Tuesday, April 19, 2022

Overview: Streets of New Capenna (Pt 1)

 The new set has been spoiled! And this one is one that from a setting and visual perspective, I'm excited about. I've always dug the magic + technology settings so I'm hopeful that this will be something that builds off what Neon Dynasty did. 

Let's start with the mechanics

Connive is probably the strongest one: anything that gives you the chance to filter cards is always going to have an edge. The discard aspect means that it can help fuel graveyard strategies and even madness decks. That you can boost the creature you're Conniving with makes this a winner. 

Casualty is only as strong as the spell it's copying. This means we're talking corner cases, because under the best circumstances a good Casualty spell will be a) useful in and of itself, b) inexpensive with it's additional cost and c) an instant, so you can use a creature to copy a spell that might otherwise be meeting an untimely demise. 

That is a lot to ask, which means this one is likely a Limited performer only. However, there are decks that want to utilize sacrifice triggers which brings us back to whether or not the spell is useful to begin with! I'm a bit dubious on that.  

Blitz has a bit of a history doesn't it? The grandchild of mechanics like Dash and Unearth, Blitz does one thing that the others don't: it replaces itself. So looking at the creatures with Blitz as one-time spells that cantrip which could also just be permanents, means that there's a lot of versatility. Sure, the power level is set for Limited, but that doesn't mean that there aren't some neat niche cases where this gets cool.

We'll see. 

Alliance is probably the most straightforward and usable mechanic. Since you want to cast creatures, getting benefits from doing what you want is probably the best thing ever. Plus, this triggers on "enters the battlefield" not "cast" which means that it can slot into plenty of strategies. Good support mechanic. 

Shield Counters look to be thematically cool but probably the most boring otherwise. I know, they're going to have other cards 'do things' with counters and that makes those cards interesting (see Sanctuary Warden) but it doesn't magically delicious Shield Counters into awesome. 

Hideaway is the only returning mechanic-and while it's just a cycle, I really like what they've done with it. Sure, it's going to be a Commander star more than anything else but that's fine. It's cool.

To wrap this part up, I want to highlight the king of fun that they're clearly having with the presentation of Streets of New Capenna. 

I noticed it first in the names and language-as is my nature. Extraction Specialist, Hold for Ransom, Cut of the Profits, Bootlegger's Stash, A Little Chat-it goes on and on. My favorite so far comes from Witness Protection, where the enchanted creature becomes Legitimate Businessperson.

The art didn't get left out, though: the homage on Riveteers Ascendency, the double meaning in Masked Bandits or Witty Roastmaster, or just the leaning into the world of New Capenna at large. It's so clearly not like anything we've really seen before in the game. In some ways, between this and Neon Dynasty, it feels like WotC is having more fun making this game than they have in years. 

The different beats may not be for everyone. I certainly understand the objection to cards like Sizzling Soloist. But I think that Magic is big enough for these kinds of risks, and I'm glad they're taking them. Next up, let's talk about some specifics!


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