Because they are trying to sell a product. I am 100% sure that the effect of plainswalkers can be recreated on a different card type, such as enchantment. The reason why they need a new type is the same reason for the hype, to sell product.
Aysen Highway
Hey look, an enchantment that makes plainswalkers!
~This post brought to you by the Institution to Correct Unnecessary Plainswalking (I.C.U.P.)
Oh? I untap with my Djinn in play? Then I'll cast High Tide 5 times, let the copies resolve, cast Remand 3 times, the first and second targetting the original High Tide, and the third targetting the first Remand. After the stack empties, I'll cast a Turnabout with 1 replicate, and triple-remand again. Net Effect: Draw 4 cards, Islands all produce 4 extra blue, lands untapped. Repeat until I draw Vision Charm and proceed to deck several hundred players.
Dismissing a player from play could be flavored on to a Orim's Chant or Time Stop effect, I guess.
That's more shutting them out for a short time than dismissing them. I think dismissing them would be saying something like, "You're not my friend anymore. Get out of my house."
Well then, why all the hype? If it is something so simple, it feels kind of a waste. Now, I don't say it can't be part of the answer, but I don't think that it is the answer. (my opinion only, I may be wrong, and if it is the case, I hope I'll be suprised in a good way)
Well if enchanments were totally new and you descibed an enchantment as "a colored permanent that can't be affected by creature, artifact or land removal," it would seem pretty simple, too. In fact, an enchantment with no rules text would be about as boring as they get.
Planeswalkers give wizards a blank slate for the first time since the game began. I think they'll hold off on too many things that affect planeswalkers and let things grow around them over time.
Better the base rules for planeswalkers are simple, and the ways individual planeswalkers affect the game are complex than the other way around.
So far I vote for:
a) Planeswalkers are unnaffected by set. They are and will be legal in any format. That is their planeswalking flavor.
b) Planeswalkers are fundamentally simple. Life total, casting cost, and that's it.
c) Planeswalkers are permanents. Boomerang, desert twister, etc will get 'em.
That's more shutting them out for a short time than dismissing them. I think dismissing them would be saying something like, "You're not my friend anymore. Get out of my house."
Often with bounce, the card will return to play on the next turn if the player wants it in play. It's not always a permanent dismissal from play. You could certainly put that same flavor on a spell that stops a player from being active for some period of time in the same way.
a) Planeswalkers are unnaffected by set. They are and will be legal in any format. That is their planeswalking flavor.
This will never happen. Format rotation is Wizards' safety valve; any card that is overpowered slowly shuffles out into the Vintage formats where it can hang out with its broken brethren. In addition, the selling point of Standard is that anyone can get started using only cards they can currently buy at the store. I feel quite confident that no cards are ever going to become "permanently legal" in this fashion.
b) Planeswalkers are fundamentally simple. Life total, casting cost, and that's it.
I think it's a good possibility they have a complexity comparable to (but less than) creatures, by which I mean that they'll have at least one unique "action" that only they can take, just like only creatures can attack and block.
c) Planeswalkers are permanents. Boomerang, desert twister, etc will get 'em.
People talking about how PWers have to be fundamentally different from other perms need to remember just how similar permanents are in M:tG.
Just consider how simple the rules differences are between existing permanent types:
Enchantment
Is a permanent - no special rules at all.
Artifact
Is a permanent - no special rules at all.
Creatures
Is a permanent
Plus can attack or block
Plus gets destroyed if damage>=toughness or toughness=0
Land
Is a permanent
Plus you can put one into play on each of your turns as a sorcery without using the stack or paying a cost.
Planeswalkers are going to be subject to the general 'is a permanent' rules, plus *might* have an extra rule as simple as the others above.
My guess (and it's just a guess) is that in rules terms they are just permanents with a toughness but no power (and without the attack/block ability). Life totals brings in memory issues. But creature style toughness is easier to manage. They'll add PW flavour by adding conventions but not rules, conventions like being colored, either rarely or often using tap abilities, focussing on activated or triggered or static abilities, or consistently getting abilities that are based on existing spells (the PWers as spellshaper model).
My guess (and it's just a guess) is that in rules terms they are just permanents with a toughness but no power (and without the attack/block ability). Life totals brings in memory issues.
I disagree, actually. Life is easily represented by counters (which could even be formalized in the life mechanic.) Toughness alone is a poor mechanic because its current implementation is partially driven by the ability to engage in combat.
