughts on it after years of playing.
The color pie and its pairs are integral to the identity of the game. I personally love the incredible spellcasting potential of Izzet, but I think that Dimir might be the strongest combination for its removal-control style. What's your favorite color pair? Which do you think is the strongest?
Ultimately, though, I've found myself to be a blue player. Love it or hate it, blue is probably one of the strongest colors in the game. What can I say? Counterspelling a big enemy threat just feels great. If you could wave a magic wand, would you remove blue from the game? Why or why not?
A card type that's gotten some considerable improvement and support in recent years is Auras. These enchantments usually have a high risk of getting you two-for-one'd. But some push the envelope with their recursive power. How would you make Auras stronger?
Although they're not blue, Angels are one of my favorite tribes. They might not be the strongest, but I've just always loved them since I opened Razia, Boros Archangel as my first legendary when I was a kid. What's your favorite tribe?
Over the years, I've grown an appreciation for lands. When I was younger, and when I first got into commander, I focused on all the cool cards I could cram into my decks. But these years I find myself putting in more lands than before to up my decks' consistency. The advent of MDFCs really changed the game for the better in my opinion. How many lands do you usually put in your decks? Do you find yourself cutting spells for lands or lands for spells? Do you think MDFCs can competently fill a land slot?
These are just some of the ideas I've been mulling over lately and thought I'd write about them. While it's hard to really say anything is "best" in all scenarios, I think these are some of the best cards of their kind. Let me know what you think!
I've been thinking about more elements of this beautiful game of cardboard I can't help but enjoy.
After some reflection, I've realized Jeskai is a bizarre color combination. There seems to be no settled-upon color identity for this wedge, although I suppose "non-creature spell-slinging tribal" could be a loose theme. Cycling, token creatures, non-creature spells, permanent donation, and more thrive odd themes thrive in Jeskai colors. Great colors for your next commander deck if you want to spice things up a bit.
The strangeness of Jeskai got me thinking about other strange themes and elements of Magic. Kraken is an interesting but criminally underutilized tribe. As Magic continues to age as a game and the general power level increases, battlecruiser-style cards like big sea creatures seem to be getting pushed out. However, Wizards has done well in printing some Kraken in recent years that help this serpentine tribe keep up with the times. I'm curious to see how things pan out for them in the future.
Something that would help Kraken thrive is a "submerge" type mechanic. Think of the Pokémon games. Attacks like Fly, Dig, and Dive put the user in a single turn where they're un-interactable. An effect like this would be interesting for Kraken, where perhaps they attack you have the option to phase them out or "submerge" them for a turn. If their controller takes this action, they get some bones when the creature phases back in, perhaps a doublestrike or an enter-the-battlefield-style effect. It would be a very sea creature-style indestructible and hexproof effect, without quite breaking flavor like an actual ETB creature or as overwhelming as just being an indestructible creature. What kind of tribal abilities would help weaker tribes get the spotlight they deserve?
Fight effects have been getting some love ever since Blizzard Brawl was printed back in Kaldheim. Personally, though, I'm happy that this is one of green's only ways of interacting with creatures. Green already has everything — I'm not sure they need too much more help.
These are a few more of my thoughts lately. I've been especially interested in something like tribal mechanics for Kraken. What Magic thoughts have been on your mind lately?
—Stoic Gaming
We all love Magic. It's a game near and dear to many people's hearts. Here are some of my thoughts on it after years of playing.
The color pie and its pairs are integral to the identity of the game. I personally love the incredible spellcasting potential of Izzet, but I think that Dimir might be the strongest combination for its removal-control style. What's your favorite color pair? Which do you think is the strongest?
Ultimately, though, I've found myself to be a blue player. Love it or hate it, blue is probably one of the strongest colors in the game. What can I say? Counterspelling a big enemy threat just feels great. If you could wave a magic wand, would you remove blue from the game? Why or why not?
A card type that's gotten some considerable improvement and support in recent years is Auras. These enchantments usually have a high risk of getting you two-for-one'd. But some push the envelope with their recursive power. How would you make Auras stronger?
Although they're not blue, Angels are one of my favorite tribes. They might not be the strongest, but I've just always loved them since I opened Razia, Boros Archangel as my first legendary when I was a kid. What's your favorite tribe?
Over the years, I've grown an appreciation for lands. When I was younger, and when I first got into commander, I focused on all the cool cards I could cram into my decks. But these years I find myself putting in more lands than before to up my decks' consistency. The advent of MDFCs really changed the game for the better in my opinion. How many lands do you usually put in your decks? Do you find yourself cutting spells for lands or lands for spells? Do you think MDFCs can competently fill a land slot?
These are just some of the ideas I've been mulling over lately and thought I'd write about them. While it's hard to really say anything is "best" in all scenarios, I think these are some of the best cards of their kind. Let me know what you think!
—Stoic Gaming