Vivien Reed is an interesting choice, mostly because she has no primary motivation anymore. Nicol Bolas been thoroughly defeated, her world is dead, which really leaves only two facets of her left. The eco-terrorist personality from short stories and also the Steve Irwin personality she has from various flavor texts.
I'd guess she could similar to Elspeth and looking for a new home.
From stuff we saw from behinds and the scenes on War of the Spark they mentioned a number of walkers who appeared where pull in from early drafts for future storylines with some like Davriel or Dovin being fitting in where they could ahead of time. I'd guess Vivien is similar so the Bolas and home world stuff might have been added on with what they already drafted out for this set.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Is Vivien controlling the beasts? She isn't facing them and she doesn't seem to run. Her left arm (the raised one) looks like it is coming from her neck ;(. Is she reaching for an arrow? There are exactly 5 visible smaller creature in front from the big one. I suspect that each one is representing one color. The highest one with the feather wings is the white one, the other flyer below the blue, the raptor-like creature left the green, the middle ground one the black and the right one red. The set description said something about "building your own monsters". Maybe this are Viviens creations.
i'm just curious to see how much they learned from rise of the eldrazi. that is to say if we're making giant monsters the format just turns into whoever can resolve and push their fatty through first, and that gets stagnant quick.
Green is going to get even better I guess, they can ramp so fast that by turn 6 you will have 10-11 mana creatures in the board, meanwhile white is going to get the end of the shaft as always
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Man just look at all those white removal cards from GP Portland, good thing white doesn't need more.
/s
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Man just look at all those white removal cards from GP Portland, good thing white doesn't need more.
/s
What, are you actually going to say to me with a straight face that Kaya's Wrath is a bad Magic card? Deafening Clarion? Shatter the Sky? Are you also going to say that Teferi, Time Raveler, a card which is widely agreed to be one of the best Planeswalkers ever printed by pros and casuals alike and that is seeing Modern play, is bad simply because he has less presence than Noxious Freaking Grasp? Or maybe you can use your brain, see that even Plains as a mana source are absent, and deduce that it's not the removal, but the color itself being overshadowed by other colors and the limited mana base making playing White unviable.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Man just look at all those white removal cards from GP Portland, good thing white doesn't need more.
/s
What, are you actually going to say to me with a straight face that Kaya's Wrath is a bad Magic card? Deafening Clarion? Shatter the Sky? Are you also going to say that Teferi, Time Raveler, a card which is widely agreed to be one of the best Planeswalkers ever printed by pros and casuals alike and that is seeing Modern play, is bad simply because he has less presence than Noxious Freaking Grasp? Or maybe you can use your brain, see that even Plains as a mana source are absent, and deduce that it's not the removal, but the color itself being overshadowed by other colors and the limited mana base making playing White unviable.
Adding a sarcastic remark over a comment on White's removal like you did does not implies that White's removal isn't the problem. Maybe you're the one that doesn't quite understands sarcasm.
But either way, this is neither here nor there. If the goal of Ikoria is big monsters, I see this as an opportunity for WotC to expand White's color pie above "Green but *****ty" by giving them big monsters with splashy effects themselves, not as an opportunity to make Green better.
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
Adding a sarcastic remark over a comment on White's removal like you did does not implies that White's removal isn't the problem. Maybe you're the one that doesn't quite understands sarcasm.
But either way, this is neither here nor there. If the goal of Ikoria is big monsters, I see this as an opportunity for WotC to expand White's color pie above "Green but *****ty" by giving them big monsters with splashy effects themselves, not as an opportunity to make Green better.
You clearly don't understand why its sarcasm. White does have a problem. GP Portland was something that sparked debate and questions of what is White missing and what can make White better.
If you wanted White to be better, then wizards needs to stop ignoring its actual toolbox. Tax, stax, hatebears, land destruction, wraths, cheap removal, lifegain, anthems, weenies, plains-tutoring. Using a fraction of those just because they aren't fun to play against is exactly the reason why white is regarded as an almost non-existent color in many formats with very few decks that actually allow it to stand-up.