I also do expect PWs to have one (and probably no more) cardtype-unique action, just like creatures do.
As unlikely as it is, I do like the idea of Planeswalkers moving from set to set (plane to plane, as it were) without restriction for flavor reasons. Yes, it will never work and hopefully won't be attempted but I like it just the same.
For flavor reasons, I also wouldn't be surprised to see them be able to participate in combat. They won't go to the graveyard, of course, but probably removed from the game.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If you desire the spleen, and will laugh yourself into stitches, follow me." -- Twelfth Night
Planeswalkers are unnaffected by set. They are and will be legal in any format. That is their planeswalking flavor.
I like the idea too, but I don't think it will work. Standard is there for a reason, even though only Planewalkers will be allowed to be in Standard forever. This has its share of problems: Overpowered planewalkers will almost never rotate out, meaning that things will get banned fairly often (unless being a Planeswalker also mean you have immunity from banning, but I don't think that's going to happen.)
They will not be other players. That makes the game too complicated.
I think the key to their abilities is going to be their Planeswalking abilities. They have the ability to travel from Plane to Plane. I can't see them being like the Wishes--"Bring a card from this expansion into play." Again, it makes things too complicated. It also doesn't work for the new player.
Perhaps they do something in the "Removed from game" zone? They can Planeswalk into the removed from game zone to get stuff back. I dunno... Oh well, previews start in a few weeks (days?), and I'm betting one of the preview cards will be a PW.
a) Planeswalkers are unnaffected by set. They are and will be legal in any format. That is their planeswalking flavor.
b) Planeswalkers are fundamentally simple. Life total, casting cost, and that's it.
c) Planeswalkers are permanents. Boomerang, desert twister, etc will get 'em.
So their only ability doesn't exist for casual players, and they're undercosted vanilla creatures R&D can't rotate out.
Wasn't sure where to put this, but here's a little more confirmation about Planeswalkers: They don't have a race. See the bolded part below.
Quote from Aaron Forsythe (Latest Developments -- Aug 24, "07) »
How does this apply to Lorwyn? With the race-class model firmly in place now, we aren't treating the two as interchangeable from a flavor standpoint (as Onslaught did—the races Goblin, Elf, and Beast meant the same thing as the classes Wizard, Soldier, and Cleric). Lorwyn deals with race only... and Human isn't one of the races. Using the setting conceived by the creative team, we managed to dodge the issue of making cards that referred to Humans. The word "Human" won't be on a single type line in the set, and I'm sure you'll agree with me that it's better that way. Once you immerse yourself in Lorwyn you'll see that humans just wouldn't fit.
So I guess it's just good old "Planeswalker" for the type line.
i gues dat dis PW card wil not be a creature all other spels but maybe it have effect to the player. like you have the ability of that card for example. or you represent that card. but i think.. that it will be like a legend card rule.. AWWWW.. jus a gues hehe
I love the cant be rotated out idea but they should each have one ability unique to them, that way eventually people can have their picking of like 100 planeswalkers, also a one only rule would be cool it gives that whole decks personallity, leader sorta feel
Private Mod Note
():
Rollback Post to RevisionRollBack
Blue Blue glass moon. Won't you set me free.
Decks In Progress
Standard
WUWhite-Blue-ControlWU Extended WUBSisters GrandeurWUB Legacy RBWElemental's Are FunRBW
I like the idea too, but I don't think it will work. Standard is there for a reason, even though only Planewalkers will be allowed to be in Standard forever. This has its share of problems: Overpowered planewalkers will almost never rotate out, meaning that things will get banned fairly often (unless being a Planeswalker also mean you have immunity from banning, but I don't think that's going to happen.)
I also like the idea of perpetually-legal planeswalkers, and you've got to figure WotC's going to start putting cards into upcoming sets to help control the power levels of the 'walkers, keeping them from getting too out of hand. I'm still iffy about them being able to be offed by most of the standard ways of dealing with permanents (Vindicate, Boomerang, etc.), but I have a feeling something new will come out soon enough, specifically or primarily dealing with Planeswalkers.
Private Mod Note
():
Rollback Post to RevisionRollBack
There's one at the door, at the gate to damnation...
Is it thief, thug or whore? There's one at the door...
And there's room for one more till the end of creation. Neil Gaiman, Sandman #4 - A Hope in Hell
I also like the idea of perpetually-legal planeswalkers, and you've got to figure WotC's going to start putting cards into upcoming sets to help control the power levels of the 'walkers, keeping them from getting too out of hand. I'm still iffy about them being able to be offed by most of the standard ways of dealing with permanents (Vindicate, Boomerang, etc.), but I have a feeling something new will come out soon enough, specifically or primarily dealing with Planeswalkers.
