I don't think that the 5 ability PW will have five abilities. I think it will have a modal one like the Command cycle and two others, as I can't see 5 abilities fitting on a card!
I don't think that the 5 ability PW will have five abilities. I think it will have a modal one like the Command cycle and two others, as I can't see 5 abilities fitting on a card!
This is a very interesting idea! It would certainly fit Maro's "tricky" style of previewing cards. It would also solve the "How will they fit five ability boxes on the card?!" problem.
I don't think that the 5 ability PW will have five abilities. I think it will have a modal one like the Command cycle and two others, as I can't see 5 abilities fitting on a card!
I agree, but then it wouldn't have "five loyalty abilities" which is what MaRo actually said.
Conqueror's Pledge can give you twelve tokens, so the new sorcery should give you thirteen or more. With the rumored spell that deals 13 damage to any number of creatures, this could be a cycle of spells based on that number.
Since that card would have to produce 7 or more tokens, it is either way too expensive or we are looking at a flashback card that gives you 4+ tokens.
I think that's exactly what he's describing. Grizzly Fate at Threshold could put down 4 tokens, then be flashback'd for 4 more. Now I definitely think flashback plays a role in his hint - good suggestion eidolon.
I think that's exactly what he's describing. Grizzly Fate at Threshold could put down 4 tokens, then be flashback'd for 4 more. Now I definitely think flashback plays a role in his hint - good suggestion eidolon.
I suspect flashback is involved as well.
I'm calling it now that the 5-ability walker will be overcosted and of little interest to cubists. However, it'll be great in EDH.
Hm, that depends on the definition of variable number, since Pledge can give you 6 or 12.
A variable number is something like Storm Herd and Spontaneous Generation. The numbers on Pledge are fixed. It will always be six or twelve. Knowing that, including the kicker cost for the effect seems much more plausible to me than playing the spell twice with flashback.
Maybe I'm being an ass here, but couldn't the phrase "five loyalty" just mean no abilities that increase by +5?
You've got me thinking, the abilities may be something like two -5 abilities (they're "five loyalty" and abilities, denoting plural.) I was originally thinking a +5 and a -5 but I can't it working unless it's a drawback, like "+5: Lose 3 life" or something like that, but that'd be some nice design space they haven't explored. However, it's been the rule that + abilities on PWs must be able to be used on an empty board (ruling out things like casting Koth without mountains, etc) so I have doubts about that.
Maybe I'm being an ass here, but couldn't the phrase "five loyalty" just mean no abilities that increase by +5?
Not unless you have a different understanding of English. I suppose you could parse it as 5-loyalty abilities. In that case it would have two abilities that are 5 loyalty. I suppose it could have a +5 and a -5 or two -5. The first would be pretty wild. The thing would have to be super expensive for it to have a +5 that isn't totally garbage. Two -5 would be more interesting though it would in that case only have one ability you could use when it came down, making it less appealing.
I hadn't seen the original wording - but on reading that it does appear though there will be five abilities on the one PW card, shenanigans on Maro's part notwithstanding. Crazy.
It unfortunately could mean that most or all of the werewolf cards will be unplayable in cube, if it's some kind of "upgrade" cards where you have to have both cards to make it work.
I just hope it's not something like that, so we can use werewolf's in cube.
There's your 2-mana dude that makes 2/2s. Looks like he'll have some kind of flip or transform mechanic involved to get him there, though.
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Creature - Human Advisor Werewolf
Rules text: ???
1/1
Wolfpack Alpha
Creature - Werewolf
Other Werewolf creatures and Wolf creatures you control get +1/+1.
At the beginning of your end step, put a 2/2 green Wolf creature token into play.
At the beginning of each upkeep, if a player cast two or more spells during the previous turn, [ missing text ] Wolfpack Alpha.
3/3
At least one website seems to think the missing text says sacrifice Wolfpack Alpha, but I find it more likely tied to whatever night-and-day mechanic they're using for these cards.
Werewolf cards open up cool opportunities for designing a single creature that can do different things. I want a couple of good Werewolves in my cube; that'd just be cool.
I hope it's not a grandeur type effect, always scares me that they'll print fun cards that don't work in a singleton environment.
My friend and I came to the conclusion that the five ability walker is taking use of the new night and day mechanic, as three of the abilities are on one card while the other two are on the other. This would probably belong to Garruk if it were the case.
I hope it's not a grandeur type effect, always scares me that they'll print fun cards that don't work in a singleton environment.
My friend and I came to the conclusion that the five ability walker is taking use of the new night and day mechanic, as three of the abilities are on one card while the other two are on the other. This would probably belong to Garruk if it were the case.
That would be unfortunate if the night and day mechanic requires other cards to function.
It should be on your turn and on your opponent's turn. Night/Day.