Which goes way back into the inane concept people thought of as "fair magic", none of the colors are actually fair when they actually use their respective toolboxes to their fullest. White when it uses all of its tools is actually one of the most meanest colors in magic that makes the others look tame.
Also standard is terrible metric to base a card's power off of. No one really cares if white gave esper or azorious a new toy, because most people regard standard as a joko of a format and it continues to be one. People are more likely to look at a new set to see how it impacts other formats. Great example of this is actually Heliod, Sun-Crowned which actually could be banned in Pioneer or other eternal formats with Walking Ballista because it creates an infinite damage and life-gain combo, or at least cause WB to get banned.
Giving white "big splashy monsters" is absolutely a borked concept based on the very fundamentals of the color pie itself and would require white to heavily break and bend the color pie to do so which would also make it as you put it "Green but *****ty".
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
Card selection is the big one. We already have the precedent of White getting card selection, but it's nowhere near as good nor frequent as Green's and, honestly, Green doesn't needs it anymore, it already has so many ways to get raw card advantage, not only in drawing but also mass Regrowth effects, and it has both searching for lands and creatures on its color pie too. Cards like Relentless Pursuit used to be playable but are just going unnoticed nowadays simply because Green just has too many better options, and would be great tools for White. Hell, I'd even argue Once Upon a Time would be a-ok for White, at least in Standard, as it's the color that's supposed to be about strong early-game starts, instead of Green that mainly just used it to ensure the 1 mana ramp into broken 3 drop every game.
Other ones I could see WotC expanding upon is Stifle effects (This is a secondary Green ability apparently? WHY? And blue doesn't need it that much either, it usually prefers regular counter magic), Blood Moon and land taxing effects (WotC's whole sthick about White is being able to answer everything, but now that Armageddon effects never get printed anymore, it can't), expanding the "permanent matters" theme (it already cares a lot about creatures, sometimes enchantments and artifacts depending on the block, why not just go full "permanents matters" just like Green is "creatures matters" and Blue "spells matters"? Somethiing like ascend, permanently integrated into White's color pie) and cost reduction effects. More noncreature reanimation would be nice too.
If you wanted White to be better, then wizards needs to stop ignoring its actual toolbox. Tax, stax, hatebears, land destruction, wraths, cheap removal, lifegain, anthems, weenies, plains-tutoring. Using a fraction of those just because they aren't fun to play against is exactly the reason why white is regarded as an almost non-existent color in many formats with very few decks that actually allow it to stand-up.
This is the exact point I mentioned, and apparently we're in agreement, so I have zero idea why you mentioned removal or included sarcasm in your response. When Green was the worst color in Magic, the answer wasn't to print Rofellos, Llanowar Emissary. When Red was stripped away from Stone Rain, Ruination and ritual effects, then became only playable in mono-red Aggro, the answer wasn't to reprint Lightning Bolt in Standard. Wizards learned with their mistakes, and both colors are very healthy now due to intervention on WotC's part by giving said color more tools or fixing old ones. Now it's White's turn and, once again, giving it Path to Exile 2.0 isn't the answer.
Also standard is terrible metric to base a card's power off of. No one really cares if white gave esper or azorious a new toy, because most people regard standard as a joko of a format and it continues to be one.
"Most people's opinions" is worth absolutely nothing when the creators of the game disagree with it. Standard and Limited are WotC's main focus. Most annual products are directed to Standard playability, with very few cards and reprints specifically designed for Eternal playability in them like Ox of Agonas or Leyline of the Void. If WotC really cared so much about Eternal formats, fetches wouldn't be 30+ bucks a piece in the secondary market.
Giving white "big splashy monsters" is absolutely a borked concept based on the very fundamentals of the color pie itself and would require white to heavily break and bend the color pie to do so which would also make it as you put it "Green but *****ty".
Eldrazi says 'sup. Titans say 'sup. Zetalpa says 'sup. This last one is my prime example, as they DID do big splashy White monsters before, but White's color pie is so inherently messed up that they just redid Akroma as a Dinosaur and called it a day. If we ever get a whole set based around giant splashy monsters, I really expect something a little bit better now, especially since WotC is acknowledging the popularity of EDH/Commander as of late and White's shortcomings on the format.
