Oh I see. Yea I saw that one spoiled but I forgot about it. Makes sense. I apologize if I came off as an ass Holly, I was just confused. Thanks for the clarification A_z
EDIT: On the topic of Goblin Scrapper (the 2R haste guy), it looks pretty cool. Fires of Yavimaya on a 2/2 body. Obviously requires an aggressive deck that doesn't care about blocking... problem is, Big Zoo has been a badly positioned deck for a long time now.
Closest thing we've seen to a playable Battalion creature. It counters GSZ, Entreat the Angels, and Engineered Explosives... but I don't think there are enough X in the casting cost spells to make it playable.
This.. however.. looks pretty fucking cool.
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In Legacy, if you want to specifically hate on X-spells, it's probably better to use Gaddock Teeg. TheX X/X spell is just a variation on Mirror Entity. The 1/3 or so of the entire set that we've seen so far looks pretty average IMVHO. The guild mechanics are very low-impact, except for Cipher, which feels potentially more game-changing. The Cipher spells are overcosted though.
Frontline Medic looks like a cool card without a home - a 3/3 forisn't too shabby and indestructible might be pretty cool with sweepers. The sac ability is probably too situational to be any good.
Quick rule question: Let's say I swing with Medic and two tokens and my opponent would STP my Medic in response - the ability would still net me indestructible creature- right (or would it fizzle)?
It seems Gatecrash is going to be the worst set since Kamigawa...
I don't want every set to be awesome, a slower changing metagme is preferred imo. But this set just sucks so far.
There is no need that every set has enough impact to change the Legacy metagame (RtR's A.Decay and Shaman however did). My grief are the 10 completely uninspired Guild mechanics (aside from maybe Overload). I fear the last expansion: 10 guild-mechanic-keywords in a single expansion with (likely) all good mechanic-abusing spells already blown in RtR and Gatecrash.
WotC should fucking revisit all their introduced but rarely abused creative keywords like Delve (printed on 1 Card only), fateful hour (about 6 cards?), gravestorm (1), Channel or Grandeur instead of trying to implement look-alike creature-pump-mechanics every expansion. Tbh have you ever looked into the mtg Keyword wiki? Anybody remember abilities like Amplify? I cannot keep track of every fucking abilityword anymore lol
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Fateful hour sucks
Delve can only exist in limited quantities, it fights itself
Gravestorm is OK but like all Storm effects they aren't raring to print more (think eggs)
Channel is great, but seeing what they did with Bloodrush they probably want a more specific mechanic
Grandeur sucks because it's a legendary creature mechanic that is completely useless in EDH, the format of legendary creatures
STP during Begin Combat step and then you don't get the battalion ability.
One of many reasons why Battalion is an incredibad ability that is one of the easiest things to disrupt in the game. (any removal, any sweeper, often just big blockers all mess up Battalion, leaving aside the fact that you have to get to 3 attackers in the first place).
Bardo, Site AdminNowhere do you see: Efficient Answers to Other Cards. Force and MMS will never be banned. Deal.
Fateful Hour is a much better Comeback-mechanic than miracle. Just because WotC sucked printing it on a good card doesn't mean the ability itself is shit. Grandeur is awesome, however only printed on 3(?) legendary creatures. There is no reason it could not be printed on other permaments or improve some pale legendary creature designs in legacy.
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The 5 life condition feels arbitrary and is completely unreliable. Many or most comebacks in Legacy aren't characterized by one guy being at 5 life or less. The only way I could see it work is in a specialized Death's Shadow style deck. Even then, you get hosed by Burn so bad.
But it's meant to be a legendary creature mechanic, that's why it's called Grandeur. It's meant to let you get use out of extra copies you draw of the legendary dude.
Also it's a cycle, there's one in each color.
Bardo, Site AdminNowhere do you see: Efficient Answers to Other Cards. Force and MMS will never be banned. Deal.
I don't know why you guys are complaining so hard. It seems to be a recurring pattern every set. It seems like mtgthesource users whine that the power level of a new set is too low during spoiler season, then they find out that a couple of cards are more powerful than they expected, then they will A) complain that the cards are too expensive B) complain that RnD makes stupid designs and push powercreep.
You guys are NEVER satisfied.
EDIT:
@Lemnear: Faithful Hour was a reprint from Second Chance, so your statement that WOTC should reprint mechanics such as Delve is actually pretty senseless, because it seems WOTC is already doing that.
There's always somebody that wants a different mechanic, whether that is a comeback mechanic or another type of mechanic. If these people really think they are such great designers they should make their own TCG and see how well they fare. That, or participate in the great designer search. The level of criticism towards WOTC is just plain idiotic. There is no card game more successful than Magic, yet some very vocal people in the community act like RnD is comprised of chimpanzees.
Invisible Stalker and Silhana Ledgewalker go nicely with Cipher cards. U/G/x Cipher sounds like fun
Three cards with Delve so far: Tombstalker (playable), Logic Knot (playable in smaller formats), and Death Rattle (awful in most constructed formats unless they ban the color green).
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Yeah...no. Wizards has said, basically, that dredge is broken, radiance is awful, and haunt is too confusing. Bloodthirst just came back in a Core Set not too long ago. Wizards has stated that they want to cut down on the amount of shuffling players do, so printing a bunch of transmute tutors seems like it won't happen. Forecast and replicate don't really synergize with detain and overload, respectively.
Dragon's Maze will just be all of the current guild keywords in one set.
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