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Thread: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

  1. #481
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by Aggro_zombies View Post
    I wouldn't expect any of the cards with guild mechanics to be playable in Legacy, so this doesn't particularly disappoint in that respect.
    Light up the Stage will see play in Burn lists because of the Spectacle cost, but yeah overall that's probably a safe bet.
    I feel gone are the days that they'll print mechanics that will define entire decks like Dredge
    Quote Originally Posted by GreatWhale View Post
    Gross, other formats. I puked in my mouth a little.

  2. #482
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by PirateKing View Post
    Light up the Stage will see play in Burn lists because of the Spectacle cost, but yeah overall that's probably a safe bet.
    I feel gone are the days that they'll print mechanics that will define entire decks like Dredge
    While I tend to agree with you, there is still a ton of unexplored space in different zones of the game. The boring part is that almost all of their mechanics in the last few sets have been centered around combat. Admittedly it's the biggest piece of the pie concerning gameplay and makes for 'traditional' magic slugfests in standard but leaves eternal formats out in the cold.

    Just a few areas they could focus on to develop game mechanics:

    -Top-of-deck matters - one thing that stuck out a couple years ago was the emergence of the Lantern Control deck in Modern. It was a deck that approached the game in a unique way in a zone that was essentially unexplored strategically.

    -Exile-zone matters - this could range anywhere from bringing back phasing to the recent small developments with red draw spells (Act on Impluse, Commune with Lava, Light up the Stage) It could be a way to enable other colors, namely red, to get library manipulation on the same level as blue.

    -Upkeep matters - there have been lots of mechanics built around this but there is still a ton of space for development. Tangle Wire as a card is pretty cool in my opinion, so new cards that operate on this axis could really bring a new angle to the game.
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  3. #483
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Meh, the difference between can't and won't is academic. But you're right, there's more room for growth. Though what annoys me the most is all the new mechanics with the variables hardcoded into the keywords.
    Megamorph was dumb and phoned in, but it really gets me that the counter was set from the beginning. Like Megamorph X would have redeemed it and offered up so much design space.

    Devour was an okay mechanic, and when it was printed in Alara it was just 1s and 2s, but it left the door open for Thromok the Insatiable to be a interesting revisit to the mechanic.
    Bushido could have just been baked in +1/+1 and it wouldn't have drasticly altered the set, but then Konda, Lord of Eiganjo wouldn't have been as special.
    Flashback is still interesting because the costs can be different, sometimes wildly so. Jump-Start will always be the cost + discard a card, so it;s so much harder to do new things in that space.

    As long as the mechanics are both uninspired and closed, then it'll be hard to do anything cool. Even if every card printed in the set had the variable set at 1, just making it open to some supplemental years later would be redeeming.
    Quote Originally Posted by GreatWhale View Post
    Gross, other formats. I puked in my mouth a little.

  4. #484
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by PirateKing View Post
    Meh, the difference between can't and won't is academic. But you're right, there's more room for growth. Though what annoys me the most is all the new mechanics with the variables hardcoded into the keywords.
    Megamorph was dumb and phoned in, but it really gets me that the counter was set from the beginning. Like Megamorph X would have redeemed it and offered up so much design space.

    Devour was an okay mechanic, and when it was printed in Alara it was just 1s and 2s, but it left the door open for Thromok the Insatiable to be a interesting revisit to the mechanic.
    Bushido could have just been baked in +1/+1 and it wouldn't have drasticly altered the set, but then Konda, Lord of Eiganjo wouldn't have been as special.
    Flashback is still interesting because the costs can be different, sometimes wildly so. Jump-Start will always be the cost + discard a card, so it;s so much harder to do new things in that space.

    As long as the mechanics are both uninspired and closed, then it'll be hard to do anything cool. Even if every card printed in the set had the variable set at 1, just making it open to some supplemental years later would be redeeming.
    I agree completely, 'can't' and 'won't' are functionally the same. It's not that they can't, it's that they won't. Kicker is another over-done mechanic in it's various forms. Gone are the days of build-around mechanics, as you say.
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  5. #485

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by rufus View Post
    I think people will be trying it in Scapeshift control in modern, but I don't think that there are any legacy decks that want to ramp lands and counter spells. I also wonder if it does anything in the Fastbond/Gush vintage decks if those are still around.
    Well, it’s definitely going to be heavily tested in my solidarity (reset high tide) build.
    What’s scarier than watching an instant-speed stack control deck going off? Watching it going off a turn or 2 faster, and being able to brainstorm-shuffle off a fetch mid-combo. I think it has the potential to be completely nutty.


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  6. #486

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    The Incubation half of the revealed split card is good. Especially that hybrid cost.

  7. #487

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Incubation U/G hybrid (1cmc)
    Sorcery
    Look at the top 5, put a creature in your hand, rest on bottom random.
    //
    Incongruity 1UG
    Instant
    Exile target creature, replace it with a 3/3 lizard.

    That's pretty solid tbh, on both ends.

  8. #488

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Commune with Nature exists and sees no play. Does Force-pitchability, easier mana cost and an alternative (bad) removal spell raise it to the realm of playability? And if so, in what deck would it go?

  9. #489

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Emergency Powers 5UW
    Instant - Mythic

    Timetwister text

    Addendum - if cast during main phase, put a 7 mana or less permanent from your hand into play.

    I don't really know how to evaluate that except as "probably bad but some kind of potential, I guess?"