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
Card selection is the big one. We already have the precedent of White getting card selection, but it's nowhere near as good nor frequent as Green's and, honestly, Green doesn't needs it anymore, it already has so many ways to get raw card advantage, not only in drawing but also mass Regrowth effects, and it has both searching for lands and creatures on its color pie too. Cards like Relentless Pursuit used to be playable but are just going unnoticed nowadays simply because Green just has too many better options, and would be great tools for White. Hell, I'd even argue Once Upon a Time would be a-ok for White, at least in Standard, as it's the color that's supposed to be about strong early-game starts, instead of Green that mainly just used it to ensure the 1 mana ramp into broken 3 drop every game.
Mm, it also fits with white's "long term planning" theme and ties nicely to blue.
Other ones I could see WotC expanding upon is Stifle effects (This is a secondary Green ability apparently? WHY? And blue doesn't need it that much either, it usually prefers regular counter magic)
100% agree. Seems like it was based on some prettyold cards, but I've long thought the effect feels more white.
Blood Moon and land taxing effects (WotC's whole sthick about White is being able to answer everything, but now that Armageddon effects never get printed anymore, it can't)
I tend to agree, although even red doesn't get to do much against lands these days. I say they should declare open season on nonbasics, then push duals designed to work best with two and three color decks along with the new hate.
expanding the "permanent matters" theme (it already cares a lot about creatures, sometimes enchantments and artifacts depending on the block, why not just go full "permanents matters" just like Green is "creatures matters" and Blue "spells matters"? Somethiing like ascend, permanently integrated into White's color pie)
I think I see this as a specifically green-white mechanic for a color pair which is in need of a distinct identity.
I actually want this moved out of blue and into red. Let blue and white stall the board until they can cast their goodies. But there are a few ways of designing such effects for white that I would be on board for.
More noncreature reanimation would be nice too.
Yep, and efficient reanimation that grabs a bunch of weenies for card advantage.
Additional items on my wish list: more frequent damage redirection (and some spell redirection when it's aimed at you and your stuff, particularly when paired with red or blue), more tax-based counters, more balance or land tax-conditioned effects, white as #1 color for granting hexproof (blue/green primary for inherent hexproof), more anti-wrath tech, big splashy angel bombs that do something to help stall while in your hand, and exploring more ways of bringing card advantage and ramp to the color (albeit themed around promoting small creatures, e.g., "Add W, spend this mana only to cast noncreature spells or creature spells with converted mana cost 3 or less").
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
i'd actually like to see white interact with the stack more. its blues thing sure, but why does that only have to be one color in the entire game's thing? so, expand on that idea, not necessarily in ways that blue does like counter target spell, more like... stifling abilities, delaying spells, redirecting them maybe, maybe spells that have effects based on other spells being on the stack, maybe something new like changing effects to something else, that sorta thing. there's a ton of options to explore there. combat tricks would also be nice to see developed a little more, not necessarily red's style of smash face, or green's make it big and smash face, but something more like... like that one commander spell that ends the combat phase, or darien king of kjeldor but as an instant style stuff. it'll never happen, but white also needs a better identity than what it currently has which is still kind of not one at all. its consistently labeled a support color, but it doesn't even do that all that well. it adds some tools sometimes to a greater package but those tools don't necessarily work everywhere either. i'd also love to see it go back to the weenies matter route, but to do that it has to be more aggressive too - more meekstone effects, more turning off abilities, more to do than just make 1/1's and 2/2's.
right now feels like just before they revamped black - where it was kind of okay at a lot of things but not really (this is going back to before torment), or just before they revamped red over the past year, which opened up so many more options recently and made the color much more fun to play in environments that aren't just burn.
Techniqully they can look differ t the one in the photo has spikes and a bear head besides maro confirmed they never make creatures look identical completely like eldrazi’s have the same features with faceless but all of them look different
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
White has its problems but removal is not one of them. If we give White more efficient removal, all that's going to do is make Esper or Azorius Control better and White will still be crap. What White needs is more tools to do things other than play a bunch of weenies, gain life and proceed to scoop phase as soon as an opponent draws a wrath.
