Not sure if anyone cares anymore, but Mark's article this week is the Vision Design handoff, which a lot of people on here have been asking about. Included in the things that were in it but not in the set include artifact Traps, Quests with multiple ways to get quest counters (from the cutting room floors of both original Zendikar and Throne of Eldraine) that would require a new frame treatment, weird leveler callbacks, and the Eldrazi callback mechanic Titan.
Aether Trap 2
Artifact – Trap
At the beginning of your upkeep, sacrifice CARDNAME and draw a card.
Whenever an opponent casts a second spell in a turn, you may put this onto the battlefield and draw a card. 4 or U, T, Sacrifice CARDNAME: Counter target spell.
Quest for Forbidden Power 3B
Enchantment
Whenever you complete any of the following tasks, put a quest counter on CARDNAME. If it was the first time you have completed that task, each player discards a card.
* A land enters the battlefield under your control.
* A creature dies.
* An opponent loses 5 or more life in a single turn.
Remove three quest counters from CARDNAME and sacrifice it: Until end of turn, you may play cards from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead.
Leveling Rogue 1B
Creature – Human Ally Rogue 1B: Add a +1/+1 counter to CARDNAME. When CARDNAME gets three +1/+1 counters, it loses this ability and gains menace.
3/1
Remnant of Force 1U
Instant
Titan 8(You may cast this spell for its titan cost rather than its mana cost.)
Return target nonland permanent to its owner's hand. If this spell's titan cost was paid, also draw two cards.
I think Linvala really made a strong impression for me that the mechanic wasn't understood to need potent payoffs. There are some good full party payoff effects but I can't help but wonder what could have been with different mechanics.
Part of the issue could be addressed if they just adjusted the level of complexity they'd allow. Like the aforementioned Expedition Healer. If it were something like:
~ has lifelink as long as you control another Cleric, first strike as long as you control a Rogue, vigilance as long as you control a Warrior, protection from non creature spells as long as you control a Wizard. Then you'd get a little bit for Cleric redundancy but also jives with full party.
I think a part of it is the limitations of the way they do batching mechanics, your party isn't chosen/static and all the mechanics do is check if things fit basic criteria. What I mean is, the way party was designed doesn't allow for things like "When a creature joins your party" "When ~ dies, if it was a member of your party, " or "Members of your party have lifelink." They were limited to counting roles filled, but even that could have been explored in more dynamic ways than basic scaling with some bonuses for a full party.
Caring if your party has other members ("If your party has two or more creatures in it, ") or more interesting cross-class encouragement ("Target creature gets +1/+1 until end of turn. if it's a Warrior, it gains lifelink until end of turn." on a Cleric or "When ~ attacks, it gains flying until end of turn if you control a Wizard." on a Rogue) may have helped. As it stands, party is quite a binary mechanic, you either want full party to maximize everything or you don't want it at all. I respect that WotC was pushing for that (much the same way Domain was intended to be maximized and encouraged five color play and didn't bother with half steps), I just think it made for a less dynamic, less interesting mechanic.
I think the flavor was well-received, so hopefully they bring party back and expand on how it is explored.
They did this for Shadowmoor and Eventide, and it was so mentally taxing they lowered complexity in common forever.
Why come we didn’t get the purple orb/ocohedron thing nahiri used in the trailer as a card
Depends on the story really. Lack of a card either means WotC hasn't decided what it does yet or they don't want to spoil what it does. My personal theory is it either kills anything not Kor or turns things to stone so those like Nahiri and bend them to their will or what have you.
Wouldn't surprise me though if this ends up as another Mirari level mcguffin that can just do a lot of stuff and is powerful.
It's called a lithoform, so I'm guessing it and all others like it are stuffed inside the Lithoform Engine.
I can see doing 5 now, 5 later, but 6 now, 4 later? Am I missing something? No Azorius, Rakdos, Golgari, Simic? I have not been following spoiler season closely so apologies if this is just known already.
The awkward distribution was to support the set strategies: WB Clerics, UB Rogues, RW Warriors, UR Wizards, and RG and GW Landfall. The other four will be in Kaldheim.
There are only 3 inscription cards.
Red & white one missin. Why ?
Red and white have six kicker cards between them, mostly removal. They got Felidar Retreat and Valakut Exploration instead, which most people on here see as a good thing.
The full set is out here. However, with how many cards have been revealed, we only have a few left (including some reprints), unlike the usual 50-card dump in the end.
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Aether Trap 2
Artifact – Trap
At the beginning of your upkeep, sacrifice CARDNAME and draw a card.
Whenever an opponent casts a second spell in a turn, you may put this onto the battlefield and draw a card.
4 or U, T, Sacrifice CARDNAME: Counter target spell.
Quest for Forbidden Power 3B
Enchantment
Whenever you complete any of the following tasks, put a quest counter on CARDNAME. If it was the first time you have completed that task, each player discards a card.
* A land enters the battlefield under your control.
* A creature dies.
* An opponent loses 5 or more life in a single turn.
Remove three quest counters from CARDNAME and sacrifice it: Until end of turn, you may play cards from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead.
Leveling Rogue 1B
Creature – Human Ally Rogue
1B: Add a +1/+1 counter to CARDNAME. When CARDNAME gets three +1/+1 counters, it loses this ability and gains menace.
3/1
Remnant of Force 1U
Instant
Titan 8 (You may cast this spell for its titan cost rather than its mana cost.)
Return target nonland permanent to its owner's hand. If this spell's titan cost was paid, also draw two cards.