Now that spoiler season is upon us and we're less than two weeks out from the Born of the Gods prerelease, now is as good a time as any to take a look at the upcoming cards and mechanics. The usual caveats about prereleases apply but let's have fun anyway.
The first thing to note is that Monstrous isn't returning, which suggests to me that it is a mechanic that WotC thought needed more work. Rosewater can claim all he likes about feeling that the mechanic has room to play in, the fact is that this mechanic has been one of the worst written ones I've seen in years and had some incredibly weak implementation. Of the 16 creatures with Monstrous, (in a 234 card set- that's 6% so...lot's of faith that WotC has in that mechanic) none of them are very compelling so it seems like it's wise to let that one percolate a bit more.
Which leads us to Tribute, the creature mechanic to replace Monstrous in Born of the Gods. Based off the punisher mechanic from Odyssey block, the mechanic wants to give opponents a choice between two 'bad' options. This is an easy one to judge because it will be strictly about whether or not both choices are bad.
Pharagax Giant is the example of weak implementation: 5 damage or allowing a 5/5 creature with no abilities for 5 mana isn't a difficult choice. Let them have the 5/5 and chump block or kill it later, unless you're ahead on the board then just take 5 and run over their tiny 3/3. This isn't even a difficult decision in multiplayer, although it does become more interesting as it could be a way to screw over the person who's got the lowest life total.
On the other hand, Fanatic of Xenagos is a fantastic execution of this mechanic. A 3/3 trampler for 3 mana is good as is and now the opponent has to choose if it's a 4/4 or if it will be a 4/4 with haste for a turn.
The success of Tribute depends on more cards being like Fanatic than the Giant. I don't have a lot of hope that WotC will do this but of the five creatures with Tribute, two of them-the Fanatic and Flame-Wreathed Phoenix-seem to be pretty good. The other three creatures are just big dumb monsters (two of which in green, continuing WotC's "green's creatures are terrible" policy) that are just bigger and dumber with tribute and don't really provide opponents with a difficult choice. 6/6 creatures that die to a 1/1 with deathtouch and don't do anything else are rarely worth the mana, especially since neither of them solve the problems that you want solved.
Heroic and Bestow both come back and I haven't really seen anything in those mechanics that wow me more than the last time. Again; it's still early but Bestow hasn't gotten any cheaper and Heroic hasn't gotten any more interesting. I don't know if it's fair to ask limited-level mechanics to occasionally step up and be constructed worthy but it would be nice if they occasionally tried.
Last we have Inspired, which is the second mechanic from the Shadowmoor block they've reskinned. First, I miss the untap symbol. Just look at it: it's cooool. An aesthetic thing but still, I prefer the elegance of that symbol over the keyword + explanation that Inspired has.
Second, by making this a triggered ability instead of an activated one, it's suddenly become a mechanic that has a lot more to manage. With cards like Gilder Bairn, if you could tap the creature, you could untap the creature as an ability innate to the creature, so you didn't need to try and get a second card out there to get the effect. In comparison, Inspired happens no matter how the creature becomes untapped, which guarantees you the effect at the beginning of every turn (should your creature be untapped). They even nerf the Inspired mechanic on certain cards by requiring a mana payment on the triggered ability, in order to keep players from simply abusing combos.
My preference is for the former, as it means that 1) I don't need another card or time in order for the ability to be used. A card that is good unto itself is better than one that relies on outside forces. 2) I like the untap symbol. 3) For me, the Shadowmoor mechanic is clearer as it's written in the traditional Cost; Result style. Inspired uses a whole lot more text and is less elegant.
It's not a terrible mechanic, although I can't say I'm excited about the implementation of it so far. Gaining life, paying to generate creatures, these aren't terrible things but they aren't that cool either. The one that is generating the most buzz is Pain Seer, because it allows for card draw but even then the buzz has been relatively calm.
We'll see what the future holds; with nearly 100 cards to be revealed, I'm hopeful there are some gems amongst this bunch but since so many rares have been displayed, that hope isn't very high.
This is a blog about the Magic the Gathering decks I make, the games I play and the general thoughts I have about the game...and occasionally other stuff but hopefully only as it relates to play.
Showing posts with label previews. Show all posts
Showing posts with label previews. Show all posts
Tuesday, January 21, 2014
Thursday, April 11, 2013
I approve of 8 out of 10 Guild Champion Runners
Interestingly, that's how many we've seen so far.
I hear complaints about cost, mostly and all I can think of is: but they do awesome things! The have to cost that much in order to not break the game in two.
Exava gives the Rakdos cards the real boost they need to be a considerable threat, in addition to being a good one herself.