Planeswalkers can at the same time not be part of the current set, and rotate out when the time arrives.
What if they had their own set, called Planeswalkers? It would be a parallel set to the current one, but could be released over the course of several sets.
So long as there's a set called Planeswalkers being printed with a current block, it's legal. When Planeswalkers II starts up, the old set rotates out like any other. That way if any of them prove to be broken beyond all reason, Wizards has a reset button. Plus they become this weird uber-cycle.
Oh and before anyone argues with me about this not being fair to new players... Players who want older planewalkers that are legal will seek them out, just like they looked for that fourth damnation or playset of duals, etc... this won't make things much harder on anyone. Are there any Noobs out there who stumbled on a playset of damnations in their first four packs? No... is that unfair? No... If a player needs something, he or she seeks it out.
I disagree, actually. Life is easily represented by counters (which could even be formalized in the life mechanic.) Toughness alone is a poor mechanic because its current implementation is partially driven by the ability to engage in combat.
I also do expect PWs to have one (and probably no more) cardtype-unique action, just like creatures do.
Spindown life counter, 20-sided dice.
Private Mod Note
():
Rollback Post to RevisionRollBack
Why did I ever think a signature in comic sans was a good idea?
Please, dices? Too easy to manipulate by cheaters. Life counters? You know how many counters are on a table? Usually zero, because everybody use pencil and paper. (Magic should be easy to play, right?) Too many gadgets will confuse players.
Private Mod Note
():
Rollback Post to RevisionRollBack
By John Avon
Decks:
EDH: :symbw::symuw::symub:Merieke Ri Berit:symbw::symuw::symub:
Archenemy EDH: Reaper king
I'm not going to bother speculating on the specifics on how planeswalkers are going to work, but I would like to point out how funny it is that some people actually thought that tribal cards and planeswalkers weren't going to be in the same set...despite the numerous hints.
Very, very funny.
Happy speculating. I like the idea of counters, for the record. Counters seems like a sensible way to keep track of a planeswalker's "life points".
Honestly, I don't see how, MaRo, can justify making planeswalkers, a "New Type" That does not encroach on any of the other 4 permanant types that already exist.
4 Questions...
1. Are planes walkers Alive?
If yes, then wouldn't that make them a creature?
2. Are they a Resource?
If yes, then they are a land, a creature, an artifact, or an enchantment.
3. Do they become a permanant in play?
If Yes, then a creature, land, artifact, or enchantment.
if No, a Sorcery, or Instant.
4. Do they have an effect, but no power and toughness?
Wouldn't that make them an artifact or Enchantment?
Wizards has already proven, that there is no reason that you cannot mix and match those 4 types to get any effect that you want to see in the game. Dryad Abror, or what ever, Artifact Lands, Enchanment Creatures, they all have happened. There is no design space left for a new card type, that is not, or does not fit into one of these 4 previously stated card types. Creating Planeswalkers is Wizards (MaRo?) taking something, and randomly deciding that he needs to make a dramatic change to the game. Examples of previous attempts at changing the way the game works, that have failed misserably, World Enchantments, Kirins, Epic Spells, ect... The design room for huge swingy effects that dramaticly change the game is there, don't get me wrong, it's infentisimal, however the idea of planeswalkers, to me, is another batch of "Legendary" Sorceries, by posting a new "Type" on to them, the only thing that they are doing, is showing there ineptitude and lack of creativity in design space. And for the record, I do NOT like MaRo, I think he is a bad designer, and many of his "great" idea's have come back to realy haunt the game, because either they are over powered, *See most of Urza Block, Mirroden* or severly underpowered, and a waste of design space. He has created more cards that have been banned, and/or restricted in vintange, then Richard Garfield. Tell me there is something wrong with the person that has broken the format so many times like MaRo, with being the lead designer. No, there is nothing wrong with pushing the envelope.
AlexBonin
but I would like to point out how funny it is that some people actually thought that tribal cards and planeswalkers weren't going to be in the same set...despite the numerous hints.
2 out of 180 cards, how is that numerous?In the set that was about possible cards from magics future.Man i guess we where dumb to think it might not be real.
