Quote from Genesis Man »An evergreen mechanic is a keyword mechanic that shows up in (almost) every set. If you had to make an existing keyword mechanic evergreen, which one would you choose and why?
I chose to add cycling. It has shown up in more sets than any other non-evergreen keyword, can go on any card type, and helps smooth out games in all colors.
If you had to remove evergreen status from a keyword mechanic that is currently evergreen, which one would you remove and why?
Like others here, I also chose defender. I suspect this will be a common answer. It's the only keyword that is inherently a drawback and won't leave a "keyword void" in any colors as it's fairly evenly spread across all colors.
What is Magic's greatest strength and why?
I said Magic's greatest strength was it's diversity, stemming directly from the color pie.
What is Magic's greatest weakness and why?
I said Magic's greatest weakness was it's complexity. Design is definitely moving towards keeping the complexity as a "hidden layer" for experts to explore, but Magic has a lot of tough concepts to crack like priority, the stacks, and layers.
Good luck to everyone who submitted! I'd also be very curious what others said to question #10 (What one thing would you change about Magic)?
My answers were similar, except I suggested convoke as an evergreen mechanic (mass appeal, promotes/rewards playing creatures, etc) and while I agree with color pie being magics greatest strength, I focused on the identity it created for the game and players.
I would be happy to share my answer to question ten, but lets just say it involves supertypes and inspired my challenge for the latest CCL round, and I don't want to divulge what I suggested until my players have all submitted cards for the deadlines ;).
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Cards look good HB
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All of this would make sense if it made any sense You're worried about remembering things like asymmetrical p/t but then flood your proposed card with mays, ifs, and restricted enchantment types. So now my opponent has to keep looking at graveyard for specific enchantments instead of just all enchantments. Your text wall didn't really mean anything or justify anything. The analysis is all over the place with good insight and terrible insight. You shouldn't assume everything you think you know is the best advice to give. How is Future Sight better than Holy Strength "period?" What if HB runs a Sun Titan or maybe Zur the Enchanter? Your proposed card wants Holy Strength over Future Sight too btw. All being said, HB's og Maizel could be tightened up but your proposed card (and most of your proposals) don't even try to work within the original design goal of the poster's vision and I don't find that sort of feedback especially useful. To each their own of course Have fun with it but maybe tighten up your shot group a bit going forward
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Bestial Instincts is a great card and I'm so glad that you lead the charge on that design. It's not overpowered in the slightest. It's simply a great card. The flashback makes total sense and is the perfect ability for this card. When I made Primeval Beast a while ago I never had the time to play with it. I wanted it to be a "fair" Primeval Titan. Prime Time was banned for being able to find any lands and not just basics (I think) so I have Primeval Beast finding a single basic land instead. I kept the same ratios of cost and PT as Primeval Titan thinking it would be fine since wizards has reprinted Prime a hundred times now. I also added another green to the cost. With all of that I still think Trample is too good for the card and the search effect may be better without triggering on ETB too. With the ETB trigger then Trample may be a little better. I'll try it that way if you want me to.
I also had Call the Mighty but never got a chance to play it and decided to take it out of the list a few games in anyway. Selvala's Stampede is good enough for me and I kept feeling like three creatures getting haste and trample might had been too much if I ever casted it. I was playing all of these cards in Mono green stompy edh by the way. Keep the cards coming. You design some fun ones
EDIT: I forgot to mention that with Bestial Instincts I've chosen only trample and deathtouch but I'm positive I'd choose reach and he proof when needed. It's just such a great option card.
EDIT: I misread the last part of your post because you were actually referring to Primeval Beast and not Bestial Instincts. I do like and will implement the basic forest clause. Thanks for the suggestion.
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Absolutely chnage nothing about Green Thumb save two things: the name, and change "
choose two —" to "choose one —"The modes make perfect sense when you consider Mwonvuli Beast Tracker which basically tells us what wizards thinks are the default keywords for beasts. Again, it's still good with choose one but I really want to see choose two too
Roaming Beasts is really cool and is similar to a mini series of titans I thought about once. Which was exactly that, mini primeval titans grave titans and so on.
Creature — Plant Beast {MR}
Trample
Whenever Primeval Beast enters the battlefield or attacks, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
(4/4)
Call the Mighty 100% right across the board. I love these!
EDIT: Hold on a second, with green thumb i believe that because all of the effects are the same thing the card would actually read
Green Thumb G
Instant
Target creature gains deathtouch, hexproof, reach, or trample until end of turn.
That's if you only choose one of course. So my version would become
Instant {R}
Target creature gains deathtouch, hexproof, reach, or trample until end of turn.
Flashback 2G
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Next: Designed for Commander | Trying to use Ingest in different ways outside of Eldrazi
Legendary Artifact Creature — Construct
Menace, lifelink
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
Put a card an opponent owns from exile into that player’s graveyard, W: Traxian Shade Blade gains double strike until end of turn.
(1/1)
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Enchantment — Aura
You may cast Golden Aura as though it had flash if it's target is multicolored.
Enchant creature
Enchanted creature gets +2/+2.
Enchantment — Aura
Golden Aura has flash as long as there is a multicolored creature on the battlefield.
Enchant creature
Enchanted creature gets +2/+2.
That work? Your version would only have flash if there is a multicolored creature on the battlefield anyway so maybe this would work with current rules. Someone has to confirm though
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