this is a good food for thought article.
consider a toolbox deck which has a lot of 1-ofs and tutors. you say the chances of drawing a 4-of is only 0.1% less. let's assume that you're right. so the chances of drawing a tutor remains about the same. what if you add an extra 1-of that can be searched by the tutor. that extra can be valuable, while only minimally affecting a bad opening hand. thoughts?
[HTML]Set Name Dissension
Block Set 3 of 3 in the Ravnica Block
Number of Cards 165
Release Date June 2, 2006
Prerelease Tournaments May 20, 2006
Previews start
on magicthegathering.com May 2, 2006
Design Team ?? (lead)
?? 2nd designer
?? 3rd designer
?? 4th designer[/HTML]
having different basic lands make it worse for deckbuilders. you have to relearn 20 different names every time a block rotates. that increases confusion. when you read a decklist, you know right away that a forest means this is a green deck. this benefits new and old players. when we critique a deck, we can tell right away if a deck has the right number of lands that produce a color.
there's been plenty of interesting lands from the last two blocks. if you can't see that, don't blame the R&D for your faulty vision.
so you want to remove basic lands and replace them with functionally identical cards. how is that interesting? you can have interesting lands without removing basic lands entirely. second, you jack up the prices to deckbuilding. players can use basic lands from older sets. you remove basic lands so people will have to spend money just for essential lands.
how would they pull off the idea of no basic lands? you need basic lands in limited and constructed. if the cards are not in the set, they are not legal for those formats. that means you can't play basic lands in block formats, and you have to rely on pulling the lands out of the packs.
If you want to use counters, it would be simpler to put it only if you did not pay the upfront cost. If you do pay, it would look just like an old dual land and without counters. Like this:
Land - Plains Island
As this comes into play, put a pain counter on this unless you pay 2 life.
If you tap this for mana and there is a pain counter on it, this deals 1 damage to you.
(Reminder text about basic land types.)
This is not a triggered effect. You take the damage as you tap for mana. Having basic land types and (pseudo-)triggered effects might have side effects with cards like Blanket of Night. Like, if you want to tap for B with Blanket of Night in play, you still take the damage. So they could make it like this:
Land
As this comes into play, put a pain counter on this unless you pay 2 life.
Tap: Add W or U to your mana pool. If there are pain counters on this, this deals 1 damage to you.
This is closer to the painlands because they lose basic land types. However, if Blanket of Night is in play, you can get B for free.
look at what you just quoted:
"Instead of paying life each time you use them." They're just like painlands except with painlands, you can tap for 1 at anytime pain-free.
if you're a beginner, you should buy the beginner's pack which comes with the basic rules that should tell you the difference between equipments and auras. besides, the current rules already state that local enchantments are attached, as do equipments.
Even if 4/3/3 is correct, we also have to take into account the balance of colors in drafts and limited. If you look at the top four symbols and their constituent colors, you will see that there are two opposite (O) pairs and two allied (A) pairs. The two O pairs on the top take up four colors (RWGB), as do the A pairs (WGBU). Since there are 8 spaces for 5 colors, three colors will have to be represented twice and two colors just once. So, only two colors are behind by one: W,G,B are represented twice; R,U once. This is the closest to balance that can be achieved in this situation.
If the second set focuses on three new guilds, then we should assume that the new color-pairs are balanced with the first four. If so, then the next three color-pairs will be two opposite, one allied OR two allied, one opposite. Then the remaining guilds in the last set will follow the other combination--either 2O1A or 2A1O. Following the above purpose of balance, we assume that no color is over- or under-represented by more than one.
Assuming all the above--color ideology and limited balance--and assuming that they put the icons in 4/3/3 order, then I think the icons on the bottom will follow this order, from left to right:
WB / RU / RG || UW / BR / UG
O / O / A || A / A / O
WB guild symbol is the star or sun, which is the difference between night and day. In a way, it looks like an eclipse.
RU is the dragon containing Blue's flying, Red's fire.
RG shares the earth. The symbols also shows Green's forests and Red's fires.
UW is about planning and structure, which results in this geometric design.
BR shows a skull on fire, signifying the colors' destructive powers.
UG shares the water and storms. The symbol is a tidal wave in action.
The second set, Guildpact, will presumably get WB, RU, and RG guilds. By itself, all colors are represented, and red twice (balanced for drafting 3 packs of Guildpact.) This brings the block's total color count to 3 for BRGW and 2 for U.
The third set will then get UW, BR, and UG guilds by default. By itself, all colors are represented, and blue twice (again balanced for drafting 3 packs of the last set.) Now all the guilds and color-pairs are accounted for.
milling can also be another victory path. perhaps a few mesmeric orbs or something.
arc-slogger + 10 red mana - 100 cards = good game
The Enchant keyword will most likely have dual abilities similar to Morph. Playing a local-enchantment spell requires targeting, but putting a local enchantment into play by any other methods does not require targeting. In fact, choosing a permanent to be enchanted happens before the local enchantment comes into play, not as it comes into play. When played as a spell, the chosen permanent is the same as the target of the spell. For other situations, the chosen permanent must be legal or else it is not moved at all--it stays in the other zone (e.g., graveyard) or on the currently enchanted permanent (e.g., if playing Enchantment Alteration).
One thing to remember is that the reminder text is for new players buying the new set. And in that set, there are no cards that can move local enchantments around. The only way to put them into play is to play them normally from the hand. So the important thing to put in the reminder text is that the target is chosen as you put the spell on the stack. In other words, the target must be legal before you can even play the spell. So I would word it something like this:
Enchant X (As you play this, chose target X. This comes into play enchanting the chosen X. An aura that enchants an illegal or nonexistent permanent is put into its owner's graveyard.)
The last sentence is taken directly from the comp rules section on state-based effect, but with aura replacing local enchantment.
i'm convinced #14 is Contaminated Bond. The art depicts the bond by showing two versions of the skull, one for the player and one on the creature. The second clue is the dripping blood meaning the player loses his life. The curly horns are reminiscent of the old art for Bond.