Some people are really pissed about it. Maro should know that there is a way to conciliate "telling the story to everyone" with "not spoiling it to people that follow it more closely".
I strongly agree. There are solutions to the problem but Mark is just saying "We're sticking to our guns!" instead of entertaining the idea of other possibilities. It's unlike him to be so close-minded.
As far as I'm concerned, I see this as a 2/2 flying for 3, which doesn't seem very playable in constructed. The only thing it has to fall back on is tribal for Allies and Vampires (both of which are luckily good tribes) but those likely have a wide range of better creatures. A 2/2 is not only a bit below curve but pretty fragile.
In limited it's decent, in 2HG or (casual) multiplayer it's a little better.
Doesn't seem reasonable to put it at a 2/2 flying for 3. On most turns it will act more like a 3/2 flier that has "gain 1 life at the beginning of your upkeep". In a way it's even better as 1 of that 3 damage is unblockable and will occur even if you keep her on defense. Very strong card. Constructed playable IMO.
I just realized that the art they showed us at SDCC spoiled something big for us that I haven't seen anyone else mention. By the time of these stories, Sea Gate has already fallen and Kiora still hasn't even been introduced yet, but the art shows her, Gideon, and Nissa all fighting Eldrazi together at the Lighthouse. Apparently at some point the three of them team up to retake the city. My guess is they're probably successful, it's the first big victory against the Eldrazi, and it marks the turning point in the war.
That is likely NOT Kiora and just our new merfolk Jori En IMO.
You may cast a legendary creature for 1 more mana; if you do that creature enters the battlefield with a +1/+1 counter. You may also cast a legendary creature for 1 less mana of any type a permanent you control could produce; if you do that creature enters the battlefield with 2 -1/-1 counters.
You do realize that a tree is a living being, right? Air, water and rocks are not.
I mean, I personally wouldn't value a tree's life on the same level as a human's, but for a character like Nissa it makes sense.
I know, I was exaggerating, but it was still too much for me. I get what you mean about life, but what if she stepped on an ant during the fight? Would she break-down and cry over that? What if the eldrazi was going to accidentally kill a mosquito... You get the idea. Also, the valuing of life was only part of what put me over the edge, it was the idea of the loneliness of not knowing if your tree life-partner abandoned you on purpose or not that pushed my sensibility.
I found the first half of the story about the trees and their love to be too much.
"Should I save the trees or the people?" Seriously? What about the air you are breathing! Don't destroy that air by breathing! The water! Don't drink and consume the water! You'll kill it! Don't kill the water!
It was too much for me. Especially because they went on to lament about the tree so much. The eternal loneliness it would feel because it would never understand and might think it's tree left on purpose. I mean. What's next? The rock that gets stepped on feel eternal torment because it fell in love with your shoe? It's just all too ridiculous for me.
We actually play commander as well, but we really like the rotation and ability to build specific deck aspects, as well as the limited card pool of standard.
My friends and I play in a format similar to standard. However, we LOVE legendary cards. So we want a way to encourage us to use them in all of our decks. We tried a rule where legendaries cost 1 less to cast but that was almost too strong for some cards (Dromoka a 5/5 flier with bolster 2 on turn 4?, Anafenza a 2 mana 4/4?). We also tried adding a +1/+1 counter to Legendary creatures when they entered the battlefield and it was great on some cards, but cards like zurgo bellstriker as 1 for a 3/3 felt oppressive. Then we tried "draw a card" when you cast a legendary but it felt like you'd run legendaries more as elvish mystics and just throw them into every deck and we ended up with too many cards in hands going into late game.
The goal is to get us to use those BAD legendaries (like Hixus) in our competitive environment. We want to make the bad ones better without overpowering the good ones.
Do you guys have any suggestions to things we could do to make it more likely that we run and love legendaries without them becoming too overpowered?
Interestingly my play group found the "draw 10 cards put 3 back" abusive and the original suggestion clunky.
We now use this: Once per turn at sorcery speed you may exile 3 non-land cards from your hand if you have not played any land cards. If you do: reveal cards from the top of your library (up to a maximum of 8 cards) until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. You cannot play lands this turn.
So basically exile 3 cards and reveal cards from the top of your library until you draw a land that you can't play that turn.
We only use it when quite screwed and it's nice at keeping the variability while preventing the severe problems (like being stuck on 2 lands for 8 turns).
I strongly agree. There are solutions to the problem but Mark is just saying "We're sticking to our guns!" instead of entertaining the idea of other possibilities. It's unlike him to be so close-minded.
Thanks for participating.
If both cost 3 colorless, which would be a stronger card to add to limited, standard, and/or modern decks?
My friend and I are disagreeing and would like some external input.
Doesn't seem reasonable to put it at a 2/2 flying for 3. On most turns it will act more like a 3/2 flier that has "gain 1 life at the beginning of your upkeep". In a way it's even better as 1 of that 3 damage is unblockable and will occur even if you keep her on defense. Very strong card. Constructed playable IMO.
#2: Sky Rider Elf
#3: Veteran Warleader
#4: Lantern Scout
#5: Zada
#6: Hero of Goma Fada
#7: Resolute Blademaster
#8: Munda
#9: Tajura Warcaller
#10: Grovetender Druids
That is likely NOT Kiora and just our new merfolk Jori En IMO.
We are trying this:
You may cast a legendary creature for 1 more mana; if you do that creature enters the battlefield with a +1/+1 counter. You may also cast a legendary creature for 1 less mana of any type a permanent you control could produce; if you do that creature enters the battlefield with 2 -1/-1 counters.
I know, I was exaggerating, but it was still too much for me. I get what you mean about life, but what if she stepped on an ant during the fight? Would she break-down and cry over that? What if the eldrazi was going to accidentally kill a mosquito... You get the idea. Also, the valuing of life was only part of what put me over the edge, it was the idea of the loneliness of not knowing if your tree life-partner abandoned you on purpose or not that pushed my sensibility.
"Should I save the trees or the people?" Seriously? What about the air you are breathing! Don't destroy that air by breathing! The water! Don't drink and consume the water! You'll kill it! Don't kill the water!
It was too much for me. Especially because they went on to lament about the tree so much. The eternal loneliness it would feel because it would never understand and might think it's tree left on purpose. I mean. What's next? The rock that gets stepped on feel eternal torment because it fell in love with your shoe? It's just all too ridiculous for me.
The goal is to get us to use those BAD legendaries (like Hixus) in our competitive environment. We want to make the bad ones better without overpowering the good ones.
Do you guys have any suggestions to things we could do to make it more likely that we run and love legendaries without them becoming too overpowered?
We now use this: Once per turn at sorcery speed you may exile 3 non-land cards from your hand if you have not played any land cards. If you do: reveal cards from the top of your library (up to a maximum of 8 cards) until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. You cannot play lands this turn.
So basically exile 3 cards and reveal cards from the top of your library until you draw a land that you can't play that turn.
We only use it when quite screwed and it's nice at keeping the variability while preventing the severe problems (like being stuck on 2 lands for 8 turns).