I would dislike this as you would never be able to attack with humans or block with werewolves. I can only imagine that day (or night) happens all at the same time between players.
It should be on your turn and on your opponent's turn. Night/Day.
Problem with this is that if both players are running N/D cards you end up with an incongruous game state which is both Night and Day. It could trigger off the number of spells cast in a turn or something, as the spoiled card seems to hint, but that would be very hard to activate late game especially in limited.
Problem with this is that if both players are running N/D cards you end up with an incongruous game state which is both Night and Day. It could trigger off the number of spells cast in a turn or something, as the spoiled card seems to hint, but that would be very hard to activate late game especially in limited.
This seems like the most convincing so far, but even then it seems to be strange. When counterspell wars go off who even remembers if it's day or night anymore.
This seems like the most convincing so far, but even then it seems to be strange. When counterspell wars go off who even remembers if it's day or night anymore.
It would probably only be triggered once, and not a back and forth kind of thing. 0-1 spell is day, 2 or more is night, and night ends at the beginning of the end step. If that is the case it encourages players to play spells during their first main which will be awkward.
On spoiled card wishlisting and 'should-have-had'-isms:
This is a very interesting idea! It would certainly fit Maro's "tricky" style of previewing cards. It would also solve the "How will they fit five ability boxes on the card?!" problem.
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I agree, but then it wouldn't have "five loyalty abilities" which is what MaRo actually said.
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I think that's exactly what he's describing. Grizzly Fate at Threshold could put down 4 tokens, then be flashback'd for 4 more. Now I definitely think flashback plays a role in his hint - good suggestion eidolon.
I suspect flashback is involved as well.
I'm calling it now that the 5-ability walker will be overcosted and of little interest to cubists. However, it'll be great in EDH.
Cheers,
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A variable number is something like Storm Herd and Spontaneous Generation. The numbers on Pledge are fixed. It will always be six or twelve. Knowing that, including the kicker cost for the effect seems much more plausible to me than playing the spell twice with flashback.
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If it's a 5 colour planeswalker (for symmetry) then it doesn't really matter for cube purposes.
You've got me thinking, the abilities may be something like two -5 abilities (they're "five loyalty" and abilities, denoting plural.) I was originally thinking a +5 and a -5 but I can't it working unless it's a drawback, like "+5: Lose 3 life" or something like that, but that'd be some nice design space they haven't explored. However, it's been the rule that + abilities on PWs must be able to be used on an empty board (ruling out things like casting Koth without mountains, etc) so I have doubts about that.
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Not unless you have a different understanding of English. I suppose you could parse it as 5-loyalty abilities. In that case it would have two abilities that are 5 loyalty. I suppose it could have a +5 and a -5 or two -5. The first would be pretty wild. The thing would have to be super expensive for it to have a +5 that isn't totally garbage. Two -5 would be more interesting though it would in that case only have one ability you could use when it came down, making it less appealing.
On spoiled card wishlisting and 'should-have-had'-isms:
It unfortunately could mean that most or all of the werewolf cards will be unplayable in cube, if it's some kind of "upgrade" cards where you have to have both cards to make it work.
I just hope it's not something like that, so we can use werewolf's in cube.
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Mayor of Avabruck 1G
Creature - Human Advisor Werewolf
Rules text: ???
1/1
Wolfpack Alpha
Creature - Werewolf
Other Werewolf creatures and Wolf creatures you control get +1/+1.
At the beginning of your end step, put a 2/2 green Wolf creature token into play.
At the beginning of each upkeep, if a player cast two or more spells during the previous turn, [ missing text ] Wolfpack Alpha.
3/3
At least one website seems to think the missing text says sacrifice Wolfpack Alpha, but I find it more likely tied to whatever night-and-day mechanic they're using for these cards.
Also, never believe anything Maro says.
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My friend and I came to the conclusion that the five ability walker is taking use of the new night and day mechanic, as three of the abilities are on one card while the other two are on the other. This would probably belong to Garruk if it were the case.
That would be unfortunate if the night and day mechanic requires other cards to function.
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I would dislike this as you would never be able to attack with humans or block with werewolves. I can only imagine that day (or night) happens all at the same time between players.
Problem with this is that if both players are running N/D cards you end up with an incongruous game state which is both Night and Day. It could trigger off the number of spells cast in a turn or something, as the spoiled card seems to hint, but that would be very hard to activate late game especially in limited.
On spoiled card wishlisting and 'should-have-had'-isms:
This seems like the most convincing so far, but even then it seems to be strange. When counterspell wars go off who even remembers if it's day or night anymore.
It would probably only be triggered once, and not a back and forth kind of thing. 0-1 spell is day, 2 or more is night, and night ends at the beginning of the end step. If that is the case it encourages players to play spells during their first main which will be awkward.
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