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
i'd actually like to see white interact with the stack more. its blues thing sure, but why does that only have to be one color in the entire game's thing? so, expand on that idea, not necessarily in ways that blue does like counter target spell, more like... stifling abilities, delaying spells, redirecting them maybe, maybe spells that have effects based on other spells being on the stack, maybe something new like changing effects to something else, that sorta thing. there's a ton of options to explore there. combat tricks would also be nice to see developed a little more, not necessarily red's style of smash face, or green's make it big and smash face, but something more like... like that one commander spell that ends the combat phase, or darien king of kjeldor but as an instant style stuff. it'll never happen, but white also needs a better identity than what it currently has which is still kind of not one at all. its consistently labeled a support color, but it doesn't even do that all that well. it adds some tools sometimes to a greater package but those tools don't necessarily work everywhere either. i'd also love to see it go back to the weenies matter route, but to do that it has to be more aggressive too - more meekstone effects, more turning off abilities, more to do than just make 1/1's and 2/2's.
right now feels like just before they revamped black - where it was kind of okay at a lot of things but not really (this is going back to before torment), or just before they revamped red over the past year, which opened up so many more options recently and made the color much more fun to play in environments that aren't just burn.
White can have taxing counters (like Mana Tithe or Lapse of Certainty). It was already confirmed from Mark but it's done so rarely. I think that this are the only two spells that have done this in white.
I really think that white needs a way to generate value. It has some ways but they are so rare and most at time they stay on the board, where they can be handled easily by other cards. In commander white needs some kind of actually 'end the game in the spot if the condition are right'-card. Something like Craterhoof Behemoth, Exsanguinate, Cyclonic Rift, Expropriate or Insurrection. The closest thing would be Finale of Glory what needs a more specific situation to end the game and you need to cast it as a instant or try to untap with the tokens and freaky 12 mana.
White can have taxing counters (like Mana Tithe or Lapse of Certainty). It was already confirmed from Mark but it's done so rarely. I think that this are the only two spells that have done this in white.
The way Maro has been talking about it recently makes the think we will actually see some more taxing counters in white soon.
I really think that white needs a way to generate value. It has some ways but they are so rare and most at time they stay on the board, where they can be handled easily by other cards. In commander white needs some kind of actually 'end the game in the spot if the condition are right'-card. Something like Craterhoof Behemoth, Exsanguinate, Cyclonic Rift, Expropriate or Insurrection. The closest thing would be Finale of Glory what needs a more specific situation to end the game and you need to cast it as a instant or try to untap with the tokens and freaky 12 mana.
Even though we concluded it but now we can definatly lock Vivian now
Outside of the giant bear-lizard....thing we can see a lot of various dinosaur and dragon esque creatures, on the right (shown on the card itself) we can see giant beasts of some sort, and nn the bottom left corner we can see a sort of giant dog looking beast. Not too much of a diversity from one art, but we'll see what will come of the sort of creatures we can expect in about another month.
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Even though we concluded it but now we can definatly lock Vivian now
Outside of the giant bear-lizard....thing we can see a lot of various dinosaur and dragon esque creatures, on the right (shown on the card itself) we can see giant beasts of some sort, and nn the bottom left corner we can see a sort of giant dog looking beast. Not too much of a diversity from one art, but we'll see what will come of the sort of creatures we can expect in about another month.
Yep three creature types clearly possibly confirmed is
Beast
Dragon
And possibly dinosaur
And maro already confirm the behemoths will look different from are bear lizard there
I'd guess she could similar to Elspeth and looking for a new home.
From stuff we saw from behinds and the scenes on War of the Spark they mentioned a number of walkers who appeared where pull in from early drafts for future storylines with some like Davriel or Dovin being fitting in where they could ahead of time. I'd guess Vivien is similar so the Bolas and home world stuff might have been added on with what they already drafted out for this set.
"You can tell how dumb someone is by how they use Mary Sue"
tbh this promo art reminds me of the commercials of this hunter game
big creatures and alot of hunters... theme copied i guess
---
#BLM
#DefundThePolice
They better use this as an inspiration for artwork!
Candle Cove FTW!
'buster
HR Analyst. Gamer. Activist | Fearless, and forthright | Aggro-control is a mindset.
