I can't stand watching pro games. The constant reorganizing and hand shuffling makes me want to scream. It's like everyone is constantly misdirecting so they can have a chance to do sneaky things like this.
I always liked the "tap and remove from combat" aspect. It was very evocative of the implied flavor.
The creature is removed from combat because they stopped fighting to focus on regenerating.
They become tapped because the process is physically exhausting, leaving them unable to do anything else.
This is the Melvin in me, but there's a "richness" in the way regeneration plays that allows for unexpected and clever interactions that the proposed replacements can't duplicate.
Back in the day, I was really into the Elder Dragons and had a deck with all five of them in it. I thought that was the most powerful strategy possible.
I just didn't understand why my friends didn't cower in terror when I played Chromium and Arcades Sabboth.
I'm not totally sure this works the way everyone thinks it does.
It reads like it copies your Pandemonium and Angelic Chorus triggers, but not necessarily triggered abilities of the permanents entering play.
WOTC has said they want to move away from on-board tricks because they lead to stupid plays that make people feel bad.
Vehicle crewing at instant speed during combat is going to cause this.
His character seems to be somewhat cowardly, so it probably shouldn't come as much of a surprise that he would jet at the first sign of things on Innistrad turning sour. Not much fun to be had for a sadistic pain mage on a plane where everything is erupting into gibbering masses of tentacles.
I hope there isn't someone in design that is proud of this.
Also, I hope this is not a reference to 26 being the "number" of Yahweh in hebrew gematria, because that is some damn convoluted inside baseball stuff.
I like the idea of Eldrazi corrupting primal elemental forces, but it just doesn't seem in line with Emrakul's m.o. of distorting and mutating biological matter.
just fyi:
There are currently 19 non-changeling frogs in magic.
9 Green (4 of which are Anurid, which were given the Frog typing via errata)
5 Black (2 were Anurid)
3 Green/Blue (all from Ravnica)
1 Green/White (Another Anurid)
1 Blue
1 Artifact
even if we don't count Anurid, black still has 3 frogs to blue's 1 and the green/blue frogs are a Simic thing unlikely to exist anywhere but Ravnica.
The creature is removed from combat because they stopped fighting to focus on regenerating.
They become tapped because the process is physically exhausting, leaving them unable to do anything else.
This is the Melvin in me, but there's a "richness" in the way regeneration plays that allows for unexpected and clever interactions that the proposed replacements can't duplicate.
I just didn't understand why my friends didn't cower in terror when I played Chromium and Arcades Sabboth.
It reads like it copies your Pandemonium and Angelic Chorus triggers, but not necessarily triggered abilities of the permanents entering play.
Vehicle crewing at instant speed during combat is going to cause this.
Depala, Pilot Exemplar
Also, I hope this is not a reference to 26 being the "number" of Yahweh in hebrew gematria, because that is some damn convoluted inside baseball stuff.
Creepy
Discard Amalgam to bring the back and them coming back triggers Amalgam and he comes back, too.
There are currently 19 non-changeling frogs in magic.
9 Green (4 of which are Anurid, which were given the Frog typing via errata)
5 Black (2 were Anurid)
3 Green/Blue (all from Ravnica)
1 Green/White (Another Anurid)
1 Blue
1 Artifact
even if we don't count Anurid, black still has 3 frogs to blue's 1 and the green/blue frogs are a Simic thing unlikely to exist anywhere but Ravnica.