Private Mod Note
():
Rollback Post to RevisionRollBack
WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
I was just thinking, what about that spell from Mirrodin block(right?), Door to Nothingness? That basically sucks a player out of existance instantly. Either way, I have no idea what to think, and I'll stick to the new mechanics coming out and the card types I'm used to until I know for sure, but carry on with the discussion, because at the very least its interesting to think of the possibilities.
Private Mod Note
():
Rollback Post to RevisionRollBack
Paper Ratings: Constructed : 1708 Eternal : 1600 Limited : 1726 Total : 1772 Two Headed Giant - Constructed : 1584 Two Headed Giant - Limited : 1612
2 out of 180 cards, how is that numerous?In the set that was about possible cards from magics future.Man i guess we where dumb to think it might not be real.
Yes sir, definitely: Two cards and a poster, which practically punches you in the face and the game's designer(s) saying this set is going to be very exciting etc etc. Yeah, like tribes would be that exciting...more or less, normal cards...with sub-types. Wow, go r&d team. SNORE
Yes sir, definitely: Two cards and a poster, which practically punches you in the face and the game's designer(s) saying this set is going to be very exciting etc etc.
The poster was about Planeswalkers.
Just Planeswalkers.
Otherwise it would have had the Lorwyn logo on it somewhere. (We know there is a special 'Planeswalkers' logo, but obviously they wouldn't put it on a teaser poster.
Private Mod Note
():
Rollback Post to RevisionRollBack
News and spoiler contributor for GatheringMagic.com
Honestly, I don't see how, MaRo, can justify making planeswalkers, a "New Type" That does not encroach on any of the other 4 permanant types that already exist.
4 Questions...
1. Are planes walkers Alive?
If yes, then wouldn't that make them a creature?
2. Are they a Resource?
If yes, then they are a land, a creature, an artifact, or an enchantment.
3. Do they become a permanant in play?
If Yes, then a creature, land, artifact, or enchantment.
if No, a Sorcery, or Instant.
4. Do they have an effect, but no power and toughness?
Wouldn't that make them an artifact or Enchantment?
Wizards has already proven, that there is no reason that you cannot mix and match those 4 types to get any effect that you want to see in the game. Dryad Abror, or what ever, Artifact Lands, Enchanment Creatures, they all have happened. There is no design space left for a new card type, that is not, or does not fit into one of these 4 previously stated card types. Creating Planeswalkers is Wizards (MaRo?) taking something, and randomly deciding that he needs to make a dramatic change to the game. Examples of previous attempts at changing the way the game works, that have failed misserably, World Enchantments, Kirins, Epic Spells, ect... The design room for huge swingy effects that dramaticly change the game is there, don't get me wrong, it's infentisimal, however the idea of planeswalkers, to me, is another batch of "Legendary" Sorceries, by posting a new "Type" on to them, the only thing that they are doing, is showing there ineptitude and lack of creativity in design space. And for the record, I do NOT like MaRo, I think he is a bad designer, and many of his "great" idea's have come back to realy haunt the game, because either they are over powered, *See most of Urza Block, Mirroden* or severly underpowered, and a waste of design space. He has created more cards that have been banned, and/or restricted in vintange, then Richard Garfield. Tell me there is something wrong with the person that has broken the format so many times like MaRo, with being the lead designer. No, there is nothing wrong with pushing the envelope.
You REALLY have a problem with Saviors of Kamigawa, don't you?
Kirin and Epic Spells were meant to shake up the game? gee, I didn't get THAT memo. They were simply 5-card cycles with "cool" abilities. Hell, the only ones I remember being advertised to any reasonable extent were Celestial Kirin on the booster boxes, and Eternal Domination on the poster. And they weren't that dismal a failure. Enduring Ideal is still played in extended, while Celestial Kirin was a house in kamigawa block constructed.
I just fail to see what Kirins or Epic Spells or even the pre-MaRo World Enchantments have to do with your argument. If you have that big a problem with what he creates, you're welcome to quit the game until he retires from his position. Until then, just join the masses of people sending him hate mail, cos frankly, we're kinda sick of hearing it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from Pete Venters »
I couldn't have put it better myself.
To post a comment, please login or register a new account.
Aysen Highway
Hey look, an enchantment that makes plainswalkers!
~This post brought to you by the Institution to Correct Unnecessary Plainswalking (I.C.U.P.)
Well if enchanments were totally new and you descibed an enchantment as "a colored permanent that can't be affected by creature, artifact or land removal," it would seem pretty simple, too. In fact, an enchantment with no rules text would be about as boring as they get.