Elspeth and Jhoira rock my world.
i don't doubt that at all, though i do hope white gets efficient removal to deal with those threats. efficiency being key. it'llmost likely be something stupid like 4W, exile target creature with a power greater than 5 or something that's just trash like that.
/s
What, are you actually going to say to me with a straight face that Kaya's Wrath is a bad Magic card? Deafening Clarion? Shatter the Sky? Are you also going to say that Teferi, Time Raveler, a card which is widely agreed to be one of the best Planeswalkers ever printed by pros and casuals alike and that is seeing Modern play, is bad simply because he has less presence than Noxious Freaking Grasp? Or maybe you can use your brain, see that even Plains as a mana source are absent, and deduce that it's not the removal, but the color itself being overshadowed by other colors and the limited mana base making playing White unviable.
But either way, this is neither here nor there. If the goal of Ikoria is big monsters, I see this as an opportunity for WotC to expand White's color pie above "Green but *****ty" by giving them big monsters with splashy effects themselves, not as an opportunity to make Green better.
Can you expand your thoughts on the other things white should be able to do? After red's recent makeover it seems like it's white's turn again.
If you wanted White to be better, then wizards needs to stop ignoring its actual toolbox. Tax, stax, hatebears, land destruction, wraths, cheap removal, lifegain, anthems, weenies, plains-tutoring. Using a fraction of those just because they aren't fun to play against is exactly the reason why white is regarded as an almost non-existent color in many formats with very few decks that actually allow it to stand-up.
Which goes way back into the inane concept people thought of as "fair magic", none of the colors are actually fair when they actually use their respective toolboxes to their fullest. White when it uses all of its tools is actually one of the most meanest colors in magic that makes the others look tame.
Also standard is terrible metric to base a card's power off of. No one really cares if white gave esper or azorious a new toy, because most people regard standard as a joko of a format and it continues to be one. People are more likely to look at a new set to see how it impacts other formats. Great example of this is actually Heliod, Sun-Crowned which actually could be banned in Pioneer or other eternal formats with Walking Ballista because it creates an infinite damage and life-gain combo, or at least cause WB to get banned.
Giving white "big splashy monsters" is absolutely a borked concept based on the very fundamentals of the color pie itself and would require white to heavily break and bend the color pie to do so which would also make it as you put it "Green but *****ty".
Other ones I could see WotC expanding upon is Stifle effects (This is a secondary Green ability apparently? WHY? And blue doesn't need it that much either, it usually prefers regular counter magic), Blood Moon and land taxing effects (WotC's whole sthick about White is being able to answer everything, but now that Armageddon effects never get printed anymore, it can't), expanding the "permanent matters" theme (it already cares a lot about creatures, sometimes enchantments and artifacts depending on the block, why not just go full "permanents matters" just like Green is "creatures matters" and Blue "spells matters"? Somethiing like ascend, permanently integrated into White's color pie) and cost reduction effects. More noncreature reanimation would be nice too.
This is the exact point I mentioned, and apparently we're in agreement, so I have zero idea why you mentioned removal or included sarcasm in your response. When Green was the worst color in Magic, the answer wasn't to print Rofellos, Llanowar Emissary. When Red was stripped away from Stone Rain, Ruination and ritual effects, then became only playable in mono-red Aggro, the answer wasn't to reprint Lightning Bolt in Standard. Wizards learned with their mistakes, and both colors are very healthy now due to intervention on WotC's part by giving said color more tools or fixing old ones. Now it's White's turn and, once again, giving it Path to Exile 2.0 isn't the answer.
"Most people's opinions" is worth absolutely nothing when the creators of the game disagree with it. Standard and Limited are WotC's main focus. Most annual products are directed to Standard playability, with very few cards and reprints specifically designed for Eternal playability in them like Ox of Agonas or Leyline of the Void. If WotC really cared so much about Eternal formats, fetches wouldn't be 30+ bucks a piece in the secondary market.