Lavinia is going to be a house and a very annoying one at that. She will be flickered and, in the style of the old Prison decks of yore, leave opponents wishing that the game would just END already.
Melek looks insane. It is free spells plus extra cards. If it didn't cost six mana, no one would run anything but blue/red.
People were complaining about Mirko because 'it's weak and overcosted.' These people have never cast Mind Funeral. My average when I cast Mind Funeral is about eleven cards. Casting Mind Funeral every turn for free? The only reason it doesn't look good is because Blue can't protect it well in Standard. But I don't care about Standard and in nearly every other format, Mirko has potential.
Ruric Thar has already been covered on The Magic Show. Essentially: I agree with this. (TAKE 6 TO THE FACE!)
The complaint about Teysa is the same one people have of Mirko and I just have to wonder: what is wrong with these people? She's a vigilant No Mercy that can generate tokens. How could she cost less? And doesn't Teysa just take over combat, once she's on board? That's pretty amazing for seven mana.
Varolz is the most boring of the Runners. He doesn't interact meaningfully with the previous mechanics of his guild, he just provides all creatures with the guild's ability. Meh. That said; he's cheap, he's difficult to get rid of and it's not hard to imagine a deck using him which may provide the BG guild the attention it needs.
Last is Vorel and I'm just thankful that the uber-proliferate card didn't come out in Scars of Mirrodin block. That would've been very bad. As it is: that card is going to be a lot of fun for people and (thankfully) he doesn't interact with Planeswalkers because then he'd just be broken.
I'm less enthusiastic about is the Fuse mechanic. I appreciate the elegant way it connects back to the last Ravnica set and solves problems like: how do we show the guilds are linked or how to we make sure there are enough cards representing each guild? However, as a mechanic it's simply Splice from Kamigawa block and it doesn't even allow you to mix and match to the same degree so it's more restrictive. Finally, the flashy cards that might make people want to play it are expensive, without providing justification for the expense. Eight mana to put four fliers and draw four cards (on Beck/Call for example) is quite good but it doesn't break the game.
Also, as with the Apocalypse split cards, so far: the blue/red one is clearly the best. That is probably only objectionable to someone who has been playing for 18 years, though.
I hear complaints about cost, mostly and all I can think of is: but they do awesome things! The have to cost that much in order to not break the game in two.
Exava gives the Rakdos cards the real boost they need to be a considerable threat, in addition to being a good one herself.
Lavinia is going to be a house and a very annoying one at that. She will be flickered and, in the style of the old Prison decks of yore, leave opponents wishing that the game would just END already.
Melek looks insane. It is free spells plus extra cards. If it didn't cost six mana, no one would run anything but blue/red.
People were complaining about Mirko because 'it's weak and overcosted.' These people have never cast Mind Funeral. My average when I cast Mind Funeral is about eleven cards. Casting Mind Funeral every turn for free? The only reason it doesn't look good is because Blue can't protect it well in Standard. But I don't care about Standard and in nearly every other format, Mirko has potential.
Ruric Thar has already been covered on The Magic Show. Essentially: I agree with this. (TAKE 6 TO THE FACE!)
The complaint about Teysa is the same one people have of Mirko and I just have to wonder: what is wrong with these people? She's a vigilant No Mercy that can generate tokens. How could she cost less? And doesn't Teysa just take over combat, once she's on board? That's pretty amazing for seven mana.
Varolz is the most boring of the Runners. He doesn't interact meaningfully with the previous mechanics of his guild, he just provides all creatures with the guild's ability. Meh. That said; he's cheap, he's difficult to get rid of and it's not hard to imagine a deck using him which may provide the BG guild the attention it needs.
Last is Vorel and I'm just thankful that the uber-proliferate card didn't come out in Scars of Mirrodin block. That would've been very bad. As it is: that card is going to be a lot of fun for people and (thankfully) he doesn't interact with Planeswalkers because then he'd just be broken.
I'm less enthusiastic about is the Fuse mechanic. I appreciate the elegant way it connects back to the last Ravnica set and solves problems like: how do we show the guilds are linked or how to we make sure there are enough cards representing each guild? However, as a mechanic it's simply Splice from Kamigawa block and it doesn't even allow you to mix and match to the same degree so it's more restrictive. Finally, the flashy cards that might make people want to play it are expensive, without providing justification for the expense. Eight mana to put four fliers and draw four cards (on Beck/Call for example) is quite good but it doesn't break the game.
Also, as with the Apocalypse split cards, so far: the blue/red one is clearly the best. That is probably only objectionable to someone who has been playing for 18 years, though.
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