  10. #490

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by PirateKing View Post
    Light up the Stage will see play in Burn lists because of the Spectacle cost, but yeah overall that's probably a safe bet.
    I feel gone are the days that they'll print mechanics that will define entire decks like Dredge
    There's a couple of problems with this, I think.

    The first is that, realistically, there's very little design space for cards to break into Legacy. The ones that do tend to be:

    1) Hyper-efficient threats;
    2) Hyper-efficient answers;
    3) Hyper-efficient library manipulation;
    4) Efficient combo pieces;
    5) Big, card-advantage generating creature bombs to cheat into play

    Of those, Wizards basically doesn't do #3 anymore, and it rarely does #4 at a mana price point that makes sense in this format (energy came close but none of the good cards were costed aggressively enough). They rarely make a creature in #5 that's powerful enough to displace the current crop of Emrakul, Griselbrand, Elesh Norn, etc., though it happens occasionally.

    That basically just leaves categories #1 and #2, as we saw last set with Assassin's Trophy. However, it's really problematic to build entire mechanics around making hyper-efficient threats or answers, since those mechanics tend to either be busted cost reducers (Delve, Phyrexian mana) or one-off designs (Delver) and will usually negatively impact Standard. Since that's the format they test the most, it's rare to have a threat that doesn't cause problems there but is good enough here, so it's basically answers or bust.

    The other major sticking point is that there's just not a ton of virgin design space left that doesn't have power level problems. Top-of-deck mechanics sound cool, for example, until you realize that 1) Miracles was their first major foray into that and it was kind of a flop, and 2) the mechanic is either an RNG Clown Fiesta or you have enough library manipulation that it becomes oppressive card advantage (hint: Legacy will always have enough library manipulation). A lot of similar mechanics you could make end up in the space of either missing completely on power level because they don't do anything the format cares about or rewards, or else they're busted in half and will spawn broken decks.

  11. #491

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by chunderbucket View Post
    Commune with Nature exists and sees no play. Does Force-pitchability, easier mana cost and an alternative (bad) removal spell raise it to the realm of playability? And if so, in what deck would it go?
    "Does Force-pitchability, easier mana cost and an alternative (bad) removal spell raise it to the realm of playability?"

    Yes it does, especially the alternative chalice proof instant speed removal spell that can take out a Dark Depths in a pinch.

    Both modes have utility and modal cards where multiple modes are useful often end up seeing play.

    The first mode is fairly similar to Ancient Stirrings which sees plenty of play. Add modal removal onto it and it becomes even better.

    As for decks that might be interested in this mechanic, off the top of my head...

    Food Chain - can tutor up combo pieces, plays enough creatures where both modes are useful.

    Nic Fit - because Nic Fit.

    Maybe some blue based creature combo deck such as Sneak and Show or Reanimator (not those per se, but something along those lines, Aluren or Eureka perhaps).

  12. #492
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by Captain Hammer View Post
    The first mode is fairly similar to Ancient Stirrings which sees plenty of play.
    No, it isn't, it's literally Commune with Nature and that card is garbage. Ancient Stirrings decks are constructed in a way they can hit pretty much 100% of the time. Commune with Nature can't do that based on the fact alone that you have to have lands in your deck.

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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by PirateKing View Post
    Light up the Stage will see play in Burn lists because of the Spectacle cost, but yeah overall that's probably a safe bet.
    I feel gone are the days that they'll print mechanics that will define entire decks like Dredge
    Eldrazi notwithstanding, I think you're right.
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  14. #494

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by morgan_coke View Post
    Emergency Powers 5UW
    Instant - Mythic

    Timetwister text

    Addendum - if cast during main phase, put a 7 mana or less permanent from your hand into play.

    I don't really know how to evaluate that except as "probably bad but some kind of potential, I guess?"
    If you can cast it, chances are you can win the game with it.

    A few notable permanents that will cause conniptions:

    Teferi, Hero of Dominaria
    Karn Liberated
    Dream Halls
    Elspeth, Sun's Champion

    IT's definitely a powerful card...but I'm not sure you'll be given that amount of time in most formats to abuse this.

    In Commander, however....

  15. #495

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Absorb reprint. Pretty meaningless for Legacy, but huge for Modern and Standard.

    But seriously, you can reprint that but not Deed or Prophetic Bolt? Come on.

  16. #496
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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by morgan_coke View Post
    Absorb reprint. Pretty meaningless for Legacy, but huge for Modern and Standard.
    Is it? Render Silent is already available and isn't played...

  17. #497

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Is it even all that good in Standard? Wizard's Retort, Ionize, and Sinister Sabotage all seem much better than it for various reasons.

  18. #498

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Quote Originally Posted by Aggro_zombies View Post
    Is it even all that good in Standard? Wizard's Retort, Ionize, and Sinister Sabotage all seem much better than it for various reasons.
    It really depends on what cards get printed in Standard that make aggro better. I'd rather have Ionize and/or Sinister Sabotage in any control mirror, but against mono red Absorb is the best card in your deck. Gruul looks sick so I'm thinking Absorb will be pretty good.

  19. #499

    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    It's definitely good in standard, probably not playable in modern though. Lightning Helix does see some play as "pay W extra to have healing salve kicker on this other playable card" but I think a 3 mana counterspell is too awkward

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    Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance

    Modern has access to some decent 3 mana counters already and they see little play.

    The format is very fast, mostly built around actions on the first two turns. (Or 3 if you are flashing back your Looting) If your waiting until turn 3 to interact, your losing.
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