I'm tempted to make a Hunchback of Notre Dame reference, but I'm not sure which one.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
If it had haste it would be actually playable imo. (in the format)
What?
This is a turn 3 9/9 flyer if built right. It is cool. But it would be so unfun for limited if it had haste.
You should not expect the uncommons and commons to have much relevance in Modern.
I m saying that this card has potential, is powerfull but for it to be relevant as a beater in modern maybe it needed a bit more. ye the card is powerfull in limited.
This is some of the most ingenious flavor I've ever seen. The name, art and mechanics brilliantly and efficiently convey the story of a bunch of idiots who summon a demon and get eaten for their troubles. Whatever your opinion on the card's playability, you have to admit that that's pretty cool.
If it had haste it would be actually playable imo. (in the format)
What?
This is a turn 3 9/9 flyer if built right. It is cool. But it would be so unfun for limited if it had haste.
You should not expect the uncommons and commons to have much relevance in Modern.
How many 1 drops (and which are good enough) in order to turn this guy on though? Seems much more likely to come down on T4. But, I'd be quite happy to T4 a flying 9/9 in this limited.
If it had haste it would be actually playable imo. (in the format)
What?
This is a turn 3 9/9 flyer if built right. It is cool. But it would be so unfun for limited if it had haste.
You should not expect the uncommons and commons to have much relevance in Modern.
How many 1 drops (and which are good enough) in order to turn this guy on though? Seems much more likely to come down on T4. But, I'd be quite happy to T4 a flying 9/9 in this limited.
I think this guy might have legs (wings?) in a shell running some combination of Young/Seasoned Pyromancer and Saheeli, Sublime Artificer. Letting you convert surplus 1/1s into 2 flying power apiece seems like something I would be willing to test at least.
This is some of the most ingenious flavor I've ever seen. The name, art and mechanics brilliantly and efficiently convey the story of a bunch of idiots who summon a demon and get eaten for their troubles. Whatever your opinion on the card's playability, you have to admit that that's pretty cool.
This guy gets it.
Flavor has a huge impact on how we perceive and experience this game. While it's all well and good to have powerful cards with streamlined abilities and stats paired with some artwork of a fearsome monster, at the end of the day a huge part of our enjoyment comes from the stories we create in our heads as the cards interact with one another.
Cards like this are examples of the very best Magic has to offer in ludonarrative consonance — borrowing the video gaming term — and they have a much stronger effect on our connection to the game than I think we give them credit for. There exists some inexplicable mechanism that gives us a certain visceral enjoyment when casting a card with a name and art like Feaster of Fools, then watching its equally aptly-named abilities unfold within the game's rules. The very same mechanism is the one responsible for our intense dissatisfaction when observing a scenario in which a card like Silent Submersible gets chumped by a 1/1 Goblin with no abilities.
Stripping away all the art and colors and inventive names on each card, it's clear the skeletal structure of the game is still quite beautiful to behold in a systemic and mathematical sort of way. But without the contextualizing elements — flavor — to guide our imaginations and tether our wills to the outcome of each gameplay scenario, Magic doesn't live and breathe as it should. That's not to say most cards lack an adequate amount of flavor, far from it in fact! I mean to say that designing cards with an even greater focus on this phenomenon, the gratifying fusion of story and gameplay, would do wonders for enriching Magic's overall gameplay experience.
note that is assuming you don't have max thrulls beforehand. already have 6 to tap out the convoke for the cost; get six more and loose the breeder. then get 12 sacrifices on the demon for a 27/27 with some light support.
If it had haste it would be actually playable imo. (in the format)
What?
This is a turn 3 9/9 flyer if built right. It is cool. But it would be so unfun for limited if it had haste.
You should not expect the uncommons and commons to have much relevance in Modern.
Why not exactly? A quick Google search will show you that the 7 most played cards in Modern are all common/uncommon. In fact, 14 of the top 20 most played cards have all been printed at common or uncommon.
Feaster of Fools 4BB
Creature -- Demon (uncommon)
Convoke
Flying
Devour 2
3/3
Also if they made it a Gargoyle....
https://www.youtube.com/watch?v=ygrEVnrg3Ic
What?
This is a turn 3 9/9 flyer if built right. It is cool. But it would be so unfun for limited if it had haste.
You should not expect the uncommons and commons to have much relevance in Modern.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I m saying that this card has potential, is powerfull but for it to be relevant as a beater in modern maybe it needed a bit more. ye the card is powerfull in limited.
How many 1 drops (and which are good enough) in order to turn this guy on though? Seems much more likely to come down on T4. But, I'd be quite happy to T4 a flying 9/9 in this limited.
Hunted Witness and Doomed Traveler make two.
This is limited stuff though.
This is undoubtedly a great limited card.
This guy gets it.
Flavor has a huge impact on how we perceive and experience this game. While it's all well and good to have powerful cards with streamlined abilities and stats paired with some artwork of a fearsome monster, at the end of the day a huge part of our enjoyment comes from the stories we create in our heads as the cards interact with one another.
Cards like this are examples of the very best Magic has to offer in ludonarrative consonance — borrowing the video gaming term — and they have a much stronger effect on our connection to the game than I think we give them credit for. There exists some inexplicable mechanism that gives us a certain visceral enjoyment when casting a card with a name and art like Feaster of Fools, then watching its equally aptly-named abilities unfold within the game's rules. The very same mechanism is the one responsible for our intense dissatisfaction when observing a scenario in which a card like Silent Submersible gets chumped by a 1/1 Goblin with no abilities.
Stripping away all the art and colors and inventive names on each card, it's clear the skeletal structure of the game is still quite beautiful to behold in a systemic and mathematical sort of way. But without the contextualizing elements — flavor — to guide our imaginations and tether our wills to the outcome of each gameplay scenario, Magic doesn't live and breathe as it should. That's not to say most cards lack an adequate amount of flavor, far from it in fact! I mean to say that designing cards with an even greater focus on this phenomenon, the gratifying fusion of story and gameplay, would do wonders for enriching Magic's overall gameplay experience.
WB Ayli, Eternal Recursion WB - GUPir and Toothy GU - WBR Mathas, Fiend SeekerWBR
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
That.... that's a fantastic idea.
note that is assuming you don't have max thrulls beforehand. already have 6 to tap out the convoke for the cost; get six more and loose the breeder. then get 12 sacrifices on the demon for a 27/27 with some light support.