Planeswalkers give wizards a blank slate for the first time since the game began. I think they'll hold off on too many things that affect planeswalkers and let things grow around them over time.
Better the base rules for planeswalkers are simple, and the ways individual planeswalkers affect the game are complex than the other way around.
So far I vote for:
a) Planeswalkers are unnaffected by set. They are and will be legal in any format. That is their planeswalking flavor.
b) Planeswalkers are fundamentally simple. Life total, casting cost, and that's it.
c) Planeswalkers are permanents. Boomerang, desert twister, etc will get 'em.
t: Destroy target breakfast.
Often with bounce, the card will return to play on the next turn if the player wants it in play. It's not always a permanent dismissal from play. You could certainly put that same flavor on a spell that stops a player from being active for some period of time in the same way.
This will never happen. Format rotation is Wizards' safety valve; any card that is overpowered slowly shuffles out into the Vintage formats where it can hang out with its broken brethren. In addition, the selling point of Standard is that anyone can get started using only cards they can currently buy at the store. I feel quite confident that no cards are ever going to become "permanently legal" in this fashion.
I think it's a good possibility they have a complexity comparable to (but less than) creatures, by which I mean that they'll have at least one unique "action" that only they can take, just like only creatures can attack and block.
100% agreement from me here.
Just consider how simple the rules differences are between existing permanent types:
Enchantment
Is a permanent - no special rules at all.
Artifact
Is a permanent - no special rules at all.
Creatures
Is a permanent
Plus can attack or block
Plus gets destroyed if damage>=toughness or toughness=0
Land
Is a permanent
Plus you can put one into play on each of your turns as a sorcery without using the stack or paying a cost.
Planeswalkers are going to be subject to the general 'is a permanent' rules, plus *might* have an extra rule as simple as the others above.
My guess (and it's just a guess) is that in rules terms they are just permanents with a toughness but no power (and without the attack/block ability). Life totals brings in memory issues. But creature style toughness is easier to manage. They'll add PW flavour by adding conventions but not rules, conventions like being colored, either rarely or often using tap abilities, focussing on activated or triggered or static abilities, or consistently getting abilities that are based on existing spells (the PWers as spellshaper model).
I disagree, actually. Life is easily represented by counters (which could even be formalized in the life mechanic.) Toughness alone is a poor mechanic because its current implementation is partially driven by the ability to engage in combat.
I also do expect PWs to have one (and probably no more) cardtype-unique action, just like creatures do.
For flavor reasons, I also wouldn't be surprised to see them be able to participate in combat. They won't go to the graveyard, of course, but probably removed from the game.
follow me." -- Twelfth Night
I like the idea too, but I don't think it will work. Standard is there for a reason, even though only Planewalkers will be allowed to be in Standard forever. This has its share of problems: Overpowered planewalkers will almost never rotate out, meaning that things will get banned fairly often (unless being a Planeswalker also mean you have immunity from banning, but I don't think that's going to happen.)
They will not be other players. That makes the game too complicated.
I think the key to their abilities is going to be their Planeswalking abilities. They have the ability to travel from Plane to Plane. I can't see them being like the Wishes--"Bring a card from this expansion into play." Again, it makes things too complicated. It also doesn't work for the new player.
Perhaps they do something in the "Removed from game" zone? They can Planeswalk into the removed from game zone to get stuff back. I dunno... Oh well, previews start in a few weeks (days?), and I'm betting one of the preview cards will be a PW.
So their only ability doesn't exist for casual players, and they're undercosted vanilla creatures R&D can't rotate out.
Nice mechanic.
So I guess it's just good old "Planeswalker" for the type line.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Standard
Extended
WUBSisters GrandeurWUB
Legacy
RBWElemental's Are FunRBW
I also like the idea of perpetually-legal planeswalkers, and you've got to figure WotC's going to start putting cards into upcoming sets to help control the power levels of the 'walkers, keeping them from getting too out of hand. I'm still iffy about them being able to be offed by most of the standard ways of dealing with permanents (Vindicate, Boomerang, etc.), but I have a feeling something new will come out soon enough, specifically or primarily dealing with Planeswalkers.
Is it thief, thug or whore? There's one at the door...
And there's room for one more till the end of creation.
Neil Gaiman, Sandman #4 - A Hope in Hell
Planeswalkers can at the same time not be part of the current set, and rotate out when the time arrives.
What if they had their own set, called Planeswalkers? It would be a parallel set to the current one, but could be released over the course of several sets.