Eldrazi says 'sup. Titans say 'sup. Zetalpa says 'sup. This last one is my prime example, as they DID do big splashy White monsters before, but White's color pie is so inherently messed up that they just redid Akroma as a Dinosaur and called it a day. If we ever get a whole set based around giant splashy monsters, I really expect something a little bit better now, especially since WotC is acknowledging the popularity of EDH/Commander as of late and White's shortcomings on the format.
Mm, it also fits with white's "long term planning" theme and ties nicely to blue.
100% agree. Seems like it was based on some pretty old cards, but I've long thought the effect feels more white.
I tend to agree, although even red doesn't get to do much against lands these days. I say they should declare open season on nonbasics, then push duals designed to work best with two and three color decks along with the new hate.
I think I see this as a specifically green-white mechanic for a color pair which is in need of a distinct identity.
I actually want this moved out of blue and into red. Let blue and white stall the board until they can cast their goodies. But there are a few ways of designing such effects for white that I would be on board for.
Yep, and efficient reanimation that grabs a bunch of weenies for card advantage.
Additional items on my wish list: more frequent damage redirection (and some spell redirection when it's aimed at you and your stuff, particularly when paired with red or blue), more tax-based counters, more balance or land tax-conditioned effects, white as #1 color for granting hexproof (blue/green primary for inherent hexproof), more anti-wrath tech, big splashy angel bombs that do something to help stall while in your hand, and exploring more ways of bringing card advantage and ramp to the color (albeit themed around promoting small creatures, e.g., "Add W, spend this mana only to cast noncreature spells or creature spells with converted mana cost 3 or less").
i'd actually like to see white interact with the stack more. its blues thing sure, but why does that only have to be one color in the entire game's thing? so, expand on that idea, not necessarily in ways that blue does like counter target spell, more like... stifling abilities, delaying spells, redirecting them maybe, maybe spells that have effects based on other spells being on the stack, maybe something new like changing effects to something else, that sorta thing. there's a ton of options to explore there. combat tricks would also be nice to see developed a little more, not necessarily red's style of smash face, or green's make it big and smash face, but something more like... like that one commander spell that ends the combat phase, or darien king of kjeldor but as an instant style stuff. it'll never happen, but white also needs a better identity than what it currently has which is still kind of not one at all. its consistently labeled a support color, but it doesn't even do that all that well. it adds some tools sometimes to a greater package but those tools don't necessarily work everywhere either. i'd also love to see it go back to the weenies matter route, but to do that it has to be more aggressive too - more meekstone effects, more turning off abilities, more to do than just make 1/1's and 2/2's.
right now feels like just before they revamped black - where it was kind of okay at a lot of things but not really (this is going back to before torment), or just before they revamped red over the past year, which opened up so many more options recently and made the color much more fun to play in environments that aren't just burn.
Techniqully they can look differ t the one in the photo has spikes and a bear head besides maro confirmed they never make creatures look identical completely like eldrazi’s have the same features with faceless but all of them look different
White can have taxing counters (like Mana Tithe or Lapse of Certainty). It was already confirmed from Mark but it's done so rarely. I think that this are the only two spells that have done this in white.
I really think that white needs a way to generate value. It has some ways but they are so rare and most at time they stay on the board, where they can be handled easily by other cards. In commander white needs some kind of actually 'end the game in the spot if the condition are right'-card. Something like Craterhoof Behemoth, Exsanguinate, Cyclonic Rift, Expropriate or Insurrection. The closest thing would be Finale of Glory what needs a more specific situation to end the game and you need to cast it as a instant or try to untap with the tokens and freaky 12 mana.
The way Maro has been talking about it recently makes the think we will actually see some more taxing counters in white soon.
I agree 100%
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
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Even though we concluded it but now we can definatly lock Vivian now
Outside of the giant bear-lizard....thing we can see a lot of various dinosaur and dragon esque creatures, on the right (shown on the card itself) we can see giant beasts of some sort, and nn the bottom left corner we can see a sort of giant dog looking beast. Not too much of a diversity from one art, but we'll see what will come of the sort of creatures we can expect in about another month.
Yep three creature types clearly possibly confirmed is
Beast
Dragon
And possibly dinosaur
And maro already confirm the behemoths will look different from are bear lizard there
radiation from crystals mutating creatures etc
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||