So long as there's a set called Planeswalkers being printed with a current block, it's legal. When Planeswalkers II starts up, the old set rotates out like any other. That way if any of them prove to be broken beyond all reason, Wizards has a reset button. Plus they become this weird uber-cycle.
Oh and before anyone argues with me about this not being fair to new players... Players who want older planewalkers that are legal will seek them out, just like they looked for that fourth damnation or playset of duals, etc... this won't make things much harder on anyone. Are there any Noobs out there who stumbled on a playset of damnations in their first four packs? No... is that unfair? No... If a player needs something, he or she seeks it out.
t: Destroy target breakfast.
Spindown life counter, 20-sided dice.
Decks:
EDH: :symbw::symuw::symub:Merieke Ri Berit:symbw::symuw::symub:
Archenemy EDH: Reaper king
(")(")
GONZO
Genius, fast, and long eared.
Very, very funny.
Happy speculating. I like the idea of counters, for the record. Counters seems like a sensible way to keep track of a planeswalker's "life points".
4 Questions...
1. Are planes walkers Alive?
If yes, then wouldn't that make them a creature?
2. Are they a Resource?
If yes, then they are a land, a creature, an artifact, or an enchantment.
3. Do they become a permanant in play?
If Yes, then a creature, land, artifact, or enchantment.
if No, a Sorcery, or Instant.
4. Do they have an effect, but no power and toughness?
Wouldn't that make them an artifact or Enchantment?
Wizards has already proven, that there is no reason that you cannot mix and match those 4 types to get any effect that you want to see in the game. Dryad Abror, or what ever, Artifact Lands, Enchanment Creatures, they all have happened. There is no design space left for a new card type, that is not, or does not fit into one of these 4 previously stated card types. Creating Planeswalkers is Wizards (MaRo?) taking something, and randomly deciding that he needs to make a dramatic change to the game. Examples of previous attempts at changing the way the game works, that have failed misserably, World Enchantments, Kirins, Epic Spells, ect... The design room for huge swingy effects that dramaticly change the game is there, don't get me wrong, it's infentisimal, however the idea of planeswalkers, to me, is another batch of "Legendary" Sorceries, by posting a new "Type" on to them, the only thing that they are doing, is showing there ineptitude and lack of creativity in design space. And for the record, I do NOT like MaRo, I think he is a bad designer, and many of his "great" idea's have come back to realy haunt the game, because either they are over powered, *See most of Urza Block, Mirroden* or severly underpowered, and a waste of design space. He has created more cards that have been banned, and/or restricted in vintange, then Richard Garfield. Tell me there is something wrong with the person that has broken the format so many times like MaRo, with being the lead designer. No, there is nothing wrong with pushing the envelope.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
2 out of 180 cards, how is that numerous?In the set that was about possible cards from magics future.Man i guess we where dumb to think it might not be real.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
Constructed : 1708
Eternal : 1600
Limited : 1726
Total : 1772
Two Headed Giant - Constructed : 1584
Two Headed Giant - Limited : 1612
MTGO Ratings:
Constructed: 1612
Limited: 1665
Composite: 1639
#160/836 in the 1st CCC Momir Vig Tournament!
Yes sir, definitely: Two cards and a poster, which practically punches you in the face and the game's designer(s) saying this set is going to be very exciting etc etc. Yeah, like tribes would be that exciting...more or less, normal cards...with sub-types. Wow, go r&d team. SNORE
Remember: you said the dumb thing, not me.
The poster was about Planeswalkers.
Just Planeswalkers.
Otherwise it would have had the Lorwyn logo on it somewhere. (We know there is a special 'Planeswalkers' logo, but obviously they wouldn't put it on a teaser poster.
Twitter
You REALLY have a problem with Saviors of Kamigawa, don't you?
Kirin and Epic Spells were meant to shake up the game? gee, I didn't get THAT memo. They were simply 5-card cycles with "cool" abilities. Hell, the only ones I remember being advertised to any reasonable extent were Celestial Kirin on the booster boxes, and Eternal Domination on the poster. And they weren't that dismal a failure. Enduring Ideal is still played in extended, while Celestial Kirin was a house in kamigawa block constructed.
I just fail to see what Kirins or Epic Spells or even the pre-MaRo World Enchantments have to do with your argument. If you have that big a problem with what he creates, you're welcome to quit the game until he retires from his position. Until then, just join the masses of people sending him hate mail, cos frankly, we're kinda sick of hearing it.